feat: implement main game scene and player logic with modular manager architecture

This commit is contained in:
Yogi Wiguna
2026-03-31 12:24:26 +08:00
parent 7c4c799e2b
commit 82f2811c26
3 changed files with 11 additions and 5 deletions
-1
View File
@@ -62,7 +62,6 @@ grab_item={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
move_north={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
+8 -1
View File
@@ -832,6 +832,12 @@ func _assign_random_spawn_positions():
var mid_x = enhanced_gridmap.columns / 2
var mid_z = enhanced_gridmap.rows / 2
# If static positions were not calculated yet, do it now to avoid players spawning in them
if reserved_static_positions.is_empty() and LobbyManager.game_mode != "Stop n Go":
if not static_tekton_manager:
static_tekton_manager = preload("res://scripts/managers/static_tekton_manager.gd").new()
reserved_static_positions = static_tekton_manager.calculate_spawn_points(3, enhanced_gridmap)
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
var ground = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
@@ -839,7 +845,8 @@ func _assign_random_spawn_positions():
var pos = Vector2i(x, z)
# SAFETY CHECK: Is this reserved for a Static Tekton Stand?
# Stand clears 3x3, but we use a radius of 2 (5x5) for safety
# Stand clears 3x3, we use a strictly >= 1 check (so abs <= 1 is EXACTLY the 3x3 stand)
# Let's use a 3x3 check (1 radius) to avoid strictly the stand itself, plus 1 buffer = radius 2.
var is_safe = true
for reserved in reserved_static_positions:
if abs(x - reserved.x) <= 2 and abs(z - reserved.y) <= 2:
+3 -3
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@@ -1317,18 +1317,18 @@ func is_position_occupied(pos: Vector2i) -> bool:
if p.is_player_moving and p.target_position == pos:
return true
# Prevent overlap with Static Tekton Stands (3x3 area) using active nodes
# Prevent overlap with Static Tekton Stands (3x3 area, with 1-tile buffer = 5x5 checked)
if enhanced_gridmap:
for stand in get_tree().get_nodes_in_group("StaticTektonStands"):
var local_pos = enhanced_gridmap.to_local(stand.global_position)
var stand_map_pos = enhanced_gridmap.local_to_map(local_pos)
if abs(pos.x - stand_map_pos.x) <= 1 and abs(pos.y - stand_map_pos.z) <= 1:
if abs(pos.x - stand_map_pos.x) <= 2 and abs(pos.y - stand_map_pos.z) <= 2:
return true
var main_node = get_tree().get_root().get_node_or_null("Main")
if main_node and "reserved_static_positions" in main_node:
for reserved in main_node.reserved_static_positions:
if abs(pos.x - reserved.x) <= 1 and abs(pos.y - reserved.y) <= 1:
if abs(pos.x - reserved.x) <= 2 and abs(pos.y - reserved.y) <= 2:
return true
return false