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+detect_3d/compress_to=0 diff --git a/scenes/main.gd b/scenes/main.gd index 43a47a4..2c7d53d 100644 --- a/scenes/main.gd +++ b/scenes/main.gd @@ -851,7 +851,7 @@ func _assign_stop_n_go_spawn_positions(all_players: Array): return var col = 0 - var current_row = 1 + var current_row = 3 for player in all_players: var assigned_pos = Vector2i(col, current_row) diff --git a/scripts/managers/camera_context_manager.gd b/scripts/managers/camera_context_manager.gd index d07f83d..bb633bd 100644 --- a/scripts/managers/camera_context_manager.gd +++ b/scripts/managers/camera_context_manager.gd @@ -14,7 +14,7 @@ var player: Node3D # Bounds Definitions { min_x, max_x, min_z, max_z } var bounds_freemode = { "min_x": 3.0, "max_x": 11.0, "min_z": 15.0, "max_z": 22.5 } -var bounds_stop_n_go = { "min_x": 3.0, "max_x": 18.5, "min_z": 15.0, "max_z": 17.5 } +var bounds_stop_n_go = { "min_x": 3.0, "max_x": 19.5, "min_z": 15.0, "max_z": 19.5 } var bounds_doors = { "min_x": 7.0, "max_x": 7.0, "min_z": 25.8, "max_z": 25.8 } # Static overlook func initialize(p_camera: Camera3D, _p_shake_manager: Node): diff --git a/scripts/managers/stop_n_go_manager.gd b/scripts/managers/stop_n_go_manager.gd index 9c8c1b3..3e7227a 100644 --- a/scripts/managers/stop_n_go_manager.gd +++ b/scripts/managers/stop_n_go_manager.gd @@ -36,7 +36,7 @@ var phase_timer: float = 15.0 # Initialized dynamically later var is_active: bool = false var player_missions: Dictionary = {} # player_id -> {target_tile: int, required: int, current: int} -var finish_line_x: int = 21 # Right side of the map for win condition +var finish_line_x: int = 22 # Right side of the map for win condition # Tile IDs const TILE_WALKABLE = 0 @@ -291,7 +291,7 @@ func _setup_arena(): @rpc("authority", "call_remote", "reliable") func sync_arena_setup(): - print("[StopNGo] Client: Syncing Arena Setup (22x10)...") + print("[StopNGo] Client: Syncing Arena Setup (23x12)...") _apply_arena_setup() func _apply_arena_setup(): @@ -303,8 +303,8 @@ func _apply_arena_setup(): if not gridmap: return # Set Size for Stop n Go explicitly, bypassing setters that wipe the map - gridmap.set("columns", 22) - gridmap.set("rows", 10) + gridmap.set("columns", 23) + gridmap.set("rows", 12) # Clear existing items on all layers gridmap.clear() @@ -312,16 +312,32 @@ func _apply_arena_setup(): # Dynamic Safe Zone: No static safe columns anymore # Safe zone spawns randomly during gameplay + var non_walkable_coords = [ + Vector2i(0,0), Vector2i(1,0), Vector2i(2,0), Vector2i(3,0), Vector2i(4,0), Vector2i(5,0), Vector2i(6,0), Vector2i(7,0), Vector2i(8,0), Vector2i(9,0), Vector2i(10,0), Vector2i(13,0), Vector2i(19,0), Vector2i(20,0), Vector2i(21,0), Vector2i(22,0), + Vector2i(0,1), Vector2i(1,1), Vector2i(2,1), Vector2i(3,1), Vector2i(6,1), + Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(3,2), + Vector2i(17,9), Vector2i(18,9), Vector2i(19,9), Vector2i(20,9), Vector2i(21,9), Vector2i(22,9), + Vector2i(11,10), Vector2i(12,10), Vector2i(13,10), Vector2i(15,10), Vector2i(16,10), Vector2i(17,10), Vector2i(18,10), Vector2i(19,10), Vector2i(20,10), Vector2i(21,10), Vector2i(22,10), + Vector2i(0,11), Vector2i(4,11), Vector2i(5,11), Vector2i(6,11), Vector2i(9,11), Vector2i(10,11), Vector2i(11,11), Vector2i(12,11), Vector2i(13,11), Vector2i(14,11), Vector2i(15,11), Vector2i(16,11), Vector2i(17,11), Vector2i(18,11), Vector2i(19,11), Vector2i(20,11), Vector2i(21,11), Vector2i(22,11) + ] + # Create bands based on X (Horizontal Progress) for x in range(gridmap.columns): - var tile_id = TILE_WALKABLE - if x == 0: - tile_id = TILE_START - elif x == gridmap.columns - 1: - tile_id = TILE_FINISH - for z in range(gridmap.rows): + var current_pos = Vector2i(x, z) + if current_pos in non_walkable_coords: + gridmap.set_cell_item(Vector3i(x, 0, z), -1) # empty space / void + gridmap.set_cell_item(Vector3i(x, 1, z), TILE_OBSTACLE) # wall block + continue + + var tile_id = TILE_WALKABLE + if x == 0: + tile_id = TILE_START + elif x == gridmap.columns - 1: + tile_id = TILE_FINISH + gridmap.set_cell_item(Vector3i(x, 0, z), tile_id) + gridmap.set_cell_item(Vector3i(x, 1, z), -1) # Note: Specific obstacles removed as per user request to replace with random ones. # MISSION TILES: Moved to start_game_mode() to ensure they spawn AFTER walls. @@ -346,7 +362,7 @@ func _spawn_mission_tiles(): if not gridmap: return # Forbidden Zones (Start, Finish) - No items here - var forbidden_x = [0, 21] + var forbidden_x = [0, gridmap.columns - 1] # Goal items: Heart(7), Diamond(8), Star(9), Coin(10) var goal_items = [7, 8, 9, 10]