feat: Implement the main game scene with core logic, UI, and network integration.

This commit is contained in:
Yogi Wiguna
2026-02-12 15:17:35 +08:00
parent a05e3123b4
commit 8837349896
3 changed files with 691 additions and 11 deletions
+19 -9
View File
@@ -611,20 +611,30 @@ func spawn_tekton_npc():
var enhanced_gridmap = $EnhancedGridMap
if not enhanced_gridmap: return
var valid_pos = Vector2i(-1, -1)
for _i in range(20): # Try 20 times
# Spawn 3 Tektons
var spawned_count = 0
var attempts = 0
while spawned_count < 3 and attempts < 50:
attempts += 1
# Find random valid position
var valid_pos = Vector2i(-1, -1)
var x = randi() % enhanced_gridmap.columns
var y = randi() % enhanced_gridmap.rows
var cell = Vector3i(x, 0, y)
# Check if walkable and no existing Tekton nearby?
if enhanced_gridmap.get_cell_item(cell) == 0: # Walkable floor
valid_pos = Vector2i(x, y)
break
if valid_pos != Vector2i(-1, -1):
# Generate a consistent ID/Name for sync
var tekton_id = Time.get_ticks_msec()
_create_tekton(valid_pos, tekton_id)
rpc("sync_spawn_tekton", valid_pos, tekton_id)
# Generate a consistent ID/Name for sync (add index to ensure uniqueness)
var tekton_id = Time.get_ticks_msec() + spawned_count
_create_tekton(valid_pos, tekton_id)
rpc("sync_spawn_tekton", valid_pos, tekton_id)
spawned_count += 1
print("[Main] Spawned Tekton %d at %s" % [spawned_count, valid_pos])
@rpc("call_remote", "reliable")
func sync_spawn_tekton(pos: Vector2i, tekton_id: int):