feat: add Stop n Go game mode with new arena, assets, and manager script.

This commit is contained in:
Yogi Wiguna
2026-03-13 12:23:47 +08:00
parent 84ae27c96a
commit 898f867cee
18 changed files with 771 additions and 1323 deletions
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dest_files=["res://.godot/imported/forest_paving_1_tex.png-93218734e3cd5fe74ca41af6fa8b9cc1.s3tc.ctex"]
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@@ -21,6 +21,12 @@ var portal_mode_manager
var _connection_check_timer: float = 0.0
var reserved_static_positions: Array[Vector2i] = []
func _can_rpc() -> bool:
if not is_inside_tree(): return false
if not multiplayer.has_multiplayer_peer(): return false
if multiplayer.multiplayer_peer.get_class() == "OfflineMultiplayerPeer": return false
if multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED: return false
return true
func _ready():
# Initialize scene managers
@@ -93,7 +99,7 @@ func _setup_multiplayer_spawners():
func _apply_arena_background():
var arena_bg = get_node_or_null("ArenaBG")
var selected_area = LobbyManager.get_selected_area()
var selected_area = LobbyManager.selected_area
var texture_path = ""
match selected_area:
@@ -1411,10 +1417,10 @@ func request_full_player_sync(requesting_peer_id: int):
"name": player.display_name,
"goals": player.goals,
"playerboard": player.playerboard,
"is_bot": player.is_bot || player.is_in_group("Bots"),
"spawn_point_selected": player.spawn_point_selected
}
rpc_id(requesting_peer_id, "create_specific_player", player_data)
if _can_rpc():
rpc_id(requesting_peer_id, "create_specific_player", player_data)
await get_tree().create_timer(0.1).timeout
@rpc("reliable")
+5 -2
View File
@@ -33,7 +33,9 @@ var display_name: String:
# Helper to check network status
func can_rpc() -> bool:
return multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
if not multiplayer.has_multiplayer_peer(): return false
if multiplayer.multiplayer_peer.get_class() == "OfflineMultiplayerPeer": return false
return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
# Special effect states
var is_frozen: bool = false
@@ -1131,7 +1133,8 @@ func _physics_process(delta):
# Use a slightly larger threshold (0.05) to ignore micro-vibrations
if current_world_pos.distance_to(last_sent_pos) > 0.05:
set_meta("_last_sent_pos", current_world_pos)
rpc("remote_set_position", current_world_pos, Time.get_ticks_msec())
if can_rpc():
rpc("remote_set_position", current_world_pos, Time.get_ticks_msec())
# NOTE: Finish line checking removed - game uses cycle-based goals system now
+15 -11
View File
@@ -348,8 +348,8 @@ func _apply_arena_setup():
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
# Paint Static Safe Zones
_paint_static_safe_zone(gridmap, 7, 11, 6, 9)
_paint_static_safe_zone(gridmap, 15, 19, 1, 5)
_paint_static_safe_zone(gridmap, 7, 11, 6, 9, -1, -1, 8, 8)
_paint_static_safe_zone(gridmap, 15, 19, 1, 5, -1, 18, 2, 2)
# 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.
@@ -488,28 +488,32 @@ func check_win_condition(player_id: int, position: Vector2i) -> bool:
# Static Safe Zone
# =============================================================================
func _paint_static_safe_zone(gridmap: Node, min_x: int, max_x: int, min_z: int, max_z: int):
func _paint_static_safe_zone(gridmap: Node, min_x: int, max_x: int, min_z: int, max_z: int, north_door_x: int = -1, south_door_x: int = -1, west_door_z: int = -1, east_door_z: int = -1):
# Paint safe floor
for x in range(min_x, max_x + 1):
for z in range(min_z, max_z + 1):
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_SAFE)
# Get center opening for horizontal walls
var center_x = int(float(min_x + max_x) / 2.0)
var center_n_x = north_door_x if north_door_x != -1 else int(float(min_x + max_x) / 2.0)
var center_s_x = south_door_x if south_door_x != -1 else int(float(min_x + max_x) / 2.0)
# Instantiate Top and Bottom horizontal walls
for x in range(min_x, max_x + 1):
if x == center_x: continue # Opening
_instantiate_safe_zone_wall(Vector3(x + 0.5, 0.0, min_z), 0) # Bottom/North
_instantiate_safe_zone_wall(Vector3(x + 0.5, 0.0, max_z + 1), 0) # Top/South
if x != center_n_x:
_instantiate_safe_zone_wall(Vector3(x + 0.5, 0.0, min_z), 0) # Bottom/North
if x != center_s_x:
_instantiate_safe_zone_wall(Vector3(x + 0.5, 0.0, max_z + 1), 0) # Top/South
# Get center opening for vertical walls
var center_z = int(float(min_z + max_z) / 2.0)
var center_w_z = west_door_z if west_door_z != -1 else int(float(min_z + max_z) / 2.0)
var center_e_z = east_door_z if east_door_z != -1 else int(float(min_z + max_z) / 2.0)
for z in range(min_z, max_z + 1):
if z == center_z: continue # Opening
_instantiate_safe_zone_wall(Vector3(min_x, 0.0, z + 0.5), 90) # Left/West
_instantiate_safe_zone_wall(Vector3(max_x + 1, 0.0, z + 0.5), 90) # Right/East
if z != center_w_z:
_instantiate_safe_zone_wall(Vector3(min_x, 0.0, z + 0.5), 90) # Left/West
if z != center_e_z:
_instantiate_safe_zone_wall(Vector3(max_x + 1, 0.0, z + 0.5), 90) # Right/East
func _is_in_safe_zone(pos: Vector2i) -> bool:
"""Check if a position is within ANY of the static safe zones."""