feat: add Stop n Go game mode with new arena, assets, and manager script.
This commit is contained in:
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@@ -925,23 +693,28 @@
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dest_files=["res://.godot/imported/forest_paving_1_tex.png-93218734e3cd5fe74ca41af6fa8b9cc1.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://di7vsupgsdis"
|
||||
uid="uid://dxt5jr4ba0txy"
|
||||
path.s3tc="res://.godot/imported/forest_tekton_statue_UV_tex.png-eca0715f4e0df888d477bdde8ddbb5df.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cyanmglrm5r8k"
|
||||
uid="uid://bbh73wg8td3lu"
|
||||
path.s3tc="res://.godot/imported/tree_1_tex.png-b3e743f0517baed84d3e6b20b4095f9a.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 572 KiB |
@@ -0,0 +1,41 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b4o3b117sonao"
|
||||
path.s3tc="res://.godot/imported/tree_2_tex.png-a50649b6b46bf94d5eab297d520fa531.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/models/arena/stop_n_go/tree_2_tex.png"
|
||||
dest_files=["res://.godot/imported/tree_2_tex.png-a50649b6b46bf94d5eab297d520fa531.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
Binary file not shown.
+9
-3
@@ -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
@@ -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
|
||||
|
||||
|
||||
@@ -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."""
|
||||
|
||||
Reference in New Issue
Block a user