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
+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."""