feat: Implement core player entity with multiplayer state synchronization, character selection, movement, and manager-based input.

This commit is contained in:
Yogi Wiguna
2026-02-26 16:55:36 +08:00
parent 3a902aa3d7
commit 8e0aa322de
3 changed files with 41 additions and 22 deletions
+11 -6
View File
@@ -13,6 +13,7 @@ var powerup_manager
var score: int = 0
signal position_changed
signal tekton_carried_changed(is_carrying)
# Display name (synced across network)
var _display_name: String = ""
@@ -46,6 +47,7 @@ var is_carrying_tekton: bool:
get: return is_carried_tekton
set(value):
is_carried_tekton = value
emit_signal("tekton_carried_changed", value)
# Visual/Logic side effects if any
var is_carried_tekton: bool = false
@@ -2126,20 +2128,19 @@ func update_active_player_indicator():
sync_modulate(color) # Apply locally if offline/not ready
func knock_tekton():
# ... legacy or helper function ...
pass
if not is_multiplayer_authority() or is_frozen or is_stop_frozen:
return
# Requirement: Full Powerup Bar
if not powerup_manager or not powerup_manager.can_use_special():
# Requirement: Full Powerup Bar (or we are already in knock mode)
if not is_knock_mode and (not powerup_manager or not powerup_manager.can_use_special()):
NotificationManager.send_message(self , "Need Full Boost to Knock!", NotificationManager.MessageType.WARNING)
return
var tekton = _find_nearby_tekton()
if tekton:
# Consume Boost
powerup_manager.consume_boost(100.0)
# Consume Boost if we haven't already (or just consume it now if we are in mode)
if powerup_manager:
powerup_manager.consume_boost(100.0)
if is_multiplayer_authority():
rpc("sync_knock_tekton", tekton.get_path())
@@ -2148,6 +2149,10 @@ func knock_tekton():
is_knock_mode = false
NotificationManager.send_message(self, "Knock Successful!", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
else:
# If we called knock_tekton but nothing was nearby, maybe we just enter the mode?
# But usually this is called by movement_manager which knows something is there.
pass
@rpc("any_peer", "call_local", "reliable")
func sync_knock_tekton(tekton_path: NodePath):
+3 -5
View File
@@ -138,12 +138,10 @@ func handle_unhandled_input(event):
player.grab_tekton()
KEY_B:
if player.powerup_manager and player.powerup_manager.can_use_special():
if player.has_method("enter_knock_mode"):
player.enter_knock_mode()
player.powerup_manager.reset_boost()
else:
if player.has_method("_find_nearby_tekton") and player._find_nearby_tekton():
player.knock_tekton()
player.powerup_manager.reset_boost()
elif player.has_method("enter_knock_mode"):
player.enter_knock_mode()
# Handle spawn point selection if not yet selected
+27 -11
View File
@@ -44,6 +44,10 @@ func initialize(p_main: Node3D):
func set_player(p_player: Node3D):
local_player = p_player
# Connect to Tekton status updates
if not local_player.tekton_carried_changed.is_connected(_on_tekton_carried_changed):
local_player.tekton_carried_changed.connect(_on_tekton_carried_changed)
# Connect to PowerUpManager if it exists (for boost updates)
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr:
@@ -351,18 +355,21 @@ func _on_button_pressed(button_name: String):
"TektonKnock":
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr and powerup_mgr.can_use_special():
if local_player.has_method("enter_knock_mode"):
local_player.enter_knock_mode()
powerup_mgr.reset_boost()
elif local_player.has_method("knock_tekton"):
# Proactive: If nearby, knock immediately. Else enter mode.
if local_player.has_method("_find_nearby_tekton") and local_player._find_nearby_tekton():
local_player.knock_tekton()
powerup_mgr.reset_boost()
elif local_player.has_method("enter_knock_mode"):
local_player.enter_knock_mode()
"TektonThrow":
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr and powerup_mgr.can_use_special():
if local_player.has_method("throw_tekton"):
local_player.throw_tekton()
powerup_mgr.reset_boost()
if local_player.is_carrying_tekton:
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr and powerup_mgr.can_use_special():
if local_player.has_method("throw_tekton"):
local_player.throw_tekton()
powerup_mgr.reset_boost()
else:
if local_player.has_method("grab_tekton"):
local_player.grab_tekton()
func _on_button_released(button_name: String):
var btn: Button
@@ -543,7 +550,16 @@ func _on_boost_points_changed(current_points: int, max_points: int):
_update_boost_button_state(attack_mode_button, is_full)
_update_boost_button_state(spawn_boost_button, is_full)
_update_boost_button_state(tekton_knock_button, is_full)
_update_boost_button_state(tekton_throw_button, is_full)
# TektonThrow can be used for "Grab" even without full boost
var can_throw_or_grab = is_full or (local_player and not local_player.is_carrying_tekton)
_update_boost_button_state(tekton_throw_button, can_throw_or_grab)
func _on_tekton_carried_changed(_is_carrying: bool):
# Refresh button states when player grabs/throws a tekton
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr:
_on_boost_points_changed(powerup_mgr.current_boost, powerup_mgr.MAX_BOOST)
func _update_boost_button_state(btn: Button, is_enabled: bool):
if not btn: return