feat: Add initial gridmap mesh library, main game script, and Nakama manager.

This commit is contained in:
Yogi Wiguna
2026-02-10 17:44:07 +08:00
parent 0c2a53c0cc
commit 903619a396
3 changed files with 17 additions and 99 deletions
@@ -128,56 +128,56 @@ item/6/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0,
item/6/navigation_layers = 1 item/6/navigation_layers = 1
item/7/name = "tile_heart" item/7/name = "tile_heart"
item/7/mesh = SubResource("ArrayMesh_pgnbl") item/7/mesh = SubResource("ArrayMesh_pgnbl")
item/7/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/7/mesh_transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 0, 0.05, 0)
item/7/mesh_cast_shadow = 1 item/7/mesh_cast_shadow = 1
item/7/shapes = [] item/7/shapes = []
item/7/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/7/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/7/navigation_layers = 1 item/7/navigation_layers = 1
item/8/name = "tile_diamond" item/8/name = "tile_diamond"
item/8/mesh = SubResource("ArrayMesh_r32il") item/8/mesh = SubResource("ArrayMesh_r32il")
item/8/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/8/mesh_transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 0, 0.05, 0)
item/8/mesh_cast_shadow = 1 item/8/mesh_cast_shadow = 1
item/8/shapes = [] item/8/shapes = []
item/8/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/8/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/8/navigation_layers = 1 item/8/navigation_layers = 1
item/9/name = "tile_star" item/9/name = "tile_star"
item/9/mesh = ExtResource("7_p5epg") item/9/mesh = ExtResource("7_p5epg")
item/9/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/9/mesh_transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 0, 0.05, 0)
item/9/mesh_cast_shadow = 1 item/9/mesh_cast_shadow = 1
item/9/shapes = [] item/9/shapes = []
item/9/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/9/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/9/navigation_layers = 1 item/9/navigation_layers = 1
item/10/name = "tile_coin" item/10/name = "tile_coin"
item/10/mesh = ExtResource("4_76xkl") item/10/mesh = ExtResource("4_76xkl")
item/10/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/10/mesh_transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 0, 0.05, 0)
item/10/mesh_cast_shadow = 1 item/10/mesh_cast_shadow = 1
item/10/shapes = [] item/10/shapes = []
item/10/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/10/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/10/navigation_layers = 1 item/10/navigation_layers = 1
item/11/name = "tile_speed" item/11/name = "tile_speed"
item/11/mesh = ExtResource("7_sx8rm") item/11/mesh = ExtResource("7_sx8rm")
item/11/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/11/mesh_transform = Transform3D(1.1, 0, 0, 0, 1.1, 0, 0, 0, 1.1, 0, 0, 0)
item/11/mesh_cast_shadow = 1 item/11/mesh_cast_shadow = 1
item/11/shapes = [] item/11/shapes = []
item/11/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/11/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/11/navigation_layers = 1 item/11/navigation_layers = 1
item/12/name = "tile_area_freeze" item/12/name = "tile_area_freeze"
item/12/mesh = ExtResource("5_sx8rm") item/12/mesh = ExtResource("5_sx8rm")
item/12/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/12/mesh_transform = Transform3D(1.1, 0, 0, 0, 1.1, 0, 0, 0, 1.1, 0, 0, 0)
item/12/mesh_cast_shadow = 1 item/12/mesh_cast_shadow = 1
item/12/shapes = [] item/12/shapes = []
item/12/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/12/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/12/navigation_layers = 1 item/12/navigation_layers = 1
item/13/name = "tile_wall" item/13/name = "tile_wall"
item/13/mesh = ExtResource("4_8v5xv") item/13/mesh = ExtResource("4_8v5xv")
item/13/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/13/mesh_transform = Transform3D(1.1, 0, 0, 0, 1.1, 0, 0, 0, 1.1, 0, 0, 0)
item/13/mesh_cast_shadow = 1 item/13/mesh_cast_shadow = 1
item/13/shapes = [] item/13/shapes = []
item/13/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/13/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/13/navigation_layers = 1 item/13/navigation_layers = 1
item/14/name = "tile_ghost" item/14/name = "tile_ghost"
item/14/mesh = ExtResource("6_r32il") item/14/mesh = ExtResource("6_r32il")
item/14/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/14/mesh_transform = Transform3D(1.1, 0, 0, 0, 1.1, 0, 0, 0, 1.1, 0, 0, 0)
item/14/mesh_cast_shadow = 1 item/14/mesh_cast_shadow = 1
item/14/shapes = [] item/14/shapes = []
item/14/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/14/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
-90
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@@ -12,7 +12,6 @@ var touch_controls
# Minimal local state # Minimal local state
var _connection_check_timer: float = 0.0 var _connection_check_timer: float = 0.0
var tile_respawn_timers = {} # Tracks removed tiles: {Vector2i(x,z): respawn_time_msec}
func _ready(): func _ready():
# Initialize scene managers # Initialize scene managers
@@ -49,15 +48,6 @@ func _ready():
# Ensure grid is randomized with Scarcity if server # Ensure grid is randomized with Scarcity if server
if multiplayer.is_server(): if multiplayer.is_server():
randomize_game_grid() randomize_game_grid()
_setup_tile_respawn_timer()
# Targeted 5s Respawn Timer for empty spots
var respawn_check_timer = Timer.new()
respawn_check_timer.name = "RespawnCheckTimer"
respawn_check_timer.wait_time = 0.5
respawn_check_timer.autostart = true
respawn_check_timer.timeout.connect(_check_respawns)
add_child(respawn_check_timer)
# Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors # Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors
var em = $EnhancedGridMap var em = $EnhancedGridMap
@@ -69,56 +59,6 @@ func _on_goal_count_updated(peer_id: int, count: int):
if peer_id == multiplayer.get_unique_id(): if peer_id == multiplayer.get_unique_id():
ui_manager.update_goal_count_label(count) ui_manager.update_goal_count_label(count)
func _setup_tile_respawn_timer():
# Configure respawn rate based on Scarcity Mode from Lobby
var mode = LobbyManager.get_scarcity_mode()
var interval = 0.0
match mode:
"Aggressive": interval = 5.0
"Chaos": interval = 1.0 # Very fast!
"Normal": interval = 0.0 # No periodic respawn (only refill when empty)
_: interval = 0.0
if interval > 0:
var timer = Timer.new()
timer.name = "TileRespawnTimer"
timer.wait_time = interval
timer.autostart = true
timer.one_shot = false
timer.timeout.connect(_on_tile_respawn_timeout)
add_child(timer)
print("[Main] TileRespawnTimer started with interval: %.1f (Mode: %s)" % [interval, mode])
func _on_tile_respawn_timeout():
if not multiplayer.is_server(): return
var enhanced_gridmap = $EnhancedGridMap
if not enhanced_gridmap: return
# Try to find an empty spot (max 10 retries)
for i in range(10):
var x = randi() % enhanced_gridmap.columns
var z = randi() % enhanced_gridmap.rows
var cell = Vector3i(x, 1, z)
if enhanced_gridmap.get_cell_item(cell) == -1:
# Check floor 0
if enhanced_gridmap.get_cell_item(Vector3i(x, 0, z)) != -1:
# Check player occupancy
var occupied = false
for player in get_tree().get_nodes_in_group("Players"):
if Vector2i(player.current_position.x, player.current_position.y) == Vector2i(x, z):
occupied = true
break
if not occupied:
# Spawn!
var new_item = ScarcityController.get_random_tile_id()
sync_grid_item(x, 1, z, new_item)
rpc("sync_grid_item", x, 1, z, new_item)
return # Spawned one, done for this tick
func _init_managers(): func _init_managers():
# Create and attach scene managers # Create and attach scene managers
ui_manager = load("res://scripts/managers/ui_manager.gd").new() ui_manager = load("res://scripts/managers/ui_manager.gd").new()
@@ -1144,42 +1084,12 @@ func request_randomize_item(grid_position: Vector2i):
if multiplayer.is_server(): if multiplayer.is_server():
randomize_item_at_position(grid_position) randomize_item_at_position(grid_position)
func _check_respawns():
"""Check tile respawn timers and spawn items if ready."""
if not multiplayer.is_server():
return
var current_time = Time.get_ticks_msec()
var tiles_to_respawn = []
for pos in tile_respawn_timers.keys():
if current_time >= tile_respawn_timers[pos]:
tiles_to_respawn.append(pos)
for pos in tiles_to_respawn:
print("[Main] Respawning tile at ", pos)
randomize_item_at_position(pos)
tile_respawn_timers.erase(pos)
@rpc("any_peer", "call_local", "reliable") @rpc("any_peer", "call_local", "reliable")
func sync_grid_item(x: int, y: int, z: int, item: int): func sync_grid_item(x: int, y: int, z: int, item: int):
var enhanced_gridmap = $EnhancedGridMap var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item) enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
# Server logic for respawns
if multiplayer.is_server() and y == 1:
var pos = Vector2i(x, z)
if item == -1:
# Item removed - schedule respawn 5s later
tile_respawn_timers[pos] = Time.get_ticks_msec() + 10000
print("[Main] Scheduled respawn for tile at %s in 10s" % pos)
else:
# Item placed - cancel pending respawn
if tile_respawn_timers.has(pos):
tile_respawn_timers.erase(pos)
print("[Main] Cancelled respawn for tile at %s (occupied)" % pos)
# Sync grid update (no need to sync whole grid if we do it at start, but if we do it late we might need to sync) # Sync grid update (no need to sync whole grid if we do it at start, but if we do it late we might need to sync)
# For simplicity, we trust the grid syncs via normal mechanisms or initial state. # For simplicity, we trust the grid syncs via normal mechanisms or initial state.
+8
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@@ -102,6 +102,14 @@ func join_game(match_id: String):
if not bridge: if not bridge:
printerr("Cannot join: Bridge not initialized") printerr("Cannot join: Bridge not initialized")
return return
# If already connected, leave current match first
if bridge.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
print("Already connected to a match. Leaving current match before joining...")
bridge.leave()
# Wait a bit for cleanup
await get_tree().create_timer(0.2).timeout
print("Joining match: ", match_id) print("Joining match: ", match_id)
var result = await bridge.join_match(match_id) var result = await bridge.join_match(match_id)
if result and result.is_exception(): if result and result.is_exception():