feat: update

This commit is contained in:
2026-07-07 18:15:47 +08:00
parent 286d0ce069
commit 950b1969d8
97 changed files with 388 additions and 3755 deletions
+10 -10
View File
@@ -106,7 +106,7 @@ func _physics_process(delta):
return
# Only run if game has started
if not GameStateManager.is_game_started():
if not Engine.get_main_loop().root.get_node_or_null("GameStateManager").is_game_started():
return
# STUCK PREVENTION
@@ -143,7 +143,7 @@ func _physics_process(delta):
# Rate limiting (with difficulty scaling for Stop n Go)
var current_tick_rate = tick_rate
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x > 10:
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x > 10:
current_tick_rate = int(tick_rate * 0.6) # 40% faster updates after column 10
_tick_counter += 1
@@ -168,7 +168,7 @@ func _run_ai_tick():
if actor.is_player_moving:
return
if TurnManager.turn_based_mode:
if Engine.get_main_loop().root.get_node_or_null("TurnManager").turn_based_mode:
_tick_counter = tick_rate # Force immediate evaluation in turn-based
# Update cooldowns
@@ -176,7 +176,7 @@ func _run_ai_tick():
_tekton_spawn_cooldown -= get_process_delta_time()
# STOP N GO: Don't process if already at finish line
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x >= 21:
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO) and actor.current_position.x >= 21:
return
# STOP N GO: Red light freezing logic
@@ -193,7 +193,7 @@ func _run_ai_tick():
print("[BotController] %s AI Tick. Goals: %s, Fullness: %.2f" % [actor.name, actor.goals, board_fullness])
# 0. BOT AGGRESSION THRESHOLD (Stop n Go)
var is_sng = LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO)
var is_sng = Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO)
var can_be_aggressive = not is_sng or actor.current_position.x > 10
# PRIORITY OVERRIDE: If board is getting full, prioritize clearing space!
@@ -481,7 +481,7 @@ func _try_attack_chase() -> bool:
if not push_success:
# If attack failed (e.g. Safe Zone in Stop n Go), don't just loop!
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO):
if victim.current_position.x in [6, 7, 8, 14, 15, 16]: # Safe Zone Columns
print("[BotController] %s target is in Safe Zone. Moving to find better angle." % actor.name)
await _try_unstuck_move()
@@ -507,7 +507,7 @@ func _try_attack_chase() -> bool:
var next_step = Vector2i(path[1].x, path[1].y)
# STOP N GO BOUNDARY PROTECTION
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO) and next_step.x >= 21:
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO) and next_step.x >= 21:
var main = get_tree().root.get_node_or_null("Main")
var gc_manager = main.get_node_or_null("GoalsCycleManager") if main else null
var time_remaining = gc_manager.get_global_time_remaining() if gc_manager else 999.0
@@ -575,7 +575,7 @@ func _try_grab() -> bool:
pass
# Check if goals already achieved
if _is_goals_achieved() and LobbyManager.game_mode != "Stop n Go":
if _is_goals_achieved() and Engine.get_main_loop().root.get_node_or_null("LobbyManager").game_mode != "Stop n Go":
return false
# Get tiles we need
@@ -634,7 +634,7 @@ func _find_tile_to_grab(tiles_needed: Array) -> Dictionary:
func _try_move() -> bool:
"""Try to move toward needed tiles taking single steps like a player."""
if _is_goals_achieved() and LobbyManager.game_mode != "Stop n Go":
if _is_goals_achieved() and Engine.get_main_loop().root.get_node_or_null("LobbyManager").game_mode != "Stop n Go":
return false
# Find optimal movement target
@@ -888,7 +888,7 @@ func _get_board_fullness_ratio() -> float:
func _is_goals_achieved() -> bool:
"""Check if goal pattern is complete (Standard) or mission complete (Stop n Go)."""
if LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO):
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").is_game_mode(GameMode.Mode.STOP_N_GO):
var main = get_tree().root.get_node_or_null("Main")
if main:
var sng_manager = main.get_node_or_null("StopNGoManager")
+113 -20
View File
@@ -55,6 +55,11 @@ var hud_points_label: Label
var hud_delivery_indicator: Label
var _candy_survival_hud_scene: PackedScene = preload("res://scenes/candy_survival_hud.tscn")
# Cache for local client HUD resync (avoids local dictionary/timer desyncs)
var _last_badge_count: int = 0
var _last_badge_mult: float = 1.0
var _last_badge_face_match: bool = false
func _ready():
set_process(false)
_setup_hud()
@@ -87,7 +92,14 @@ func activate_client_side() -> void:
# Per-player state
var player_candies: Dictionary = {} # pid -> int (stack count)
var player_candy_color: Dictionary = {} # pid -> CandyColor (-1 if none)
var player_candy_colors: Dictionary = {} # pid -> Array of CandyColor
var player_candy_color: Dictionary:
get:
var d = {}
for pid in player_candy_colors:
var colors = player_candy_colors[pid]
d[pid] = colors.back() if colors.size() > 0 else -1
return d
var player_knocks: Dictionary = {} # pid -> int (charges left)
var player_ghosts: Dictionary = {} # pid -> int (charges left)
var player_ghost_active: Dictionary = {} # pid -> bool
@@ -132,7 +144,7 @@ func start_game_mode() -> void:
face_timer = 0.0
game_elapsed = 0.0
player_candies.clear()
player_candy_color.clear()
player_candy_colors.clear()
player_knocks.clear()
player_ghosts.clear()
player_ghost_active.clear()
@@ -146,7 +158,7 @@ func start_game_mode() -> void:
var pids = _get_player_ids()
for pid in pids:
player_candies[pid] = 0
player_candy_color[pid] = -1
player_candy_colors[pid] = []
player_knocks[pid] = START_KNOCK
player_ghosts[pid] = START_GHOST
player_ghost_active[pid] = false
@@ -164,6 +176,8 @@ func _enter_tree() -> void:
func _process(delta: float) -> void:
if not active:
return
if not multiplayer.is_server():
return
game_elapsed += delta
# Mekton face color cycle
@@ -227,18 +241,45 @@ func _process(delta: float) -> void:
# ── Blueprint ──
func on_blueprint_completed(pid: int, primary_tile_id: int, off_color: bool) -> void:
var base_points = 1000
var points = base_points if not off_color else int(base_points * OFF_COLOR_PENALTY)
_add_score(pid, points)
player_blueprints[pid] = player_blueprints.get(pid, 0) + 1
var target_tile_id = primary_tile_id
var player_node: Node = null
if main_scene:
player_node = main_scene.get_node_or_null(str(pid))
if player_node and player_node.goals.size() > 0:
target_tile_id = player_node.goals[0]
var candy_color = CandyColor.HEART
for key in TILE_IDS:
if TILE_IDS[key] == primary_tile_id:
if TILE_IDS[key] == target_tile_id:
candy_color = key
break
_give_candy(pid, candy_color)
# Clear the board now that it's matched and converted to a candy
if main_scene and player_node:
if player_node.playerboard_manager:
# Visual wipe
player_node.playerboard.fill(-1)
main_scene.rpc("sync_playerboard", pid, player_node.playerboard)
# Record goal completion stats in GoalsCycleManager
var goals_cycle = main_scene.get_node_or_null("GoalsCycleManager")
if goals_cycle:
# Increment goal count (but DO NOT trigger the general score points
# because in Candy Survival, points are awarded during Mekton deposit)
if not goals_cycle.player_goal_counts.has(pid):
goals_cycle.player_goal_counts[pid] = 0
goals_cycle.player_goal_counts[pid] += 1
goals_cycle.emit_signal("goal_count_updated", pid, goals_cycle.player_goal_counts[pid])
goals_cycle.rpc("sync_goal_count", pid, goals_cycle.player_goal_counts[pid])
# Generate new goals immediately to keep player active
goals_cycle.regenerate_goals_for_player(player_node)
# Need to randomize tiles around player to refresh pickups for the new goal
goals_cycle._randomize_tiles_around_player(player_node)
func can_finish_with_off_color(pid: int, primary_tile_id: int) -> bool:
return not _grid_has_color_tiles(primary_tile_id)
@@ -257,13 +298,16 @@ func _grid_has_color_tiles(target_tile_id: int) -> bool:
func _give_candy(pid: int, color: int) -> void:
player_candies[pid] = player_candies.get(pid, 0) + 1
player_candy_color[pid] = color
if not player_candy_colors.has(pid):
player_candy_colors[pid] = []
player_candy_colors[pid].append(color)
_update_candy_badge(pid)
func _update_candy_badge(pid: int) -> void:
var count = player_candies.get(pid, 0)
var mult = 1.0 + count * MULTI_STEP
var color = player_candy_color.get(pid, -1)
var colors = player_candy_colors.get(pid, [])
var color = colors.back() if colors.size() > 0 else -1
var face_match = (color != -1 and color == current_face)
rpc("sync_candy_badge", pid, count, mult, face_match)
@@ -273,7 +317,7 @@ func _update_candy_badge(pid: int) -> void:
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if curr_pid == pid:
if player.has_method("sync_candy_stack"):
player.rpc("sync_candy_stack", count, color)
player.rpc("sync_candy_stack", colors)
break
func get_multiplier(pid: int) -> float:
@@ -287,21 +331,28 @@ func try_deliver(pid: int) -> bool:
if not multiplayer.is_server():
return false
var color = player_candy_color.get(pid, -1)
if color == -1 or player_candies.get(pid, 0) == 0:
var colors = player_candy_colors.get(pid, [])
var color = colors.back() if colors.size() > 0 else -1
if color == -1 or colors.size() == 0:
rpc("sync_delivery_result", pid, false, "No candy")
return false
if color != current_face:
rpc("sync_delivery_result", pid, false, "Wrong color")
return false
var count = player_candies[pid]
var count = colors.size()
var mult = get_multiplier(pid)
_add_score(pid, count * 500)
var base_points = 1000 * count
_add_score(pid, int(base_points * mult))
player_candies[pid] = 0
player_candy_color[pid] = -1
player_candy_colors[pid] = []
_update_candy_badge(pid)
_trigger_sugar_rush(pid, count, mult)
rpc("sync_delivery_result", pid, true, "Delivered!")
return true
func _trigger_sugar_rush(pid: int, candies: int, mult: float) -> void:
@@ -330,7 +381,8 @@ func try_knock(attacker: int, target: int) -> bool:
if player_knocks.get(attacker, 0) <= 0:
return false
var target_candies = player_candies.get(target, 0)
var target_colors = player_candy_colors.get(target, [])
var target_candies = target_colors.size()
if target_candies == 0:
# Backfire: both lose a charge
@@ -340,10 +392,13 @@ func try_knock(attacker: int, target: int) -> bool:
return false
# Steal all candies
player_candies[attacker] = player_candies.get(attacker, 0) + target_candies
if not player_candy_colors.has(attacker):
player_candy_colors[attacker] = []
player_candy_colors[attacker].append_array(target_colors)
player_candy_colors[target] = []
player_candies[attacker] = player_candy_colors[attacker].size()
player_candies[target] = 0
player_candy_color[target] = -1
player_candy_color[attacker] = player_candy_color.get(target, -1)
player_knocks[attacker] = player_knocks.get(attacker, 0) - 1
player_last_knocked_by[target] = attacker
@@ -355,6 +410,7 @@ func try_knock(attacker: int, target: int) -> bool:
rpc("sync_knock_result", attacker, target, target_candies)
return true
@rpc("any_peer", "call_local", "reliable")
func try_activate_ghost(pid: int) -> bool:
if player_ghost_active.get(pid, false):
return false
@@ -491,6 +547,10 @@ func sync_candy_badge(pid: int, count: int, mult: float, face_match: bool) -> vo
if not active:
activate_client_side()
if pid == multiplayer.get_unique_id():
_last_badge_count = count
_last_badge_mult = mult
_last_badge_face_match = face_match
if hud_stack_badge:
hud_stack_badge.text = "Stack: %d (x%.1f)" % [count, mult]
if hud_delivery_indicator:
@@ -504,6 +564,39 @@ func sync_candy_badge(pid: int, count: int, mult: float, face_match: bool) -> vo
else:
hud_delivery_indicator.text = ""
@rpc("authority", "call_remote", "unreliable")
func sync_delivery_result(pid: int, success: bool, msg: String) -> void:
if not active:
activate_client_side()
if pid != multiplayer.get_unique_id():
return
if hud_delivery_indicator:
if success:
hud_delivery_indicator.text = "✓ Delivered! +Sugar Rush!"
hud_delivery_indicator.add_theme_color_override("font_color", Color(0.3, 1.0, 0.3))
else:
hud_delivery_indicator.text = "" + msg
hud_delivery_indicator.add_theme_color_override("font_color", Color(1.0, 0.3, 0.3))
# Flash and auto-clear after 1.5s
var tween = create_tween()
tween.tween_interval(1.5)
tween.tween_callback(_restore_delivery_indicator)
func _restore_delivery_indicator() -> void:
if not active or not hud_delivery_indicator:
return
var count = _last_badge_count
var face_match = _last_badge_face_match
if count > 0:
if face_match:
hud_delivery_indicator.text = "READY TO DELIVER!"
hud_delivery_indicator.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
else:
hud_delivery_indicator.text = "Waiting for match..."
hud_delivery_indicator.add_theme_color_override("font_color", Color(1.0, 0.4, 0.4))
else:
hud_delivery_indicator.text = ""
@rpc("authority", "call_remote", "unreliable")
func sync_knock_result(attacker: int, target: int, candies: int) -> void:
if not active:
+3
View File
@@ -215,6 +215,9 @@ func sync_cycle_end():
func on_goal_completed(player: Node, time_remaining: float):
"""Called when a player completes their goal pattern."""
if LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL):
return # Candy Survival goal generation / completion handled separately by mekton deposit
# CLIENT PATH: clear board immediately for visual responsiveness,
# then let server send back the single authoritative new goals.
# Do NOT generate goals locally — that caused rollback/blinking.
+13
View File
@@ -127,11 +127,24 @@ func handle_unhandled_input(event):
player.enter_attack_mode()
get_viewport().set_input_as_handled()
elif event.is_action_pressed("action_interact"):
if LobbyManager.game_mode == "Candy Survival":
var gm = player.get_node_or_null("/root/Main/CandySurvivalManager")
if gm and gm.active:
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if multiplayer.is_server():
gm.try_deliver(pid)
else:
gm.rpc_id(1, "try_deliver", pid)
get_viewport().set_input_as_handled()
return
elif event.is_action_pressed("action_grab_tekton"):
if LobbyManager.game_mode == "Candy Survival":
var gm = player.get_node_or_null("/root/Main/CandySurvivalManager")
if gm and gm.active:
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
# In Candy Survival, action_grab_tekton activates Ghost mode
if multiplayer.is_server():
gm.try_activate_ghost(pid)
else:
+21 -13
View File
@@ -168,12 +168,8 @@ func simple_move_to(grid_position: Vector2i) -> bool:
if gm and gm.active and gm.has_method("try_deliver"):
var dist = abs(grid_position.x - 8) + abs(grid_position.y - 8)
if dist <= 2:
var pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if multiplayer.is_server():
gm.try_deliver(pid)
else:
gm.rpc_id(1, "try_deliver", pid)
pass # Delivery must be triggered by 'action_interact' input
rotate_towards_target(grid_position)
rotate_towards_target(grid_position)
@@ -214,7 +210,7 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
# === INVULNERABILITY CHECK ===
if other_player.get("is_carrying_tekton"):
print("[Move] Push blocked: Target is carrying a Tekton and is invulnerable.")
Engine.get_main_loop().root.get_node_or_null("NotificationManager").send_message(player, "Target is Immune!", Engine.get_main_loop().root.get_node_or_null("NotificationManager").MessageType.WARNING)
NotificationManager.send_message(player, "Target is Immune!", NotificationManager.MessageType.WARNING)
return false
# Candy Survival: check if attacker has knock charges
@@ -241,13 +237,13 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
# 1. Prevent attacker from attacking IF THEY ARE in a Safe Zone
if player.current_position.x in safe_columns:
print(" - Attack BLOCKED: Attacker is in Safe Zone!")
Engine.get_main_loop().root.get_node_or_null("NotificationManager").send_message(player, "Cannot Attack while in Safe Zone!", Engine.get_main_loop().root.get_node_or_null("NotificationManager").MessageType.WARNING)
NotificationManager.send_message(player, "Cannot Attack while in Safe Zone!", NotificationManager.MessageType.WARNING)
return false
# 2. Prevent attacking players WHO ARE in a Safe Zone (existing logic)
if target_pos.x in safe_columns:
print(" - Attack BLOCKED: Target is in Safe Zone!")
Engine.get_main_loop().root.get_node_or_null("NotificationManager").send_message(player, "Target is in Safe Zone!", Engine.get_main_loop().root.get_node_or_null("NotificationManager").MessageType.WARNING)
NotificationManager.send_message(player, "Target is in Safe Zone!", NotificationManager.MessageType.WARNING)
return false
@@ -359,9 +355,9 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
else:
# Client: Request score add (sender ID used)
gcm.rpc("request_add_score", 200)
Engine.get_main_loop().root.get_node_or_null("NotificationManager").send_message(player, "Successful Attack! +200 Pts", Engine.get_main_loop().root.get_node_or_null("NotificationManager").MessageType.GOAL)
NotificationManager.send_message(player, "Successful Attack! +200 Pts", NotificationManager.MessageType.GOAL)
else:
Engine.get_main_loop().root.get_node_or_null("NotificationManager").send_message(player, "Successful Attack!", Engine.get_main_loop().root.get_node_or_null("NotificationManager").MessageType.GOAL)
NotificationManager.send_message(player, "Successful Attack!", NotificationManager.MessageType.GOAL)
# 5. Block the attacker from moving into the victim's space to prevent overlapping
return false
@@ -382,8 +378,20 @@ func _on_movement_finished():
if Engine.get_main_loop().root.get_node_or_null("LobbyManager").game_mode == "Candy Survival":
if player.has_method("grab_item"):
# Check if there is an item at current_position and if the board has space
if player.playerboard_manager and player.playerboard_manager.has_empty_slot():
player.grab_item(player.current_position)
var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
var item = player.playerboard_manager.enhanced_gridmap.get_cell_item(current_cell) if player.playerboard_manager and player.playerboard_manager.enhanced_gridmap else -1
if item != -1:
# Normalize item to match goals logic
var normalized_item = player.playerboard_manager._normalize_tile(item)
if normalized_item in player.goals:
var empty_slot = -1
for i in range(player.playerboard.size()):
if player.playerboard[i] == -1 and not (i in player.playerboard_manager.HIDDEN_SLOTS):
empty_slot = i
break
if player.playerboard_manager and empty_slot != -1:
player.grab_item(player.current_position)
if not movement_queue.is_empty():
var next_target = movement_queue.pop_front()
+22 -12
View File
@@ -526,6 +526,8 @@ func find_best_goal_slot_for_item(item: int) -> int:
# Goal slots are row 2-3, col 1-3 (indices: 11,12,13, 16,17,18) matching User request
# Rows 1 (6,7,8) are now storage slots
var reserved_goal_slots = [11, 12, 13, 16, 17, 18]
if LobbyManager.game_mode == "Candy Survival":
reserved_goal_slots = []
for i in range(player.playerboard.size()):
if player.playerboard[i] == -1:
@@ -733,10 +735,12 @@ func _check_goal_completion():
if not player.race_manager:
return
# Note: We still trigger blueprint completion (giving Candies to the player stack)
var is_match = false
var is_off_color = false
var primary_color = -1
var original_is_match = false
if LobbyManager.game_mode == "Candy Survival":
# Custom Candy Survival blueprint check (can be off-color)
var main = player.get_tree().get_root().get_node_or_null("Main")
@@ -766,22 +770,27 @@ func _check_goal_completion():
primary_color = c
is_off_color = (max_count < 9)
if is_off_color and gm and gm.has_method("can_finish_with_off_color"):
if not gm.can_finish_with_off_color(player.name.to_int(), primary_color):
is_match = false # Reject if primary color is still available on grid
if is_match:
break
if is_match:
original_is_match = true
break
if is_match and gm and gm.has_method("on_blueprint_completed"):
# In Candy Survival, the visual goal check does not trigger completion.
# We only give candies into the stack. Goals are cleared & scored
# when delivered to the Mekton.
gm.on_blueprint_completed(player.name.to_int(), primary_color, is_off_color)
is_match = false # Force false so we don't trigger the regular free-mode goal completion
else:
is_match = player.race_manager.check_pattern_match()
if is_match:
print("[PlayerboardManager] Goal completed for player %s!" % player.name)
if is_match or (original_is_match and LobbyManager.game_mode == "Candy Survival"):
if not (LobbyManager.game_mode == "Candy Survival"):
print("[PlayerboardManager] Goal completed for player %s!" % player.name)
else:
print("[PlayerboardManager] Blueprint completed for player %s! Generating candy." % player.name)
var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager:
@@ -791,12 +800,13 @@ func _check_goal_completion():
if player.is_multiplayer_authority() and player.has_method("trigger_screen_shake"):
player.trigger_screen_shake("goal")
# Notify GoalsCycleManager for scoring
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
if goals_cycle_manager:
goals_cycle_manager.on_goal_completed(player, goals_cycle_manager.get_time_remaining())
# Notify GoalsCycleManager for scoring (only if not Candy Survival)
if not (LobbyManager.game_mode == "Candy Survival"):
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
if goals_cycle_manager:
goals_cycle_manager.on_goal_completed(player, goals_cycle_manager.get_time_remaining())
else:
# Fallback if manager not initialized yet
NotificationManager.send_message(player, NotificationManager.MESSAGES.GOAL_COMPLETED, NotificationManager.MessageType.GOAL)
+163 -129
View File
@@ -28,15 +28,15 @@ var local_player_character
var _previous_playerboard_state: Array = []
func initialize(player_node):
func initialize(player_node):
# Get PowerUp Inventory UI from scene
powerup_inventory_ui = player_node.get_node_or_null("TouchLayer/TouchControls/PowerUpInventoryUI")
# Get node references from main scene
playerboard_ui = player_node.get_node_or_null("PlayerBoardUI/PlayerboardUI")
if not playerboard_ui:
playerboard_ui = player_node.get_node_or_null("PlayerboardUI")
# Connect PlayerName label — now lives under PlayerBoardUI
player_name_label = player_node.get_node_or_null("PlayerBoardUI/PlayerName")
if not player_name_label:
@@ -45,10 +45,10 @@ func initialize(player_node):
func set_local_player(player):
local_player_character = player
if powerup_inventory_ui:
powerup_inventory_ui.setup(player)
# Connect to powerup signals with deferred call (manager needs time to initialize)
_connect_powerup_manager_deferred(player)
@@ -64,37 +64,37 @@ func setup_playerboard_ui():
return
for child in playerboard_ui.get_children():
child.queue_free()
playerboard_ui.columns = 5
for i in range(25):
var slot = TextureRect.new()
var highlight_rect = TextureRect.new()
var hr_tex = load("res://assets/models/pboard/HighlightRect.tres")
var select_rect = TextureRect.new()
var sr_tex = load("res://assets/models/pboard/SelectRect.tres")
var adjacent_rect = TextureRect.new()
var ar_tex = load("res://assets/models/pboard/AdjacentRect.tres")
slot.custom_minimum_size = Vector2(36, 36)
slot.texture = item_tex[0]
# 0-based indices corresponding to User's 1-based request: 1,5,6,10,11,15,16,20,21,22,23,24,25
slot.set_meta("slot_idx", i)
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
if i in hidden_slots:
slot.modulate = Color(1, 1, 1, 0)
slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
else:
slot.modulate = Color.WHITE
slot.mouse_filter = Control.MOUSE_FILTER_PASS
playerboard_ui.add_child(slot, true)
highlight_rect.texture = hr_tex
highlight_rect.size = Vector2(36, 36)
select_rect.texture = sr_tex
@@ -105,7 +105,7 @@ func setup_playerboard_ui():
slot.add_child(highlight_rect)
slot.add_child(select_rect)
slot.add_child(adjacent_rect)
slot.get_child(0).hide()
slot.get_child(1).hide()
slot.get_child(2).hide()
@@ -113,109 +113,143 @@ func setup_playerboard_ui():
func update_playerboard_ui():
if not local_player_character or not playerboard_ui:
return
# Center 3x3 slot indices in a 5x5 grid (0-indexed)
# Row 1: 6, 7, 8
# Row 2: 11, 12, 13
# Center 3x3 slot indices in a 5x5 grid (0-indexed)
# Row 1: 6, 7, 8 (Now Storage - but kept in index map for goals[0-2])
# Row 2: 11, 12, 13 (Goals[3-5])
# Row 3: 16, 17, 18 (Goals[6-8])
# Candy for CandySurvival, not a tile
var is_candy = LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.CANDY_SURVIVAL)
var center_slots = [6, 7, 8, 11, 12, 13, 16, 17, 18]
var goals = local_player_character.goals if local_player_character.goals else []
for i in range(25):
var count = playerboard_ui.get_child_count()
for i in range(count):
var slot = playerboard_ui.get_child(i)
# Get actual playerboard index from slot metadata
var slot_idx = i
if slot.has_meta("slot_idx"):
slot_idx = slot.get_meta("slot_idx")
# Safety check: Ensure playerboard has enough items
if i >= local_player_character.playerboard.size():
if slot_idx >= local_player_character.playerboard.size():
continue
var item = local_player_character.playerboard[i]
# 0-based indices corresponding to User's 1-based request: 1,5,6,10,11,15,16,20,21,22,23,24,25
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
var item = local_player_character.playerboard[slot_idx]
# Default texture (empty)
slot.texture = item_tex[0]
if i in hidden_slots:
slot.modulate = Color(1, 1, 1, 0)
slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
if is_candy:
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
if slot_idx in hidden_slots:
slot.modulate = Color(1, 1, 1, 0)
slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
else:
slot.modulate = Color.WHITE
slot.mouse_filter = Control.MOUSE_FILTER_PASS
# All 9 cells show goal ghost or placed tile
var center_index = center_slots.find(slot_idx)
if center_index != -1 and center_index < goals.size():
var goal_value = goals[center_index]
if item != -1:
match item:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
slot.modulate = Color.WHITE
else:
match goal_value:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
_: slot.texture = item_tex[0]
slot.modulate = Color(0.3, 0.3, 0.3, 1.0)
else:
# Non-center slot - just show playerboard item normally
match item:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
else:
slot.modulate = Color.WHITE
slot.mouse_filter = Control.MOUSE_FILTER_PASS
# Check if this is a center slot that should show a goal
# BUT only show ghost goals for rows 2 & 3 (indices 11+)
var center_index = center_slots.find(i)
if center_index != -1 and center_index < goals.size() and i > 8:
var goal_value = goals[center_index]
if item != -1:
# Player has a tile in this slot - show it at full brightness
# Original 5x5 logic
var hidden_slots = [0, 4, 5, 9, 10, 14, 15, 19, 20, 21, 22, 23, 24]
if slot_idx in hidden_slots:
slot.modulate = Color(1, 1, 1, 0)
slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
else:
slot.modulate = Color.WHITE
slot.mouse_filter = Control.MOUSE_FILTER_PASS
# Check if this is a center slot that should show a goal
# BUT only show ghost goals for rows 2 & 3 (indices 11+)
var center_index = center_slots.find(slot_idx)
if center_index != -1 and center_index < goals.size() and slot_idx > 8:
var goal_value = goals[center_index]
if item != -1:
# Player has a tile in this slot - show it at full brightness
match item:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
slot.modulate = Color.WHITE
else:
# Show goal tile dimmed (not collected yet)
match goal_value:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
_: slot.texture = item_tex[0]
# Dim uncollected goals with black overlay
slot.modulate = Color(0.3, 0.3, 0.3, 1.0)
else:
# Non-center slot - just show playerboard item normally
match item:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
slot.modulate = Color.WHITE
else:
# Show goal tile dimmed (not collected yet)
match goal_value:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
_: slot.texture = item_tex[0]
# Dim uncollected goals with black overlay
slot.modulate = Color(0.3, 0.3, 0.3, 1.0)
else:
# Non-center slot - just show playerboard item normally
match item:
7: slot.texture = item_tex[1]
8: slot.texture = item_tex[2]
9: slot.texture = item_tex[3]
10: slot.texture = item_tex[4]
# Non-center slots always full brightness (UNLESS HIDDEN)
if not (i in hidden_slots):
slot.modulate = Color.WHITE
# Non-center slots always full brightness (UNLESS HIDDEN)
if not (slot_idx in hidden_slots):
slot.modulate = Color.WHITE
# Check for new special tile placement to trigger effect
if i < _previous_playerboard_state.size():
var prev_item = _previous_playerboard_state[i]
if slot_idx < _previous_playerboard_state.size():
var prev_item = _previous_playerboard_state[slot_idx]
# If slot was empty or different, and now has a special tile (7-10)
if item != prev_item and item >= 7 and item <= 10:
_pulse_slot_effect(slot)
# Update cache
_previous_playerboard_state = local_player_character.playerboard.duplicate()
func _pulse_slot_effect(slot: Control):
"""Visual feedback when a special tile is placed."""
var tween = create_tween()
# Reset scale first to be safe
slot.scale = Vector2.ONE
slot.pivot_offset = slot.size / 2 # Center pivot
# Pop effect
tween.tween_property(slot, "scale", Vector2(1.4, 1.4), 0.15).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
tween.tween_property(slot, "scale", Vector2(1.0, 1.0), 0.2).set_trans(Tween.TRANS_BOUNCE).set_ease(Tween.EASE_OUT)
# Flash effect
var original_modulate = slot.modulate
slot.modulate = Color(1.5, 1.5, 1.5) # Overbright
tween.parallel().tween_property(slot, "modulate", original_modulate, 0.3)
func _connect_powerup_manager_deferred(player):
"""Wait for PowerUpManager to be initialized before connecting."""
# player._ready waits 0.5s before creating managers, so wait longer
await player.get_tree().create_timer(0.8).timeout
var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager:
if not powerup_manager.points_changed.is_connected(_on_powerup_points_changed):
@@ -243,9 +277,9 @@ func setup_powerup_bar_ui(main_node):
if not powerup_bar:
push_warning("PowerUpBar node not found in scene")
return
powerup_ready_rect = main_node.get_node_or_null("PowerBar/PowerUpReady")
# Get segment references from scene
powerup_segments.clear()
var hbox = powerup_bar.get_node_or_null("HBox")
@@ -266,24 +300,24 @@ func update_powerup_bar(current_points: int, _max_points: int):
# 3 Segments total. Max Boost is 100. So each segment represents 33.33 points.
var points_per_segment = _max_points / 3.0
var bars_filled = int(current_points / points_per_segment)
for i in range(powerup_segments.size()):
var segment = powerup_segments[i]
var style = StyleBoxTexture.new()
var tex_path = ""
if i < bars_filled:
# Filled segment
tex_path = "res://assets/graphics/gui/gauge/Segment%d_filled.png" % i
else:
# Empty segment
tex_path = "res://assets/graphics/gui/gauge/Segment%d_empty.png" % i
if ResourceLoader.exists(tex_path):
style.texture = load(tex_path)
segment.add_theme_stylebox_override("panel", style)
if powerup_ready_rect:
if current_points >= _max_points and _max_points > 0:
powerup_ready_rect.visible = true
@@ -296,7 +330,7 @@ func _on_powerup_points_changed(current: int, max_points: int):
if current % 10 == 0: print("[UIManager] Points changed: ", current)
# Calculate based on max points (100) / 3 segments = 33.33 points per segment
var new_bars = int(current / (max_points / 3.0))
# Detect if a new bar was filled
if new_bars > _previous_bars and powerup_bar:
# Pulse effect on newly filled segment
@@ -304,10 +338,10 @@ func _on_powerup_points_changed(current: int, max_points: int):
if segment_index >= 0 and segment_index < powerup_segments.size():
var segment = powerup_segments[segment_index]
_pulse_segment(segment)
_previous_bars = new_bars
update_powerup_bar(current, max_points)
# Update Safety: Check if timer_label is valid
if timer_label and local_player_character and local_player_character.powerup_manager:
var time_left = local_player_character.powerup_manager.get_time_until_full()
@@ -358,7 +392,7 @@ func setup_timer_labels(main_node):
if not goals_timer:
push_warning("GoalsTimer node not found in scene")
return
# Apply dark background style
var style = StyleBoxFlat.new()
style.bg_color = Color(0.1, 0.1, 0.15, 0.9)
@@ -369,7 +403,7 @@ func setup_timer_labels(main_node):
style.corner_radius_bottom_left = 8
style.corner_radius_bottom_right = 8
goals_timer.add_theme_stylebox_override("panel", style)
# Style the timer label
var t_label = goals_timer.get_node_or_null("TimerLabel")
if t_label:
@@ -396,7 +430,7 @@ func setup_playerboard_label(main_node):
func update_goal_count_label(count: int):
if playerboard_label:
playerboard_label.text = "x%d" % count
# Pop effect only for progress
if count > 0:
var tween = playerboard_label.create_tween()
@@ -408,22 +442,22 @@ func initialize_leaderboard_with_players(players: Array):
"""Initialize leaderboard showing all players with score 0."""
if not leaderboard_panel:
return
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
if not vbox:
vbox = leaderboard_panel.get_node_or_null("VBox")
if not vbox:
return
for i in range(4):
var entry_root = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry_root:
continue
var entry = entry_root.get_node_or_null("HBox")
if not entry:
entry = entry_root
if i < players.size():
var player = players[i]
var name_label = entry.get_node_or_null("SplitterContainer/SectionA/NameLabel")
@@ -431,21 +465,21 @@ func initialize_leaderboard_with_players(players: Array):
var portrait_rect = entry.get_node_or_null("PortraitRect")
var ghost_icon = entry.get_node_or_null("SplitterContainer/SectionA/GhostIcon")
var mini_powerup_bar = entry.get_node_or_null("SplitterContainer/SectionB/MiniPowerUpBar")
if name_label:
# Use display_name if available, otherwise fallback to node name
var player_display_name = player.display_name if player and player.get("display_name") else ""
if player_display_name.is_empty():
player_display_name = str(player.name) if player else "Player " + str(i + 1)
name_label.text = player_display_name
if score_label:
score_label.text = str(player.score) if player and player.get("score") else "0"
if portrait_rect:
var character_name = "Pip" # Default fallback
var peer_id = player.name.to_int() if player else 0
var lobby_manager = get_node_or_null("/root/LobbyManager")
if lobby_manager:
var lobby_players = lobby_manager.get_players()
@@ -453,15 +487,15 @@ func initialize_leaderboard_with_players(players: Array):
if p.get("id") == peer_id:
character_name = p.get("character", "Pip")
break
var avatar_url = "res://assets/graphics/character_potrait/sc_%s.png" % character_name.to_lower()
if ResourceLoader.exists(avatar_url):
portrait_rect.texture = load(avatar_url)
if ghost_icon:
# Hidden by default. The live update loop will populate the correct texture.
ghost_icon.modulate = Color(1, 1, 1, 0)
if mini_powerup_bar:
# Initialize to empty segments
for j in range(3):
@@ -472,7 +506,7 @@ func initialize_leaderboard_with_players(players: Array):
style.border_color = Color(0.3, 0.7, 0.3, 1.0)
style.set_border_width_all(2)
seg.add_theme_stylebox_override("panel", style)
entry.visible = true
else:
entry.visible = false
@@ -483,48 +517,48 @@ func update_live_leaderboard(players: Array):
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
if not vbox: vbox = leaderboard_panel.get_node_or_null("VBox")
if not vbox: return
var sorted_players = players.duplicate()
sorted_players.sort_custom(func(a, b):
var score_a = a.score if "score" in a else 0
var score_b = b.score if "score" in b else 0
return score_a > score_b
)
var my_id = -1
if leaderboard_panel.is_inside_tree() and leaderboard_panel.get_tree().get_multiplayer():
my_id = leaderboard_panel.get_tree().get_multiplayer().get_unique_id()
var my_index = -1
for i in range(sorted_players.size()):
if sorted_players[i] and sorted_players[i].name == str(my_id):
my_index = i
break
var items_to_display = []
for i in range(min(3, sorted_players.size())):
items_to_display.append({"player": sorted_players[i], "rank": i + 1})
if sorted_players.size() >= 4:
if my_index > 3:
items_to_display.append({"player": sorted_players[my_index], "rank": my_index + 1})
else:
items_to_display.append({"player": sorted_players[3], "rank": 4})
for i in range(4):
var entry_root = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry_root or i >= items_to_display.size():
if entry_root: entry_root.visible = false
continue
entry_root.visible = true
var entry = entry_root.get_node_or_null("HBox")
if not entry: entry = entry_root
var item = items_to_display[i]
var player = item.player
var rank = item.rank
var rank_label = entry.get_node_or_null("RankLabel")
if rank_label:
match rank:
@@ -532,22 +566,22 @@ func update_live_leaderboard(players: Array):
2: rank_label.text = "2nd"
3: rank_label.text = "3rd"
_: rank_label.text = str(rank) + "th"
if player and player.name == str(my_id):
entry_root.modulate = Color(0.3, 0.7, 1.0) # Blue highlight for local player
else:
entry_root.modulate = Color.WHITE
var score_label = entry.get_node_or_null("SplitterContainer/SectionB/ScoreLabel")
var ghost_icon = entry.get_node_or_null("SplitterContainer/SectionA/GhostIcon")
var mini_powerup_bar = entry.get_node_or_null("SplitterContainer/SectionB/MiniPowerUpBar")
var portrait_rect = entry.get_node_or_null("PortraitRect")
var name_label = entry.get_node_or_null("SplitterContainer/SectionA/NameLabel")
if name_label:
var default_name = player.name if player else "Unknown"
name_label.text = player.get("display_name") if (player and player.get("display_name")) else default_name
if portrait_rect:
var character_name = "Pip" # Default fallback
if player and player.get("selected_character"):
@@ -558,18 +592,18 @@ func update_live_leaderboard(players: Array):
"Gatot": character_name = "Gatot"
"Oldpop": character_name = "Copper"
_: character_name = sc
var avatar_url = "res://assets/graphics/character_potrait/sc_%s.png" % character_name.to_lower()
if ResourceLoader.exists(avatar_url):
portrait_rect.texture = load(avatar_url)
if score_label:
score_label.text = str(player.score) if player and player.get("score") else "0"
if ghost_icon:
var active_skill_id = -1
var is_blinking = false
if player.get("special_tiles_manager"):
var stm = player.special_tiles_manager
# Check if any skill is CURRENTLY active (User requesting blinking state)
@@ -592,7 +626,7 @@ func update_live_leaderboard(players: Array):
if inv[effect_idx]:
active_skill_id = effect_idx
break
if active_skill_id != -1:
var tex_path = "res://assets/textures/player_board_and_blue_print/tile_null.tres"
match int(active_skill_id):
@@ -600,10 +634,10 @@ func update_live_leaderboard(players: Array):
1: tex_path = "res://assets/graphics/touch_control/freeze_area.png"
2: tex_path = "res://assets/graphics/touch_control/wall.png"
3: tex_path = "res://assets/graphics/touch_control/ghost.png"
if ResourceLoader.exists(tex_path):
ghost_icon.texture = load(tex_path)
if is_blinking:
var alpha = 1.0 if (Time.get_ticks_msec() % 500) > 250 else 0.3
ghost_icon.modulate = Color(1, 1, 1, alpha)
@@ -611,7 +645,7 @@ func update_live_leaderboard(players: Array):
ghost_icon.modulate = Color(1, 1, 1, 1)
else:
ghost_icon.modulate = Color(1, 1, 1, 0)
if mini_powerup_bar and player.get("powerup_manager"):
var p_mgr = player.powerup_manager
if p_mgr:
@@ -619,7 +653,7 @@ func update_live_leaderboard(players: Array):
var current_pts = p_mgr.get_points()
var points_per_segment = max_pts / 3.0
var bars_filled = int(current_pts / points_per_segment)
for j in range(3):
var seg = mini_powerup_bar.get_node_or_null("Segment" + str(j))
if seg:
+1 -1
View File
@@ -52,7 +52,7 @@ static func get_tile_weights() -> Dictionary:
weights[tile] = STANDARD_WEIGHT
# Special tiles
var mode = LobbyManager.get_game_mode()
var mode = Engine.get_main_loop().root.get_node_or_null("LobbyManager").get_game_mode()
var is_restricted = GameMode.is_restricted(mode)
for tile in SPECIAL_TILES:
if is_restricted and tile == TILE_WALL: