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
+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: