feat: Implement initial game structure with core logic, various managers, player scene, and project configuration.

This commit is contained in:
2025-12-12 02:16:06 +08:00
parent a04be19af5
commit 96f5754f99
12 changed files with 1161 additions and 138 deletions
+271
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@@ -0,0 +1,271 @@
extends Node
# GoalsCycleManager - Handles 60-second goal cycles, scoring, and goal regeneration
const CYCLE_DURATION: float = 60.0
const BASE_SCORE: int = 100
const TIME_BONUS_MULTIPLIER: float = 2.0
# Timer state
var current_cycle_timer: float = 0.0
var is_cycle_active: bool = false
# Score tracking: peer_id -> score
var player_scores: Dictionary = {}
# Reference to main scene
var main_scene: Node = null
signal cycle_started()
signal cycle_ended()
signal timer_updated(time_remaining: float)
signal score_updated(peer_id: int, new_score: int)
signal leaderboard_updated(sorted_scores: Array)
func _ready():
set_process(false)
func initialize(main: Node):
main_scene = main
func _process(delta):
if not is_cycle_active:
return
current_cycle_timer -= delta
if current_cycle_timer <= 0:
current_cycle_timer = 0
_on_cycle_end()
else:
emit_signal("timer_updated", current_cycle_timer)
# Server broadcasts timer sync every second
if multiplayer.is_server() and int(current_cycle_timer) != int(current_cycle_timer + delta):
rpc("sync_timer", current_cycle_timer)
# =============================================================================
# Cycle Control
# =============================================================================
func start_cycle():
current_cycle_timer = CYCLE_DURATION
is_cycle_active = true
set_process(true)
emit_signal("cycle_started")
if multiplayer.is_server():
rpc("sync_cycle_start")
@rpc("authority", "call_local", "reliable")
func sync_cycle_start():
current_cycle_timer = CYCLE_DURATION
is_cycle_active = true
set_process(true)
emit_signal("cycle_started")
@rpc("authority", "call_local", "unreliable")
func sync_timer(time_remaining: float):
current_cycle_timer = time_remaining
emit_signal("timer_updated", current_cycle_timer)
func _on_cycle_end():
is_cycle_active = false
set_process(false)
emit_signal("cycle_ended")
if multiplayer.is_server():
# Clear all playerboards and convert matches to score
_process_cycle_end_for_all_players()
rpc("sync_cycle_end")
# Start new cycle after a brief delay
await get_tree().create_timer(2.0).timeout
start_cycle()
@rpc("authority", "call_local", "reliable")
func sync_cycle_end():
is_cycle_active = false
set_process(false)
emit_signal("cycle_ended")
# =============================================================================
# Goal Completion & Scoring
# =============================================================================
func on_goal_completed(player: Node, time_remaining: float):
"""Called when a player completes their goal pattern."""
if not multiplayer.is_server():
return
var peer_id = player.get_multiplayer_authority()
# Calculate score: base + time bonus
var time_bonus = int(time_remaining * TIME_BONUS_MULTIPLIER)
var score_earned = BASE_SCORE + time_bonus
# Update player score
if not player_scores.has(peer_id):
player_scores[peer_id] = 0
player_scores[peer_id] += score_earned
emit_signal("score_updated", peer_id, player_scores[peer_id])
_update_leaderboard()
# Sync score to all clients
rpc("sync_player_score", peer_id, player_scores[peer_id])
# Regenerate goals for this player
regenerate_goals_for_player(player)
# Randomize 9 tiles around player
_randomize_tiles_around_player(player)
print("[GoalsCycle] Player %d completed goal! +%d points (base: %d, time bonus: %d)" % [peer_id, score_earned, BASE_SCORE, time_bonus])
@rpc("authority", "call_local", "reliable")
func sync_player_score(peer_id: int, total_score: int):
player_scores[peer_id] = total_score
emit_signal("score_updated", peer_id, total_score)
_update_leaderboard()
func _update_leaderboard():
# Sort players by score (descending)
var sorted_scores = []
for peer_id in player_scores.keys():
sorted_scores.append({"peer_id": peer_id, "score": player_scores[peer_id]})
sorted_scores.sort_custom(func(a, b): return a.score > b.score)
emit_signal("leaderboard_updated", sorted_scores)
# =============================================================================
# Cycle End Processing
# =============================================================================
func _process_cycle_end_for_all_players():
"""Server-side: Clear playerboards and convert matching tiles to score."""
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var peer_id = player.get_multiplayer_authority()
var match_score = _calculate_match_score(player)
if match_score > 0:
if not player_scores.has(peer_id):
player_scores[peer_id] = 0
player_scores[peer_id] += match_score
rpc("sync_player_score", peer_id, player_scores[peer_id])
# Clear playerboard
player.playerboard.fill(-1)
player.rpc("sync_playerboard", player.playerboard)
# Generate new goals
regenerate_goals_for_player(player)
_update_leaderboard()
func _calculate_match_score(player: Node) -> int:
"""Calculate score from matching tiles in playerboard to goals."""
var matching_tiles = 0
var goals = player.goals
var playerboard = player.playerboard
# Check center 3x3 of playerboard against goals
for i in range(3):
for j in range(3):
var goal_idx = i * 3 + j
var board_idx = (i + 1) * 5 + (j + 1) # Center 3x3 in 5x5 board
if goal_idx < goals.size() and board_idx < playerboard.size():
if goals[goal_idx] != -1 and playerboard[board_idx] == goals[goal_idx]:
matching_tiles += 1
# 10 points per matching tile
return matching_tiles * 10
# =============================================================================
# Goal Regeneration
# =============================================================================
func regenerate_goals_for_player(player: Node):
"""Generate new random goals for a player."""
if not multiplayer.is_server():
return
var new_goals = GoalManager.initialize_random_goals(9, 7, 10, 1.0)
var int_goals: Array[int] = []
for g in new_goals:
int_goals.append(g)
player.goals = int_goals
player.rpc("sync_goals", int_goals)
# =============================================================================
# Tile Randomization
# =============================================================================
func _randomize_tiles_around_player(player: Node):
"""Randomize 9 tiles in 3x3 area around player position."""
if not main_scene:
return
var enhanced_gridmap = main_scene.get_node_or_null("EnhancedGridMap")
if not enhanced_gridmap:
return
var center = player.current_position
var rng = RandomNumberGenerator.new()
rng.randomize()
# 3x3 area around player
for dx in range(-1, 2):
for dz in range(-1, 2):
var pos = Vector2i(center.x + dx, center.y + dz)
var cell = Vector3i(pos.x, 1, pos.y)
# Check if position is valid
if not enhanced_gridmap.is_position_valid(pos):
continue
# Check if there are tiles nearby or if empty
var current_item = enhanced_gridmap.get_cell_item(cell)
# Decide: delete, spawn, or randomize
var action = rng.randi() % 3
match action:
0: # Delete tile
if current_item != -1:
main_scene.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
1: # Spawn new tile
if current_item == -1:
var new_tile = rng.randi_range(7, 10)
main_scene.rpc("sync_grid_item", cell.x, cell.y, cell.z, new_tile)
2: # Randomize existing
if current_item != -1:
var new_tile = rng.randi_range(7, 10)
while new_tile == current_item:
new_tile = rng.randi_range(7, 10)
main_scene.rpc("sync_grid_item", cell.x, cell.y, cell.z, new_tile)
# =============================================================================
# Score Getters
# =============================================================================
func get_player_score(peer_id: int) -> int:
return player_scores.get(peer_id, 0)
func get_leaderboard() -> Array:
var sorted_scores = []
for peer_id in player_scores.keys():
sorted_scores.append({"peer_id": peer_id, "score": player_scores[peer_id]})
sorted_scores.sort_custom(func(a, b): return a.score > b.score)
return sorted_scores
func get_time_remaining() -> float:
return current_cycle_timer
func reset_scores():
player_scores.clear()
_update_leaderboard()
+48 -125
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@@ -1,52 +1,26 @@
extends Node
# PlayerRaceManager - Refactored to remove lap-based racing
# Now only handles goals and playerboard state for the cycle-based system
var player: Node3D
var enhanced_gridmap: Node
# Race state
var current_lap: int = 0
var first_lap_goals: Array[int] = []
var second_lap_goals: Array[int] = []
var race_position: int = 0
var has_finished_race: bool = false
static var lap1_finishers: int = 0
static var lap2_finishers: int = 0
# Goals and Playerboard
# Goals and Playerboard (core functionality retained)
var goals: Array[int] = [0, 0, 0, 0, 0, 0, 0, 0, 0]
var playerboard: Array[int] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
var can_finish: bool = false
# Finish locations (right side for 1st lap)
var finish_locations = [
Vector2i(13, 0), Vector2i(13, 1), Vector2i(13, 2), Vector2i(13, 3),
Vector2i(13, 4), Vector2i(13, 5), Vector2i(13, 6), Vector2i(13, 7),
Vector2i(13, 8), Vector2i(13, 9), Vector2i(13, 10), Vector2i(13, 11),
Vector2i(13, 12), Vector2i(13, 13)
]
# Spawn locations (left side for 2nd lap finish)
var spawn_locations = [
Vector2i(0, 0), Vector2i(0, 1), Vector2i(0, 2), Vector2i(0, 3),
Vector2i(0, 4), Vector2i(0, 5), Vector2i(0, 6), Vector2i(0, 7),
Vector2i(0, 8), Vector2i(0, 9), Vector2i(0, 10), Vector2i(0, 11),
Vector2i(0, 12), Vector2i(0, 13)
]
# Helper function to get current finish locations based on lap
func get_current_finish_locations() -> Array:
if current_lap == 0:
return finish_locations # 1st lap: finish at right side
else:
return spawn_locations # 2nd lap: finish at left side (spawn locations)
# DEPRECATED: Lap system removed - keeping stubs for compatibility
var can_finish: bool = false # No longer used
var current_lap: int = 0 # No longer used
var race_position: int = 0 # No longer used
var has_finished_race: bool = false # No longer used
static var lap1_finishers: int = 0 # No longer used
static var lap2_finishers: int = 0 # No longer used
func initialize(p_player: Node3D, p_gridmap: Node):
player = p_player
enhanced_gridmap = p_gridmap
if player.is_multiplayer_authority():
first_lap_goals = goals.duplicate()
generate_second_lap_goals()
func get_ordinal_string(number: int) -> String:
match number:
@@ -56,14 +30,9 @@ func get_ordinal_string(number: int) -> String:
4: return "4th"
_: return str(number) + "th"
func generate_second_lap_goals():
second_lap_goals.clear()
for i in range(9):
var val = (randi() % 4) + 7
second_lap_goals.append(val)
if player.is_multiplayer_authority():
player.rpc("sync_second_lap_goals", second_lap_goals)
# =============================================================================
# Goal Pattern Matching (Core Functionality)
# =============================================================================
func check_3x3_section(board: Array, goals_pattern: Array, start_row: int, start_col: int) -> bool:
for i in range(3):
@@ -81,6 +50,7 @@ func check_3x3_section(board: Array, goals_pattern: Array, start_row: int, start
return true
func check_pattern_match() -> bool:
"""Check if playerboard matches goals pattern. Core function for goal completion."""
if playerboard.size() != 25 or goals.size() != 9:
return false
@@ -105,98 +75,51 @@ func check_pattern_match() -> bool:
return true
return false
# =============================================================================
# DEPRECATED STUBS - Left for backward compatibility, do nothing
# =============================================================================
var finish_locations = [] # No longer used
var spawn_locations = [] # No longer used
var first_lap_goals: Array[int] = []
var second_lap_goals: Array[int] = []
func get_current_finish_locations() -> Array:
# DEPRECATED: No finish line in cycle-based system
return []
func update_finish_availability():
can_finish = check_pattern_match()
if player.is_multiplayer_authority():
if can_finish:
highlight_finish_line()
else:
unhighlight_finish_line()
# DEPRECATED: No finish line checking needed
pass
func highlight_finish_line():
if not player.is_multiplayer_authority() or player.is_bot:
return
var current_finish = get_current_finish_locations()
for finish_pos in current_finish:
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(finish_pos.x, 0, finish_pos.y),
enhanced_gridmap.hover_item
)
# DEPRECATED: No finish line to highlight
pass
func unhighlight_finish_line():
if not player.is_multiplayer_authority() or player.is_bot:
return
var current_finish = get_current_finish_locations()
for finish_pos in current_finish:
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(
Vector3i(finish_pos.x, 0, finish_pos.y),
enhanced_gridmap.normal_items[0]
)
# DEPRECATED: No finish line to unhighlight
pass
func is_at_finish_line() -> bool:
var current_finish = get_current_finish_locations()
return player.current_position in current_finish
# DEPRECATED: Always false, no finish line
return false
func finish_race():
if current_lap == 0:
lap1_finishers += 1
race_position = lap1_finishers
var message = "Finish 1st lap on " + get_ordinal_string(race_position)
if player.is_multiplayer_authority():
player.rpc("display_message", message)
current_lap += 1
start_new_lap()
elif current_lap == 1:
lap2_finishers += 1
race_position = lap2_finishers
var message = "RACE COMPLETE! Finished " + get_ordinal_string(race_position)
if player.is_multiplayer_authority():
player.rpc("display_message", message)
player.rpc("complete_race", race_position)
# DEPRECATED: No race finish in cycle-based system
pass
# Called when player finishes the entire race (2nd lap complete)
func on_race_completed(final_position: int):
has_finished_race = true
race_position = final_position
can_finish = false
# Disable all player input
player.set_process_input(false)
player.set_process_unhandled_input(false)
player.is_my_turn = false
player.action_points = 0
# Clear any highlights
if player.action_manager:
player.action_manager.clear_highlights()
player.action_manager.clear_playerboard_highlights()
# Unhighlight finish line
unhighlight_finish_line()
print("Player %s finished the race in position %d!" % [player.name, final_position])
func on_race_completed(_final_position: int):
# DEPRECATED: No race completion
pass
func start_new_lap():
if current_lap == 1:
# Update goals to 2nd lap goals
goals = second_lap_goals.duplicate()
can_finish = false
# Sync with all clients
if player.is_multiplayer_authority():
player.rpc("sync_position", player.current_position)
player.rpc("sync_playerboard", playerboard)
player.rpc("sync_goals", goals)
print("Started 2nd lap with new goals: ", goals)
# DEPRECATED: No laps in cycle-based system
pass
func find_valid_position_in_finish_line() -> Vector2i:
var current_finish = get_current_finish_locations()
for pos in current_finish:
if not player.is_position_occupied(pos):
return pos
# DEPRECATED: No finish line
return Vector2i(-1, -1)
func generate_second_lap_goals():
# DEPRECATED: No second lap goals needed
pass
+62 -8
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@@ -52,12 +52,13 @@ func grab_item(grid_position: Vector2i) -> bool:
# Apply changes locally first, server will validate/sync
enhanced_gridmap.set_cell_item(cell, -1) # Remove item visually immediately
# Check if grabbed item is a holo tile (11-14) and trigger special effect
# Check if grabbed item is a holo tile (11-14) - add to powerup instead of triggering effect
var is_holo = item >= 11 and item <= 14
if is_holo:
var special_tiles_manager = player.get_node_or_null("SpecialTilesManager")
if special_tiles_manager:
special_tiles_manager.trigger_random_effect()
# Add holo pickup to power-up manager (4 pickups = 1 bar)
var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager:
powerup_manager.add_holo_pickup()
# Convert holo tile to normal tile (11->7, 12->8, 13->9, 14->10)
item = item - 4
@@ -67,6 +68,9 @@ func grab_item(grid_position: Vector2i) -> bool:
var main = player.get_tree().get_root().get_node_or_null("Main")
if main and main.ui_manager:
main.ui_manager.update_playerboard_ui()
# Check if goal is completed after grabbing
_check_goal_completion()
# === Server Sync ===
if multiplayer.is_server():
@@ -151,17 +155,18 @@ func bot_try_grab_item() -> bool:
var empty_slot = player.playerboard.find(-1)
if empty_slot != -1:
if player.is_multiplayer_authority():
# Check if grabbed item is a holo tile (11-14)
# Check if grabbed item is a holo tile (11-14) - add to powerup
if item >= 11 and item <= 14:
var special_tiles_manager = player.get_node_or_null("SpecialTilesManager")
if special_tiles_manager:
special_tiles_manager.trigger_random_effect()
var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager:
powerup_manager.add_holo_pickup()
item = item - 4 # Convert to normal tile
player.playerboard[empty_slot] = item
player.rpc("sync_grid_item", current_cell.x, current_cell.y, current_cell.z, -1)
player.rpc("sync_playerboard", player.playerboard)
player.has_performed_action = true
player.action_points -= 1
_check_goal_completion()
return true
# Check adjacent cells if nothing at current position
@@ -590,3 +595,52 @@ func _highlight_adjacent_playerboard_slots():
var slot = main.playerboard_ui.get_child(adj_slot)
if slot.get_child_count() > 2:
slot.get_child(2).show()
# =============================================================================
# Goal Completion Check
# =============================================================================
func _check_goal_completion():
"""Check if playerboard matches goals and trigger completion rewards."""
if not player.race_manager:
return
# Check if the pattern matches
if player.race_manager.check_pattern_match():
print("[PlayerboardManager] Goal completed for player %s!" % player.name)
# Award power-up bar for goal completion
var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager:
powerup_manager.add_goal_completion_reward()
# 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())
else:
# Fallback if manager not initialized yet
player.rpc("display_message", "Goal completed!")
func clear_and_convert_to_score() -> int:
"""Clear playerboard and return score for matching tiles."""
var matching_score = 0
var goals = player.goals
var playerboard = player.playerboard
# Check center 3x3 of playerboard against goals
for i in range(3):
for j in range(3):
var goal_idx = i * 3 + j
var board_idx = (i + 1) * 5 + (j + 1) # Center 3x3 in 5x5 board
if goal_idx < goals.size() and board_idx < playerboard.size():
if goals[goal_idx] != -1 and playerboard[board_idx] == goals[goal_idx]:
matching_score += 10 # 10 points per matching tile
# Clear playerboard
player.playerboard.fill(-1)
return matching_score
+128
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@@ -0,0 +1,128 @@
extends Node
# PowerUpManager - Handles power-up points, holo tile tracking, and special effect usage
const MAX_POINTS: int = 12
const POINTS_PER_BAR: int = 4
const MAX_BARS: int = 4
const HOLO_PICKUPS_PER_BAR: int = 4
var player: Node3D
var enhanced_gridmap: Node
# Power-up state
var current_points: int = 0
var holo_pickup_count: int = 0
signal points_changed(current: int, max_points: int)
signal bar_filled()
signal effect_used()
func initialize(p_player: Node3D, p_gridmap: Node):
player = p_player
enhanced_gridmap = p_gridmap
# =============================================================================
# Holo Tile Pickup
# =============================================================================
func add_holo_pickup():
"""Called when player picks up a holo tile (11-14)."""
holo_pickup_count += 1
if holo_pickup_count >= HOLO_PICKUPS_PER_BAR:
holo_pickup_count = 0
_add_bar()
print("[PowerUp] Player %s picked up holo tile. Count: %d/4" % [player.name, holo_pickup_count])
if player.is_multiplayer_authority():
rpc("sync_holo_count", holo_pickup_count, current_points)
func _add_bar():
"""Add one full bar (4 points) of power-up."""
var points_to_add = POINTS_PER_BAR
current_points = min(current_points + points_to_add, MAX_POINTS)
emit_signal("bar_filled")
emit_signal("points_changed", current_points, MAX_POINTS)
player.rpc("display_message", "Power-up bar filled!")
print("[PowerUp] Player %s gained 1 bar! Total: %d/%d points" % [player.name, current_points, MAX_POINTS])
# =============================================================================
# Goal Completion Reward
# =============================================================================
func add_goal_completion_reward():
"""Called when player completes a goal pattern. Awards 1 bar."""
_add_bar()
print("[PowerUp] Player %s completed goal - awarded 1 bar" % [player.name])
# =============================================================================
# Using Special Effects
# =============================================================================
func can_use_special() -> bool:
"""Returns true if player has at least 1 bar (4 points)."""
return current_points >= POINTS_PER_BAR
func get_bars() -> int:
"""Returns current number of full bars."""
return current_points / POINTS_PER_BAR
func use_special_effect():
"""Consume 1 bar and trigger a random special effect."""
if not can_use_special():
player.rpc("display_message", "Not enough power-up!")
return false
# Consume 1 bar
current_points -= POINTS_PER_BAR
emit_signal("effect_used")
emit_signal("points_changed", current_points, MAX_POINTS)
# Trigger random special effect via SpecialTilesManager
var special_tiles_manager = player.get_node_or_null("SpecialTilesManager")
if special_tiles_manager:
special_tiles_manager.trigger_random_effect()
print("[PowerUp] Player %s used special effect! Remaining: %d/%d points" % [player.name, current_points, MAX_POINTS])
if player.is_multiplayer_authority():
rpc("sync_points", current_points)
return true
# =============================================================================
# Sync
# =============================================================================
@rpc("any_peer", "call_local", "reliable")
func sync_holo_count(count: int, points: int):
holo_pickup_count = count
current_points = points
emit_signal("points_changed", current_points, MAX_POINTS)
@rpc("any_peer", "call_local", "reliable")
func sync_points(points: int):
current_points = points
emit_signal("points_changed", current_points, MAX_POINTS)
# =============================================================================
# Getters
# =============================================================================
func get_points() -> int:
return current_points
func get_max_points() -> int:
return MAX_POINTS
func get_fill_percentage() -> float:
return float(current_points) / float(MAX_POINTS)
func reset():
current_points = 0
holo_pickup_count = 0
emit_signal("points_changed", current_points, MAX_POINTS)
+192
View File
@@ -136,3 +136,195 @@ func update_button_states():
func set_local_player(player):
local_player_character = player
# Connect to powerup signals
var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager:
powerup_manager.points_changed.connect(_on_powerup_points_changed)
# =============================================================================
# Power-Up Bar UI (Battery Style)
# =============================================================================
var powerup_bar: HBoxContainer
var powerup_segments: Array = []
func setup_powerup_bar_ui(main_node):
"""Create battery-style power-up bar with 4 segments."""
var parent = main_node.get_node_or_null("PlayerboardUI")
if not parent:
parent = main_node
# Create container
powerup_bar = HBoxContainer.new()
powerup_bar.name = "PowerUpBar"
powerup_bar.custom_minimum_size = Vector2(200, 30)
# Position above playerboard
powerup_bar.position = Vector2(0, -40)
# Create label
var label = Label.new()
label.text = "POWER: "
label.add_theme_font_size_override("font_size", 14)
powerup_bar.add_child(label)
# Create 4 battery segments
powerup_segments.clear()
for i in range(4):
var segment = Panel.new()
segment.custom_minimum_size = Vector2(40, 24)
segment.name = "Segment" + str(i)
# Style the segment
var style = StyleBoxFlat.new()
style.bg_color = Color(0.2, 0.2, 0.2, 0.8) # Dark empty
style.border_color = Color(0.4, 0.8, 0.4, 1.0) # Green border
style.set_border_width_all(2)
style.corner_radius_top_left = 4 if i == 0 else 0
style.corner_radius_bottom_left = 4 if i == 0 else 0
style.corner_radius_top_right = 4 if i == 3 else 0
style.corner_radius_bottom_right = 4 if i == 3 else 0
segment.add_theme_stylebox_override("panel", style)
powerup_bar.add_child(segment)
powerup_segments.append(segment)
parent.add_child(powerup_bar)
func update_powerup_bar(current_points: int, max_points: int):
"""Update battery segments based on current power-up points."""
var bars_filled = current_points / 4 # 4 points per bar
for i in range(powerup_segments.size()):
var segment = powerup_segments[i]
var style = segment.get_theme_stylebox("panel").duplicate()
if i < bars_filled:
# Filled segment - bright green
style.bg_color = Color(0.3, 0.9, 0.3, 1.0)
else:
# Empty segment - dark
style.bg_color = Color(0.2, 0.2, 0.2, 0.8)
segment.add_theme_stylebox_override("panel", style)
func _on_powerup_points_changed(current: int, max_points: int):
update_powerup_bar(current, max_points)
# =============================================================================
# Leaderboard UI
# =============================================================================
var leaderboard_panel: PanelContainer
func setup_leaderboard_ui(main_node):
"""Create leaderboard panel on right side of screen."""
leaderboard_panel = PanelContainer.new()
leaderboard_panel.name = "LeaderboardPanel"
leaderboard_panel.custom_minimum_size = Vector2(180, 180)
# Position on right side
leaderboard_panel.set_anchors_preset(Control.PRESET_TOP_RIGHT)
leaderboard_panel.position = Vector2(-200, 100)
# Style the panel
var style = StyleBoxFlat.new()
style.bg_color = Color(0.1, 0.1, 0.1, 0.85)
style.border_color = Color(0.8, 0.7, 0.2, 1.0) # Gold border
style.set_border_width_all(2)
style.corner_radius_top_left = 8
style.corner_radius_top_right = 8
style.corner_radius_bottom_left = 8
style.corner_radius_bottom_right = 8
leaderboard_panel.add_theme_stylebox_override("panel", style)
var vbox = VBoxContainer.new()
vbox.name = "VBox"
# Title
var title = Label.new()
title.text = "LEADERBOARD"
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
title.add_theme_font_size_override("font_size", 16)
title.add_theme_color_override("font_color", Color(0.9, 0.8, 0.2))
vbox.add_child(title)
# Separator
var sep = HSeparator.new()
vbox.add_child(sep)
# Create 4 player entries
for i in range(4):
var entry = HBoxContainer.new()
entry.name = "Entry" + str(i + 1)
entry.visible = false
var rank_label = Label.new()
rank_label.name = "RankLabel"
rank_label.custom_minimum_size = Vector2(40, 0)
rank_label.text = _get_rank_text(i + 1)
rank_label.add_theme_font_size_override("font_size", 14)
entry.add_child(rank_label)
var name_label = Label.new()
name_label.name = "NameLabel"
name_label.custom_minimum_size = Vector2(80, 0)
name_label.clip_text = true
name_label.text = "---"
name_label.add_theme_font_size_override("font_size", 14)
entry.add_child(name_label)
var score_label = Label.new()
score_label.name = "ScoreLabel"
score_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
score_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
score_label.text = "0"
score_label.add_theme_font_size_override("font_size", 14)
score_label.add_theme_color_override("font_color", Color(0.8, 1.0, 0.8))
entry.add_child(score_label)
vbox.add_child(entry)
leaderboard_panel.add_child(vbox)
main_node.add_child(leaderboard_panel)
func _get_rank_text(rank: int) -> String:
match rank:
1: return "1st"
2: return "2nd"
3: return "3rd"
4: return "4th"
_: return str(rank) + "th"
# =============================================================================
# Timer Labels for Goal Panels
# =============================================================================
func setup_timer_labels(main_node):
"""Add timer labels to each player goals panel."""
var all_player_goals = main_node.get_node_or_null("AllPlayerGoals")
if not all_player_goals:
return
for i in range(all_player_goals.get_child_count()):
var panel = all_player_goals.get_child(i)
# Skip if timer already exists
if panel.get_node_or_null("TimerLabel"):
continue
var timer_label = Label.new()
timer_label.name = "TimerLabel"
timer_label.text = "01:00"
timer_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
timer_label.add_theme_font_size_override("font_size", 18)
timer_label.add_theme_color_override("font_color", Color(1.0, 0.9, 0.3))
# Add at the top of the panel
var margin = panel.get_node_or_null("MarginContainer")
if margin:
margin.add_child(timer_label)
margin.move_child(timer_label, 0)
else:
panel.add_child(timer_label)