feat: Implement initial game structure with core logic, various managers, player scene, and project configuration.
This commit is contained in:
@@ -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)
|
||||
Reference in New Issue
Block a user