feat: completing tutorial

This commit is contained in:
2026-04-11 06:00:54 +08:00
parent 5323aea5fb
commit a478e3fc2e
11 changed files with 360 additions and 141 deletions
+1 -1
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@@ -8,7 +8,7 @@ custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="" include_filter=""
exclude_filter="" exclude_filter=""
export_path="build/tekton_armageddon_v2.1.2.exe" export_path="build/tekton_armageddon_v2.1.3.exe"
patches=PackedStringArray() patches=PackedStringArray()
patch_delta_encoding=false patch_delta_encoding=false
patch_delta_compression_level_zstd=19 patch_delta_compression_level_zstd=19
+2 -1
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@@ -1156,6 +1156,7 @@ text = "NOT CONNECTED"
horizontal_alignment = 1 horizontal_alignment = 1
[node name="VersionLabel" type="Label" parent="." unique_id=351711152] [node name="VersionLabel" type="Label" parent="." unique_id=351711152]
visible = false
layout_mode = 1 layout_mode = 1
anchors_preset = 3 anchors_preset = 3
anchor_left = 1.0 anchor_left = 1.0
@@ -1170,5 +1171,5 @@ grow_horizontal = 0
grow_vertical = 0 grow_vertical = 0
theme_override_colors/font_color = Color(0.6, 0.6, 0.6, 0.6) theme_override_colors/font_color = Color(0.6, 0.6, 0.6, 0.6)
theme_override_font_sizes/font_size = 11 theme_override_font_sizes/font_size = 11
text = "v0.1.0 ALPHA" text = "v.2.1.3"
horizontal_alignment = 2 horizontal_alignment = 2
+6 -2
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@@ -1727,7 +1727,7 @@ expand_icon = true
[node name="PauseMenu" type="CanvasLayer" parent="." unique_id=181131829] [node name="PauseMenu" type="CanvasLayer" parent="." unique_id=181131829]
process_mode = 3 process_mode = 3
layer = 10 layer = 1002
visible = false visible = false
[node name="Background" type="ColorRect" parent="PauseMenu" unique_id=412985431] [node name="Background" type="ColorRect" parent="PauseMenu" unique_id=412985431]
@@ -2007,9 +2007,11 @@ layout_mode = 2
text = "Back" text = "Back"
[node name="TopMenuUI" type="CanvasLayer" parent="." unique_id=1234567890] [node name="TopMenuUI" type="CanvasLayer" parent="." unique_id=1234567890]
layer = 2 layer = 102
[node name="HelpBtn" type="Button" parent="TopMenuUI" unique_id=833886895] [node name="HelpBtn" type="Button" parent="TopMenuUI" unique_id=833886895]
top_level = true
z_index = 2000
anchors_preset = 1 anchors_preset = 1
anchor_left = 1.0 anchor_left = 1.0
anchor_right = 1.0 anchor_right = 1.0
@@ -2024,6 +2026,8 @@ icon = ExtResource("37_pibwh")
flat = true flat = true
[node name="SettingsBtn" type="Button" parent="TopMenuUI" unique_id=1964422444] [node name="SettingsBtn" type="Button" parent="TopMenuUI" unique_id=1964422444]
top_level = true
z_index = 2000
anchors_preset = 1 anchors_preset = 1
anchor_left = 1.0 anchor_left = 1.0
anchor_right = 1.0 anchor_right = 1.0
+16
View File
@@ -68,6 +68,9 @@ shape = SubResource("SphereShape3D_3oo5r")
[node name="Name" type="Label3D" parent="." unique_id=848046946] [node name="Name" type="Label3D" parent="." unique_id=848046946]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0281162, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0281162, 0)
billboard = 1 billboard = 1
no_depth_test = true
render_priority = 2
outline_render_priority = 1
text = "username" text = "username"
font = ExtResource("8_y4r1p") font = ExtResource("8_y4r1p")
font_size = 48 font_size = 48
@@ -78,6 +81,9 @@ autowrap_mode = 2
[node name="Position" type="Label3D" parent="." unique_id=482425681] [node name="Position" type="Label3D" parent="." unique_id=482425681]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.537, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.537, 0)
billboard = 1 billboard = 1
no_depth_test = true
render_priority = 2
outline_render_priority = 1
modulate = Color(0.32, 0.614667, 1, 1) modulate = Color(0.32, 0.614667, 1, 1)
text = "1st" text = "1st"
font = ExtResource("8_y4r1p") font = ExtResource("8_y4r1p")
@@ -114,6 +120,7 @@ script = ExtResource("7_botctrl")
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0) transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0)
visible = false visible = false
billboard = 1 billboard = 1
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"freeze-initiator" animation = &"freeze-initiator"
frame = 149 frame = 149
@@ -123,6 +130,7 @@ frame_progress = 1.0
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0) transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0)
visible = false visible = false
billboard = 1 billboard = 1
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"ghost-initiator" animation = &"ghost-initiator"
frame = 149 frame = 149
@@ -132,6 +140,7 @@ frame_progress = 1.0
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0) transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0)
visible = false visible = false
billboard = 1 billboard = 1
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"speed-initator" animation = &"speed-initator"
frame = 149 frame = 149
@@ -141,6 +150,7 @@ frame_progress = 1.0
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0) transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0)
visible = false visible = false
billboard = 1 billboard = 1
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"wall-initiator" animation = &"wall-initiator"
@@ -148,6 +158,7 @@ animation = &"wall-initiator"
transform = Transform3D(0.5, 0, 0, 0, 0.5, 1.509958e-07, 0, -1.509958e-07, 0.5, 0, 1.5475016, 0.012766336) transform = Transform3D(0.5, 0, 0, 0, 0.5, 1.509958e-07, 0, -1.509958e-07, 0.5, 0, 1.5475016, 0.012766336)
visible = false visible = false
billboard = 1 billboard = 1
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"scatter_knock" animation = &"scatter_knock"
frame = 59 frame = 59
@@ -157,6 +168,7 @@ frame_progress = 1.0
transform = Transform3D(0.5, 0, 0, 0, -0.5, -7.54979e-08, 0, 7.54979e-08, -0.5, 0, 1.4714267, 0.02553294) transform = Transform3D(0.5, 0, 0, 0, -0.5, -7.54979e-08, 0, 7.54979e-08, -0.5, 0, 1.4714267, 0.02553294)
visible = false visible = false
billboard = 1 billboard = 1
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"floor_spawn_top" animation = &"floor_spawn_top"
frame = 23 frame = 23
@@ -165,6 +177,7 @@ frame_progress = 1.0
[node name="floor_spawn_bot" type="AnimatedSprite3D" parent="." unique_id=169253263] [node name="floor_spawn_bot" type="AnimatedSprite3D" parent="." unique_id=169253263]
transform = Transform3D(1.2, 0, 0, 0, -5.2453668e-08, -1.2, 0, 1.2, -5.2453668e-08, 0, -0.506722, -4.4299043e-08) transform = Transform3D(1.2, 0, 0, 0, -5.2453668e-08, -1.2, 0, 1.2, -5.2453668e-08, 0, -0.506722, -4.4299043e-08)
visible = false visible = false
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"floor_spawn_bot" animation = &"floor_spawn_bot"
frame = 35 frame = 35
@@ -174,6 +187,7 @@ frame_progress = 1.0
transform = Transform3D(0.5, 0, 0, 0, -2.1855694e-08, -0.5, 0, 0.5, -2.1855694e-08, 0, 1.5653763, 0) transform = Transform3D(0.5, 0, 0, 0, -2.1855694e-08, -0.5, 0, 0.5, -2.1855694e-08, 0, 1.5653763, 0)
visible = false visible = false
billboard = 1 billboard = 1
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"stunned-receiver" animation = &"stunned-receiver"
frame = 59 frame = 59
@@ -182,12 +196,14 @@ frame_progress = 1.0
[node name="attack_mode_top" type="AnimatedSprite3D" parent="." unique_id=2002706555] [node name="attack_mode_top" type="AnimatedSprite3D" parent="." unique_id=2002706555]
transform = Transform3D(0.5, 0, 0, 0, -2.1855694e-08, -0.5, 0, 0.5, -2.1855694e-08, 0, 1.5653763, 0) transform = Transform3D(0.5, 0, 0, 0, -2.1855694e-08, -0.5, 0, 0.5, -2.1855694e-08, 0, 1.5653763, 0)
visible = false visible = false
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"attack-mode-receiver-top" animation = &"attack-mode-receiver-top"
[node name="attack_mode_bot" type="AnimatedSprite3D" parent="." unique_id=1320274503] [node name="attack_mode_bot" type="AnimatedSprite3D" parent="." unique_id=1320274503]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, -0.6701627, 0) transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, -0.6701627, 0)
visible = false visible = false
render_priority = 3
sprite_frames = ExtResource("10_y4r1p") sprite_frames = ExtResource("10_y4r1p")
animation = &"attack-mode-receiver-bot" animation = &"attack-mode-receiver-bot"
frame = 31 frame = 31
+5
View File
@@ -34,6 +34,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.3731489, 0)
pixel_size = 0.002 pixel_size = 0.002
billboard = 1 billboard = 1
no_depth_test = true no_depth_test = true
render_priority = 1
texture = ExtResource("4_grab_icon") texture = ExtResource("4_grab_icon")
[node name="KeyLabel" type="Label3D" parent="InteractionPrompt" unique_id=1816493043] [node name="KeyLabel" type="Label3D" parent="InteractionPrompt" unique_id=1816493043]
@@ -41,6 +42,8 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.30466843, 0)
pixel_size = 0.01 pixel_size = 0.01
billboard = 1 billboard = 1
no_depth_test = true no_depth_test = true
render_priority = 2
outline_render_priority = 1
modulate = Color(0.1, 1, 0.2, 1) modulate = Color(0.1, 1, 0.2, 1)
text = "[ G ]" text = "[ G ]"
font_size = 48 font_size = 48
@@ -51,6 +54,8 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.79176676, 0)
pixel_size = 0.01 pixel_size = 0.01
billboard = 1 billboard = 1
no_depth_test = true no_depth_test = true
render_priority = 2
outline_render_priority = 1
text = "LIFT TEKTON" text = "LIFT TEKTON"
font_size = 38 font_size = 38
outline_size = 10 outline_size = 10
+40 -1
View File
@@ -54,7 +54,7 @@ anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
mouse_filter = 2 mouse_filter = 1
color = Color(0, 0, 0, 1) color = Color(0, 0, 0, 1)
[node name="HighlightBorder" type="Panel" parent="." unique_id=25061739] [node name="HighlightBorder" type="Panel" parent="." unique_id=25061739]
@@ -157,3 +157,42 @@ offset_left = 1080.0
offset_top = 96.0 offset_top = 96.0
offset_right = 1356.0 offset_right = 1356.0
offset_bottom = 405.0 offset_bottom = 405.0
[node name="ObjectivePanel" type="PanelContainer" parent="." unique_id=-1098906247]
visible = false
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -315.0
offset_top = -210.0
offset_right = -15.0
offset_bottom = -130.0
grow_horizontal = 0
grow_vertical = 0
mouse_filter = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_panel")
[node name="MarginContainer" type="MarginContainer" parent="ObjectivePanel" unique_id=-197916117]
layout_mode = 2
theme_override_constants/margin_left = 15
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 15
theme_override_constants/margin_bottom = 10
[node name="VBoxContainer" type="VBoxContainer" parent="ObjectivePanel/MarginContainer" unique_id=1029384756]
layout_mode = 2
[node name="Title" type="Label" parent="ObjectivePanel/MarginContainer/VBoxContainer" unique_id=1352415614]
layout_mode = 2
theme_override_colors/font_color = Color(1, 0.85, 0.1, 1)
theme_override_font_sizes/font_size = 14
text = "CURRENT OBJECTIVE"
[node name="ObjectiveText" type="RichTextLabel" parent="ObjectivePanel/MarginContainer/VBoxContainer" unique_id=895826431]
layout_mode = 2
theme_override_font_sizes/normal_font_size = 18
bbcode_enabled = true
text = "Objective text goes here"
fit_content = true
+9 -9
View File
@@ -573,16 +573,16 @@ theme_override_styles/pressed = SubResource("StyleBoxTexture_3r3oo")
theme_override_styles/hover = SubResource("StyleBoxTexture_cn37d") theme_override_styles/hover = SubResource("StyleBoxTexture_cn37d")
[node name="AchievementPanel" type="Panel" parent="MainMargin/MainHBox/BottomWrapper" unique_id=689276483] [node name="AchievementPanel" type="Panel" parent="MainMargin/MainHBox/BottomWrapper" unique_id=689276483]
custom_minimum_size = Vector2(165.5, 208) custom_minimum_size = Vector2(82.75, 104)
layout_mode = 1 layout_mode = 1
anchors_preset = -1 anchors_preset = -1
anchor_left = 0.35300002 anchor_left = 0.377
anchor_top = -1.9760001 anchor_top = -1.1520001
anchor_right = 0.45800003 anchor_right = 0.44700003
anchor_bottom = 0.42600003 anchor_bottom = 0.407
offset_left = -0.08200073 offset_left = 0.4619751
offset_top = 0.008010864 offset_top = -11.383995
offset_right = 19.047974 offset_right = 13.421753
offset_bottom = 8.641998 offset_bottom = -1.8549156
rotation = 0.10297442 rotation = 0.10297442
theme_override_styles/panel = SubResource("StyleBoxTexture_abdxb") theme_override_styles/panel = SubResource("StyleBoxTexture_abdxb")
+1 -1
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@@ -328,5 +328,5 @@ grow_horizontal = 0
grow_vertical = 0 grow_vertical = 0
theme_override_colors/font_color = Color(0.6, 0.6, 0.6, 0.6) theme_override_colors/font_color = Color(0.6, 0.6, 0.6, 0.6)
theme_override_font_sizes/font_size = 11 theme_override_font_sizes/font_size = 11
text = "v2.1.0" text = "v2.1.2"
horizontal_alignment = 2 horizontal_alignment = 2
+3 -1
View File
@@ -55,7 +55,9 @@ func _process(delta):
base_pos = player.target_position base_pos = player.target_position
var target_position = base_pos + move_vec var target_position = base_pos + move_vec
movement_manager.simple_move_to(target_position) movement_manager.simple_move_to(target_position)
else:
if movement_manager.is_moving:
movement_manager.movement_queue.clear()
func handle_unhandled_input(event): func handle_unhandled_input(event):
+203 -63
View File
@@ -25,6 +25,10 @@ func _ready() -> void:
await get_tree().process_frame await get_tree().process_frame
elapsed += get_process_delta_time() elapsed += get_process_delta_time()
# Pause match timer during tutorial
if main_scene and main_scene.get("goals_cycle_manager"):
main_scene.goals_cycle_manager.set_process(false)
if not local_player: if not local_player:
print("Tutorial Error: Local player not found.") print("Tutorial Error: Local player not found.")
return return
@@ -78,15 +82,17 @@ func _run_tutorial() -> void:
# Grid Highlight # Grid Highlight
overlay.clear_highlight() overlay.clear_highlight()
await overlay.display_text("Look at the board! You will see [color=gold]Normal Tiles[/color] and shiny [color=cyan]Holo Tiles[/color].", true) await overlay.display_text("Look at the board! You will see [color=gold]Normal Tiles[/color] and shiny [color=cyan]Holo Tiles[/color].", true)
# ==============================================================================
# --- INTERACTIVE 1: NORMAL TILE --- # --- INTERACTIVE 1: NORMAL TILE ---
var normal_pos = _find_closest_tile(local_player.current_position, [7, 8, 9, 10]) # ==============================================================================
var normal_pos = _find_closest_tile(local_player.current_position, [7, 8, 9, 10], 4)
if normal_pos != Vector2i(-1, -1): if normal_pos != Vector2i(-1, -1):
_highlight_floor_cell(normal_pos, Color(1.0, 1.0, 0.0)) # Yellow box _highlight_floor_cell(normal_pos, Color(1.0, 1.0, 0.0)) # Yellow box
overlay.display_text("I've highlighted a [color=gold]Normal Tile[/color] with a yellow box. Walk over to it and press [color=red]SPACE[/color] to Grab it!", false) overlay.display_text("I've highlighted a [color=gold]Normal Tile[/color] with a yellow box. Walk over to it and press [color=red]SPACE[/color] to Grab it!", false)
else: else:
overlay.display_text("Walk up to any Normal Tile and press [color=red]SPACE[/color] to Grab it!", false) overlay.display_text("Walk up to any Normal Tile and press [color=red]SPACE[/color] to Grab it!", false)
overlay.set_objective("Walk to a [color=gold]Normal Tile[/color] and press [color=red]SPACE[/color] to grab it.")
overlay.hide_overlay() overlay.hide_overlay()
get_tree().paused = false get_tree().paused = false
@@ -100,13 +106,15 @@ func _run_tutorial() -> void:
break break
await get_tree().process_frame await get_tree().process_frame
overlay.hide_objective()
_clear_floor_highlights() _clear_floor_highlights()
get_tree().paused = true get_tree().paused = true
overlay.show_overlay() overlay.show_overlay()
await overlay.display_text("Outstanding! You secured a tile.", true) await overlay.display_text("Outstanding! You secured a tile.", true)
# ==============================================================================
# --- SCORE AND GOALS SECTION --- # --- SCORE AND GOALS SECTION ---
# ==============================================================================
overlay.highlight_zone("Leaderboard") overlay.highlight_zone("Leaderboard")
await overlay.display_text("Your main objective is to climb the [color=gold]Leaderboard[/color] on the right by scoring points.", true) await overlay.display_text("Your main objective is to climb the [color=gold]Leaderboard[/color] on the right by scoring points.", true)
@@ -114,54 +122,159 @@ func _run_tutorial() -> void:
await overlay.display_text("You earn points by collecting tiles, but the real score comes from completing your [color=gold]Playerboard Goals[/color]!", true) await overlay.display_text("You earn points by collecting tiles, but the real score comes from completing your [color=gold]Playerboard Goals[/color]!", true)
await overlay.display_text("Fill your entire board shape to complete a goal. This grants massive points, clears the board, and ranks you up!", true) await overlay.display_text("Fill your entire board shape to complete a goal. This grants massive points, clears the board, and ranks you up!", true)
# --- TEKTONS SECTION --- # ==============================================================================
overlay.clear_highlight() # --- POWER UP SECTION ---
await overlay.display_text("Now, what about those little creatures running around the map? Those are [color=cyan]Tektons[/color]!", true) # ==============================================================================
await overlay.display_text("Grabbing a dynamic Tekton gives you [color=gold]PASSIVE score points[/color] over time and spawns bonus tiles for you while you carry it.", true)
await overlay.display_text("Hold onto them as long as you can... but watch out, opponents will try to RAM you and steal them!", true)
await overlay.display_text("Also keep an eye on [color=gray]Static Tektons[/color] standing on podiums. They periodically throw new free tiles onto the board for you to collect!", true)
# --- INTERACTIVE 2: HOLO TILE ---
await overlay.display_text("Now, let's talk about [color=cyan]Holo Tiles[/color]. They grant you special Power-Ups!", true) await overlay.display_text("Now, let's talk about [color=cyan]Holo Tiles[/color]. They grant you special Power-Ups!", true)
var holo_pos = _find_closest_tile(local_player.current_position, [11, 12, 13, 14]) overlay.clear_highlight()
if holo_pos != Vector2i(-1, -1): await overlay.display_text("There are [color=cyan]4 types of Power-Ups[/color] from Holo Tiles. Let me walk you through each one, one by one.", true)
_highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0)) # Cyan box
overlay.display_text("I've highlighted a [color=cyan]Holo Tile[/color] with a cyan box. Go ahead and grab it!", false)
else:
# Fallback: force spawn one if the RNG map generation didn't place any
holo_pos = local_player.current_position + Vector2i(0, 1)
var gridmap = local_player.get("enhanced_gridmap")
if gridmap:
gridmap.set_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y), 11) # Spawn speed boost
_highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0))
overlay.display_text("I just dropped a Holo Tile near you (cyan box). Go ahead and grab it!", false)
var powerup_ids = [11, 12, 13, 14]
var powerup_names = {
11: "[color=gold]Speed Boost[/color] (Make you run fast)",
12: "[color=aqua]Area Freeze[/color] (Slows nearby opponents)",
13: "[color=gray]Iron Wall[/color] (Blocks opponent path)",
14: "[color=white]Ghost Mode[/color] (Invisibility and ram immunity)"
}
var powerup_enums = {11: 0, 12: 1, 13: 2, 14: 3}
var gridmap = local_player.get("enhanced_gridmap")
for pid in powerup_ids:
overlay.clear_highlight()
overlay.show_powerup_card(pid)
await overlay.display_text("Next is %s. I will drop this Holo Tile near you." % powerup_names[pid], true)
overlay.hide_powerup_card()
var ppos = local_player.current_position + Vector2i(0, 1)
if gridmap:
gridmap.set_cell_item(Vector3i(ppos.x, 1, ppos.y), pid)
_highlight_floor_cell(ppos, Color(0.0, 1.0, 1.0))
overlay.display_text("Grab the tile, press [color=yellow]'F'[/color] to use it, and for some skills press it again or Click to confirm!", false)
overlay.set_objective("Grab the [color=cyan]Holo Tile[/color] and press [color=yellow]'F'[/color] to use %s." % powerup_names[pid])
overlay.hide_overlay() overlay.hide_overlay()
get_tree().paused = false get_tree().paused = false
initial_items = local_player.playerboard.count(-1) # Wait for it to be grabbed
while true: while gridmap and gridmap.get_cell_item(Vector3i(ppos.x, 1, ppos.y)) == pid:
if holo_pos != Vector2i(-1, -1) and local_player.get("enhanced_gridmap"):
if local_player.enhanced_gridmap.get_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y)) == -1:
break
elif local_player.playerboard.count(-1) < initial_items:
break
await get_tree().process_frame await get_tree().process_frame
# Highlight the Power-Up item slot now that they picked it up
overlay.highlight_zone("PowerUpItem")
# Wait for it to be used
var effect_enum = powerup_enums[pid]
while local_player.get("special_tiles_manager") and local_player.special_tiles_manager.inventory.get(effect_enum, false) == true:
await get_tree().process_frame
overlay.clear_highlight()
overlay.hide_objective()
_clear_floor_highlights() _clear_floor_highlights()
get_tree().paused = true get_tree().paused = true
overlay.show_overlay() overlay.show_overlay()
await overlay.display_text("Excellent! You used %s." % powerup_names[pid], true)
# --- POWER UP SECTION --- # ==============================================================================
# Highlight Power Up Icon # --- TEKTONS SECTION ---
overlay.highlight_zone("PowerUpItem") # ==============================================================================
await overlay.display_text("Nice! You grabbed a Holo Tile — that earned you a special [color=cyan]Power-Up[/color] item!", true) overlay.clear_highlight()
await overlay.display_text("There are [color=cyan]4 types of Power-Ups[/color] from Holo Tiles. Let me walk you through each one.", true) # --- DYNAMIC TEKTON FOCUS ---
await overlay.show_powerup_showcase() var dynamic_tektons = get_tree().get_nodes_in_group("Tektons")
await overlay.display_text("To activate your stored Power-Up, press [color=yellow]'F'[/color]. If you don't like this key, you can remap it in [color=gold]Settings[/color].", true) var cam_mgr = main_scene.get("camera_context_manager") if main_scene else null
if dynamic_tektons.size() > 0 and cam_mgr:
# Find nearest dynamic tekton
var nearest = null
var nearest_dist = 999999
for tk in dynamic_tektons:
if tk.get("is_static_turret") == false:
var dist = local_player.global_position.distance_to(tk.global_position)
if dist < nearest_dist:
nearest_dist = dist
nearest = tk
if nearest:
cam_mgr.process_mode = Node.PROCESS_MODE_ALWAYS
cam_mgr.set_player(nearest)
await get_tree().create_timer(1.2, true).timeout
var cam = main_scene.get_node_or_null("Camera3D200")
if cam and cam is Camera3D:
var screen_pos = cam.unproject_position(nearest.global_position)
overlay.highlight_rect(Rect2(screen_pos.x - 75, screen_pos.y - 75, 150, 150))
await overlay.display_text("Now, what about those little creatures running around the map? Those are [color=cyan]Tektons[/color]!", true)
if cam_mgr:
cam_mgr.set_player(local_player)
cam_mgr.process_mode = Node.PROCESS_MODE_INHERIT
overlay.clear_highlight()
await get_tree().create_timer(0.8, true).timeout
# ----------------------------
await overlay.display_text("Grabbing a dynamic Tekton gives you [color=gold]PASSIVE score points[/color] over time and spawns bonus tiles for you while you carry it.", true)
await overlay.display_text("Hold onto them as long as you can... but watch out, opponents will try to RAM you and steal them!", true)
await overlay.display_text("Go and catch one of the Tektons running around!", false)
overlay.set_objective("Walk into a [color=cyan]Tekton[/color] or press [color=red]G[/color] near one to grab it.")
overlay.hide_overlay()
get_tree().paused = false
while not local_player.is_carrying_tekton:
await get_tree().process_frame
overlay.hide_objective()
get_tree().paused = true
overlay.show_overlay()
await overlay.display_text("Great job! Notice your score passively increasing.", true)
await overlay.display_text("But you won't hold it forever! The Tekton runs away when your carry timer reaches 0, or you can manually throw it by pressing [color=red]G[/color].", false)
overlay.set_objective("Wait for the [color=cyan]Tekton[/color] to escape, or press [color=red]G[/color] to throw it!")
overlay.hide_overlay()
get_tree().paused = false
while local_player.is_carrying_tekton:
await get_tree().process_frame
overlay.hide_objective()
get_tree().paused = true
overlay.show_overlay()
await overlay.display_text("Oops, it got away! But don't worry, you can always catch another one.", true)
# ==============================================================================
# --- STATIC TEKTON FOCUS ---
# ==============================================================================
var static_stands = get_tree().get_nodes_in_group("StaticTektonStands")
cam_mgr = main_scene.get("camera_context_manager") if main_scene else null
if static_stands.size() > 0 and cam_mgr:
var target_stand = static_stands[0]
cam_mgr.process_mode = Node.PROCESS_MODE_ALWAYS # Allow camera to slide while paused
cam_mgr.set_player(target_stand)
# Give it time to pan over
await get_tree().create_timer(1.2, true).timeout
# Dim the screen around it
var cam = main_scene.get_node_or_null("Camera3D200")
if cam and cam is Camera3D:
var screen_pos = cam.unproject_position(target_stand.global_position)
overlay.highlight_rect(Rect2(screen_pos.x - 100, screen_pos.y - 120, 200, 200))
await overlay.display_text("Also keep an eye on [color=gray]Static Tektons[/color] standing on podiums. They periodically throw new free tiles onto the board for you to collect!", true)
if cam_mgr:
cam_mgr.set_player(local_player)
cam_mgr.process_mode = Node.PROCESS_MODE_INHERIT
overlay.clear_highlight()
# Let it pan back briefly
await get_tree().create_timer(0.8, true).timeout
# ==============================================================================
# --- BATTERY GAUGE & RAMMING SECTION --- # --- BATTERY GAUGE & RAMMING SECTION ---
# ==============================================================================
# Switch to highlight Power Bar / Battery Gauge # Switch to highlight Power Bar / Battery Gauge
overlay.highlight_zone("PowerBar") overlay.highlight_zone("PowerBar")
await overlay.display_text("Next, look at your [color=cyan]Battery Gauge[/color] — it [color=yellow]fills up automatically over time[/color]. You don't need to do anything to charge it.", true) await overlay.display_text("Next, look at your [color=cyan]Battery Gauge[/color] — it [color=yellow]fills up automatically over time[/color]. You don't need to do anything to charge it.", true)
@@ -187,15 +300,41 @@ func _run_tutorial() -> void:
spawned_bot.add_to_group("Bots", true) spawned_bot.add_to_group("Bots", true)
await get_tree().create_timer(0.2).timeout await get_tree().create_timer(0.2).timeout
# Freeze it so its AI doesn't run away during the tutorial
var bc = spawned_bot.get_node_or_null("BotController") var bc = spawned_bot.get_node_or_null("BotController")
if bc: if bc:
bc.set_process(false) bc.set_process(true)
bc.set_physics_process(false) bc.set_physics_process(true)
spawned_bot.set("is_frozen", true)
if spawned_bot: if spawned_bot:
await overlay.display_text("Let's try it. I'm placing a Bot right next to you, and I'll instantly fill your Battery Gauge to max.", true) # Always unfreeze in case it was caught in the earlier Area Freeze blast
spawned_bot.set("is_frozen", false)
var target_bc = spawned_bot.get_node_or_null("BotController")
if target_bc:
target_bc.set_process(true)
target_bc.set_physics_process(true)
await overlay.display_text("Let's try it. There is a Bot roaming the map right now. I will fill your Battery Gauge to max.", true)
# --- CAMERA PAN TO BOT ---
cam_mgr = main_scene.get("camera_context_manager") if main_scene else null
if cam_mgr:
cam_mgr.process_mode = Node.PROCESS_MODE_ALWAYS
cam_mgr.set_player(spawned_bot)
await get_tree().create_timer(1.2, true).timeout
var cam = main_scene.get_node_or_null("Camera3D200")
if cam and cam is Camera3D:
var screen_pos = cam.unproject_position(spawned_bot.global_position)
overlay.highlight_rect(Rect2(screen_pos.x - 75, screen_pos.y - 100, 150, 150))
await overlay.display_text("Behold, your opponent! Their AI is active so you will have to hunt them down.", true)
if cam_mgr:
cam_mgr.set_player(local_player)
cam_mgr.process_mode = Node.PROCESS_MODE_INHERIT
overlay.clear_highlight()
await get_tree().create_timer(0.8, true).timeout
# ------------------------
# Instantly grant FULL BOOST # Instantly grant FULL BOOST
if local_player.get("powerup_manager"): if local_player.get("powerup_manager"):
@@ -204,41 +343,42 @@ func _run_tutorial() -> void:
local_player.powerup_manager.acquire_smash_bonus() local_player.powerup_manager.acquire_smash_bonus()
local_player.powerup_manager.acquire_smash_bonus() local_player.powerup_manager.acquire_smash_bonus()
var n_pos = local_player.current_position + Vector2i(1, 0) overlay.display_text("Press 'Q' to enter Attack Mode, then chase the Bot down to RAM it!", false)
if local_player.get("enhanced_gridmap"):
var neighbors = local_player.enhanced_gridmap.get_neighbors(local_player.current_position, 0)
for n in neighbors:
if n.get("is_walkable"):
n_pos = n.position
break
# Safely set bot position
spawned_bot.current_position = n_pos
if local_player.get("enhanced_gridmap") and local_player.enhanced_gridmap.has_method("grid_to_world"):
spawned_bot.global_position = local_player.enhanced_gridmap.grid_to_world(n_pos)
overlay.display_text("Press 'Q' to enter Attack Mode, then Walk into the Bot!", false)
overlay.set_objective("Press [color=yellow]'Q'[/color] to enter [color=red]ATTACK MODE[/color], then chase and RAM the bot!")
overlay.hide_overlay() overlay.hide_overlay()
get_tree().paused = false get_tree().paused = false
# Wait for the player to push the bot (bot's position changes) # Wait for the player to push the bot
var bot_old_pos = spawned_bot.current_position while true:
while spawned_bot.current_position == bot_old_pos: if spawned_bot.get("is_knock_mode") == true:
break
# Fallback: if player's attack mode deactivated early despite having timer left, they likely successfully rammed
var t = local_player.get("attack_mode_timer")
if local_player.get("is_attack_mode") == false and t != null and t > 0.0 and t < 3.0:
break
await get_tree().process_frame await get_tree().process_frame
overlay.hide_objective()
get_tree().paused = true get_tree().paused = true
overlay.show_overlay() overlay.show_overlay()
await overlay.display_text("Smashing! You pushed it away. Notice your Battery Gauge was consumed.", true) await overlay.display_text("Smashing! You pushed it away. Notice your Battery Gauge was consumed.", true)
await overlay.display_text("Beware! Your opponents can RAM you to steal your tiles too. Get ready to defend yourself against the Bots!", true) await overlay.display_text("Beware! Your opponents can RAM you to steal your tiles too. Get ready to defend yourself against the Bots!", true)
await overlay.display_text("Tutorial Complete! Returning to the Main Menu.", true)
overlay.hide_overlay() overlay.hide_overlay()
get_tree().paused = false get_tree().paused = false
_set_bots_enabled(true)
if main_scene and main_scene.get("goals_cycle_manager"):
main_scene.goals_cycle_manager.set_process(true)
LobbyManager.is_tutorial_mode = false LobbyManager.is_tutorial_mode = false
queue_free() LobbyManager.leave_room()
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
# ============================================================================== # ==============================================================================
# Helper Floor Highlighting and Tile Detection Logic # Helper Floor Highlighting and Tile Detection Logic
@@ -246,7 +386,7 @@ func _run_tutorial() -> void:
var _floor_highlights: Array[Node] = [] var _floor_highlights: Array[Node] = []
func _find_closest_tile(start_pos: Vector2i, types: Array) -> Vector2i: func _find_closest_tile(start_pos: Vector2i, types: Array, min_dist: int = 0) -> Vector2i:
var gridmap = local_player.get("enhanced_gridmap") var gridmap = local_player.get("enhanced_gridmap")
if not gridmap: return Vector2i(-1, -1) if not gridmap: return Vector2i(-1, -1)
@@ -258,7 +398,7 @@ func _find_closest_tile(start_pos: Vector2i, types: Array) -> Vector2i:
var item = gridmap.get_cell_item(Vector3i(x, 1, z)) var item = gridmap.get_cell_item(Vector3i(x, 1, z))
if item in types: if item in types:
var dist = abs(start_pos.x - x) + abs(start_pos.y - z) var dist = abs(start_pos.x - x) + abs(start_pos.y - z)
if dist < best_dist: if dist >= min_dist and dist < best_dist:
best_dist = dist best_dist = dist
best_pos = Vector2i(x, z) best_pos = Vector2i(x, z)
return best_pos return best_pos
+48 -36
View File
@@ -9,6 +9,9 @@ class_name TutorialOverlay
@onready var next_indicator: Label = $DialoguePanel/MarginContainer/HBoxContainer/VBoxContainer/NextIndicator @onready var next_indicator: Label = $DialoguePanel/MarginContainer/HBoxContainer/VBoxContainer/NextIndicator
@onready var highlight_zones: Node = $HighlightZones @onready var highlight_zones: Node = $HighlightZones
@onready var objective_panel: PanelContainer = $ObjectivePanel
@onready var objective_text: RichTextLabel = $ObjectivePanel/MarginContainer/VBoxContainer/ObjectiveText
# --- State --- # --- State ---
var is_waiting_for_input: bool = false var is_waiting_for_input: bool = false
signal next_pressed signal next_pressed
@@ -94,6 +97,15 @@ func show_overlay() -> void:
dim_rect.visible = true dim_rect.visible = true
dialogue_panel.visible = true dialogue_panel.visible = true
func set_objective(text: String) -> void:
if objective_panel and objective_text:
objective_text.text = text
objective_panel.visible = true
func hide_objective() -> void:
if objective_panel:
objective_panel.visible = false
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Dialogue # Dialogue
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
@@ -124,35 +136,43 @@ func _input(event: InputEvent) -> void:
is_waiting_for_input = false is_waiting_for_input = false
next_indicator.visible = false next_indicator.visible = false
next_pressed.emit() next_pressed.emit()
get_viewport().set_input_as_handled() var vp = get_viewport()
if vp:
vp.set_input_as_handled()
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Power-Up Showcase — one card per powerup with icon + name + description # Power-Up Showcase — one card per powerup with icon + name + description
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
func show_powerup_showcase() -> void: var _current_showcase: Control
"""Display each powerup as an interactive card. Awaits click between each."""
var powerups = [ func show_powerup_card(pid: int) -> void:
{ var powerups = {
11: {
"icon": "res://assets/graphics/touch_control/speed.png", "icon": "res://assets/graphics/touch_control/speed.png",
"name": "[color=gold]Speed Boost[/color]", "name": "[color=gold]Speed Boost[/color]",
"desc": "Temporarily increases your movement speed for [color=yellow]5 seconds[/color]. Great for racing across the board to grab tiles before opponents." "desc": "Temporarily increases your movement speed for [color=yellow]5 seconds[/color]. Great for racing across the board to grab tiles before opponents."
}, },
{ 12: {
"icon": "res://assets/graphics/touch_control/freeze_area.png", "icon": "res://assets/graphics/touch_control/freeze_area.png",
"name": "[color=aqua]Area Freeze[/color]", "name": "[color=aqua]Area Freeze[/color]",
"desc": "Freezes all opponents within a radius of [color=aqua]5 tiles[/color] around you, slowing them to a crawl for [color=yellow]3 seconds[/color]." "desc": "Freezes all opponents within a radius of [color=aqua]5 tiles[/color] around you, slowing them to a crawl for [color=yellow]3 seconds[/color]."
}, },
{ 13: {
"icon": "res://assets/graphics/touch_control/wall.png", "icon": "res://assets/graphics/touch_control/wall.png",
"name": "[color=gray]🧱 Iron Wall[/color]", "name": "[color=gray]Iron Wall[/color]",
"desc": "Projects a full row or column of wall tiles in front of you, blocking opponent movement and protecting your tiles." "desc": "Projects a full row or column of wall tiles in front of you, blocking opponent movement and protecting your tiles."
}, },
{ 14: {
"icon": "res://assets/graphics/touch_control/ghost.png", "icon": "res://assets/graphics/touch_control/ghost.png",
"name": "[color=white]👻 Ghost Mode[/color]", "name": "[color=white]Ghost Mode[/color]",
"desc": "Makes you [color=white]invisible[/color] for [color=yellow]6 seconds[/color]. You cannot be rammed while invisible — perfect for escaping danger or sneaking around." "desc": "Makes you [color=white]invisible[/color] for [color=yellow]6 seconds[/color]. You cannot be rammed while invisible — perfect for escaping danger or sneaking around."
}, }
] }
if not powerups.has(pid):
return
var pu = powerups[pid]
# Build a showcase panel sitting above the dialogue panel # Build a showcase panel sitting above the dialogue panel
var showcase = PanelContainer.new() var showcase = PanelContainer.new()
@@ -190,6 +210,9 @@ func show_powerup_showcase() -> void:
icon_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE icon_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon_rect.size_flags_vertical = Control.SIZE_SHRINK_CENTER icon_rect.size_flags_vertical = Control.SIZE_SHRINK_CENTER
var tex = load(pu["icon"])
if tex:
icon_rect.texture = tex
hbox.add_child(icon_rect) hbox.add_child(icon_rect)
# Text column # Text column
@@ -203,6 +226,7 @@ func show_powerup_showcase() -> void:
name_label.fit_content = true name_label.fit_content = true
name_label.scroll_active = false name_label.scroll_active = false
name_label.add_theme_font_size_override("normal_font_size", 24) name_label.add_theme_font_size_override("normal_font_size", 24)
name_label.text = pu["name"]
vbox.add_child(name_label) vbox.add_child(name_label)
var desc_label = RichTextLabel.new() var desc_label = RichTextLabel.new()
@@ -211,36 +235,24 @@ func show_powerup_showcase() -> void:
desc_label.scroll_active = false desc_label.scroll_active = false
desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
desc_label.add_theme_font_size_override("normal_font_size", 18) desc_label.add_theme_font_size_override("normal_font_size", 18)
desc_label.text = pu["desc"]
vbox.add_child(desc_label) vbox.add_child(desc_label)
# Counter label (e.g. "1 / 4")
var counter_label = Label.new()
counter_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
counter_label.add_theme_font_size_override("font_size", 14)
counter_label.add_theme_color_override("font_color", Color(0.6, 0.6, 0.8))
vbox.add_child(counter_label)
# Position the showcase above the dialogue panel # Position the showcase above the dialogue panel
# We rely on call deferred or await frame to ensure layout sizing is processed
await get_tree().process_frame await get_tree().process_frame
if not is_inside_tree() or not is_instance_valid(showcase):
return
var vp = get_viewport().get_visible_rect().size var vp = get_viewport().get_visible_rect().size
showcase.position = Vector2( showcase.position = Vector2(
(vp.x - showcase.custom_minimum_size.x) / 2.0, (vp.x - showcase.custom_minimum_size.x) / 2.0,
dialogue_panel.position.y - showcase.custom_minimum_size.y - 12 dialogue_panel.position.y - showcase.custom_minimum_size.y - 12
) )
# Cycle through each powerup _current_showcase = showcase
for i in powerups.size():
var pu = powerups[i]
var tex = load(pu["icon"])
if tex:
icon_rect.texture = tex
name_label.text = pu["name"]
desc_label.text = pu["desc"]
counter_label.text = "Power-Up %d / %d — Click to continue ▼" % [i + 1, powerups.size()]
# Reuse the existing input wait mechanism func hide_powerup_card() -> void:
is_waiting_for_input = true if is_instance_valid(_current_showcase):
await next_pressed _current_showcase.queue_free()
_current_showcase = null
# Clean up showcase
showcase.queue_free()