feat: completing tutorial
This commit is contained in:
+1
-1
@@ -8,7 +8,7 @@ custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="build/tekton_armageddon_v2.1.2.exe"
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export_path="build/tekton_armageddon_v2.1.3.exe"
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patches=PackedStringArray()
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patch_delta_encoding=false
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patch_delta_compression_level_zstd=19
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+2
-1
@@ -1156,6 +1156,7 @@ text = "NOT CONNECTED"
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horizontal_alignment = 1
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[node name="VersionLabel" type="Label" parent="." unique_id=351711152]
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visible = false
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layout_mode = 1
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anchors_preset = 3
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anchor_left = 1.0
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@@ -1170,5 +1171,5 @@ grow_horizontal = 0
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grow_vertical = 0
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theme_override_colors/font_color = Color(0.6, 0.6, 0.6, 0.6)
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theme_override_font_sizes/font_size = 11
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text = "v0.1.0 ALPHA"
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text = "v.2.1.3"
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horizontal_alignment = 2
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+6
-2
@@ -1727,7 +1727,7 @@ expand_icon = true
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[node name="PauseMenu" type="CanvasLayer" parent="." unique_id=181131829]
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process_mode = 3
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layer = 10
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layer = 1002
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visible = false
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[node name="Background" type="ColorRect" parent="PauseMenu" unique_id=412985431]
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@@ -2007,9 +2007,11 @@ layout_mode = 2
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text = "Back"
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[node name="TopMenuUI" type="CanvasLayer" parent="." unique_id=1234567890]
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layer = 2
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layer = 102
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[node name="HelpBtn" type="Button" parent="TopMenuUI" unique_id=833886895]
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top_level = true
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z_index = 2000
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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@@ -2024,6 +2026,8 @@ icon = ExtResource("37_pibwh")
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flat = true
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[node name="SettingsBtn" type="Button" parent="TopMenuUI" unique_id=1964422444]
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top_level = true
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z_index = 2000
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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@@ -68,6 +68,9 @@ shape = SubResource("SphereShape3D_3oo5r")
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[node name="Name" type="Label3D" parent="." unique_id=848046946]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0281162, 0)
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billboard = 1
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no_depth_test = true
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render_priority = 2
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outline_render_priority = 1
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text = "username"
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font = ExtResource("8_y4r1p")
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font_size = 48
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@@ -78,6 +81,9 @@ autowrap_mode = 2
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[node name="Position" type="Label3D" parent="." unique_id=482425681]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.537, 0)
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billboard = 1
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no_depth_test = true
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render_priority = 2
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outline_render_priority = 1
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modulate = Color(0.32, 0.614667, 1, 1)
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text = "1st"
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font = ExtResource("8_y4r1p")
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@@ -114,6 +120,7 @@ script = ExtResource("7_botctrl")
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0)
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visible = false
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billboard = 1
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"freeze-initiator"
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frame = 149
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@@ -123,6 +130,7 @@ frame_progress = 1.0
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0)
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visible = false
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billboard = 1
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"ghost-initiator"
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frame = 149
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@@ -132,6 +140,7 @@ frame_progress = 1.0
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0)
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visible = false
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billboard = 1
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"speed-initator"
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frame = 149
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@@ -141,6 +150,7 @@ frame_progress = 1.0
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 1.5653763, 0)
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visible = false
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billboard = 1
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"wall-initiator"
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@@ -148,6 +158,7 @@ animation = &"wall-initiator"
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transform = Transform3D(0.5, 0, 0, 0, 0.5, 1.509958e-07, 0, -1.509958e-07, 0.5, 0, 1.5475016, 0.012766336)
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visible = false
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billboard = 1
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"scatter_knock"
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frame = 59
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@@ -157,6 +168,7 @@ frame_progress = 1.0
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transform = Transform3D(0.5, 0, 0, 0, -0.5, -7.54979e-08, 0, 7.54979e-08, -0.5, 0, 1.4714267, 0.02553294)
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visible = false
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billboard = 1
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"floor_spawn_top"
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frame = 23
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@@ -165,6 +177,7 @@ frame_progress = 1.0
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[node name="floor_spawn_bot" type="AnimatedSprite3D" parent="." unique_id=169253263]
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transform = Transform3D(1.2, 0, 0, 0, -5.2453668e-08, -1.2, 0, 1.2, -5.2453668e-08, 0, -0.506722, -4.4299043e-08)
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visible = false
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"floor_spawn_bot"
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frame = 35
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@@ -174,6 +187,7 @@ frame_progress = 1.0
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transform = Transform3D(0.5, 0, 0, 0, -2.1855694e-08, -0.5, 0, 0.5, -2.1855694e-08, 0, 1.5653763, 0)
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visible = false
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billboard = 1
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"stunned-receiver"
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frame = 59
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@@ -182,12 +196,14 @@ frame_progress = 1.0
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[node name="attack_mode_top" type="AnimatedSprite3D" parent="." unique_id=2002706555]
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transform = Transform3D(0.5, 0, 0, 0, -2.1855694e-08, -0.5, 0, 0.5, -2.1855694e-08, 0, 1.5653763, 0)
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visible = false
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"attack-mode-receiver-top"
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[node name="attack_mode_bot" type="AnimatedSprite3D" parent="." unique_id=1320274503]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, -0.6701627, 0)
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visible = false
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render_priority = 3
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sprite_frames = ExtResource("10_y4r1p")
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animation = &"attack-mode-receiver-bot"
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frame = 31
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@@ -34,6 +34,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.3731489, 0)
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pixel_size = 0.002
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billboard = 1
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no_depth_test = true
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render_priority = 1
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texture = ExtResource("4_grab_icon")
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[node name="KeyLabel" type="Label3D" parent="InteractionPrompt" unique_id=1816493043]
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@@ -41,6 +42,8 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.30466843, 0)
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pixel_size = 0.01
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billboard = 1
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no_depth_test = true
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render_priority = 2
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outline_render_priority = 1
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modulate = Color(0.1, 1, 0.2, 1)
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text = "[ G ]"
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font_size = 48
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@@ -51,6 +54,8 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.79176676, 0)
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pixel_size = 0.01
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billboard = 1
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no_depth_test = true
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render_priority = 2
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outline_render_priority = 1
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text = "LIFT TEKTON"
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font_size = 38
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outline_size = 10
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@@ -54,7 +54,7 @@ anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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mouse_filter = 1
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color = Color(0, 0, 0, 1)
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[node name="HighlightBorder" type="Panel" parent="." unique_id=25061739]
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@@ -157,3 +157,42 @@ offset_left = 1080.0
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offset_top = 96.0
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offset_right = 1356.0
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offset_bottom = 405.0
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[node name="ObjectivePanel" type="PanelContainer" parent="." unique_id=-1098906247]
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visible = false
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anchors_preset = 3
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -315.0
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offset_top = -210.0
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offset_right = -15.0
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offset_bottom = -130.0
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grow_horizontal = 0
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grow_vertical = 0
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mouse_filter = 2
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theme_override_styles/panel = SubResource("StyleBoxFlat_panel")
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[node name="MarginContainer" type="MarginContainer" parent="ObjectivePanel" unique_id=-197916117]
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layout_mode = 2
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theme_override_constants/margin_left = 15
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theme_override_constants/margin_top = 10
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theme_override_constants/margin_right = 15
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theme_override_constants/margin_bottom = 10
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[node name="VBoxContainer" type="VBoxContainer" parent="ObjectivePanel/MarginContainer" unique_id=1029384756]
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layout_mode = 2
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[node name="Title" type="Label" parent="ObjectivePanel/MarginContainer/VBoxContainer" unique_id=1352415614]
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layout_mode = 2
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theme_override_colors/font_color = Color(1, 0.85, 0.1, 1)
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theme_override_font_sizes/font_size = 14
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text = "CURRENT OBJECTIVE"
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[node name="ObjectiveText" type="RichTextLabel" parent="ObjectivePanel/MarginContainer/VBoxContainer" unique_id=895826431]
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layout_mode = 2
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theme_override_font_sizes/normal_font_size = 18
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bbcode_enabled = true
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text = "Objective text goes here"
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fit_content = true
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@@ -573,16 +573,16 @@ theme_override_styles/pressed = SubResource("StyleBoxTexture_3r3oo")
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theme_override_styles/hover = SubResource("StyleBoxTexture_cn37d")
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[node name="AchievementPanel" type="Panel" parent="MainMargin/MainHBox/BottomWrapper" unique_id=689276483]
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custom_minimum_size = Vector2(165.5, 208)
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custom_minimum_size = Vector2(82.75, 104)
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layout_mode = 1
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anchors_preset = -1
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anchor_left = 0.35300002
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anchor_top = -1.9760001
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anchor_right = 0.45800003
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anchor_bottom = 0.42600003
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offset_left = -0.08200073
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offset_top = 0.008010864
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offset_right = 19.047974
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offset_bottom = 8.641998
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anchor_left = 0.377
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anchor_top = -1.1520001
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anchor_right = 0.44700003
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anchor_bottom = 0.407
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offset_left = 0.4619751
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offset_top = -11.383995
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offset_right = 13.421753
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offset_bottom = -1.8549156
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rotation = 0.10297442
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theme_override_styles/panel = SubResource("StyleBoxTexture_abdxb")
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@@ -328,5 +328,5 @@ grow_horizontal = 0
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grow_vertical = 0
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theme_override_colors/font_color = Color(0.6, 0.6, 0.6, 0.6)
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theme_override_font_sizes/font_size = 11
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text = "v2.1.0"
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text = "v2.1.2"
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horizontal_alignment = 2
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@@ -55,7 +55,9 @@ func _process(delta):
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base_pos = player.target_position
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var target_position = base_pos + move_vec
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movement_manager.simple_move_to(target_position)
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else:
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if movement_manager.is_moving:
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movement_manager.movement_queue.clear()
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func handle_unhandled_input(event):
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@@ -25,6 +25,10 @@ func _ready() -> void:
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await get_tree().process_frame
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elapsed += get_process_delta_time()
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# Pause match timer during tutorial
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if main_scene and main_scene.get("goals_cycle_manager"):
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main_scene.goals_cycle_manager.set_process(false)
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if not local_player:
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print("Tutorial Error: Local player not found.")
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return
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@@ -78,15 +82,17 @@ func _run_tutorial() -> void:
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# Grid Highlight
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overlay.clear_highlight()
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await overlay.display_text("Look at the board! You will see [color=gold]Normal Tiles[/color] and shiny [color=cyan]Holo Tiles[/color].", true)
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# ==============================================================================
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# --- INTERACTIVE 1: NORMAL TILE ---
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var normal_pos = _find_closest_tile(local_player.current_position, [7, 8, 9, 10])
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# ==============================================================================
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var normal_pos = _find_closest_tile(local_player.current_position, [7, 8, 9, 10], 4)
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if normal_pos != Vector2i(-1, -1):
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_highlight_floor_cell(normal_pos, Color(1.0, 1.0, 0.0)) # Yellow box
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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)
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else:
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overlay.display_text("Walk up to any Normal Tile and press [color=red]SPACE[/color] to Grab it!", false)
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overlay.set_objective("Walk to a [color=gold]Normal Tile[/color] and press [color=red]SPACE[/color] to grab it.")
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overlay.hide_overlay()
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get_tree().paused = false
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@@ -100,13 +106,15 @@ func _run_tutorial() -> void:
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break
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await get_tree().process_frame
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overlay.hide_objective()
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_clear_floor_highlights()
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get_tree().paused = true
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overlay.show_overlay()
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await overlay.display_text("Outstanding! You secured a tile.", true)
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# ==============================================================================
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# --- SCORE AND GOALS SECTION ---
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# ==============================================================================
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overlay.highlight_zone("Leaderboard")
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await overlay.display_text("Your main objective is to climb the [color=gold]Leaderboard[/color] on the right by scoring points.", true)
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@@ -114,54 +122,159 @@ func _run_tutorial() -> void:
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await overlay.display_text("You earn points by collecting tiles, but the real score comes from completing your [color=gold]Playerboard Goals[/color]!", true)
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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)
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# --- TEKTONS SECTION ---
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overlay.clear_highlight()
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await overlay.display_text("Now, what about those little creatures running around the map? Those are [color=cyan]Tektons[/color]!", true)
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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)
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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)
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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)
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# --- INTERACTIVE 2: HOLO TILE ---
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# ==============================================================================
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# --- POWER UP SECTION ---
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# ==============================================================================
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await overlay.display_text("Now, let's talk about [color=cyan]Holo Tiles[/color]. They grant you special Power-Ups!", true)
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var holo_pos = _find_closest_tile(local_player.current_position, [11, 12, 13, 14])
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if holo_pos != Vector2i(-1, -1):
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_highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0)) # Cyan box
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overlay.display_text("I've highlighted a [color=cyan]Holo Tile[/color] with a cyan box. Go ahead and grab it!", false)
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else:
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# Fallback: force spawn one if the RNG map generation didn't place any
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holo_pos = local_player.current_position + Vector2i(0, 1)
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var gridmap = local_player.get("enhanced_gridmap")
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if gridmap:
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gridmap.set_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y), 11) # Spawn speed boost
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_highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0))
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overlay.display_text("I just dropped a Holo Tile near you (cyan box). Go ahead and grab it!", false)
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overlay.clear_highlight()
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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)
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var powerup_ids = [11, 12, 13, 14]
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var powerup_names = {
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11: "[color=gold]Speed Boost[/color] (Make you run fast)",
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12: "[color=aqua]Area Freeze[/color] (Slows nearby opponents)",
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13: "[color=gray]Iron Wall[/color] (Blocks opponent path)",
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14: "[color=white]Ghost Mode[/color] (Invisibility and ram immunity)"
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}
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var powerup_enums = {11: 0, 12: 1, 13: 2, 14: 3}
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var gridmap = local_player.get("enhanced_gridmap")
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||||
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for pid in powerup_ids:
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overlay.clear_highlight()
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||||
overlay.show_powerup_card(pid)
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await overlay.display_text("Next is %s. I will drop this Holo Tile near you." % powerup_names[pid], true)
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overlay.hide_powerup_card()
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||||
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||||
var ppos = local_player.current_position + Vector2i(0, 1)
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||||
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()
|
||||
get_tree().paused = false
|
||||
|
||||
initial_items = local_player.playerboard.count(-1)
|
||||
while true:
|
||||
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
|
||||
# Wait for it to be grabbed
|
||||
while gridmap and gridmap.get_cell_item(Vector3i(ppos.x, 1, ppos.y)) == pid:
|
||||
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()
|
||||
get_tree().paused = true
|
||||
overlay.show_overlay()
|
||||
await overlay.display_text("Excellent! You used %s." % powerup_names[pid], true)
|
||||
|
||||
# --- POWER UP SECTION ---
|
||||
# Highlight Power Up Icon
|
||||
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)
|
||||
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)
|
||||
await overlay.show_powerup_showcase()
|
||||
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)
|
||||
# ==============================================================================
|
||||
# --- TEKTONS SECTION ---
|
||||
# ==============================================================================
|
||||
overlay.clear_highlight()
|
||||
# --- DYNAMIC TEKTON FOCUS ---
|
||||
var dynamic_tektons = get_tree().get_nodes_in_group("Tektons")
|
||||
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 ---
|
||||
# ==============================================================================
|
||||
# Switch to highlight Power Bar / Battery Gauge
|
||||
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)
|
||||
@@ -187,15 +300,41 @@ func _run_tutorial() -> void:
|
||||
spawned_bot.add_to_group("Bots", true)
|
||||
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")
|
||||
if bc:
|
||||
bc.set_process(false)
|
||||
bc.set_physics_process(false)
|
||||
spawned_bot.set("is_frozen", true)
|
||||
bc.set_process(true)
|
||||
bc.set_physics_process(true)
|
||||
|
||||
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
|
||||
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()
|
||||
|
||||
var n_pos = local_player.current_position + Vector2i(1, 0)
|
||||
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.display_text("Press 'Q' to enter Attack Mode, then chase the Bot down to RAM it!", 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()
|
||||
get_tree().paused = false
|
||||
|
||||
# Wait for the player to push the bot (bot's position changes)
|
||||
var bot_old_pos = spawned_bot.current_position
|
||||
while spawned_bot.current_position == bot_old_pos:
|
||||
# Wait for the player to push the bot
|
||||
while true:
|
||||
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
|
||||
|
||||
overlay.hide_objective()
|
||||
get_tree().paused = true
|
||||
overlay.show_overlay()
|
||||
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("Tutorial Complete! Returning to the Main Menu.", true)
|
||||
|
||||
overlay.hide_overlay()
|
||||
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
|
||||
queue_free()
|
||||
LobbyManager.leave_room()
|
||||
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
|
||||
|
||||
# ==============================================================================
|
||||
# Helper Floor Highlighting and Tile Detection Logic
|
||||
@@ -246,7 +386,7 @@ func _run_tutorial() -> void:
|
||||
|
||||
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")
|
||||
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))
|
||||
if item in types:
|
||||
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_pos = Vector2i(x, z)
|
||||
return best_pos
|
||||
|
||||
@@ -9,6 +9,9 @@ class_name TutorialOverlay
|
||||
@onready var next_indicator: Label = $DialoguePanel/MarginContainer/HBoxContainer/VBoxContainer/NextIndicator
|
||||
@onready var highlight_zones: Node = $HighlightZones
|
||||
|
||||
@onready var objective_panel: PanelContainer = $ObjectivePanel
|
||||
@onready var objective_text: RichTextLabel = $ObjectivePanel/MarginContainer/VBoxContainer/ObjectiveText
|
||||
|
||||
# --- State ---
|
||||
var is_waiting_for_input: bool = false
|
||||
signal next_pressed
|
||||
@@ -94,6 +97,15 @@ func show_overlay() -> void:
|
||||
dim_rect.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
|
||||
# ---------------------------------------------------------------------------
|
||||
@@ -124,35 +136,43 @@ func _input(event: InputEvent) -> void:
|
||||
is_waiting_for_input = false
|
||||
next_indicator.visible = false
|
||||
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
|
||||
# ---------------------------------------------------------------------------
|
||||
func show_powerup_showcase() -> void:
|
||||
"""Display each powerup as an interactive card. Awaits click between each."""
|
||||
var powerups = [
|
||||
{
|
||||
var _current_showcase: Control
|
||||
|
||||
func show_powerup_card(pid: int) -> void:
|
||||
var powerups = {
|
||||
11: {
|
||||
"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."
|
||||
},
|
||||
{
|
||||
12: {
|
||||
"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]."
|
||||
},
|
||||
{
|
||||
13: {
|
||||
"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."
|
||||
},
|
||||
{
|
||||
14: {
|
||||
"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."
|
||||
},
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
if not powerups.has(pid):
|
||||
return
|
||||
|
||||
var pu = powerups[pid]
|
||||
|
||||
# Build a showcase panel sitting above the dialogue panel
|
||||
var showcase = PanelContainer.new()
|
||||
@@ -190,6 +210,9 @@ func show_powerup_showcase() -> void:
|
||||
icon_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
|
||||
icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
|
||||
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)
|
||||
|
||||
# Text column
|
||||
@@ -203,6 +226,7 @@ func show_powerup_showcase() -> void:
|
||||
name_label.fit_content = true
|
||||
name_label.scroll_active = false
|
||||
name_label.add_theme_font_size_override("normal_font_size", 24)
|
||||
name_label.text = pu["name"]
|
||||
vbox.add_child(name_label)
|
||||
|
||||
var desc_label = RichTextLabel.new()
|
||||
@@ -211,36 +235,24 @@ func show_powerup_showcase() -> void:
|
||||
desc_label.scroll_active = false
|
||||
desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
desc_label.add_theme_font_size_override("normal_font_size", 18)
|
||||
desc_label.text = pu["desc"]
|
||||
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
|
||||
# We rely on call deferred or await frame to ensure layout sizing is processed
|
||||
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
|
||||
showcase.position = Vector2(
|
||||
(vp.x - showcase.custom_minimum_size.x) / 2.0,
|
||||
dialogue_panel.position.y - showcase.custom_minimum_size.y - 12
|
||||
)
|
||||
|
||||
# Cycle through each powerup
|
||||
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()]
|
||||
_current_showcase = showcase
|
||||
|
||||
# Reuse the existing input wait mechanism
|
||||
is_waiting_for_input = true
|
||||
await next_pressed
|
||||
|
||||
# Clean up showcase
|
||||
showcase.queue_free()
|
||||
func hide_powerup_card() -> void:
|
||||
if is_instance_valid(_current_showcase):
|
||||
_current_showcase.queue_free()
|
||||
_current_showcase = null
|
||||
|
||||
Reference in New Issue
Block a user