feat: Add core manager scripts for camera context, player input, special tiles, and a powerup inventory UI.
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@@ -1,194 +1,61 @@
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extends Node
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# CameraContextManager
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# Handles camera position based on player's row on the board.
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# CameraContextManager - Smoothly follows player and clamps to arena edges
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# var screen_shake_manager: Node # Removed
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var camera: Camera3D
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var player: Node3D
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# Configuration Map: Row Threshold -> Target Position
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# We use a list of dictionaries to define ranges.
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# Setup A: Rows 0-5
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# Setup B: Rows 6-9
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# Setup C: Rows 10+
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var camera_setups = [
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{ "max_row": 5, "position": Vector3(7.0, 19.636, 15.0) },
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{ "max_row": 9, "position": Vector3(7.0, 19.636, 19.0) },
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{ "max_row": 999, "position": Vector3(7.0, 19.22636, 22.5) } # Default/Bottom
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]
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# Configuration
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@export var smooth_speed: float = 5.0
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@export var z_offset: float = 12.0
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@export var default_y: float = 19.636
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var unique_id: int
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var current_row_setup: int = -1
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var current_col_setup: int = -1
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# Bounds Definitions { min_x, max_x, min_z, max_z }
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var bounds_freemode = { "min_x": 3.0, "max_x": 11.0, "min_z": 15.0, "max_z": 22.5 }
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var bounds_stop_n_go = { "min_x": 3.0, "max_x": 18.5, "min_z": 15.0, "max_z": 17.5 }
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var bounds_doors = { "min_x": 7.0, "max_x": 7.0, "min_z": 25.8, "max_z": 25.8 } # Static overlook
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func initialize(p_camera: Camera3D, _p_shake_manager: Node):
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camera = p_camera
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# screen_shake_manager = p_shake_manager
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print("[CameraContextManager] Initialized with camera")
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func set_player(p_player: Node3D):
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player = p_player
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unique_id = p_player.name.to_int()
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# Try to get movement manager (might be initializing child)
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var movement_mgr = player.get("movement_manager")
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if not movement_mgr and "movement_manager" in player:
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movement_mgr = player.movement_manager
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var has_snap_signal = player.has_signal("position_changed")
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if movement_mgr and has_snap_signal:
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# 1. Follow during movement finished
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if not movement_mgr.movement_finished.is_connected(_on_player_moved):
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movement_mgr.movement_finished.connect(_on_player_moved)
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# 2. Snap on spawn/teleport (Resets setups for immediate catch-up)
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if not player.position_changed.is_connected(_on_player_snapped):
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player.position_changed.connect(_on_player_snapped)
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print("[CameraContextManager] Successfully connected to all player signals")
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else:
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print("[CameraContextManager] Warning: movement_manager or signal missing. Retrying in 0.5s...")
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await get_tree().create_timer(0.5).timeout
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if player == p_player:
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set_player(p_player)
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return # Exit current (failed) initialization
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_update_camera_target()
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print("[CameraContextManager] Player set: ", player.name)
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func _on_player_moved():
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# Normal movement finish (keeps hysteresis)
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_update_camera_target()
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func _on_player_snapped():
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# Sharp snap (spawn/teleport) - Reset setup indices to force immediate re-eval
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current_row_setup = -1
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current_col_setup = -1
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# print("[CameraContextManager] Player snapped, resetting setups")
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_update_camera_target()
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func _update_camera_target():
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if not player or not camera:
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func _physics_process(delta):
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if not player or not camera or not is_instance_valid(player):
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return
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var current_row = player.current_position.y
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var current_col = player.current_position.x
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var target_pos = _calculate_target_position()
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# Smoothly interpolate to target
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camera.position = camera.position.lerp(target_pos, smooth_speed * delta)
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func _calculate_target_position() -> Vector3:
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var player_pos = player.global_position
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# Initial target based on player position + offsets
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var target_x = player_pos.x
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var target_y = default_y
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var target_z = player_pos.z + z_offset
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# Apply Mode-Specific Clamping
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var mode = LobbyManager.get_game_mode()
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var bounds = bounds_freemode # Default
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if mode == GameMode.Mode.STOP_N_GO:
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_update_stop_n_go_camera(current_row, current_col)
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bounds = bounds_stop_n_go
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elif mode == GameMode.Mode.TEKTON_DOORS:
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_update_tekton_doors_camera()
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else:
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_update_freemode_camera(current_row, current_col)
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func _update_stop_n_go_camera(current_row: int, current_col: int):
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# --- STOP N GO: 4 Columns (X), 2 Rows (Y/Z) ---
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# Columns: 0-5, 6-10, 11-15, 16-21
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# Rows: 0-4, 5-9
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# 1. Column Logic (4 Zones)
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if current_col_setup == -1:
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if current_col <= 5: current_col_setup = 0
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elif current_col <= 10: current_col_setup = 1
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elif current_col <= 15: current_col_setup = 2
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else: current_col_setup = 3
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match current_col_setup:
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0: # Leftmost
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if current_col >= 7: current_col_setup = 1
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1: # Mid-Left
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if current_col <= 4: current_col_setup = 0
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elif current_col >= 12: current_col_setup = 2
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2: # Mid-Right
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if current_col <= 9: current_col_setup = 1
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elif current_col >= 17: current_col_setup = 3
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3: # Rightmost
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if current_col <= 14: current_col_setup = 2
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# 2. Row Logic (2 Zones)
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if current_row_setup == -1:
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if current_row <= 4: current_row_setup = 0
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else: current_row_setup = 1
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bounds = bounds_doors
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target_y = 32.3 # Doors uses a higher overlook
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match current_row_setup:
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0: # Top
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if current_row >= 6: current_row_setup = 1
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1: # Bottom
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if current_row <= 3: current_row_setup = 0
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# 3. Target Calculation
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var target_x = 3.0 + (current_col_setup * 5.0) # approx centers for 4 zones in 22 cols
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var target_y = 19.636
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var target_z = 15.0 if current_row_setup == 0 else 17.5
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# Clamp X and Z
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target_x = clamp(target_x, bounds.min_x, bounds.max_x)
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target_z = clamp(target_z, bounds.min_z, bounds.max_z)
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# Adjust specific X centers for the 22-col field
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match current_col_setup:
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0: target_x = 3.0
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1: target_x = 8.5
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2: target_x = 13.5
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3: target_x = 18.5
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_apply_camera_tween(Vector3(target_x, target_y, target_z))
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func _update_tekton_doors_camera():
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# --- TEKTON DOORS: Static Overlook ---
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# Grid is 14x14, center is approx (7, 7)
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# User requested position: Vector3(7.0, 31.0, 25.5)
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_apply_camera_tween(Vector3(7.0, 32.3, 25.8))
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func _update_freemode_camera(current_row: int, current_col: int):
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# --- FREEMODE: 3x3 Grid ---
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# Zone thresholds 4, 9
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# Row Hysteresis
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if current_row_setup == -1:
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if current_row <= 4: current_row_setup = 0
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elif current_row <= 9: current_row_setup = 1
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else: current_row_setup = 2
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# Special case for Setup C in Freemode (Lower Y at bottom edges)
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if mode == GameMode.Mode.FREEMODE and target_z > 21.0:
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target_y = 19.22636
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match current_row_setup:
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0: # Top
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if current_row >= 6: current_row_setup = 1
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1: # Mid
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if current_row <= 3: current_row_setup = 0
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elif current_row >= 11: current_row_setup = 2
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2: # Bot
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if current_row <= 8: current_row_setup = 1
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# Col Hysteresis
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if current_col_setup == -1:
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if current_col <= 4: current_col_setup = 0
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elif current_col <= 9: current_col_setup = 1
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else: current_col_setup = 2
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match current_col_setup:
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0: # Left
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if current_col >= 6: current_col_setup = 1
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1: # Center
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if current_col <= 3: current_col_setup = 0
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elif current_col >= 11: current_col_setup = 2
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2: # Right
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if current_col <= 8: current_col_setup = 1
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var target_z = 15.0
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var target_y = 19.636
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var target_x = 7.0
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match current_row_setup:
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0: target_z = 15.0
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1: target_z = 19.0
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2: target_z = 22.5; target_y = 19.22636
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match current_col_setup:
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0: target_x = 3.0 # Left zone center
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1: target_x = 7.0 # Main center
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2: target_x = 11.0 # Right zone center
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_apply_camera_tween(Vector3(target_x, target_y, target_z))
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func _apply_camera_tween(target_pos: Vector3):
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if camera.position != target_pos:
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var tween = create_tween()
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tween.tween_property(camera, "position", target_pos, 0.4).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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return Vector3(target_x, target_y, target_z)
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@@ -97,22 +97,22 @@ func handle_unhandled_input(event):
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KEY_KP_1, KEY_1, KEY_KP_2, KEY_2, KEY_KP_3, KEY_3, KEY_KP_4, KEY_4:
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var mode = LobbyManager.get_game_mode()
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var is_restricted = GameMode.is_restricted(mode)
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match event.keycode:
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KEY_KP_1, KEY_1:
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player.activate_powerup(0) # FASTER_SPEED
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KEY_KP_2, KEY_2:
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if is_restricted:
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player.activate_powerup(1) # AREA_FREEZE (Restricted)
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else:
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player.activate_powerup(2) # BLOCK_FLOOR (Free)
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KEY_KP_3, KEY_3:
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if is_restricted:
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player.activate_powerup(3) # INVISIBLE_MODE (Restricted)
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else:
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player.activate_powerup(1) # AREA_FREEZE (Free)
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KEY_KP_4, KEY_4:
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if not is_restricted:
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player.activate_powerup(3) # INVISIBLE_MODE (Free)
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if is_restricted:
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match event.keycode:
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KEY_KP_1, KEY_1:
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player.activate_powerup(0) # FASTER_SPEED
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KEY_KP_2, KEY_2:
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player.activate_powerup(3) # INVISIBLE_MODE (Ghost is now 2)
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else:
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match event.keycode:
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KEY_KP_1, KEY_1:
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player.activate_powerup(0) # FASTER_SPEED
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KEY_KP_2, KEY_2:
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player.activate_powerup(2) # BLOCK_FLOOR
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KEY_KP_3, KEY_3:
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player.activate_powerup(1) # AREA_FREEZE
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KEY_KP_4, KEY_4:
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player.activate_powerup(3) # INVISIBLE_MODE
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# KEY_R:
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# player.auto_put_item()
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KEY_Q:
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@@ -138,10 +138,17 @@ func initialize(p_player: Node3D, p_gridmap: Node):
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# Helper: Item ID to Effect Enum
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# =============================================================================
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func get_effect_from_item(item_id: int) -> int:
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var mode = LobbyManager.get_game_mode()
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var is_restricted = GameMode.is_restricted(mode)
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match item_id:
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11: return SpecialEffect.FASTER_SPEED
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12: return SpecialEffect.AREA_FREEZE
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13: return SpecialEffect.BLOCK_FLOOR
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12:
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if is_restricted: return -1
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return SpecialEffect.AREA_FREEZE
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13:
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if is_restricted: return -1
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return SpecialEffect.BLOCK_FLOOR
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14: return SpecialEffect.INVISIBLE_MODE
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_: return -1
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@@ -457,7 +464,7 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
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var mode = LobbyManager.get_game_mode()
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var is_restricted = GameMode.is_restricted(mode)
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if is_restricted:
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item_id = [11, 12, 14].pick_random()
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item_id = [11, 14].pick_random()
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else:
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item_id = rng.randi_range(11, 14)
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@@ -27,16 +27,22 @@ func _ready():
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# 14: INVISIBLE_MODE (3) -> GhostBtn
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# We use 0, 1, 2, 3 to match SpecialTilesManager.SpecialEffect enum
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_setup_btn(0, container.get_node_or_null("SpeedBtn"))
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_setup_btn(1, container.get_node_or_null("FreezeAreaBtn"))
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var speed_btn = container.get_node_or_null("SpeedBtn")
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var freeze_btn = container.get_node_or_null("FreezeAreaBtn")
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var wall_btn = container.get_node_or_null("WallBtn")
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_setup_btn(2, wall_btn)
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var ghost_btn = container.get_node_or_null("GhostBtn")
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var mode = LobbyManager.get_game_mode()
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var is_restricted = GameMode.is_restricted(mode)
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if wall_btn and is_restricted:
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wall_btn.visible = false # Hide Wall Power-up in restricted modes
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_setup_btn(3, container.get_node_or_null("GhostBtn"))
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_setup_btn(0, speed_btn)
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_setup_btn(1, freeze_btn)
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_setup_btn(2, wall_btn)
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_setup_btn(3, ghost_btn)
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if is_restricted:
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if wall_btn: wall_btn.visible = false
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if freeze_btn: freeze_btn.visible = false
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print("[PowerUpUI] UI Initialization Complete. Mapped %d buttons." % icon_containers.size())
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@@ -108,11 +114,11 @@ func _setup_btn(effect_id: int, btn: Button):
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var mode = LobbyManager.get_game_mode()
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var is_restricted = GameMode.is_restricted(mode)
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if is_restricted:
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# Restricted Mapping: 1, 2, 3 (No Wall)
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# Restricted Mapping: 1, 2
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match effect_id:
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0: key_text = "1"
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1: key_text = "2" # Freeze is now 2
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3: key_text = "3" # Ghost is now 3
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3: key_text = "2" # Ghost is now 2
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_: key_text = ""
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else:
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# Free Mode Mapping: 1, 2, 3, 4 (Original)
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match effect_id:
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