attempt to make stop n go gamemode

This commit is contained in:
2026-02-19 03:42:59 +08:00
parent 4ce917db0f
commit a7a8106b7e
11 changed files with 516 additions and 28 deletions
+25
View File
@@ -40,6 +40,8 @@ extends Control
@onready var enable_timer_label = $LobbyPanel/TopBar/SettingsSection/EnableTimerLabel
@onready var scarcity_option = $LobbyPanel/TopBar/SettingsSection/ScarcityOption
@onready var scarcity_label = $LobbyPanel/TopBar/SettingsSection/ScarcityLabel
@onready var game_mode_option = $LobbyPanel/TopBar/SettingsSection/GameModeOption
@onready var game_mode_text_label = $LobbyPanel/TopBar/SettingsSection/GameModeTextLabel
# UI References - Player Slots
@onready var players_container = $LobbyPanel/PlayersContainer
@@ -145,6 +147,9 @@ func _ready():
if scarcity_option:
scarcity_option.item_selected.connect(_on_scarcity_selected)
if game_mode_option:
game_mode_option.item_selected.connect(_on_game_mode_selected)
# Connect LobbyManager signals
LobbyManager.room_list_updated.connect(_on_room_list_updated)
LobbyManager.room_joined.connect(_on_room_joined)
@@ -160,6 +165,7 @@ func _ready():
LobbyManager.character_changed.connect(_on_character_changed)
LobbyManager.area_changed.connect(_on_area_changed)
LobbyManager.scarcity_mode_changed.connect(_on_scarcity_mode_changed)
LobbyManager.game_mode_changed.connect(_on_game_mode_changed)
LobbyManager.player_list_changed.connect(_update_player_slots)
# Connect NakamaManager signals
@@ -354,6 +360,20 @@ func _on_scarcity_mode_changed(mode: String) -> void:
if scarcity_label:
scarcity_label.text = mode
func _on_game_mode_selected(index: int) -> void:
if not LobbyManager.is_host: return
var mode = game_mode_option.get_item_text(index)
LobbyManager.set_game_mode(mode)
func _on_game_mode_changed(mode: String) -> void:
if game_mode_option:
for i in range(game_mode_option.item_count):
if game_mode_option.get_item_text(i) == mode:
game_mode_option.selected = i
break
if game_mode_text_label:
game_mode_text_label.text = mode
func _update_random_spawn_label(enabled: bool) -> void:
if random_spawn_label:
@@ -430,6 +450,11 @@ func _on_room_joined(room_data: Dictionary) -> void:
area_right_btn.disabled = not is_host
area_name_label.text = LobbyManager.get_selected_area()
# Game Mode Update
if game_mode_option: game_mode_option.visible = is_host
if game_mode_text_label: game_mode_text_label.visible = not is_host
_on_game_mode_changed(LobbyManager.game_mode)
_update_player_slots()
connection_status.text = "Connected to room"
+23
View File
@@ -411,6 +411,29 @@ theme_override_colors/font_color = Color(0.647, 0.996, 0.224, 1)
theme_override_font_sizes/font_size = 11
text = "Normal"
[node name="GameModeSpacer" type="Control" parent="LobbyPanel/TopBar/SettingsSection" unique_id=1261898888]
custom_minimum_size = Vector2(15, 0)
layout_mode = 2
[node name="GameModeOption" type="OptionButton" parent="LobbyPanel/TopBar/SettingsSection" unique_id=448678888]
custom_minimum_size = Vector2(105, 28)
layout_mode = 2
theme_override_fonts/font = ExtResource("5_pc087")
theme_override_font_sizes/font_size = 11
selected = 0
item_count = 2
popup/item_0/text = "Freemode"
popup/item_0/id = 0
popup/item_1/text = "Stop n Go"
popup/item_1/id = 1
[node name="GameModeTextLabel" type="Label" parent="LobbyPanel/TopBar/SettingsSection" unique_id=191738888]
visible = false
layout_mode = 2
theme_override_colors/font_color = Color(0.647, 0.996, 0.224, 1)
theme_override_font_sizes/font_size = 11
text = "Freemode"
[node name="HostBanner" type="PanelContainer" parent="LobbyPanel" unique_id=1670701936]
layout_mode = 1
anchors_preset = 5
+58 -11
View File
@@ -10,6 +10,7 @@ var goals_cycle_manager
var screen_shake_manager
var touch_controls
var camera_context_manager
var stop_n_go_manager
# Minimal local state
var _connection_check_timer: float = 0.0
@@ -87,6 +88,13 @@ func _init_managers():
add_child(goals_cycle_manager)
goals_cycle_manager.initialize(self)
# Stop n Go manager for phase-based gameplay
if LobbyManager.game_mode == "Stop n Go":
stop_n_go_manager = load("res://scripts/managers/stop_n_go_manager.gd").new()
stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager)
# No direct initialize() yet, but we'll call start_game_mode later
# Screen shake manager for impact feedback
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
screen_shake_manager.name = "ScreenShakeManager"
@@ -516,7 +524,10 @@ func _start_game():
rpc("set_current_turn", next_player)
# Start the global match timer (this also starts the first cycle)
if goals_cycle_manager:
if LobbyManager.game_mode == "Stop n Go":
if stop_n_go_manager:
stop_n_go_manager.start_game_mode()
elif goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))
@@ -711,7 +722,6 @@ func _create_tekton(pos: Vector2i, tekton_id: int, is_static: bool = false):
# If Static, swap controller
if is_static:
# tekton.is_static_turret = true # Already set above
var old_controller = tekton.get_node_or_null("TektonController")
if old_controller:
old_controller.queue_free()
@@ -724,7 +734,6 @@ func _create_tekton(pos: Vector2i, tekton_id: int, is_static: bool = false):
print("[Main] Spawned Tekton at %s (ID: %d)" % [pos, tekton_id])
func _precalculate_static_positions():
"""Calculate and reserve Static Tekton positions early."""
if not multiplayer.is_server(): return
@@ -803,12 +812,12 @@ func _create_static_setup(pos: Vector2i, tekton_id: int, shape_idx: int):
# Position Stand
if enhanced_gridmap:
# Convert grid to world
var world_pos = Vector3(pos.x + 0.5, 0, pos.y + 0.5)
var world_pos = Vector3(pos.x + 0.5, 0, pos.y + 0.5)
if "cell_size" in enhanced_gridmap:
world_pos = Vector3(
pos.x * enhanced_gridmap.cell_size.x + enhanced_gridmap.cell_size.x/2,
0,
pos.y * enhanced_gridmap.cell_size.z + enhanced_gridmap.cell_size.z/2
pos.x * enhanced_gridmap.cell_size.x + enhanced_gridmap.cell_size.x / 2,
0,
pos.y * enhanced_gridmap.cell_size.z + enhanced_gridmap.cell_size.z / 2
)
stand.global_position = world_pos
@@ -843,7 +852,6 @@ func _create_static_setup(pos: Vector2i, tekton_id: int, shape_idx: int):
_create_tekton(pos, tekton_id, true)
# =============================================================================
# Player Management
# =============================================================================
@@ -980,6 +988,13 @@ func sync_game_start(player_list: Array, is_turn_based: bool):
TurnManager.turn_based_mode = is_turn_based
GameStateManager.start_game()
if LobbyManager.game_mode == "Stop n Go":
if not stop_n_go_manager:
stop_n_go_manager = load("res://scripts/managers/stop_n_go_manager.gd").new()
stop_n_go_manager.name = "StopNGoManager"
add_child(stop_n_go_manager)
stop_n_go_manager.activate_client_side()
# Initialize leaderboard for all peers (after a delay to ensure players loaded)
call_deferred("_deferred_init_leaderboard")
@@ -1354,6 +1369,9 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
# For simplicity, we trust the grid syncs via normal mechanisms or initial state.
func randomize_game_grid():
if LobbyManager.game_mode == "Stop n Go":
return # Stop n Go manages its own arena setup
var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap:
# Randomize Floor 1 using ScarcityController
@@ -1364,6 +1382,19 @@ func randomize_game_grid():
# For now, let's assume server authority + sync on connect handles it, or add sync loop if critical.
pass
@rpc("authority", "call_local", "reliable")
func sync_full_grid_data_stop_n_go(floor0: PackedInt32Array, floor1: PackedInt32Array, cols: int, rows: int):
print("[Main] Stop n Go Sync: Changing grid size to %dx%d" % [cols, rows])
var gridmap = $EnhancedGridMap
if gridmap:
gridmap.columns = cols
gridmap.rows = rows
gridmap.clear()
gridmap.set_floor_data(0, floor0)
gridmap.set_floor_data(1, floor1)
gridmap.update_grid_data()
gridmap.initialize_astar()
@rpc("any_peer")
func request_full_grid_sync():
if multiplayer.is_server():
@@ -1382,7 +1413,7 @@ func request_full_grid_sync():
func sync_full_grid_data(data: PackedInt32Array):
print("[Main] sync_full_grid_data received. Items: %d" % (data.size() / 3))
var enhanced_gridmap = $EnhancedGridMap
if not enhanced_gridmap:
if not enhanced_gridmap:
print("[Main] Error: EnhancedGridMap not found!")
return
@@ -1459,6 +1490,23 @@ func _on_global_timer_updated(time_remaining: float):
var minutes = int(time_remaining) / 60
var seconds = int(time_remaining) % 60
timer_label.text = "%d:%02d" % [minutes, seconds]
@rpc("any_peer", "call_local", "reliable")
func sync_game_end_stop_n_go(winner_id: int):
print("[STOP n GO] Game ended! Winner: ", winner_id)
var winner_name = "Player " + str(winner_id)
var player_node = get_node_or_null(str(winner_id))
if player_node:
winner_name = player_node.display_name
# Broadcast win
add_message_to_bar("WINNER", winner_name + " Reached the Finish Line!", MessageType.GOAL)
# Stop logic
if stop_n_go_manager:
stop_n_go_manager.is_active = false
# Trigger match end
_on_match_ended()
func _on_match_ended():
"""Called when the global match timer ends - show game over screen."""
@@ -1555,7 +1603,7 @@ func _show_game_over_panel():
Color(0.5, 0.5, 0.5), # 5th
Color(0.5, 0.5, 0.5), # 6th
Color(0.5, 0.5, 0.5), # 7th
Color(0.5, 0.5, 0.5) # 8th
Color(0.5, 0.5, 0.5) # 8th
]
var rank_emojis = ["🥇", "🥈", "🥉", "4th", "5th", "6th", "7th", "8th"]
@@ -1723,7 +1771,6 @@ func _render_leaderboard_entries(sorted_player_data: Array):
# If local player is outside top 3 (index > 2), show them in 4th slot
# But if they are exactly 4th (index 3), it's the same as showing 4th place.
# If they are 5th (index 4) or worse, we replace 4th place with them.
if my_index > 3:
# Show local player
items_to_display.append({"data": sorted_player_data[my_index], "rank": my_index + 1})
+70
View File
@@ -832,6 +832,67 @@ func _find_valid_drop_position() -> Vector2i:
return Vector2i(-1, -1)
@rpc("any_peer", "call_local")
func on_stop_phase_violation():
"""Moving during STOP phase makes you lose and scatter tiles."""
if not multiplayer.is_server(): return
print("[STOP n GO] Violation by player %s! Scattering tiles." % name)
# Stun effect
apply_stagger(2.0)
# Scatter items
var items_to_scatter = []
for i in range(playerboard.size()):
if playerboard[i] != -1:
items_to_scatter.append(playerboard[i])
playerboard[i] = -1
if items_to_scatter.is_empty():
return
rpc("sync_playerboard", playerboard)
# Find multiple valid drop positions around the player
var drop_positions = _find_multiple_drop_positions(items_to_scatter.size())
for i in range(items_to_scatter.size()):
var item_id = items_to_scatter[i]
var pos = drop_positions[i] if i < drop_positions.size() else _find_valid_drop_position()
if pos != Vector2i(-1, -1):
var cell = Vector3i(pos.x, 1, pos.y)
rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
NotificationManager.send_message(self, "STOP VIOLATION! Tiles scattered!", NotificationManager.MessageType.WARNING)
func _find_multiple_drop_positions(count: int) -> Array:
var positions = []
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
neighbors.shuffle()
# Also consider neighbors of neighbors (radius 2) for more scattering
var candidates = []
for n in neighbors:
candidates.append(n.position)
var n2 = enhanced_gridmap.get_neighbors(n.position, 0)
for nn in n2:
if not nn.position in candidates:
candidates.append(nn.position)
candidates.shuffle()
for pos in candidates:
if positions.size() >= count: break
var item_cell = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(item_cell) == -1:
if not is_position_occupied(pos):
positions.append(pos)
return positions
# =============================================================================
# Targeting Action
# =============================================================================
@@ -1200,6 +1261,15 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
if is_carrying_tekton and is_instance_valid(carried_tekton):
carried_tekton.current_position = current_position
# Stop n Go Win Check
if LobbyManager.game_mode == "Stop n Go":
var sng_main = get_tree().root.get_node_or_null("Main")
if sng_main:
var sng_manager = sng_main.get_node_or_null("StopNGoManager")
if sng_manager and sng_manager.has_method("check_win_condition"):
if sng_manager.check_win_condition(name.to_int(), current_position):
sng_main.rpc("sync_game_end_stop_n_go", name.to_int())
# FORCE SNAP: Update target visual position to the perfect grid center
# This ensures that when interpolation resumes (in _process), it pulls to the correct spot
target_visual_position = grid_to_world(current_position)
+31
View File
@@ -41,9 +41,14 @@ signal scarcity_mode_changed(mode: String)
# Character and area selection
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
var available_areas: Array[String] = ["Desert", "Forest", "City", "Factory"]
var available_game_modes: Array[String] = ["Freemode", "Stop n Go"]
var selected_area: String = "Desert" # Host-controlled
var game_mode: String = "Freemode" # Host-controlled
var local_character_index: int = 0 # Local player's character index
# Signals
signal game_mode_changed(mode: String)
# Ready to start game check
var _all_ready: bool = false
@@ -345,6 +350,29 @@ func sync_area(area_name: String) -> void:
selected_area = area_name
emit_signal("area_changed", area_name)
# =============================================================================
# Game Mode Selection (Host Only)
# =============================================================================
func set_game_mode(mode: String) -> void:
"""Host sets the game mode. Syncs to all clients."""
if not is_host:
push_warning("Only host can change game mode")
return
if mode not in available_game_modes:
push_error("Invalid game mode: " + mode)
return
game_mode = mode
rpc("sync_game_mode", mode)
@rpc("authority", "call_local", "reliable")
func sync_game_mode(mode: String) -> void:
"""Sync game mode selection from host to clients."""
game_mode = mode
emit_signal("game_mode_changed", mode)
func start_game() -> void:
"""Host triggers game start (transitions all players to main.tscn)."""
if not is_host:
@@ -361,6 +389,8 @@ func start_game() -> void:
rpc("sync_enable_cycle_timer", enable_cycle_timer)
# Sync scarcity mode
rpc("sync_scarcity_mode", scarcity_mode)
# Sync game mode
rpc("sync_game_mode", game_mode)
# Notify all clients to start
rpc("_on_game_starting")
@@ -484,3 +514,4 @@ func reset() -> void:
selected_area = "Desert"
local_character_index = 0 # Default to "Copper"
enable_cycle_timer = false
game_mode = "Freemode"
+15 -5
View File
@@ -54,6 +54,14 @@ func simple_move_to(grid_position: Vector2i) -> bool:
if player.get("is_frozen"):
return false
# Stop n Go Mode Violation Check
var main = player.get_tree().root.get_node_or_null("Main")
if main:
var manager = main.get_node_or_null("StopNGoManager")
if manager and manager.has_method("check_movement_violation"):
if manager.check_movement_violation(player.name.to_int(), player.current_position, grid_position):
return false
var distance: int
if use_diagonal_movement:
distance = max(abs(grid_position.x - player.current_position.x), abs(grid_position.y - player.current_position.y))
@@ -100,15 +108,17 @@ func simple_move_to(grid_position: Vector2i) -> bool:
rotate_towards_target(grid_position)
if player.is_multiplayer_authority() and player.has_method("sync_walk_animation"):
player.rpc("sync_walk_animation")
if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
if player.has_method("sync_walk_animation"):
player.rpc("sync_walk_animation")
var path = [Vector2(player.current_position.x, player.current_position.y), Vector2(grid_position.x, grid_position.y)]
path.pop_front()
current_move_direction = grid_position - player.current_position
player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots")))
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots")))
return true
@@ -419,8 +429,8 @@ func _is_position_blocked_by_physics(target_pos: Vector2i) -> bool:
var space_state = player.get_world_3d().direct_space_state
var center_x = target_pos.x + 0.5
var center_z = target_pos.y + 0.5
var from = Vector3(center_x, 1.0, center_z)
var to = Vector3(center_x, 0.1, center_z)
var from = Vector3(center_x, 1.0, center_z)
var to = Vector3(center_x, 0.1, center_z)
var query = PhysicsRayQueryParameters3D.create(from, to)
query.collide_with_areas = false
+12
View File
@@ -90,6 +90,13 @@ func grab_item(grid_position: Vector2i) -> bool:
else:
# Normal Tile: Add to playerboard
player.playerboard[target_slot] = item
# Stop n Go Mission Progress
var sng_main = player.get_tree().root.get_node_or_null("Main")
if sng_main:
var sng_manager = sng_main.get_node_or_null("StopNGoManager")
if sng_manager and sng_manager.has_method("update_mission_progress"):
sng_manager.update_mission_progress(player.name.to_int(), item)
# Update UI immediately for responsiveness
@@ -174,6 +181,11 @@ func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
# Do not add to playerboard
else:
player.playerboard[target_slot] = item_id
# Stop n Go Mission Progress
var sng_manager = main.get_node_or_null("StopNGoManager")
if sng_manager and sng_manager.has_method("update_mission_progress"):
sng_manager.update_mission_progress(player.name.to_int(), item_id)
# 3c. Broadcast the new playerboard state to all clients
var peer_id = player.name.to_int()
+8 -6
View File
@@ -165,7 +165,7 @@ func add_powerup_from_item(item_id: int):
emit_signal("powerup_unlocked", effect, powerup_levels[effect])
print("Player %s leveled up %s to Lvl %d" % [player.name, SpecialEffect.keys()[effect], powerup_levels[effect]])
if player.is_multiplayer_authority():
if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
rpc("sync_inventory_add", effect, powerup_levels[effect])
@rpc("any_peer", "call_local", "reliable")
@@ -254,7 +254,7 @@ func activate_effect(effect: int, target_player: Node3D = null):
_execute_invisible_mode(player)
# Play generic cast animation or sound?
if player.is_multiplayer_authority():
if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
player.rpc("trigger_screen_shake", "light")
# Sync cooldown to others not strictly needed unless UI shows it?
# Probably local UI only.
@@ -308,7 +308,8 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
# If inside square radius
if dx <= radius and dy <= radius:
p.rpc("apply_slow_effect", FREEZE_SLOW_DURATION)
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
p.rpc("apply_slow_effect", FREEZE_SLOW_DURATION)
NotificationManager.send_message(p, "Caught in Freeze Zone!", NotificationManager.MessageType.WARNING)
if p != player: # Don't score for freezing self (unless desired?) - Assuming enemies
hit_count += 1
@@ -336,7 +337,8 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
var current_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if current_item != 4: # 4 is Wall Block
# Use Item 12 (Blue Freeze Tile) on Layer 0 (Floor)
main.rpc("sync_grid_item", pos.x, 0, pos.y, 12)
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
main.rpc("sync_grid_item", pos.x, 0, pos.y, 12)
# Cleanup visual timer (managed locally by author)
get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
@@ -404,7 +406,7 @@ func _execute_block_floor(target_pos: Vector2i):
if player.is_multiplayer_authority():
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
main.rpc("sync_grid_item", block_pos.x, block_pos.y, block_pos.z, 4)
# Record for restoration
@@ -462,7 +464,7 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
if player.is_multiplayer_authority():
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
+265
View File
@@ -0,0 +1,265 @@
extends Node
class_name StopNGoManager
# StopNGoManager - Handles phase transitions, missions, and movement penalties
signal phase_changed(new_phase: String, remaining_time: float)
signal mission_status_updated(player_id: int, completed: bool)
signal player_penalized(player_id: int)
enum Phase {GO, STOP}
const GO_DURATION: float = 12.0
const STOP_DURATION: float = 6.0
var current_phase: Phase = Phase.GO
var phase_timer: float = GO_DURATION
var is_active: bool = false
var player_missions: Dictionary = {} # player_id -> {tile_id: count, current: count}
var finish_line_x: int = 21 # Right side of the map for win condition
# Tile IDs (Assumed based on analysis)
const TILE_WALKABLE = 0
const TILE_SAFE = 2 # Green Safe Zone
const TILE_OBSTACLE = 4 # Black Obstacle
var hud_layer: CanvasLayer
var phase_label: Label
var mission_label: Label
func _ready():
set_process(false)
_setup_hud()
func _setup_hud():
hud_layer = CanvasLayer.new()
hud_layer.visible = false
add_child(hud_layer)
var vbox = VBoxContainer.new()
vbox.set_anchors_preset(Control.PRESET_TOP_RIGHT)
vbox.offset_right = -20
vbox.offset_top = 100
hud_layer.add_child(vbox)
# Style for HUD
var style = StyleBoxFlat.new()
style.bg_color = Color(0, 0, 0, 0.4)
style.content_margin_left = 10
style.content_margin_top = 10
style.content_margin_right = 10
style.content_margin_bottom = 10
var panel = PanelContainer.new()
panel.add_theme_stylebox_override("panel", style)
vbox.add_child(panel)
var inner_vbox = VBoxContainer.new()
panel.add_child(inner_vbox)
phase_label = Label.new()
phase_label.text = "PHASE: GO"
phase_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
phase_label.add_theme_font_size_override("font_size", 32)
phase_label.add_theme_color_override("font_color", Color.GREEN)
inner_vbox.add_child(phase_label)
mission_label = Label.new()
mission_label.text = "MISSION: Collect 3 Hearts"
mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
inner_vbox.add_child(mission_label)
func _process(delta):
if not is_active:
return
if multiplayer.is_server():
phase_timer -= delta
if phase_timer <= 0:
if current_phase == Phase.GO:
_start_phase(Phase.STOP)
else:
_start_phase(Phase.GO)
# Update HUD locally
_update_hud_visuals()
func _update_hud_visuals():
var phase_name = "GO" if current_phase == Phase.GO else "STOP"
if phase_label:
phase_label.text = "PHASE: %s (%.0fs)" % [phase_name, max(0, phase_timer)]
phase_label.add_theme_color_override("font_color", Color.GREEN if current_phase == Phase.GO else Color.RED)
var my_id = multiplayer.get_unique_id()
if mission_label and player_missions.has(my_id):
var mission = player_missions[my_id]
mission_label.text = "Tiles: %d / %d" % [mission["current"], mission["required"]]
if mission["current"] >= mission["required"]:
mission_label.text = "MISSION COMPLETE! REACH FINISH!"
mission_label.add_theme_color_override("font_color", Color.GOLD)
func activate_client_side():
is_active = true
if hud_layer:
hud_layer.visible = true
set_process(true)
func start_game_mode():
activate_client_side()
if multiplayer.is_server():
_setup_arena()
_assign_missions()
_start_phase(Phase.GO)
func _start_phase(phase: Phase):
current_phase = phase
phase_timer = GO_DURATION if phase == Phase.GO else STOP_DURATION
var phase_name = "GO" if phase == Phase.GO else "STOP"
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
rpc("sync_phase", phase_name, phase_timer)
emit_signal("phase_changed", phase_name, phase_timer)
@rpc("authority", "call_local", "reliable")
func sync_phase(phase_name: String, duration: float):
current_phase = Phase.GO if phase_name == "GO" else Phase.STOP
phase_timer = duration
func _setup_arena():
var gridmap = get_node("/root/Main/EnhancedGridMap")
if not gridmap: return
print("[StopNGo] Setting up 22x10 Accurate Horizontal Arena...")
# Set Size for Stop n Go
gridmap.columns = 22
gridmap.rows = 10
# Clear existing items on all layers
gridmap.clear()
# Create bands based on X (Horizontal Progress)
for x in range(gridmap.columns):
var tile_id = TILE_WALKABLE
# Green Safe Zones at X=7,8 and X=14,15
if x == 7 or x == 8 or x == 14 or x == 15:
tile_id = TILE_SAFE
for z in range(gridmap.rows):
gridmap.set_cell_item(Vector3i(x, 0, z), tile_id)
# Place Specific Obstacles (Black Bars) to match user images
# Lane 1 (X=2..6) - Vertical bar at X=4
for z in range(0, 4):
gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
for z in range(6, 10):
gridmap.set_cell_item(Vector3i(4, 0, z), TILE_OBSTACLE)
# Lane 2 (X=9..13) - Vertical bar at X=11
for z in range(3, 7):
gridmap.set_cell_item(Vector3i(11, 0, z), TILE_OBSTACLE)
# Lane 3 (X=16..20) - L-shape at top
for z in range(0, 3):
gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE)
gridmap.set_cell_item(Vector3i(19, 0, 2), TILE_OBSTACLE)
gridmap.set_cell_item(Vector3i(20, 0, 2), TILE_OBSTACLE)
# Another bar at bottom of Lane 3
for z in range(6, 9):
gridmap.set_cell_item(Vector3i(18, 0, z), TILE_OBSTACLE)
gridmap.update_grid_data()
gridmap.initialize_astar()
# Spawn tiles for mission (Heart = 7)
if multiplayer.is_server():
_spawn_mission_tiles()
# Sync the WHOLE grid to all clients to ensure size and stripes are correct
var main = get_node("/root/Main")
if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
# Gather all floor 0 and floor 1 data
var floor0_data = gridmap.get_floor_data(0)
var floor1_data = gridmap.get_floor_data(1)
main.rpc("sync_full_grid_data_stop_n_go", floor0_data, floor1_data, gridmap.columns, gridmap.rows)
func _spawn_mission_tiles():
var gridmap = get_node("/root/Main/EnhancedGridMap")
var count = 0
while count < 40: # Spawn plenty of hearts
var x = randi() % gridmap.columns
var z = randi() % gridmap.rows
# Only spawn in walkable areas, not safe zones or start/finish
if gridmap.get_cell_item(Vector3i(x, 0, z)) == TILE_WALKABLE:
if gridmap.get_cell_item(Vector3i(x, 1, z)) == -1:
gridmap.set_cell_item(Vector3i(x, 1, z), ScarcityModel.TILE_HEART)
count += 1
func _assign_missions():
# Each player needs to collect 3 specific tiles (e.g. Heart)
var players = GameStateManager.players
for p_id in players:
player_missions[p_id] = {
"target_tile": ScarcityModel.TILE_HEART,
"required": 3,
"current": 0
}
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
rpc("sync_missions", player_missions)
@rpc("authority", "call_local", "reliable")
func sync_missions(missions: Dictionary):
player_missions = missions
func check_movement_violation(player_id: int, from: Vector2i, to: Vector2i) -> bool:
"""Check if movement is illegal (during STOP phase and not in safe zone)."""
if current_phase == Phase.STOP:
var main = get_node("/root/Main")
var gridmap = main.get_node("EnhancedGridMap") if main else null
if gridmap:
var tile_from = gridmap.get_cell_item(Vector3i(from.x, 0, from.y))
if tile_from != TILE_SAFE:
_penalize_player(player_id)
return true
return false
func _penalize_player(player_id: int):
if not multiplayer.is_server(): return
var main = get_node("/root/Main")
if not main: return
var player_node = main.get_node_or_null(str(player_id))
if player_node:
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
player_node.rpc("on_stop_phase_violation")
emit_signal("player_penalized", player_id)
func update_mission_progress(player_id: int, tile_id: int):
if not player_missions.has(player_id): return
var mission = player_missions[player_id]
if tile_id == mission["target_tile"]:
mission["current"] = min(mission["current"] + 1, mission["required"])
if mission["current"] >= mission["required"]:
emit_signal("mission_status_updated", player_id, true)
if multiplayer.is_server() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
rpc("sync_mission_progress", player_id, mission["current"])
@rpc("any_peer", "call_local", "reliable")
func sync_mission_progress(player_id: int, current: int):
if player_missions.has(player_id):
player_missions[player_id]["current"] = current
func check_win_condition(player_id: int, position: Vector2i) -> bool:
if not player_missions.has(player_id): return false
var mission = player_missions[player_id]
if mission["current"] >= mission["required"]:
# Win when reaching X >= 21
if position.x >= finish_line_x:
return true
return false
@@ -0,0 +1 @@
uid://kiv6fpqym1c0
+8 -6
View File
@@ -51,15 +51,16 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
# 1. Authenticate
if email == "":
var device_id = OS.get_unique_id()
# For testing, append a random number to device ID to simulate unique users on one machine
device_id = device_id + str(randi())
# Use a more stable ID for testing instead of randi() every call
# If you need multiple clients on one machine, consider a command line arg or config
session = await client.authenticate_device_async(device_id)
else:
session = await client.authenticate_email_async(email, password)
if session.is_exception():
printerr("Auth Error: ", session.get_exception().message)
emit_signal("connection_failed", session.get_exception().message)
var err = session.get_exception()
printerr("[NakamaManager] Auth Error: %s (Code: %s)" % [err.message, err.status_code])
emit_signal("connection_failed", err.message)
return false
# 2. Connect Socket
@@ -67,8 +68,9 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
var socket_result = await socket.connect_async(session)
if socket_result.is_exception():
printerr("Socket Error: ", socket_result.get_exception().message)
emit_signal("connection_failed", socket_result.get_exception().message)
var err = socket_result.get_exception()
printerr("[NakamaManager] Socket Error: %s (Code: %s)" % [err.message, err.status_code])
emit_signal("connection_failed", err.message)
return false
# 3. Initialize Multiplayer Bridge