feat: Implement a new lobby system with configurable match duration, game over screen, and core game state management.

This commit is contained in:
2025-12-20 01:10:49 +08:00
parent 75eb398649
commit b0d45d4569
12 changed files with 1241 additions and 338 deletions
+5
View File
@@ -40,6 +40,11 @@ func remove_bot(bot_id: int):
players.erase(bot_id)
emit_signal("game_state_changed")
func end_game():
"""End the current game and prepare for return to lobby."""
game_started_flag = false
emit_signal("game_state_changed")
func reset():
players.clear()
bots.clear()
+83 -6
View File
@@ -1,15 +1,21 @@
extends Node
# GoalsCycleManager - Handles 60-second goal cycles, scoring, and goal regeneration
# Also handles global match timer that ends the game
const CYCLE_DURATION: float = 30.0
const BASE_SCORE: int = 100
const TIME_BONUS_MULTIPLIER: float = 2.0
# Timer state
# Cycle timer state (30-second cycles)
var current_cycle_timer: float = 0.0
var is_cycle_active: bool = false
# Global match timer state
var global_match_timer: float = 0.0
var match_duration: float = 180.0 # Default 3 minutes
var is_match_active: bool = false
# Score tracking: peer_id -> score
var player_scores: Dictionary = {}
@@ -22,6 +28,11 @@ signal timer_updated(time_remaining: float)
signal score_updated(peer_id: int, new_score: int)
signal leaderboard_updated(sorted_scores: Array)
# Global match signals
signal match_started()
signal match_ended()
signal global_timer_updated(time_remaining: float)
func _ready():
set_process(false)
@@ -29,6 +40,21 @@ func initialize(main: Node):
main_scene = main
func _process(delta):
# Update global match timer if active
if is_match_active:
global_match_timer -= delta
if global_match_timer <= 0:
global_match_timer = 0
_on_match_end()
else:
emit_signal("global_timer_updated", global_match_timer)
# Server broadcasts global timer sync every second
if multiplayer.is_server() and int(global_match_timer) != int(global_match_timer + delta):
rpc("sync_global_timer", global_match_timer)
# Update cycle timer if cycle is active
if not is_cycle_active:
return
@@ -44,6 +70,57 @@ func _process(delta):
if multiplayer.is_server() and int(current_cycle_timer) != int(current_cycle_timer + delta):
rpc("sync_timer", current_cycle_timer)
# =============================================================================
# Global Match Control
# =============================================================================
func start_match(duration_seconds: float):
"""Start the global match timer. Called by server when game starts."""
match_duration = duration_seconds
global_match_timer = duration_seconds
is_match_active = true
set_process(true)
emit_signal("match_started")
if multiplayer.is_server():
rpc("sync_match_start", duration_seconds)
# Also start the first cycle
start_cycle()
func _on_match_end():
"""Called when global match timer reaches zero - game over!"""
is_match_active = false
is_cycle_active = false
emit_signal("match_ended")
if multiplayer.is_server():
rpc("sync_match_end")
@rpc("authority", "call_local", "reliable")
func sync_match_start(duration_seconds: float):
match_duration = duration_seconds
global_match_timer = duration_seconds
is_match_active = true
set_process(true)
emit_signal("match_started")
@rpc("authority", "call_local", "reliable")
func sync_match_end():
is_match_active = false
is_cycle_active = false
emit_signal("match_ended")
@rpc("authority", "call_local", "unreliable")
func sync_global_timer(time_remaining: float):
global_match_timer = time_remaining
emit_signal("global_timer_updated", time_remaining)
func get_global_time_remaining() -> float:
return global_match_timer
func is_match_running() -> bool:
return is_match_active
# =============================================================================
# Cycle Control
# =============================================================================
@@ -82,7 +159,6 @@ func sync_timer(time_remaining: float):
func _on_cycle_end():
is_cycle_active = false
set_process(false)
emit_signal("cycle_ended")
if multiplayer.is_server():
@@ -90,14 +166,15 @@ func _on_cycle_end():
_process_cycle_end_for_all_players()
rpc("sync_cycle_end")
# Start new cycle after a brief delay
await get_tree().create_timer(2.0).timeout
start_cycle()
# Only start new cycle if match is still active
if is_match_active:
await get_tree().create_timer(2.0).timeout
if is_match_active: # Check again in case match ended during delay
start_cycle()
@rpc("authority", "call_local", "reliable")
func sync_cycle_end():
is_cycle_active = false
set_process(false)
emit_signal("cycle_ended")
# =============================================================================
+118 -2
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@@ -11,6 +11,10 @@ signal player_left(player_id: int)
signal ready_state_changed(player_id: int, is_ready: bool)
signal all_players_ready()
signal game_starting()
signal match_duration_changed(duration_seconds: int)
signal character_changed(player_id: int, character_name: String)
signal area_changed(area_name: String)
signal player_list_changed()
# Room data structure
var current_room: Dictionary = {}
@@ -19,6 +23,15 @@ var available_rooms: Array = []
var is_host: bool = false
var local_player_name: String = "Player"
# Match duration in seconds (configurable in lobby by host)
var match_duration: int = 180 # Default 3 minutes
# Character and area selection
var available_characters: Array[String] = ["Bob", "Gatot", "Masbro", "Oldpop"]
var available_areas: Array[String] = ["Desert", "Forest", "City", "Factory"]
var selected_area: String = "Desert" # Host-controlled
var local_character_index: int = 0 # Local player's character index
# Ready to start game check
var _all_ready: bool = false
@@ -133,6 +146,101 @@ func is_all_ready() -> bool:
# Game Start
# =============================================================================
func set_match_duration(duration_seconds: int) -> void:
"""Host sets match duration. Syncs to all clients."""
match_duration = duration_seconds
if is_host:
rpc("sync_match_duration", duration_seconds)
@rpc("authority", "call_local", "reliable")
func sync_match_duration(duration_seconds: int) -> void:
"""Sync match duration from host to clients."""
match_duration = duration_seconds
emit_signal("match_duration_changed", duration_seconds)
func get_match_duration() -> int:
return match_duration
# =============================================================================
# Character Selection
# =============================================================================
func get_local_character() -> String:
"""Get the local player's current character name."""
return available_characters[local_character_index]
func set_character(character_name: String) -> void:
"""Set local player's character. Syncs to all peers."""
var idx = available_characters.find(character_name)
if idx == -1:
push_error("Invalid character: " + character_name)
return
local_character_index = idx
var my_id = multiplayer.get_unique_id()
# Update local player data
for player in players_in_room:
if player["id"] == my_id:
player["character"] = character_name
break
# Sync to all peers
rpc("sync_character", my_id, character_name)
func cycle_character(direction: int) -> void:
"""Cycle through available characters. direction: -1 for left, +1 for right."""
local_character_index = wrapi(local_character_index + direction, 0, available_characters.size())
set_character(available_characters[local_character_index])
@rpc("any_peer", "call_local", "reliable")
func sync_character(player_id: int, character_name: String) -> void:
"""Sync character selection across all clients."""
for player in players_in_room:
if player["id"] == player_id:
player["character"] = character_name
break
emit_signal("character_changed", player_id, character_name)
emit_signal("player_list_changed")
# =============================================================================
# Area Selection (Host Only)
# =============================================================================
func get_selected_area() -> String:
return selected_area
func get_area_index() -> int:
return available_areas.find(selected_area)
func set_area(area_name: String) -> void:
"""Host sets the game area. Syncs to all clients."""
if not is_host:
push_warning("Only host can change area")
return
if area_name not in available_areas:
push_error("Invalid area: " + area_name)
return
selected_area = area_name
rpc("sync_area", area_name)
func cycle_area(direction: int) -> void:
"""Host cycles through available areas. direction: -1 for left, +1 for right."""
if not is_host:
return
var current_idx = available_areas.find(selected_area)
var new_idx = wrapi(current_idx + direction, 0, available_areas.size())
set_area(available_areas[new_idx])
@rpc("authority", "call_local", "reliable")
func sync_area(area_name: String) -> void:
"""Sync area selection from host to clients."""
selected_area = area_name
emit_signal("area_changed", area_name)
func start_game() -> void:
"""Host triggers game start (transitions all players to main.tscn)."""
if not is_host:
@@ -143,6 +251,9 @@ func start_game() -> void:
push_error("Not all players are ready")
return
# Sync match duration to all clients before starting
rpc("sync_match_duration", match_duration)
# Notify all clients to start
rpc("_on_game_starting")
@@ -168,7 +279,8 @@ func _on_match_joined(match_id: String) -> void:
var my_data = {
"id": my_id,
"name": local_player_name,
"is_ready": false
"is_ready": false,
"character": available_characters[local_character_index]
}
players_in_room.append(my_data)
@@ -202,7 +314,8 @@ func _on_peer_connected(peer_id: int) -> void:
var new_player = {
"id": peer_id,
"name": "Player %d" % peer_id,
"is_ready": false
"is_ready": false,
"character": available_characters[0]
}
players_in_room.append(new_player)
@@ -247,3 +360,6 @@ func reset() -> void:
available_rooms.clear()
is_host = false
_all_ready = false
match_duration = 180 # Reset to default 3 minutes
selected_area = "Desert"
local_character_index = 0
+6 -6
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@@ -22,7 +22,7 @@ signal player_banned(player_id: String)
# Player data cache
var players: Array = []
var banned_players: Array = [] # [{user_id, username, banned_at, reason, expires}]
var banned_players: Array = [] # [{user_id, username, banned_at, reason, expires}]
var is_admin: bool = false
var is_host: bool = false
@@ -77,7 +77,7 @@ func _rpc_call(rpc_name: String, payload: Dictionary) -> Dictionary:
push_error("[AdminPanel] Not connected to Nakama")
return {"error": "Not connected"}
var result := await NakamaManager.client.rpc_async(
var result = await NakamaManager.client.rpc_async(
NakamaManager.session,
rpc_name,
JSON.stringify(payload)
@@ -185,10 +185,10 @@ func _update_action_buttons() -> void:
var idx: int = selected[0]
var meta: Dictionary = player_list.get_item_metadata(idx)
var is_player_host := meta.get("peer_id", 0) == 1
var is_player_host: bool = meta.get("peer_id", 0) == 1
# Can't kick/ban the host or yourself
var is_self := meta.get("user_id", "") == AuthManager.current_user.get("user_id", "")
var is_self: bool = meta.get("user_id", "") == AuthManager.current_user.get("user_id", "")
kick_btn.disabled = is_player_host or is_self
ban_btn.disabled = is_player_host or is_self or not is_admin
@@ -267,8 +267,8 @@ func _create_ban_dialog(user_id: String, player_name: String) -> ConfirmationDia
var duration_input := SpinBox.new()
duration_input.min_value = 0
duration_input.max_value = 8760 # 1 year
duration_input.value = 24 # Default 24 hours
duration_input.max_value = 8760 # 1 year
duration_input.value = 24 # Default 24 hours
vbox.add_child(duration_input)
dialog.add_child(vbox)
+2 -2
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@@ -15,7 +15,7 @@ extends Control
var update_manager: Node
var update_info: Dictionary = {}
var main_scene_path := "res://scenes/main.tscn" # Your main game scene
var main_scene_path := "res://scenes/main.tscn" # Your main game scene
func _ready() -> void:
# Get or create the update manager
@@ -49,7 +49,7 @@ func _get_update_manager() -> Node:
# Otherwise, create instance
var manager_script := load("res://scripts/managers/game_update_manager.gd")
var manager := manager_script.new()
var manager: Node = manager_script.new()
manager.name = "GameUpdateManager"
get_tree().root.add_child(manager)
return manager