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
+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")
# =============================================================================