feat: Implement a new lobby system with configurable match duration, game over screen, and core game state management.
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@@ -11,6 +11,10 @@ signal player_left(player_id: int)
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signal ready_state_changed(player_id: int, is_ready: bool)
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signal all_players_ready()
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signal game_starting()
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signal match_duration_changed(duration_seconds: int)
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signal character_changed(player_id: int, character_name: String)
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signal area_changed(area_name: String)
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signal player_list_changed()
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# Room data structure
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var current_room: Dictionary = {}
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@@ -19,6 +23,15 @@ var available_rooms: Array = []
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var is_host: bool = false
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var local_player_name: String = "Player"
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# Match duration in seconds (configurable in lobby by host)
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var match_duration: int = 180 # Default 3 minutes
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# Character and area selection
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var available_characters: Array[String] = ["Bob", "Gatot", "Masbro", "Oldpop"]
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var available_areas: Array[String] = ["Desert", "Forest", "City", "Factory"]
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var selected_area: String = "Desert" # Host-controlled
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var local_character_index: int = 0 # Local player's character index
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# Ready to start game check
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var _all_ready: bool = false
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@@ -133,6 +146,101 @@ func is_all_ready() -> bool:
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# Game Start
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# =============================================================================
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func set_match_duration(duration_seconds: int) -> void:
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"""Host sets match duration. Syncs to all clients."""
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match_duration = duration_seconds
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if is_host:
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rpc("sync_match_duration", duration_seconds)
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@rpc("authority", "call_local", "reliable")
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func sync_match_duration(duration_seconds: int) -> void:
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"""Sync match duration from host to clients."""
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match_duration = duration_seconds
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emit_signal("match_duration_changed", duration_seconds)
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func get_match_duration() -> int:
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return match_duration
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# =============================================================================
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# Character Selection
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# =============================================================================
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func get_local_character() -> String:
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"""Get the local player's current character name."""
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return available_characters[local_character_index]
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func set_character(character_name: String) -> void:
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"""Set local player's character. Syncs to all peers."""
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var idx = available_characters.find(character_name)
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if idx == -1:
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push_error("Invalid character: " + character_name)
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return
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local_character_index = idx
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var my_id = multiplayer.get_unique_id()
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# Update local player data
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for player in players_in_room:
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if player["id"] == my_id:
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player["character"] = character_name
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break
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# Sync to all peers
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rpc("sync_character", my_id, character_name)
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func cycle_character(direction: int) -> void:
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"""Cycle through available characters. direction: -1 for left, +1 for right."""
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local_character_index = wrapi(local_character_index + direction, 0, available_characters.size())
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set_character(available_characters[local_character_index])
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@rpc("any_peer", "call_local", "reliable")
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func sync_character(player_id: int, character_name: String) -> void:
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"""Sync character selection across all clients."""
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for player in players_in_room:
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if player["id"] == player_id:
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player["character"] = character_name
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break
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emit_signal("character_changed", player_id, character_name)
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emit_signal("player_list_changed")
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# =============================================================================
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# Area Selection (Host Only)
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# =============================================================================
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func get_selected_area() -> String:
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return selected_area
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func get_area_index() -> int:
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return available_areas.find(selected_area)
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func set_area(area_name: String) -> void:
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"""Host sets the game area. Syncs to all clients."""
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if not is_host:
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push_warning("Only host can change area")
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return
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if area_name not in available_areas:
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push_error("Invalid area: " + area_name)
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return
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selected_area = area_name
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rpc("sync_area", area_name)
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func cycle_area(direction: int) -> void:
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"""Host cycles through available areas. direction: -1 for left, +1 for right."""
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if not is_host:
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return
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var current_idx = available_areas.find(selected_area)
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var new_idx = wrapi(current_idx + direction, 0, available_areas.size())
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set_area(available_areas[new_idx])
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@rpc("authority", "call_local", "reliable")
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func sync_area(area_name: String) -> void:
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"""Sync area selection from host to clients."""
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selected_area = area_name
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emit_signal("area_changed", area_name)
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func start_game() -> void:
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"""Host triggers game start (transitions all players to main.tscn)."""
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if not is_host:
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@@ -143,6 +251,9 @@ func start_game() -> void:
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push_error("Not all players are ready")
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return
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# Sync match duration to all clients before starting
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rpc("sync_match_duration", match_duration)
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# Notify all clients to start
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rpc("_on_game_starting")
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@@ -168,7 +279,8 @@ func _on_match_joined(match_id: String) -> void:
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var my_data = {
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"id": my_id,
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"name": local_player_name,
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"is_ready": false
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"is_ready": false,
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"character": available_characters[local_character_index]
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}
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players_in_room.append(my_data)
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@@ -202,7 +314,8 @@ func _on_peer_connected(peer_id: int) -> void:
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var new_player = {
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"id": peer_id,
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"name": "Player %d" % peer_id,
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"is_ready": false
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"is_ready": false,
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"character": available_characters[0]
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}
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players_in_room.append(new_player)
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@@ -247,3 +360,6 @@ func reset() -> void:
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available_rooms.clear()
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is_host = false
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_all_ready = false
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match_duration = 180 # Reset to default 3 minutes
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selected_area = "Desert"
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local_character_index = 0
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