feat: Implement core game managers, player movement logic, and initial UI scenes.

This commit is contained in:
2025-12-27 05:45:57 +08:00
parent 6870016ba6
commit c5e9d073fa
23 changed files with 1456 additions and 97 deletions
+199 -32
View File
@@ -8,6 +8,8 @@ extends Node3D
var ui_manager
var obstacle_manager
var goals_cycle_manager
var screen_shake_manager
var touch_controls
# Minimal local state
var _connection_check_timer: float = 0.0
@@ -30,7 +32,8 @@ func _ready():
ui_manager.setup_leaderboard_ui(self)
ui_manager.setup_powerup_bar_ui(self)
_setup_obstacle_ui()
_setup_global_match_timer_ui()
# GlobalMatchTimer is now static in main.tscn - no setup needed
# NetworkPanel is visible during gameplay
# Auto-start game if coming from lobby (already connected to match)
if NakamaManager.is_connected_to_nakama() and multiplayer.get_unique_id() != 0:
@@ -56,6 +59,18 @@ func _init_managers():
add_child(goals_cycle_manager)
goals_cycle_manager.initialize(self)
# Screen shake manager for impact feedback
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
screen_shake_manager.name = "ScreenShakeManager"
add_child(screen_shake_manager)
screen_shake_manager.initialize($Camera3D)
# Touch controls for mobile
touch_controls = load("res://scripts/managers/touch_controls.gd").new()
touch_controls.name = "TouchControls"
add_child(touch_controls)
touch_controls.initialize(self)
# Connect signals for UI updates
goals_cycle_manager.timer_updated.connect(_on_timer_updated)
goals_cycle_manager.score_updated.connect(_on_score_updated)
@@ -103,7 +118,11 @@ func add_message_to_bar(player_name: String, message: String, type: int = Messag
icon = "💬 "
color = Color(0.9, 0.9, 0.9) # Light gray
label.text = "%s%s" % [icon, message]
# Include player name in message if provided
if player_name and player_name != "":
label.text = "%s[%s] %s" % [icon, player_name, message]
else:
label.text = "%s%s" % [icon, message]
label.add_theme_color_override("font_color", color)
# Add shadow for better visibility
@@ -248,14 +267,20 @@ func _process(delta):
# =============================================================================
func _on_match_joined(match_id: String):
$NetworkPanel/NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
if multiplayer.is_server():
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Server (Match: %s)" % match_id
_setup_host_game()
var network_panel = get_node_or_null("PauseMenu/Panel/NetworkPanel")
if network_panel:
network_panel.get_node("NetworkInfo/UniquePeerID").text = str(multiplayer.get_unique_id())
if multiplayer.is_server():
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Server (Match: %s)" % match_id
_setup_host_game()
else:
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Client"
_setup_client_game()
else:
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Client"
_setup_client_game()
if multiplayer.is_server():
_setup_host_game()
else:
_setup_client_game()
# =============================================================================
# Game Setup
@@ -273,9 +298,24 @@ func _setup_host_game():
GameStateManager.add_player(player_id)
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
if touch_controls:
touch_controls.set_player(player_character)
# Wait for player to be fully ready (player.gd has 0.1s await in _ready before managers init)
await get_tree().create_timer(0.2).timeout
# Spawn client players that joined via lobby (need to add them first)
var lobby_players = LobbyManager.get_players()
for lobby_player in lobby_players:
var peer_id = lobby_player.get("id", 0)
if peer_id != 1 and peer_id != 0: # Skip host (1) and invalid (0)
print("Spawning lobby player: ", peer_id)
_spawn_lobby_client_sync(peer_id)
# IMMEDIATELY assign random spawn positions before any player _ready() completes
# Player _ready() has 0.1s await, so we assign before that completes
if LobbyManager.get_randomize_spawn():
_assign_random_spawn_positions()
# Wait for players to be fully ready (player.gd has 0.1s await in _ready before managers init)
await get_tree().create_timer(0.3).timeout
# Set host goals - get goals directly from GoalManager
var host_goals = GoalManager.get_goals_for_player(0)
@@ -290,14 +330,17 @@ func _setup_host_game():
_update_player_goals_ui(0, host_goals)
ui_manager.update_playerboard_ui()
# Spawn client players that joined via lobby
var lobby_players = LobbyManager.get_players()
# Set goals for lobby client players
var player_index = 1
for lobby_player in lobby_players:
var peer_id = lobby_player.get("id", 0)
if peer_id != 1 and peer_id != 0: # Skip host (1) and invalid (0)
print("Spawning lobby player: ", peer_id)
await get_tree().create_timer(0.3).timeout
_spawn_lobby_client(peer_id)
if peer_id != 1 and peer_id != 0:
var client_player = get_node_or_null(str(peer_id))
if client_player and player_index < GoalManager.preset_goals.size():
var client_goals = GoalManager.preset_goals[player_index].duplicate()
client_player.goals = client_goals
call_deferred("_deferred_set_player_goals", peer_id, client_goals)
player_index += 1
# Add bots (only if no lobby players connected)
if GameStateManager.enable_bots and lobby_players.size() <= 1:
@@ -306,8 +349,8 @@ func _setup_host_game():
_start_game()
func _spawn_lobby_client(peer_id: int):
"""Spawn a client player that was in the lobby."""
func _spawn_lobby_client_sync(peer_id: int):
"""Spawn a client player synchronously (no await)."""
if has_node(str(peer_id)):
return
@@ -319,13 +362,7 @@ func _spawn_lobby_client(peer_id: int):
# Tell all clients to create this player
rpc("add_newly_connected_player_character", peer_id)
# Wait for player to be ready then assign goals
await get_tree().create_timer(0.3).timeout
var player_index = GameStateManager.players.find(peer_id)
if player_index >= 0 and player_index < GoalManager.preset_goals.size():
var player_goals = GoalManager.preset_goals[player_index].duplicate()
player_character.goals = player_goals
call_deferred("_deferred_set_player_goals", peer_id, player_goals)
# Goals will be assigned after players are ready in _setup_host_game
func _setup_client_game():
"""Setup client when transitioning from lobby."""
@@ -340,6 +377,8 @@ func _setup_client_game():
GameStateManager.add_player(my_id)
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
if touch_controls:
touch_controls.set_player(player_character)
ui_manager.update_button_states()
print("Created local player for client: ", my_id)
@@ -349,19 +388,24 @@ func _setup_client_game():
func _auto_start_from_lobby():
"""Called when main.tscn is loaded from lobby - game is already connected."""
$NetworkPanel/NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
# Get match ID from LobbyManager
var match_id = LobbyManager.current_room.get("match_id", "")
var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id
# Update NetworkPanel in PauseMenu (if exists)
var network_panel = get_node_or_null("PauseMenu/Panel/NetworkPanel")
if network_panel:
network_panel.get_node("NetworkInfo/UniquePeerID").text = str(multiplayer.get_unique_id())
if multiplayer.is_server():
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Host (Match: %s)" % short_id
else:
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Client (Match: %s)" % short_id
if multiplayer.is_server():
print("Auto-starting as HOST - Match: ", short_id)
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Host (Match: %s)" % short_id
_setup_host_game()
else:
print("Auto-starting as CLIENT - Match: ", short_id)
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Client (Match: %s)" % short_id
_setup_client_game()
func _start_game():
@@ -383,6 +427,34 @@ func _start_game():
var all_players = get_tree().get_nodes_in_group("Players")
ui_manager.initialize_leaderboard_with_players(all_players)
func _assign_random_spawn_positions():
"""Assign random unique spawn positions to all players."""
var spawn_locations = [
Vector2i(0, 0), Vector2i(0, 1), Vector2i(0, 2), Vector2i(0, 3),
Vector2i(0, 4), Vector2i(0, 5), Vector2i(0, 6), Vector2i(0, 7),
Vector2i(0, 8), Vector2i(0, 9), Vector2i(0, 10), Vector2i(0, 11)
]
# Shuffle spawn locations
var shuffled_spawns = spawn_locations.duplicate()
shuffled_spawns.shuffle()
# Get all players
var all_players = get_tree().get_nodes_in_group("Players")
# Assign positions
var spawn_index = 0
for player in all_players:
if spawn_index >= shuffled_spawns.size():
break
var spawn_pos = shuffled_spawns[spawn_index]
# Set position and sync to all clients
player.current_position = spawn_pos
player.position = player.grid_to_world(spawn_pos)
player.spawn_point_selected = true
player.rpc("set_spawn_position", spawn_pos)
spawn_index += 1
# =============================================================================
# Player Management
# =============================================================================
@@ -428,6 +500,8 @@ func add_player_character(peer_id: int):
if peer_id == multiplayer.get_unique_id():
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
if touch_controls:
touch_controls.set_player(player_character)
ui_manager.update_button_states()
ui_manager.update_playerboard_ui()
@@ -617,6 +691,12 @@ func _update_goals_ui_for_player(player_id: int, goals: Array):
@rpc("any_peer", "call_local")
func sync_playerboard(player_id: int, new_playerboard: Array):
# Find the player and update their playerboard
var player = get_node_or_null(str(player_id))
if player:
player.playerboard = new_playerboard.duplicate()
# Update UI for local player
if player_id == multiplayer.get_unique_id() and GameStateManager.local_player_character:
ui_manager.update_playerboard_ui()
update_all_players_boards()
@@ -1009,9 +1089,8 @@ func _show_game_over_panel():
back_btn.custom_minimum_size = Vector2(300, 60)
back_btn.add_theme_font_size_override("font_size", 20)
back_btn.pressed.connect(_on_back_to_menu_pressed)
inner_vbox.add_child(back_btn)
# Center the button
# Center the button in a container
var btn_container = HBoxContainer.new()
btn_container.alignment = BoxContainer.ALIGNMENT_CENTER
btn_container.add_child(back_btn)
@@ -1026,11 +1105,28 @@ func _on_back_to_menu_pressed():
# Clean up game state
GameStateManager.end_game()
LobbyManager.reset()
# Properly disconnect from Nakama match
_cleanup_multiplayer()
# Go back to lobby
if get_tree():
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
func _cleanup_multiplayer():
"""Properly leave Nakama match and cleanup multiplayer state."""
print("[Main] Cleaning up multiplayer connection...")
# Leave the Nakama match through the bridge
if NakamaManager.bridge:
NakamaManager.bridge.leave()
# Clear the current match ID
NakamaManager.current_match_id = ""
# Reset multiplayer peer to disconnect cleanly
if multiplayer.get_multiplayer_peer():
multiplayer.set_multiplayer_peer(null)
func _deferred_init_leaderboard():
"""Initialize leaderboard after a delay to ensure all players are loaded."""
# Longer delay ensures players are synced
@@ -1151,3 +1247,74 @@ func _get_ordinal(n: int) -> String:
3: return "3rd"
4: return "4th"
_: return str(n) + "th"
# =============================================================================
# Pause Menu & Settings
# =============================================================================
func _input(event):
if event.is_action_pressed("ui_cancel"):
_toggle_pause_menu()
func _toggle_pause_menu():
var pause_menu = get_node_or_null("PauseMenu")
if pause_menu:
pause_menu.visible = not pause_menu.visible
get_tree().paused = pause_menu.visible
func _on_resume_pressed():
var pause_menu = get_node_or_null("PauseMenu")
if pause_menu:
pause_menu.visible = false
get_tree().paused = false
func _on_settings_pressed():
var pause_menu = get_node_or_null("PauseMenu")
var settings_panel = get_node_or_null("SettingsPanel")
if pause_menu:
pause_menu.visible = false
if settings_panel:
settings_panel.visible = true
# Sync settings UI with current state
var joystick_toggle = settings_panel.get_node_or_null("Panel/VBox/JoystickToggle")
if joystick_toggle and touch_controls:
joystick_toggle.set_pressed_no_signal(touch_controls.joystick_enabled)
var size_slider = settings_panel.get_node_or_null("Panel/VBox/ButtonSizeRow/ButtonSizeSlider")
if size_slider and touch_controls:
size_slider.set_value_no_signal(touch_controls.button_size)
var opacity_slider = settings_panel.get_node_or_null("Panel/VBox/OpacityRow/OpacitySlider")
if opacity_slider and touch_controls:
opacity_slider.set_value_no_signal(touch_controls.button_opacity)
func _on_quit_match_pressed():
get_tree().paused = false
# Properly disconnect from Nakama match
_cleanup_multiplayer()
# Return to lobby or main menu
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
func _on_settings_back_pressed():
var pause_menu = get_node_or_null("PauseMenu")
var settings_panel = get_node_or_null("SettingsPanel")
if settings_panel:
settings_panel.visible = false
if pause_menu:
pause_menu.visible = true
func _on_button_size_changed(value: float):
if touch_controls:
touch_controls.button_size = value
touch_controls._save_settings()
func _on_opacity_changed(value: float):
if touch_controls:
touch_controls.button_opacity = value
touch_controls._save_settings()
func _on_joystick_toggled(enabled: bool):
if touch_controls:
touch_controls.set_joystick_enabled(enabled)
touch_controls._save_settings()