feat: Initialize the main game scene with core managers, UI, networking, and a new message bar system.

This commit is contained in:
Yogi Wiguna
2026-02-12 16:49:37 +08:00
parent e620e69d73
commit cdf3f0bb1d
4 changed files with 175 additions and 3 deletions
+43 -2
View File
@@ -611,7 +611,10 @@ func spawn_tekton_npc():
var enhanced_gridmap = $EnhancedGridMap var enhanced_gridmap = $EnhancedGridMap
if not enhanced_gridmap: return if not enhanced_gridmap: return
# Spawn 3 Tektons # Spawn Static Tektons (Bottom Right, Mid Right)
spawn_static_tektons()
# Spawn 3 Roaming Tektons
var spawned_count = 0 var spawned_count = 0
var attempts = 0 var attempts = 0
@@ -640,7 +643,7 @@ func spawn_tekton_npc():
func sync_spawn_tekton(pos: Vector2i, tekton_id: int): func sync_spawn_tekton(pos: Vector2i, tekton_id: int):
_create_tekton(pos, tekton_id) _create_tekton(pos, tekton_id)
func _create_tekton(pos: Vector2i, tekton_id: int): func _create_tekton(pos: Vector2i, tekton_id: int, is_static: bool = false):
var node_name = "Tekton_%d" % tekton_id var node_name = "Tekton_%d" % tekton_id
if has_node(node_name): return if has_node(node_name): return
@@ -654,8 +657,46 @@ func _create_tekton(pos: Vector2i, tekton_id: int):
if has_node("EnhancedGridMap"): if has_node("EnhancedGridMap"):
tekton.initialize(pos, $EnhancedGridMap) tekton.initialize(pos, $EnhancedGridMap)
# If Static, swap controller
if is_static:
var old_controller = tekton.get_node_or_null("TektonController")
if old_controller:
old_controller.queue_free()
var static_controller = load("res://scripts/static_tekton_controller.gd").new()
static_controller.name = "StaticTektonController"
tekton.add_child(static_controller)
print("[Main] Spawned STATIC Tekton at %s (ID: %d)" % [pos, tekton_id])
else:
print("[Main] Spawned Tekton at %s (ID: %d)" % [pos, tekton_id]) print("[Main] Spawned Tekton at %s (ID: %d)" % [pos, tekton_id])
func spawn_static_tektons():
"""Spawn fixed static tektons (Bottom Right, Mid Right)."""
if not multiplayer.is_server(): return
var enhanced_gridmap = $EnhancedGridMap
if not enhanced_gridmap: return
# Bottom Right (Max X, Max Y)
if "columns" in enhanced_gridmap and "rows" in enhanced_gridmap:
var cols = enhanced_gridmap.columns
var rows = enhanced_gridmap.rows
# Bottom Right (Corner - 1)
var pos_br = Vector2i(cols - 2, rows - 2)
var id_br = 99001
_create_tekton(pos_br, id_br, true)
rpc("sync_spawn_static_tekton", pos_br, id_br)
# Mid Right
var pos_mr = Vector2i(cols - 2, rows / 2)
var id_mr = 99002
_create_tekton(pos_mr, id_mr, true)
rpc("sync_spawn_static_tekton", pos_mr, id_mr)
@rpc("call_remote", "reliable")
func sync_spawn_static_tekton(pos: Vector2i, tekton_id: int):
_create_tekton(pos, tekton_id, true)
# ============================================================================= # =============================================================================
# Player Management # Player Management
+117
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@@ -0,0 +1,117 @@
extends Node
@export var throw_interval_min: float = 4.0
@export var throw_interval_max: float = 7.0
@export var throw_range: int = 6
var tekton: Node3D
var enhanced_gridmap: Node
var timer: Timer
func _ready():
tekton = get_parent()
if not tekton:
set_physics_process(false)
return
# Wait for gridmap
await get_tree().process_frame
var main = tekton.get_tree().get_root().get_node_or_null("Main")
if main:
enhanced_gridmap = main.get_node_or_null("EnhancedGridMap")
# Initial State
if tekton.has_method("play_animation"):
tekton.play_animation("tekton_idle")
# Setup Timer
timer = Timer.new()
timer.one_shot = true
timer.timeout.connect(_on_timer_timeout)
add_child(timer)
_start_timer()
func _start_timer():
timer.wait_time = randf_range(throw_interval_min, throw_interval_max)
timer.start()
func _on_timer_timeout():
if not is_multiplayer_authority(): return
if not tekton or not enhanced_gridmap: return
if tekton.get("is_carried") or tekton.get("is_thrown"):
_start_timer()
return
print("[StaticTekton] Timer timeout. Attempting throw...")
_attempt_throw()
func _attempt_throw():
# Find target
var target = _find_empty_tile()
if target == Vector2i(-1, -1):
print("[StaticTekton] No valid target found.")
_start_timer()
return
print("[StaticTekton] Target found: %s" % target)
# Execute Throw
# 1. Face target
var target_world_pos = Vector3(target.x + 0.5, 0, target.y + 0.5)
if enhanced_gridmap and "cell_size" in enhanced_gridmap:
target_world_pos = Vector3(
target.x * enhanced_gridmap.cell_size.x + enhanced_gridmap.cell_size.x/2,
0,
target.y * enhanced_gridmap.cell_size.z + enhanced_gridmap.cell_size.z/2
)
tekton.look_at(Vector3(target_world_pos.x, tekton.global_position.y, target_world_pos.z), Vector3.UP)
# 2. Play Animation
if tekton.has_method("play_animation_rpc"):
tekton.rpc("play_animation_rpc", "tekton_throw_tile")
# 3. Sync projectile/effect (Delay for animation sync?)
# Assuming animation takes ~1.0s, throw happens at ~0.5s?
await get_tree().create_timer(0.5).timeout
var main = tekton.get_tree().get_root().get_node_or_null("Main")
if main:
# Spawn Item (Random ID 7-10)
var item_id = randi_range(7, 10)
main.rpc("sync_grid_item", target.x, 1, target.y, item_id)
# Optional: Spawn Projectile Visual?
# For now, instant spawn is safest, or we can add a projectile RPC later.
# 4. Resume Idle
await get_tree().create_timer(1.0).timeout
if tekton.has_method("play_animation_rpc"):
tekton.rpc("play_animation_rpc", "tekton_idle")
_start_timer()
func _find_empty_tile() -> Vector2i:
if not enhanced_gridmap or not "rows" in enhanced_gridmap: return Vector2i(-1, -1)
var center = Vector2i(tekton.global_position.x, tekton.global_position.z) # Approx grid pos
# Better: use tekton.current_position if available
if "current_position" in tekton:
center = tekton.current_position
var candidates = []
for x in range(center.x - throw_range, center.x + throw_range + 1):
for y in range(center.y - throw_range, center.y + throw_range + 1):
if x < 0 or y < 0 or x >= enhanced_gridmap.columns or y >= enhanced_gridmap.rows: continue
# Check range logic (Euclidean or Manhattan?)
if Vector2(x, y).distance_to(Vector2(center.x, center.y)) > throw_range: continue
# Check if empty (Layer 1 has no item)
if enhanced_gridmap.get_cell_item(Vector3i(x, 1, y)) == -1:
# Also check floor exist? (Layer 0)
if enhanced_gridmap.get_cell_item(Vector3i(x, 0, y)) != -1:
candidates.append(Vector2i(x, y))
if candidates.is_empty(): return Vector2i(-1, -1)
return candidates.pick_random()
+1
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@@ -0,0 +1 @@
uid://dj1rb4wa8wxeu
+13
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@@ -295,6 +295,15 @@ func spawn_tiles_around(count: int = 4):
"""Spawns a mix of normal and special tiles in a radius.""" """Spawns a mix of normal and special tiles in a radius."""
if not enhanced_gridmap: return if not enhanced_gridmap: return
# Play throw animation
if not is_carried and not is_thrown:
play_animation("tekton_throw_tile")
# Queue idle after animation finishes (approx 1.0s)
get_tree().create_timer(1.0).timeout.connect(func():
if not is_moving and not is_carried and not is_thrown:
play_animation("tekton_idle")
)
var radius = 2 var radius = 2
var rng = RandomNumberGenerator.new() var rng = RandomNumberGenerator.new()
rng.randomize() rng.randomize()
@@ -338,6 +347,10 @@ func spawn_tiles_around(count: int = 4):
main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id) main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id)
spawned += 1 spawned += 1
@rpc("call_local", "reliable")
func play_animation_rpc(anim_name: String):
play_animation(anim_name)
func play_animation(anim_name: String): func play_animation(anim_name: String):
# Try specific user path first # Try specific user path first
var anim_player = get_node_or_null("Visuals/tekton/Armature/AnimationPlayer") var anim_player = get_node_or_null("Visuals/tekton/Armature/AnimationPlayer")