update feature & bugfix
This commit is contained in:
+16
-3
@@ -1,7 +1,9 @@
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[gd_scene load_steps=3 format=3 uid="uid://cyfjwldknv8m6"]
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[gd_scene load_steps=5 format=3 uid="uid://cyfjwldknv8m6"]
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[ext_resource type="Script" uid="uid://vgyrq5y5p7jw" path="res://scripts/ui/boot_screen.gd" id="1"]
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[ext_resource type="Theme" uid="uid://da337sh5qxi0s" path="res://assets/themes/ui_theme.tres" id="2"]
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[ext_resource type="Texture2D" uid="uid://40tlo0mda3wr" path="res://assets/graphics/main_menu/result_bg.png" id="3_v46t4"]
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[ext_resource type="Texture2D" uid="uid://dvp0as6yyudco" path="res://assets/graphics/main_menu/bg_illust.png" id="4_okh44"]
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[node name="BootScreen" type="Control"]
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layout_mode = 3
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@@ -13,14 +15,25 @@ grow_vertical = 2
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theme = ExtResource("2")
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script = ExtResource("1")
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[node name="Background" type="ColorRect" parent="."]
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[node name="Background" type="TextureRect" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0.12, 0.1, 0.08, 1)
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texture = ExtResource("3_v46t4")
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expand_mode = 2
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[node name="Background2" type="TextureRect" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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texture = ExtResource("4_okh44")
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expand_mode = 3
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[node name="CenterContainer" type="CenterContainer" parent="."]
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layout_mode = 1
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+12
-1
@@ -1,8 +1,9 @@
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[gd_scene load_steps=4 format=3 uid="uid://b7nxt2hc4kqp8"]
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[gd_scene load_steps=5 format=3 uid="uid://b7nxt2hc4kqp8"]
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[ext_resource type="Script" uid="uid://b5q6yekyk0tld" path="res://scenes/lobby.gd" id="1_lp6xi"]
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[ext_resource type="Theme" uid="uid://da337sh5qxi0s" path="res://assets/themes/ui_theme.tres" id="2_theme"]
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[ext_resource type="Texture2D" uid="uid://2d1ks5pmblc7" path="res://assets/graphics/main_menu/bg_back.png" id="3_q60fs"]
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[ext_resource type="Texture2D" uid="uid://dvp0as6yyudco" path="res://assets/graphics/main_menu/bg_illust.png" id="4_nqcc7"]
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[node name="Lobby" type="Control"]
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layout_mode = 3
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@@ -24,6 +25,16 @@ grow_vertical = 2
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texture = ExtResource("3_q60fs")
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expand_mode = 2
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[node name="Background2" type="TextureRect" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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texture = ExtResource("4_nqcc7")
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expand_mode = 2
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[node name="MainMenuPanel" type="PanelContainer" parent="."]
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layout_mode = 1
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anchors_preset = 8
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+23
-11
@@ -367,15 +367,17 @@ func _setup_client_game():
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add_player_character(p_id)
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print("Client: Pre-spawned player ", p_id)
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# Pre-spawn potential bots (IDs 2 to MaxPlayers) to prevent RPC "Node not found" errors
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# Bots use small integer IDs (2, 3, 4...) while clients use large unique IDs
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# Pre-spawn potential bots (IDs from count+1 to MaxPlayers) to prevent RPC "Node not found" errors
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# Bots use small integer IDs (e.g. 2, 3, 4...) while clients use large unique IDs
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if GameStateManager.enable_bots:
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for i in range(2, GameStateManager.max_players + 1):
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# Server spawns bots starting after the last human player index
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# So if we have 2 humans, bots start at ID 3.
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var start_bot_id = lobby_players.size() + 1
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for i in range(start_bot_id, GameStateManager.max_players + 1):
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# Only spawn if not already existing (e.g. if a human somehow got this ID, though unlikely)
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if not has_node(str(i)):
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add_player_character(i)
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get_node(str(i)).is_bot = true # Assume bot initially
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get_node(str(i)).add_to_group("Bots", true)
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# Spawning as BOT
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add_player_character(i, true)
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print("Client: Pre-spawned potential bot ", i)
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# Ensure local player setup (UI, controls) is verified
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@@ -488,18 +490,28 @@ func create_bot(bot_id: int):
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var goal_index = bot_id - 1
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if goal_index < GoalManager.preset_goals.size():
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# Wait for bot managers to be ready
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await get_tree().create_timer(0.2).timeout
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# Wait for bot managers to be ready (race_manager is created at T=0.5)
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await get_tree().create_timer(0.75).timeout
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bot_character.goals = GoalManager.preset_goals[goal_index].duplicate()
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# Use deferred goals sync to avoid timing issues
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call_deferred("_deferred_set_player_goals", bot_id, bot_character.goals)
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@rpc("any_peer", "call_local")
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func add_player_character(peer_id: int):
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func add_player_character(peer_id: int, is_bot: bool = false):
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if has_node(str(peer_id)):
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return
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var player_character = PlayerManager.add_player_character(peer_id)
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var player_character
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if is_bot:
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player_character = PlayerManager.create_bot(peer_id)
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player_character.add_to_group("Bots", true)
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else:
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player_character = PlayerManager.add_player_character(peer_id)
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# Set properties BEFORE adding to tree (ensure _ready sees correct state)
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# create_bot already sets is_bot=true, but we ensure consistency
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player_character.is_bot = is_bot
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add_child(player_character)
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player_character.add_to_group("Players", true)
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@@ -1037,7 +1049,7 @@ func _show_game_over_panel():
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for p in get_tree().get_nodes_in_group("Players"):
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player_scores.append({
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"name": p.display_name if not p.display_name.is_empty() else str(p.name),
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"score": goals_cycle_manager.get_player_score(p.get_multiplayer_authority()) if goals_cycle_manager else 0
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"score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
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})
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player_scores.sort_custom(func(a, b): return a.score > b.score)
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+107
-9
@@ -173,9 +173,6 @@ func _ready():
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# =========================================================================
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# BOT-SPECIFIC SETUP - BotController handles bot AI, we just disable input
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# =========================================================================
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# =========================================================================
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# BOT-SPECIFIC SETUP - BotController handles bot AI
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# =========================================================================
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if is_bot == true or is_in_group("Bots"):
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# Disable input processing for bots
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set_process_input(false)
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@@ -183,10 +180,11 @@ func _ready():
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# Set initial position for bots
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if enhanced_gridmap:
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current_position = _find_random_spawn_position()
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update_player_position(current_position)
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spawn_point_selected = true
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if is_multiplayer_authority():
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current_position = _find_random_spawn_position()
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update_player_position(current_position)
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spawn_point_selected = true
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rpc("set_spawn_position", current_position)
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rpc("notify_spawn_selected", current_position)
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# Assign bot character (deterministic based on ID to match lobby preview)
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@@ -603,6 +601,96 @@ func _apply_tint_recursive(node: Node, color: Color):
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for child in node.get_children():
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_apply_tint_recursive(child, color)
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var immunity_timer: float = 0.0
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@rpc("any_peer", "call_local")
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func apply_stagger(duration: float = 1.5):
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if immunity_timer > 0:
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return # Immune!
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if is_frozen:
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return # Already staggered
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is_frozen = true
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_apply_tint_recursive(self, Color.BLUE) # Visual feedback
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# Set immunity (3 seconds as requested)
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immunity_timer = 3.0
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print("Player %s staggered for %.1f seconds" % [name, duration])
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if is_multiplayer_authority():
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rpc("display_message", "C R U S H E D !", 4) # MessageType.WARNING
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drop_random_item()
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# Grant "Smashed" Bonus (1 bar, max 2)
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if powerup_manager:
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powerup_manager.acquire_smash_bonus()
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await get_tree().create_timer(duration).timeout
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is_frozen = false
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# If still immune, show immunity tint (Green?), otherwise White
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if immunity_timer > 0:
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_apply_tint_recursive(self, Color(0.5, 1.0, 0.5)) # Light Green for immunity
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else:
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_apply_tint_recursive(self, Color.WHITE) # Remove tint
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func drop_random_item():
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if playerboard_is_empty():
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return
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# Find occupied slots
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var occupied_indices = []
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for i in range(playerboard.size()):
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if playerboard[i] != -1:
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occupied_indices.append(i)
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if occupied_indices.size() == 0:
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return
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# Pick random slot
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var slot_index = occupied_indices.pick_random()
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var item_id = playerboard[slot_index]
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# Try to find empty spot on grid near player
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var drop_pos = _find_valid_drop_position()
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if drop_pos != Vector2i(-1, -1):
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# Drop it
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playerboard[slot_index] = -1
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rpc("sync_playerboard", playerboard)
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# Sync grid item
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var cell = Vector3i(drop_pos.x, 0, drop_pos.y)
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rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
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rpc("display_message", "Dropped item!", 4)
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print("Player %s dropped item %d at %s" % [name, item_id, drop_pos])
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func playerboard_is_empty() -> bool:
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for item in playerboard:
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if item != -1:
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return false
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return true
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func _find_valid_drop_position() -> Vector2i:
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# Try random adjacent cells
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var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
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neighbors.shuffle()
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for neighbor in neighbors:
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var pos = neighbor.position
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if enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y)) == -1: # Empty floor? No, 0 is floor. -1 is void?
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# Wait, items are on layer 1 usually?
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# Check logic: grab_item uses y=1?
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var item_cell = Vector3i(pos.x, 1, pos.y)
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if enhanced_gridmap.get_cell_item(item_cell) == -1:
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if not is_position_occupied(pos):
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return pos
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return Vector2i(-1, -1)
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func _process(delta):
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if is_multiplayer_authority():
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@@ -629,6 +717,13 @@ func _process(delta):
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if movement_manager:
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movement_manager._process(delta)
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# Immunity Timer Logic
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if immunity_timer > 0:
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immunity_timer -= delta
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if immunity_timer <= 0:
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immunity_timer = 0
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_apply_tint_recursive(self, Color.WHITE) # Remove immunity tint
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@rpc("any_peer", "call_local")
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func ping_existence():
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# This just lets other clients know this player exists
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@@ -876,7 +971,8 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
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# Clear visuals for everyone including bots
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if clear_visual:
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enhanced_gridmap.clear_path_visualization()
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if enhanced_gridmap:
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enhanced_gridmap.clear_path_visualization()
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# Check for buffered input
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if movement_manager and movement_manager.has_method("_on_movement_finished"):
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@@ -1429,8 +1525,10 @@ func sync_position(pos: Vector2i):
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current_position.y * cell_size.z + cell_size.z * 0.5
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) + cell_offset
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global_position = new_pos
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target_visual_position = new_pos # Reset smoothing target to prevent fighting
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# Only snap visual if not moving (moving players will tween to destination)
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if not is_player_moving:
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global_position = new_pos
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target_visual_position = new_pos # Reset smoothing target to prevent fighting
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@rpc("any_peer", "call_local", "reliable")
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func set_spawn_position(pos: Vector2i):
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