feat: add Stop N Go game mode manager with phase transitions, HUD, traffic light visuals, and dynamic arena generation.
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@@ -11,6 +11,7 @@ enum Phase {GO, STOP}
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const GO_DURATION: float = 12.0
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const STOP_DURATION: float = 6.0
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const REQUIRED_GOALS: int = 2
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var current_phase: Phase = Phase.GO
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var phase_timer: float = GO_DURATION
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@@ -30,6 +31,13 @@ var phase_label: Label
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var mission_label: Label
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var red_tint_overlay: ColorRect
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# Traffic Light / StopTimer Visuals
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var stop_timer_node: PanelContainer
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var stop_segments: Array[Panel] = []
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var lit_style: StyleBoxFlat
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var dim_style: StyleBoxFlat
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var red_style: StyleBoxFlat
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func _ready():
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set_process(false)
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_setup_hud()
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@@ -83,8 +91,10 @@ func _process(delta):
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if not is_active:
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return
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# Decrement timer locally for all peers (smoother HUD than waiting for RPC)
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phase_timer -= delta
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if multiplayer.is_server():
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phase_timer -= delta
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if phase_timer <= 0:
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if current_phase == Phase.GO:
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_start_phase(Phase.STOP)
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@@ -112,13 +122,68 @@ func _update_hud_visuals():
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# Get count from GoalsCycleManager (Source of truth for PlayerBoardLabel)
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var completed_count = goals_cycle_manager.player_goal_counts.get(my_id, 0) if goals_cycle_manager else 0
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mission_label.text = "GOALS (%d/3)" % completed_count
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mission_label.text = "GOALS (%d/%d)" % [completed_count, REQUIRED_GOALS]
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if completed_count >= 3:
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if completed_count >= REQUIRED_GOALS:
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mission_label.text = "ALL GOALS COMPLETE!\nREACH THE FINISH!"
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mission_label.add_theme_color_override("font_color", Color.GOLD)
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else:
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mission_label.add_theme_color_override("font_color", Color.WHITE)
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# Update StopTimer (Traffic Light)
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_update_stop_timer_visuals()
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func _update_stop_timer_visuals():
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if not stop_timer_node:
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# Try to find it once
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var main = get_node_or_null("/root/Main")
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if main:
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stop_timer_node = main.get_node_or_null("StopTimer")
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if stop_timer_node:
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var hbox = stop_timer_node.get_node_or_null("HBox")
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if hbox:
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stop_segments.clear()
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for i in range(4):
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var seg = hbox.get_node_or_null("Segment%d" % i)
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if seg: stop_segments.append(seg)
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# Prepare styles
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lit_style = StyleBoxFlat.new()
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lit_style.bg_color = Color.YELLOW
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lit_style.border_width_left = 2
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lit_style.border_width_top = 2
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lit_style.border_width_right = 2
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lit_style.border_width_bottom = 2
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lit_style.border_color = Color(1.0, 1.0, 1.0, 0.5)
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dim_style = StyleBoxFlat.new()
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dim_style.bg_color = Color(0.1, 0.1, 0.1, 0.8) # Dark dim
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red_style = StyleBoxFlat.new()
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red_style.bg_color = Color.RED
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red_style.border_width_left = 2
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red_style.border_width_top = 2
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red_style.border_width_right = 2
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red_style.border_width_bottom = 2
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red_style.border_color = Color(1.0, 0.5, 0.5, 0.5)
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if not stop_timer_node: return
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# ALWAYS VISIBLE in Stop n Go mode
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stop_timer_node.visible = true
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if current_phase == Phase.GO:
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# GO Phase: All dim unless in last 4 seconds
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for i in range(stop_segments.size()):
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var threshold = 4.0 - i
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if phase_timer <= threshold:
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stop_segments[i].add_theme_stylebox_override("panel", lit_style)
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else:
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stop_segments[i].add_theme_stylebox_override("panel", dim_style)
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else:
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# STOP Phase: All Red
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for seg in stop_segments:
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seg.add_theme_stylebox_override("panel", red_style)
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func activate_client_side():
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is_active = true
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@@ -355,7 +420,7 @@ func check_win_condition(player_id: int, position: Vector2i) -> bool:
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if position.x < finish_line_x:
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return false
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# 2. Must have 3 Goal Completions (tracked by GoalsCycleManager)
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# 2. Must have enough Goal Completions (tracked by GoalsCycleManager)
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var main = get_node_or_null("/root/Main")
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if not main: return false
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@@ -364,14 +429,14 @@ func check_win_condition(player_id: int, position: Vector2i) -> bool:
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var completed_count = goals_cycle_manager.player_goal_counts.get(player_id, 0)
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if completed_count >= 3:
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if completed_count >= REQUIRED_GOALS:
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print("[StopNGo] Player %d REACHED FINISH with %d goals complete!" % [player_id, completed_count])
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return true
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else:
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# Inform the player locally if they reach the end without goals
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var player_node = main.get_node_or_null(str(player_id))
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if player_node:
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NotificationManager.send_message(player_node, "Incomplete! Achieve 3 goals (x3) to win!", NotificationManager.MessageType.WARNING)
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NotificationManager.send_message(player_node, "Incomplete! Achieve %d goals (x%d) to win!" % [REQUIRED_GOALS, REQUIRED_GOALS], NotificationManager.MessageType.WARNING)
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print("[StopNGo] Player %d reached finish but goal count too low: %d/3" % [player_id, completed_count])
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print("[StopNGo] Player %d reached finish but goal count too low: %d/%d" % [player_id, completed_count, REQUIRED_GOALS])
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return false
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