feat: add Stop N Go game mode manager with phase transitions, HUD, traffic light visuals, and dynamic arena generation.

This commit is contained in:
Yogi Wiguna
2026-02-23 17:33:39 +08:00
parent 19fdb12c31
commit d2b616549f
2 changed files with 98 additions and 7 deletions
+26
View File
@@ -1065,6 +1065,32 @@ theme_override_fonts/font = ExtResource("13_j8jky")
theme_override_font_sizes/font_size = 32 theme_override_font_sizes/font_size = 32
text = "X0" text = "X0"
[node name="StopTimer" type="PanelContainer" parent="." unique_id=991540081]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -58.0
offset_top = 80.0
offset_right = 58.0
offset_bottom = 113.00012
grow_horizontal = 2
[node name="HBox" type="HBoxContainer" parent="StopTimer" unique_id=1541315617]
layout_mode = 2
theme_override_constants/separation = 4
[node name="Segment0" type="Panel" parent="StopTimer/HBox" unique_id=307582302]
custom_minimum_size = Vector2(36, 20)
layout_mode = 2
[node name="Segment1" type="Panel" parent="StopTimer/HBox" unique_id=615805583]
custom_minimum_size = Vector2(36, 20)
layout_mode = 2
[node name="Segment2" type="Panel" parent="StopTimer/HBox" unique_id=1041800993]
custom_minimum_size = Vector2(36, 20)
layout_mode = 2
[node name="PowerUpBar" type="PanelContainer" parent="." unique_id=1775378146] [node name="PowerUpBar" type="PanelContainer" parent="." unique_id=1775378146]
anchors_preset = 4 anchors_preset = 4
anchor_top = 0.5 anchor_top = 0.5
+72 -7
View File
@@ -11,6 +11,7 @@ enum Phase {GO, STOP}
const GO_DURATION: float = 12.0 const GO_DURATION: float = 12.0
const STOP_DURATION: float = 6.0 const STOP_DURATION: float = 6.0
const REQUIRED_GOALS: int = 2
var current_phase: Phase = Phase.GO var current_phase: Phase = Phase.GO
var phase_timer: float = GO_DURATION var phase_timer: float = GO_DURATION
@@ -30,6 +31,13 @@ var phase_label: Label
var mission_label: Label var mission_label: Label
var red_tint_overlay: ColorRect var red_tint_overlay: ColorRect
# Traffic Light / StopTimer Visuals
var stop_timer_node: PanelContainer
var stop_segments: Array[Panel] = []
var lit_style: StyleBoxFlat
var dim_style: StyleBoxFlat
var red_style: StyleBoxFlat
func _ready(): func _ready():
set_process(false) set_process(false)
_setup_hud() _setup_hud()
@@ -83,8 +91,10 @@ func _process(delta):
if not is_active: if not is_active:
return return
if multiplayer.is_server(): # Decrement timer locally for all peers (smoother HUD than waiting for RPC)
phase_timer -= delta phase_timer -= delta
if multiplayer.is_server():
if phase_timer <= 0: if phase_timer <= 0:
if current_phase == Phase.GO: if current_phase == Phase.GO:
_start_phase(Phase.STOP) _start_phase(Phase.STOP)
@@ -112,14 +122,69 @@ func _update_hud_visuals():
# Get count from GoalsCycleManager (Source of truth for PlayerBoardLabel) # Get count from GoalsCycleManager (Source of truth for PlayerBoardLabel)
var completed_count = goals_cycle_manager.player_goal_counts.get(my_id, 0) if goals_cycle_manager else 0 var completed_count = goals_cycle_manager.player_goal_counts.get(my_id, 0) if goals_cycle_manager else 0
mission_label.text = "GOALS (%d/3)" % completed_count mission_label.text = "GOALS (%d/%d)" % [completed_count, REQUIRED_GOALS]
if completed_count >= 3: if completed_count >= REQUIRED_GOALS:
mission_label.text = "ALL GOALS COMPLETE!\nREACH THE FINISH!" mission_label.text = "ALL GOALS COMPLETE!\nREACH THE FINISH!"
mission_label.add_theme_color_override("font_color", Color.GOLD) mission_label.add_theme_color_override("font_color", Color.GOLD)
else: else:
mission_label.add_theme_color_override("font_color", Color.WHITE) mission_label.add_theme_color_override("font_color", Color.WHITE)
# Update StopTimer (Traffic Light)
_update_stop_timer_visuals()
func _update_stop_timer_visuals():
if not stop_timer_node:
# Try to find it once
var main = get_node_or_null("/root/Main")
if main:
stop_timer_node = main.get_node_or_null("StopTimer")
if stop_timer_node:
var hbox = stop_timer_node.get_node_or_null("HBox")
if hbox:
stop_segments.clear()
for i in range(4):
var seg = hbox.get_node_or_null("Segment%d" % i)
if seg: stop_segments.append(seg)
# Prepare styles
lit_style = StyleBoxFlat.new()
lit_style.bg_color = Color.YELLOW
lit_style.border_width_left = 2
lit_style.border_width_top = 2
lit_style.border_width_right = 2
lit_style.border_width_bottom = 2
lit_style.border_color = Color(1.0, 1.0, 1.0, 0.5)
dim_style = StyleBoxFlat.new()
dim_style.bg_color = Color(0.1, 0.1, 0.1, 0.8) # Dark dim
red_style = StyleBoxFlat.new()
red_style.bg_color = Color.RED
red_style.border_width_left = 2
red_style.border_width_top = 2
red_style.border_width_right = 2
red_style.border_width_bottom = 2
red_style.border_color = Color(1.0, 0.5, 0.5, 0.5)
if not stop_timer_node: return
# ALWAYS VISIBLE in Stop n Go mode
stop_timer_node.visible = true
if current_phase == Phase.GO:
# GO Phase: All dim unless in last 4 seconds
for i in range(stop_segments.size()):
var threshold = 4.0 - i
if phase_timer <= threshold:
stop_segments[i].add_theme_stylebox_override("panel", lit_style)
else:
stop_segments[i].add_theme_stylebox_override("panel", dim_style)
else:
# STOP Phase: All Red
for seg in stop_segments:
seg.add_theme_stylebox_override("panel", red_style)
func activate_client_side(): func activate_client_side():
is_active = true is_active = true
if hud_layer: if hud_layer:
@@ -355,7 +420,7 @@ func check_win_condition(player_id: int, position: Vector2i) -> bool:
if position.x < finish_line_x: if position.x < finish_line_x:
return false return false
# 2. Must have 3 Goal Completions (tracked by GoalsCycleManager) # 2. Must have enough Goal Completions (tracked by GoalsCycleManager)
var main = get_node_or_null("/root/Main") var main = get_node_or_null("/root/Main")
if not main: return false if not main: return false
@@ -364,14 +429,14 @@ func check_win_condition(player_id: int, position: Vector2i) -> bool:
var completed_count = goals_cycle_manager.player_goal_counts.get(player_id, 0) var completed_count = goals_cycle_manager.player_goal_counts.get(player_id, 0)
if completed_count >= 3: if completed_count >= REQUIRED_GOALS:
print("[StopNGo] Player %d REACHED FINISH with %d goals complete!" % [player_id, completed_count]) print("[StopNGo] Player %d REACHED FINISH with %d goals complete!" % [player_id, completed_count])
return true return true
else: else:
# Inform the player locally if they reach the end without goals # Inform the player locally if they reach the end without goals
var player_node = main.get_node_or_null(str(player_id)) var player_node = main.get_node_or_null(str(player_id))
if player_node: if player_node:
NotificationManager.send_message(player_node, "Incomplete! Achieve 3 goals (x3) to win!", NotificationManager.MessageType.WARNING) NotificationManager.send_message(player_node, "Incomplete! Achieve %d goals (x%d) to win!" % [REQUIRED_GOALS, REQUIRED_GOALS], NotificationManager.MessageType.WARNING)
print("[StopNGo] Player %d reached finish but goal count too low: %d/3" % [player_id, completed_count]) print("[StopNGo] Player %d reached finish but goal count too low: %d/%d" % [player_id, completed_count, REQUIRED_GOALS])
return false return false