feat: Introduce modular player system with dedicated managers for movement, race, input, playerboard, actions, special tiles, and powerups, along with a new main scene and documentation.

This commit is contained in:
2025-12-16 02:37:26 +08:00
parent 96f5754f99
commit e41ffcfb67
9 changed files with 494 additions and 146 deletions
+68
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@@ -0,0 +1,68 @@
# [ ADT's Report ]
## Date: 2025-12-16
---
## ✅ main.tscn - Changes
- Added **PowerUpBar** GUI panel (center-top, 4 battery segments)
- Added **LeaderboardPanel** GUI panel (right side, 4 player entries)
- Added **GoalsTimer** GUI panel (top-left, standalone timer with background)
---
## ✅ main.gd - Changes
- Updated `_on_timer_updated()` to use standalone GoalsTimer
- Added `_deferred_init_leaderboard()` for delayed leaderboard initialization
- Added `request_leaderboard_sync()` RPC for client-server leaderboard sync
- Added `sync_leaderboard_data()` RPC to receive leaderboard from server
- Updated `_on_leaderboard_updated()` to broadcast leaderboard to all clients
- Updated `sync_game_start()` to call deferred leaderboard init
- Added `initialize_leaderboard_with_players()` call in `_start_game()`
---
## ✅ ui_manager.gd - Changes
- Changed `setup_powerup_bar_ui()` to get node reference instead of creating
- Changed `setup_leaderboard_ui()` to get node reference instead of creating
- Added `_connect_powerup_manager_deferred()` with 0.3s delay for signal connection
- Updated `setup_timer_labels()` to style standalone GoalsTimer
- Fixed `powerup_bar` variable type from `HBoxContainer` to `PanelContainer`
---
## ✅ playerboard_manager.gd - Changes
- Added `_normalize_tile()` helper (converts holo tiles 11-14 → 7-10)
- Applied normalization to `find_best_goal_slot_for_item()`
- Applied normalization to `auto_put_item()` for junk detection
---
## ✅ player_race_manager.gd - Changes
- Added `_normalize_tile()` helper for holo tile equivalence
- Applied normalization to `check_3x3_section()` for goal completion detection
---
## ✅ goals_cycle_manager.gd - Changes
- Added `_initialize_player_scores()` to init all players with score 0 at cycle start
---
## Summary of Features
### 1. Power-up Bar & Leaderboard GUI
- Moved from script-instantiated to scene-based nodes
- Power-up bar displays 4 battery segments (12 points max)
- Leaderboard shows 4 player entries with rank, name, score
### 2. Standalone Timer
- Timer moved from PlayerGoals panels to top-left corner
- Styled with gold border and large font
### 3. Holo Tile Equivalence
- Holo tiles (11-14) now treated same as normal tiles (7-10)
- Works for auto-grab, auto-put, and goal completion
### 4. Leaderboard Client Sync Fix
- Server now broadcasts leaderboard data via RPC
- Clients request and receive authoritative player list from server
+116 -18
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@@ -267,6 +267,11 @@ func _start_game():
# Start the goals cycle timer # Start the goals cycle timer
if goals_cycle_manager: if goals_cycle_manager:
goals_cycle_manager.start_cycle() goals_cycle_manager.start_cycle()
# Initialize leaderboard with all players
if ui_manager:
var all_players = get_tree().get_nodes_in_group("Players")
ui_manager.initialize_leaderboard_with_players(all_players)
# ============================================================================= # =============================================================================
# Player Management # Player Management
@@ -378,6 +383,9 @@ func sync_game_start(player_list: Array, is_turn_based: bool):
GameStateManager.players = player_list GameStateManager.players = player_list
TurnManager.turn_based_mode = is_turn_based TurnManager.turn_based_mode = is_turn_based
GameStateManager.start_game() GameStateManager.start_game()
# Initialize leaderboard for all peers (after a delay to ensure players loaded)
call_deferred("_deferred_init_leaderboard")
# ============================================================================= # =============================================================================
# UI / Action State Management # UI / Action State Management
@@ -731,15 +739,14 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
# ============================================================================= # =============================================================================
func _on_timer_updated(time_remaining: float): func _on_timer_updated(time_remaining: float):
# Update timer display on all player goal panels # Update standalone timer display
var time_text = "%02d:%02d" % [int(time_remaining) / 60, int(time_remaining) % 60] var time_text = str(int(time_remaining))
for i in range($AllPlayerGoals.get_child_count()): var timer_panel = get_node_or_null("GoalsTimer")
var panel = $AllPlayerGoals.get_child(i) if timer_panel:
if panel.visible: var timer_label = timer_panel.get_node_or_null("VBox/TimerLabel")
var timer_label = panel.get_node_or_null("TimerLabel") if timer_label:
if timer_label: timer_label.text = time_text
timer_label.text = time_text
func _on_score_updated(peer_id: int, new_score: int): func _on_score_updated(peer_id: int, new_score: int):
# Update player's score display # Update player's score display
@@ -751,26 +758,117 @@ func _on_score_updated(peer_id: int, new_score: int):
_update_leaderboard_display() _update_leaderboard_display()
func _on_leaderboard_updated(sorted_scores: Array): func _on_leaderboard_updated(sorted_scores: Array):
# Update the leaderboard panel # Update the leaderboard panel locally
_update_leaderboard_display() _update_leaderboard_display()
# Server broadcasts updated leaderboard to all clients
if multiplayer.is_server():
var player_data = []
for p in get_tree().get_nodes_in_group("Players"):
player_data.append({
"peer_id": p.get_multiplayer_authority(),
"name": p.name,
"score": goals_cycle_manager.get_player_score(p.get_multiplayer_authority()) if goals_cycle_manager else 0
})
rpc("sync_leaderboard_data", player_data)
func _deferred_init_leaderboard():
"""Initialize leaderboard after a delay to ensure all players are loaded."""
# Longer delay ensures players are synced
await get_tree().create_timer(1.5).timeout
# Request leaderboard sync from server for accurate data
if not multiplayer.is_server():
rpc_id(1, "request_leaderboard_sync")
else:
# Server can update directly
_update_leaderboard_display()
@rpc("any_peer")
func request_leaderboard_sync():
"""Client requests leaderboard data from server."""
if multiplayer.is_server():
var sender_id = multiplayer.get_remote_sender_id()
# Build player list with peer_ids and names
var player_data = []
for p in get_tree().get_nodes_in_group("Players"):
player_data.append({
"peer_id": p.get_multiplayer_authority(),
"name": p.name,
"score": goals_cycle_manager.get_player_score(p.get_multiplayer_authority()) if goals_cycle_manager else 0
})
rpc_id(sender_id, "sync_leaderboard_data", player_data)
@rpc("authority", "call_local", "reliable")
func sync_leaderboard_data(player_data: Array):
"""Receive leaderboard data from server and update UI."""
var leaderboard_panel = get_node_or_null("LeaderboardPanel")
if not leaderboard_panel:
return
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
if not vbox:
return
# Sort by score descending
player_data.sort_custom(func(a, b): return a.score > b.score)
# Update entries
for i in range(4):
var entry = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry:
continue
if i < player_data.size():
var data = player_data[i]
var rank_label = entry.get_node_or_null("RankLabel")
var name_label = entry.get_node_or_null("NameLabel")
var score_label = entry.get_node_or_null("ScoreLabel")
if rank_label:
rank_label.text = _get_ordinal(i + 1)
if name_label:
name_label.text = "Player " + str(data.name)
if score_label:
score_label.text = str(data.score)
entry.visible = true
else:
entry.visible = false
func _update_leaderboard_display(): func _update_leaderboard_display():
var leaderboard_panel = get_node_or_null("LeaderboardPanel") var leaderboard_panel = get_node_or_null("LeaderboardPanel")
if not leaderboard_panel: if not leaderboard_panel:
return return
var sorted_scores = goals_cycle_manager.get_leaderboard() if goals_cycle_manager else [] # Try both possible paths for vbox
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
if not vbox:
vbox = leaderboard_panel.get_node_or_null("VBox")
if not vbox:
return
# Get player names and update entries # Get all players in game
var all_players = get_tree().get_nodes_in_group("Players")
# Build scores array with all players
var player_data = []
for p in all_players:
var peer_id = p.get_multiplayer_authority()
var score = goals_cycle_manager.get_player_score(peer_id) if goals_cycle_manager else 0
player_data.append({"peer_id": peer_id, "name": p.name, "score": score})
# Sort by score descending
player_data.sort_custom(func(a, b): return a.score > b.score)
# Update entries
for i in range(4): # Max 4 entries for i in range(4): # Max 4 entries
var entry = leaderboard_panel.get_node_or_null("Entry" + str(i + 1)) var entry = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry: if not entry:
continue continue
if i < sorted_scores.size(): if i < player_data.size():
var score_data = sorted_scores[i] var data = player_data[i]
var player = get_node_or_null(str(score_data.peer_id))
var player_name = player.name if player else str(score_data.peer_id)
var rank_label = entry.get_node_or_null("RankLabel") var rank_label = entry.get_node_or_null("RankLabel")
var name_label = entry.get_node_or_null("NameLabel") var name_label = entry.get_node_or_null("NameLabel")
@@ -779,9 +877,9 @@ func _update_leaderboard_display():
if rank_label: if rank_label:
rank_label.text = _get_ordinal(i + 1) rank_label.text = _get_ordinal(i + 1)
if name_label: if name_label:
name_label.text = player_name name_label.text = str(data.name)
if score_label: if score_label:
score_label.text = str(score_data.score) score_label.text = str(data.score)
entry.visible = true entry.visible = true
else: else:
+179
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@@ -9324,6 +9324,185 @@ theme_override_constants/margin_bottom = 5
layout_mode = 2 layout_mode = 2
theme_override_constants/separation = 4 theme_override_constants/separation = 4
[node name="PowerUpBar" type="PanelContainer" parent="."]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -110.0
offset_top = 125.0
offset_right = 110.0
offset_bottom = 161.0
grow_horizontal = 2
[node name="HBox" type="HBoxContainer" parent="PowerUpBar"]
layout_mode = 2
theme_override_constants/separation = 4
[node name="PowerLabel" type="Label" parent="PowerUpBar/HBox"]
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "POWER "
[node name="Segment0" type="Panel" parent="PowerUpBar/HBox"]
custom_minimum_size = Vector2(36, 20)
layout_mode = 2
[node name="Segment1" type="Panel" parent="PowerUpBar/HBox"]
custom_minimum_size = Vector2(36, 20)
layout_mode = 2
[node name="Segment2" type="Panel" parent="PowerUpBar/HBox"]
custom_minimum_size = Vector2(36, 20)
layout_mode = 2
[node name="Segment3" type="Panel" parent="PowerUpBar/HBox"]
custom_minimum_size = Vector2(36, 20)
layout_mode = 2
[node name="LeaderboardPanel" type="PanelContainer" parent="."]
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -210.0
offset_top = 80.0
offset_right = -10.0
offset_bottom = 280.0
grow_horizontal = 0
[node name="MarginContainer" type="MarginContainer" parent="LeaderboardPanel"]
layout_mode = 2
theme_override_constants/margin_left = 8
theme_override_constants/margin_top = 8
theme_override_constants/margin_right = 8
theme_override_constants/margin_bottom = 8
[node name="VBox" type="VBoxContainer" parent="LeaderboardPanel/MarginContainer"]
layout_mode = 2
theme_override_constants/separation = 4
[node name="Title" type="Label" parent="LeaderboardPanel/MarginContainer/VBox"]
layout_mode = 2
theme_override_font_sizes/font_size = 16
text = "🏆 LEADERBOARD"
horizontal_alignment = 1
[node name="Separator" type="HSeparator" parent="LeaderboardPanel/MarginContainer/VBox"]
layout_mode = 2
[node name="Entry1" type="HBoxContainer" parent="LeaderboardPanel/MarginContainer/VBox"]
layout_mode = 2
[node name="RankLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry1"]
custom_minimum_size = Vector2(35, 0)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "1st"
[node name="NameLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry1"]
custom_minimum_size = Vector2(100, 0)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "Player 1"
clip_text = true
[node name="ScoreLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry1"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 14
text = "0"
horizontal_alignment = 2
[node name="Entry2" type="HBoxContainer" parent="LeaderboardPanel/MarginContainer/VBox"]
layout_mode = 2
[node name="RankLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry2"]
custom_minimum_size = Vector2(35, 0)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "2nd"
[node name="NameLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry2"]
custom_minimum_size = Vector2(100, 0)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "Player 2"
clip_text = true
[node name="ScoreLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry2"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 14
text = "0"
horizontal_alignment = 2
[node name="Entry3" type="HBoxContainer" parent="LeaderboardPanel/MarginContainer/VBox"]
layout_mode = 2
[node name="RankLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry3"]
custom_minimum_size = Vector2(35, 0)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "3rd"
[node name="NameLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry3"]
custom_minimum_size = Vector2(100, 0)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "Player 3"
clip_text = true
[node name="ScoreLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry3"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 14
text = "0"
horizontal_alignment = 2
[node name="Entry4" type="HBoxContainer" parent="LeaderboardPanel/MarginContainer/VBox"]
layout_mode = 2
[node name="RankLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry4"]
custom_minimum_size = Vector2(35, 0)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "4th"
[node name="NameLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry4"]
custom_minimum_size = Vector2(100, 0)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "Player 4"
clip_text = true
[node name="ScoreLabel" type="Label" parent="LeaderboardPanel/MarginContainer/VBox/Entry4"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 14
text = "0"
horizontal_alignment = 2
[node name="GoalsTimer" type="PanelContainer" parent="."]
offset_left = 20.0
offset_top = 20.0
offset_right = 120.0
offset_bottom = 90.0
[node name="VBox" type="VBoxContainer" parent="GoalsTimer"]
layout_mode = 2
alignment = 1
[node name="TimerLabel" type="Label" parent="GoalsTimer/VBox"]
layout_mode = 2
theme_override_font_sizes/font_size = 32
text = "60"
horizontal_alignment = 1
[node name="SuffixLabel" type="Label" parent="GoalsTimer/VBox"]
layout_mode = 2
theme_override_font_sizes/font_size = 12
text = "seconds"
horizontal_alignment = 1
[connection signal="pressed" from="Menu/Host" to="." method="_on_host_pressed"] [connection signal="pressed" from="Menu/Host" to="." method="_on_host_pressed"]
[connection signal="pressed" from="Menu/Join" to="." method="_on_join_pressed"] [connection signal="pressed" from="Menu/Join" to="." method="_on_join_pressed"]
[connection signal="text_submitted" from="MessageInput" to="." method="_on_message_input_text_submitted"] [connection signal="text_submitted" from="MessageInput" to="." method="_on_message_input_text_submitted"]
+11
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@@ -55,8 +55,19 @@ func start_cycle():
emit_signal("cycle_started") emit_signal("cycle_started")
if multiplayer.is_server(): if multiplayer.is_server():
# Initialize scores for all connected players
_initialize_player_scores()
rpc("sync_cycle_start") rpc("sync_cycle_start")
func _initialize_player_scores():
"""Initialize scores for all connected players to 0."""
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var peer_id = player.get_multiplayer_authority()
if not player_scores.has(peer_id):
player_scores[peer_id] = 0
_update_leaderboard()
@rpc("authority", "call_local", "reliable") @rpc("authority", "call_local", "reliable")
func sync_cycle_start(): func sync_cycle_start():
current_cycle_timer = CYCLE_DURATION current_cycle_timer = CYCLE_DURATION
@@ -0,0 +1 @@
uid://c6ip5g2kja65e
+9 -1
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@@ -34,6 +34,12 @@ func get_ordinal_string(number: int) -> String:
# Goal Pattern Matching (Core Functionality) # Goal Pattern Matching (Core Functionality)
# ============================================================================= # =============================================================================
func _normalize_tile(tile: int) -> int:
"""Convert holo tiles (11-14) to normal tiles (7-10) for goal comparison."""
if tile >= 11 and tile <= 14:
return tile - 4
return tile
func check_3x3_section(board: Array, goals_pattern: Array, start_row: int, start_col: int) -> bool: func check_3x3_section(board: Array, goals_pattern: Array, start_row: int, start_col: int) -> bool:
for i in range(3): for i in range(3):
for j in range(3): for j in range(3):
@@ -45,7 +51,9 @@ func check_3x3_section(board: Array, goals_pattern: Array, start_row: int, start
for i in range(3): for i in range(3):
for j in range(3): for j in range(3):
if goals_pattern[i][j] != -1: if goals_pattern[i][j] != -1:
if board[start_row + i][start_col + j] != goals_pattern[i][j]: # Normalize board value to treat holo tiles (11-14) same as normal (7-10)
var normalized_board = _normalize_tile(board[start_row + i][start_col + j])
if normalized_board != goals_pattern[i][j]:
return false return false
return true return true
+16 -3
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@@ -14,6 +14,12 @@ func initialize(p_player: Node3D, p_gridmap: Node):
player = p_player player = p_player
enhanced_gridmap = p_gridmap enhanced_gridmap = p_gridmap
func _normalize_tile(tile: int) -> int:
"""Convert holo tiles (11-14) to normal tiles (7-10) for goal comparison."""
if tile >= 11 and tile <= 14:
return tile - 4
return tile
# ============================================================================= # =============================================================================
# GRAB Operations # GRAB Operations
# ============================================================================= # =============================================================================
@@ -230,8 +236,10 @@ func auto_put_item() -> bool:
if current_item == -1: if current_item == -1:
continue continue
# Normalize item for goal comparison (holo tiles 11-14 = normal tiles 7-10)
var normalized_item = _normalize_tile(current_item)
# Item is not in goals at all → definitely junk, put this first # Item is not in goals at all → definitely junk, put this first
if not current_item in player.goals: if not normalized_item in player.goals:
put_slot = i put_slot = i
break break
@@ -253,8 +261,10 @@ func auto_put_item() -> bool:
var goal_row = row - 1 var goal_row = row - 1
var goal_col = col - 1 var goal_col = col - 1
var expected_goal = player.goals[goal_row * 3 + goal_col] var expected_goal = player.goals[goal_row * 3 + goal_col]
# Normalize for comparison (holo tiles 11-14 = normal tiles 7-10)
var normalized_board = _normalize_tile(board_item)
# If the item doesn't match what should be in this goal position, it's misplaced # If the item doesn't match what should be in this goal position, it's misplaced
if board_item != expected_goal and expected_goal != -1: if normalized_board != expected_goal and expected_goal != -1:
put_slot = i put_slot = i
break break
@@ -390,6 +400,9 @@ func find_best_goal_slot_for_item(item: int) -> int:
if item == -1: if item == -1:
return -1 return -1
# Normalize item - treat holo tiles (11-14) the same as normal tiles (7-10)
var normalized_item = _normalize_tile(item)
# Convert goals to 2D (3x3) # Convert goals to 2D (3x3)
var goals_2d = [] var goals_2d = []
for i in range(3): for i in range(3):
@@ -401,7 +414,7 @@ func find_best_goal_slot_for_item(item: int) -> int:
# Search for where this item should go in the central 3x3 (mapped to 5x5 board) # Search for where this item should go in the central 3x3 (mapped to 5x5 board)
for i in range(3): for i in range(3):
for j in range(3): for j in range(3):
if goals_2d[i][j] == item: if goals_2d[i][j] == normalized_item:
var board_row = i + 1 # offset to center in 5x5 var board_row = i + 1 # offset to center in 5x5
var board_col = j + 1 var board_col = j + 1
var slot_index = board_row * 5 + board_col var slot_index = board_row * 5 + board_col
+1
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@@ -0,0 +1 @@
uid://dhm40qesad4cm
+93 -124
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@@ -137,60 +137,52 @@ func update_button_states():
func set_local_player(player): func set_local_player(player):
local_player_character = player local_player_character = player
# Connect to powerup signals # Connect to powerup signals with deferred call (manager needs time to initialize)
_connect_powerup_manager_deferred(player)
func _connect_powerup_manager_deferred(player):
"""Wait for PowerUpManager to be initialized before connecting."""
await player.get_tree().create_timer(0.3).timeout
var powerup_manager = player.get_node_or_null("PowerUpManager") var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager: if powerup_manager:
powerup_manager.points_changed.connect(_on_powerup_points_changed) if not powerup_manager.points_changed.is_connected(_on_powerup_points_changed):
powerup_manager.points_changed.connect(_on_powerup_points_changed)
# Initialize bar with current values
update_powerup_bar(powerup_manager.get_points(), powerup_manager.get_max_points())
# ============================================================================= # =============================================================================
# Power-Up Bar UI (Battery Style) # Power-Up Bar UI (Battery Style)
# ============================================================================= # =============================================================================
var powerup_bar: HBoxContainer var powerup_bar: PanelContainer
var powerup_segments: Array = [] var powerup_segments: Array = []
func setup_powerup_bar_ui(main_node): func setup_powerup_bar_ui(main_node):
"""Create battery-style power-up bar with 4 segments.""" """Get reference to existing PowerUpBar in scene and cache segment references."""
var parent = main_node.get_node_or_null("PlayerboardUI") powerup_bar = main_node.get_node_or_null("PowerUpBar")
if not parent: if not powerup_bar:
parent = main_node push_warning("PowerUpBar node not found in scene")
return
# Create container # Get segment references from scene
powerup_bar = HBoxContainer.new()
powerup_bar.name = "PowerUpBar"
powerup_bar.custom_minimum_size = Vector2(200, 30)
# Position above playerboard
powerup_bar.position = Vector2(0, -40)
# Create label
var label = Label.new()
label.text = "POWER: "
label.add_theme_font_size_override("font_size", 14)
powerup_bar.add_child(label)
# Create 4 battery segments
powerup_segments.clear() powerup_segments.clear()
for i in range(4): var hbox = powerup_bar.get_node_or_null("HBox")
var segment = Panel.new() if hbox:
segment.custom_minimum_size = Vector2(40, 24) for i in range(4):
segment.name = "Segment" + str(i) var segment = hbox.get_node_or_null("Segment" + str(i))
if segment:
# Style the segment # Apply initial empty style
var style = StyleBoxFlat.new() var style = StyleBoxFlat.new()
style.bg_color = Color(0.2, 0.2, 0.2, 0.8) # Dark empty style.bg_color = Color(0.15, 0.15, 0.15, 1.0)
style.border_color = Color(0.4, 0.8, 0.4, 1.0) # Green border style.border_color = Color(0.3, 0.7, 0.3, 1.0)
style.set_border_width_all(2) style.set_border_width_all(2)
style.corner_radius_top_left = 4 if i == 0 else 0 style.corner_radius_top_left = 4 if i == 0 else 0
style.corner_radius_bottom_left = 4 if i == 0 else 0 style.corner_radius_bottom_left = 4 if i == 0 else 0
style.corner_radius_top_right = 4 if i == 3 else 0 style.corner_radius_top_right = 4 if i == 3 else 0
style.corner_radius_bottom_right = 4 if i == 3 else 0 style.corner_radius_bottom_right = 4 if i == 3 else 0
segment.add_theme_stylebox_override("panel", style) segment.add_theme_stylebox_override("panel", style)
powerup_segments.append(segment)
powerup_bar.add_child(segment)
powerup_segments.append(segment)
parent.add_child(powerup_bar)
func update_powerup_bar(current_points: int, max_points: int): func update_powerup_bar(current_points: int, max_points: int):
"""Update battery segments based on current power-up points.""" """Update battery segments based on current power-up points."""
@@ -219,75 +211,22 @@ func _on_powerup_points_changed(current: int, max_points: int):
var leaderboard_panel: PanelContainer var leaderboard_panel: PanelContainer
func setup_leaderboard_ui(main_node): func setup_leaderboard_ui(main_node):
"""Create leaderboard panel on right side of screen.""" """Get reference to existing LeaderboardPanel in scene."""
leaderboard_panel = PanelContainer.new() leaderboard_panel = main_node.get_node_or_null("LeaderboardPanel")
leaderboard_panel.name = "LeaderboardPanel" if not leaderboard_panel:
leaderboard_panel.custom_minimum_size = Vector2(180, 180) push_warning("LeaderboardPanel node not found in scene")
return
# Position on right side # Apply styling to the panel
leaderboard_panel.set_anchors_preset(Control.PRESET_TOP_RIGHT)
leaderboard_panel.position = Vector2(-200, 100)
# Style the panel
var style = StyleBoxFlat.new() var style = StyleBoxFlat.new()
style.bg_color = Color(0.1, 0.1, 0.1, 0.85) style.bg_color = Color(0.08, 0.08, 0.12, 0.92)
style.border_color = Color(0.8, 0.7, 0.2, 1.0) # Gold border style.border_color = Color(0.85, 0.75, 0.25, 1.0) # Gold border
style.set_border_width_all(2) style.set_border_width_all(2)
style.corner_radius_top_left = 8 style.corner_radius_top_left = 8
style.corner_radius_top_right = 8 style.corner_radius_top_right = 8
style.corner_radius_bottom_left = 8 style.corner_radius_bottom_left = 8
style.corner_radius_bottom_right = 8 style.corner_radius_bottom_right = 8
leaderboard_panel.add_theme_stylebox_override("panel", style) leaderboard_panel.add_theme_stylebox_override("panel", style)
var vbox = VBoxContainer.new()
vbox.name = "VBox"
# Title
var title = Label.new()
title.text = "LEADERBOARD"
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
title.add_theme_font_size_override("font_size", 16)
title.add_theme_color_override("font_color", Color(0.9, 0.8, 0.2))
vbox.add_child(title)
# Separator
var sep = HSeparator.new()
vbox.add_child(sep)
# Create 4 player entries
for i in range(4):
var entry = HBoxContainer.new()
entry.name = "Entry" + str(i + 1)
entry.visible = false
var rank_label = Label.new()
rank_label.name = "RankLabel"
rank_label.custom_minimum_size = Vector2(40, 0)
rank_label.text = _get_rank_text(i + 1)
rank_label.add_theme_font_size_override("font_size", 14)
entry.add_child(rank_label)
var name_label = Label.new()
name_label.name = "NameLabel"
name_label.custom_minimum_size = Vector2(80, 0)
name_label.clip_text = true
name_label.text = "---"
name_label.add_theme_font_size_override("font_size", 14)
entry.add_child(name_label)
var score_label = Label.new()
score_label.name = "ScoreLabel"
score_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
score_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
score_label.text = "0"
score_label.add_theme_font_size_override("font_size", 14)
score_label.add_theme_color_override("font_color", Color(0.8, 1.0, 0.8))
entry.add_child(score_label)
vbox.add_child(entry)
leaderboard_panel.add_child(vbox)
main_node.add_child(leaderboard_panel)
func _get_rank_text(rank: int) -> String: func _get_rank_text(rank: int) -> String:
match rank: match rank:
@@ -302,29 +241,59 @@ func _get_rank_text(rank: int) -> String:
# ============================================================================= # =============================================================================
func setup_timer_labels(main_node): func setup_timer_labels(main_node):
"""Add timer labels to each player goals panel.""" """Apply styling to standalone GoalsTimer in scene."""
var all_player_goals = main_node.get_node_or_null("AllPlayerGoals") var goals_timer = main_node.get_node_or_null("GoalsTimer")
if not all_player_goals: if not goals_timer:
push_warning("GoalsTimer node not found in scene")
return return
for i in range(all_player_goals.get_child_count()): # Apply dark background style
var panel = all_player_goals.get_child(i) var style = StyleBoxFlat.new()
style.bg_color = Color(0.1, 0.1, 0.15, 0.9)
# Skip if timer already exists style.border_color = Color(1.0, 0.85, 0.2, 1.0) # Gold border
if panel.get_node_or_null("TimerLabel"): style.set_border_width_all(2)
style.corner_radius_top_left = 8
style.corner_radius_top_right = 8
style.corner_radius_bottom_left = 8
style.corner_radius_bottom_right = 8
goals_timer.add_theme_stylebox_override("panel", style)
# Style the timer label
var timer_label = goals_timer.get_node_or_null("VBox/TimerLabel")
if timer_label:
timer_label.add_theme_color_override("font_color", Color(1.0, 0.85, 0.2))
var suffix_label = goals_timer.get_node_or_null("VBox/SuffixLabel")
if suffix_label:
suffix_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7))
# Method to update leaderboard with all players in match
func initialize_leaderboard_with_players(players: Array):
"""Initialize leaderboard showing all players with score 0."""
if not leaderboard_panel:
return
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
if not vbox:
vbox = leaderboard_panel.get_node_or_null("VBox")
if not vbox:
return
for i in range(4):
var entry = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry:
continue continue
var timer_label = Label.new() if i < players.size():
timer_label.name = "TimerLabel" var player = players[i]
timer_label.text = "01:00" var name_label = entry.get_node_or_null("NameLabel")
timer_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER var score_label = entry.get_node_or_null("ScoreLabel")
timer_label.add_theme_font_size_override("font_size", 18)
timer_label.add_theme_color_override("font_color", Color(1.0, 0.9, 0.3)) if name_label:
name_label.text = str(player.name) if player else "Player " + str(i + 1)
# Add at the top of the panel if score_label:
var margin = panel.get_node_or_null("MarginContainer") score_label.text = str(player.score) if player and player.get("score") else "0"
if margin:
margin.add_child(timer_label) entry.visible = true
margin.move_child(timer_label, 0)
else: else:
panel.add_child(timer_label) entry.visible = false