feat : Refactored Game Over UI from programmatic to scene-based architecture and resolved critical multiplayer/spawn bugs

This commit is contained in:
2026-04-01 06:06:09 +08:00
parent a88839b396
commit f2739841c6
5 changed files with 816 additions and 195 deletions
+74 -192
View File
@@ -318,19 +318,19 @@ func add_message_to_bar(player_name: String, message: String, type: int = Messag
var color = Color.WHITE
match type:
MessageType.POWERUP:
icon = " "
icon = "âš¡ "
color = Color(0.4, 1.0, 0.4) # Bright green
MessageType.GOAL:
icon = "🎯 "
icon = "🎯 "
color = Color(1.0, 0.85, 0.2) # Gold
MessageType.CYCLE:
icon = "⏱️ "
icon = "⏱️ "
color = Color(0.4, 0.8, 1.0) # Light blue
MessageType.WARNING:
icon = "⚠️ "
icon = "⚠️ "
color = Color(1.0, 0.5, 0.3) # Orange
_:
icon = "💬 "
icon = "💬 "
color = Color(0.9, 0.9, 0.9) # Light gray
# Include player name in message if provided
@@ -966,7 +966,7 @@ func _assign_random_spawn_positions():
print("Assigned spawn %s to player %s" % [assigned_pos, player.name])
func _assign_stop_n_go_spawn_positions(all_players: Array):
"""Assigns spawns on column 0, starting from row 1 for Stop N Go mode."""
"""Assigns spawns in the left columns of the Stop N Go arena, validating walkability."""
# Sort players for deterministic assignment based on ID
all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
@@ -974,12 +974,24 @@ func _assign_stop_n_go_spawn_positions(all_players: Array):
if not enhanced_gridmap:
return
var col = 0
var current_row = 3
# Collect valid walkable spawn positions from the leftmost columns
var valid_spawns: Array[Vector2i] = []
for col in range(0, min(5, enhanced_gridmap.columns)): # Check first 5 columns
for row in range(enhanced_gridmap.rows):
var tile = enhanced_gridmap.get_cell_item(Vector3i(col, 0, row))
if tile == 0 or tile == 3: # Walkable or Start
valid_spawns.append(Vector2i(col, row))
if valid_spawns.size() >= all_players.size():
break
for player in all_players:
var assigned_pos = Vector2i(col, current_row)
current_row += 1
# Fallback: if somehow no valid spawns found, use old logic
if valid_spawns.is_empty():
for row in range(3, 3 + all_players.size()):
valid_spawns.append(Vector2i(0, row))
for i in range(all_players.size()):
var player = all_players[i]
var assigned_pos = valid_spawns[i % valid_spawns.size()]
# Ensure immediate sync
player.position = player.grid_to_world(assigned_pos)
@@ -1903,6 +1915,13 @@ func sync_full_grid_data(data: PackedInt32Array):
add_child(portal_mode_manager)
portal_mode_manager.initialize(self , enhanced_gridmap)
portal_mode_manager.setup_arena_locally()
else:
# Freemode: Ensure Floor 0 is entirely walkable (reset stale state from previous modes)
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
var f0_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if f0_item == -1 or (f0_item >= 7 and f0_item <= 20):
enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), 0)
# Apply the synced data to Floor 1
enhanced_gridmap.set_floor_data(1, data)
@@ -2089,13 +2108,13 @@ func _freeze_node_recursive(node: Node):
_freeze_node_recursive(child)
func _show_game_over_panel():
"""Create and display the game over panel with final leaderboard."""
"""Instantiate and display the game over panel scene."""
# Check if panel already exists
var existing_panel = get_node_or_null("GameOverPanel")
if existing_panel:
existing_panel.show()
var existing_layer = get_node_or_null("GameOverLayer")
if existing_layer:
existing_layer.show()
return
# Hide Gameplay UI
var actions_btn = get_node_or_null("TouchControls/TouchControls/ActionsBtn")
if actions_btn: actions_btn.hide()
@@ -2108,209 +2127,72 @@ func _show_game_over_panel():
if stop_n_go_manager and stop_n_go_manager.hud_layer:
stop_n_go_manager.hud_layer.hide()
if portal_mode_manager and portal_mode_manager.hud_layer:
portal_mode_manager.hud_layer.hide()
# Create game over panel
var panel = PanelContainer.new()
panel.name = "GameOverPanel"
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
# Semi-transparent dark background
var style = StyleBoxFlat.new()
style.bg_color = Color(0.0, 0.0, 0.0, 0.85)
panel.add_theme_stylebox_override("panel", style)
# CONTENT VBOX
var vbox = VBoxContainer.new()
vbox.name = "VBox"
vbox.set_anchors_preset(Control.PRESET_CENTER)
vbox.add_theme_constant_override("separation", 20)
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
panel.add_child(vbox)
# Center the vbox
var margin = MarginContainer.new()
margin.set_anchors_preset(Control.PRESET_FULL_RECT)
margin.add_theme_constant_override("margin_left", 200)
margin.add_theme_constant_override("margin_right", 200)
margin.add_theme_constant_override("margin_top", 100)
margin.add_theme_constant_override("margin_bottom", 100)
panel.add_child(margin)
var inner_vbox = VBoxContainer.new()
inner_vbox.add_theme_constant_override("separation", 30)
inner_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
margin.add_child(inner_vbox)
# Title
var title = Label.new()
title.text = "⏱️ TIME'S UP!"
title.add_theme_font_size_override("font_size", 64)
title.add_theme_color_override("font_color", Color(0.992, 0.796, 0.047))
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
inner_vbox.add_child(title)
# Subtitle
var subtitle = Label.new()
subtitle.text = "FINAL STANDINGS"
subtitle.add_theme_font_size_override("font_size", 24)
subtitle.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7))
subtitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
inner_vbox.add_child(subtitle)
# Leaderboard container
var leaderboard_container = VBoxContainer.new()
leaderboard_container.add_theme_constant_override("separation", 15)
inner_vbox.add_child(leaderboard_container)
var player_scores = []
# =========================================================================
# Gather + sort player data
# =========================================================================
var all_player_scores = []
for p in get_tree().get_nodes_in_group("Players"):
player_scores.append({
"peer_id": p.name.to_int(),
var pid = p.name.to_int()
all_player_scores.append({
"peer_id": pid,
"name": p.display_name if not p.display_name.is_empty() else str(p.name),
"score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
"score": goals_cycle_manager.get_player_score(pid) if goals_cycle_manager else 0,
"goal_count": goals_cycle_manager.player_goal_counts.get(pid, 0) if goals_cycle_manager else 0,
"character": p._selected_character if "_selected_character" in p else "Masbro"
})
# Custom Sort for Stop n Go and Tekton Doors: Winner always first
# Sort players by score (with winner priority for special modes)
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_winner_id != -1:
player_scores.sort_custom(func(a, b):
all_player_scores.sort_custom(func(a, b):
if a.peer_id == stop_n_go_winner_id: return true
if b.peer_id == stop_n_go_winner_id: return false
return a.score > b.score
)
elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_winner_id != -1:
player_scores.sort_custom(func(a, b):
all_player_scores.sort_custom(func(a, b):
if a.peer_id == portal_mode_winner_id: return true
if b.peer_id == portal_mode_winner_id: return false
return a.score > b.score
)
else:
player_scores.sort_custom(func(a, b): return a.score > b.score)
all_player_scores.sort_custom(func(a, b): return a.score > b.score)
# Display each player
# =========================================================================
# Instantiate the scene
# =========================================================================
var panel_scene = load("res://scenes/ui/game_over_panel.tscn")
if not panel_scene:
push_error("[Main] Failed to load game_over_panel.tscn")
return
# CanvasLayer for proper z-ordering
var canvas_layer = CanvasLayer.new()
canvas_layer.name = "GameOverLayer"
canvas_layer.layer = 50
add_child(canvas_layer)
var panel = panel_scene.instantiate()
canvas_layer.add_child(panel)
# Populate data
var local_peer_id = multiplayer.get_unique_id()
var local_player_rank = -1
panel.setup(all_player_scores, local_peer_id)
# Find local player rank in sorted list
for i in range(player_scores.size()):
if player_scores[i].peer_id == local_peer_id:
local_player_rank = i
break
var rank_colors = [
Color(1.0, 0.84, 0.0), # Gold
Color(0.75, 0.75, 0.75), # Silver
Color(0.8, 0.5, 0.2) # Bronze
]
var rank_emojis = ["🥇", "🥈", "🥉"]
# Helper to create a leaderboard entry HBox
var create_entry = func(rank_idx: int):
var entry = HBoxContainer.new()
entry.add_theme_constant_override("separation", 20)
var score_data = player_scores[rank_idx]
var is_local = score_data.peer_id == local_peer_id
var rank_label = Label.new()
if rank_idx < 3:
rank_label.text = rank_emojis[rank_idx]
else:
# Ordinal rank (4th, 5th, etc.)
var n = rank_idx + 1
var suffix = "th"
if n % 10 == 1 and n % 100 != 11: suffix = "st"
elif n % 10 == 2 and n % 100 != 12: suffix = "nd"
elif n % 10 == 3 and n % 100 != 13: suffix = "rd"
rank_label.text = str(n) + suffix
rank_label.add_theme_font_size_override("font_size", 32)
entry.add_child(rank_label)
var name_label = Label.new()
name_label.text = score_data.name + (" (YOU)" if is_local else "")
name_label.add_theme_font_size_override("font_size", 28)
if rank_idx < 3:
name_label.add_theme_color_override("font_color", rank_colors[rank_idx])
elif is_local:
name_label.add_theme_color_override("font_color", Color(0.4, 0.7, 1.0)) # Blue for local player
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
entry.add_child(name_label)
var score_label = Label.new()
score_label.text = str(score_data.score)
score_label.add_theme_font_size_override("font_size", 28)
score_label.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
entry.add_child(score_label)
return entry
# 1. Show Top 3
for i in range(min(player_scores.size(), 3)):
leaderboard_container.add_child(create_entry.call(i))
# 2. Show Local Player if NOT in Top 3
if local_player_rank >= 3:
# Add a separator
var separator = ColorRect.new()
separator.custom_minimum_size = Vector2(0, 2)
separator.color = Color(1, 1, 1, 0.2)
leaderboard_container.add_child(separator)
# Add local player entry
leaderboard_container.add_child(create_entry.call(local_player_rank))
# 3. Rematch Option
var rematch_container = HBoxContainer.new()
rematch_container.alignment = BoxContainer.ALIGNMENT_CENTER
rematch_container.add_theme_constant_override("separation", 20)
inner_vbox.add_child(rematch_container)
var rematch_btn = Button.new()
rematch_btn.name = "RematchBtn"
rematch_btn.text = "REMATCH"
rematch_btn.custom_minimum_size = Vector2(200, 60)
rematch_btn.add_theme_font_size_override("font_size", 20)
rematch_btn.pressed.connect(func():
rematch_btn.disabled = true
rematch_btn.text = "VOTED"
# Connect signals
panel.back_pressed.connect(_on_back_to_menu_pressed)
panel.rematch_pressed.connect(func():
LobbyManager.request_rematch.rpc(multiplayer.get_unique_id())
)
rematch_container.add_child(rematch_btn)
var rematch_label = Label.new()
rematch_label.name = "RematchVoteLabel"
rematch_label.text = "0/2"
rematch_label.add_theme_font_size_override("font_size", 24)
rematch_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7))
rematch_container.add_child(rematch_label)
LobbyManager.rematch_votes_updated.connect(func(count, required):
if is_instance_valid(rematch_label):
rematch_label.text = "%d/%d" % [count, required]
if count >= required:
rematch_label.add_theme_color_override("font_color", Color.GREEN)
if is_instance_valid(panel):
panel.update_rematch_votes(count, required)
)
# 4. Back to Menu button
var back_btn = Button.new()
back_btn.name = "BackToMenuBtn"
back_btn.text = "BACK TO MAIN MENU"
back_btn.custom_minimum_size = Vector2(300, 60)
back_btn.add_theme_font_size_override("font_size", 20)
back_btn.pressed.connect(_on_back_to_menu_pressed)
# Center the button in a container
var btn_container = HBoxContainer.new()
btn_container.alignment = BoxContainer.ALIGNMENT_CENTER
btn_container.add_child(back_btn)
inner_vbox.add_child(btn_container)
add_child(panel)
func _on_back_to_menu_pressed():
"""Return to lobby/main menu and clean up game state."""
print("[Main] Returning to lobby...")