feat: update shop
This commit is contained in:
@@ -12,6 +12,7 @@ var stats: Dictionary = {}
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var wallet: Dictionary = {"gold": 0, "star": 0}
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var inventory: Array = []
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var loadout: Dictionary = {"head": "", "costume": "", "glove": "", "accessory": ""}
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var shop_catalog: Dictionary = {}
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var is_profile_loaded: bool = false
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# Nakama storage collection names
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@@ -107,7 +108,7 @@ func load_profile() -> Dictionary:
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is_profile_loaded = true
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emit_signal("profile_loaded", profile)
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print("[UserProfileManager] Profile loaded: ", profile.display_name)
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print("[UserProfileManager] Profile loaded: ", profile.get("display_name", "Unknown"))
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# Auto-sync existing score to native Nakama leaderboard in background
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if stats.get("high_score", 0) > 0 and NakamaManager.session and not AuthManager.is_guest:
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@@ -315,6 +316,55 @@ func purchase_item(item_id: String, price_gold: int, price_star: int, category:
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emit_signal("profile_updated")
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return true
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func fetch_shop_catalog() -> void:
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if not NakamaManager.session: return
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var result = await NakamaManager.client.rpc_async(
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NakamaManager.session,
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"get_shop_catalog",
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"{}"
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)
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if result.is_exception():
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push_error("[UserProfileManager] Failed to fetch shop catalog: ", result.get_exception().message)
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return
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var payload: Dictionary = JSON.parse_string(result.payload)
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if payload and payload.has("catalog"):
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shop_catalog = payload.catalog
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emit_signal("profile_updated")
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func buy_currency(package_id: String) -> bool:
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if not NakamaManager.session: return false
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var payload = JSON.stringify({
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"package_id": package_id
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})
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var result = await NakamaManager.client.rpc_async(
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NakamaManager.session,
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"buy_currency",
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payload
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)
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if result.is_exception():
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push_error("[UserProfileManager] Failed to buy currency: ", result.get_exception().message)
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return false
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await _reload_wallet()
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return true
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func _reload_wallet() -> void:
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if not NakamaManager.session: return
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var account = await NakamaManager.client.get_account_async(NakamaManager.session)
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if account.is_exception(): return
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if account.wallet:
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var w_data = JSON.parse_string(account.wallet)
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if w_data:
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wallet["gold"] = w_data.get("gold", 0)
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wallet["star"] = w_data.get("star", 0)
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emit_signal("profile_updated")
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# =============================================================================
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# Stats Management
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# =============================================================================
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+319
-69
@@ -2,90 +2,340 @@ extends Control
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signal closed
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@onready var tab_container = $Panel/VBoxContainer/TabContainer
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@onready var head_grid = $Panel/VBoxContainer/TabContainer/Head/GridContainer
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@onready var costume_grid = $Panel/VBoxContainer/TabContainer/Costume/GridContainer
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@onready var glove_grid = $Panel/VBoxContainer/TabContainer/Glove/GridContainer
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@onready var accessory_grid = $Panel/VBoxContainer/TabContainer/Accessory/GridContainer
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@onready var status_label = $Panel/VBoxContainer/StatusLabel
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@onready var back_btn = $Panel/VBoxContainer/Header/BackBtn
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# --- Node References (% = unique name, path-independent) ---
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@onready var star_label: Label = %StarLabel
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@onready var gold_label: Label = %GoldLabel
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@onready var item_grid: GridContainer = %ItemGrid
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@onready var back_btn: Button = %BackBtn
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@onready var status_label: Label = %StatusLabel
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var shop_items = {
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"head": [
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{"id": "head_hat1", "name": "Cap", "gold": 100, "star": 0},
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{"id": "head_crown", "name": "Crown", "gold": 0, "star": 50}
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],
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"costume": [
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{"id": "costume_red", "name": "Red Suit", "gold": 200, "star": 0},
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{"id": "costume_gold", "name": "Gold Suit", "gold": 0, "star": 100}
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],
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"glove": [
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{"id": "glove_leather", "name": "Leather Gloves", "gold": 50, "star": 0}
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],
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"accessory": [
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{"id": "acc_glasses", "name": "Sunglasses", "gold": 80, "star": 0}
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]
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}
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# Tabs
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@onready var tab_head: Button = %TabHead
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@onready var tab_costume: Button = %TabCostume
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@onready var tab_glove: Button = %TabGlove
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@onready var tab_acc: Button = %TabAccessory
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@onready var tab_gold: Button = %TabGold
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@onready var tab_star: Button = %TabStar
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func _ready():
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# 3D Preview
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@onready var character_root: Node3D = %CharacterRoot
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@onready var anim_player: AnimationPlayer = %AnimationPlayer
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@onready var prev_btn: Button = %PrevBtn
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@onready var next_btn: Button = %NextBtn
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@onready var char_name_label: Label = %CharName
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# --- State ---
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var current_category: String = "head"
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var current_char_idx: int = 0
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var available_chars: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
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# Drag tracking
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var _is_dragging: bool = false
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var _last_mouse_x: float = 0.0
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# -----------------------------------------------------------------------
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# Gold-pack catalog: { id, label, amount, bonus, usd }
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# Matches the mockup tiers: 100 / 500+50 / 1000+150 / 2000+400 / 5000+1250 / 10000+3000
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# -----------------------------------------------------------------------
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const GOLD_PACKS: Array = [
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{"id": "gold_100", "label": "100", "amount": 100, "bonus": 0, "usd": 0.99},
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{"id": "gold_500", "label": "500", "amount": 500, "bonus": 50, "usd": 4.99},
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{"id": "gold_1000", "label": "1000", "amount": 1000, "bonus": 150, "usd": 9.99},
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{"id": "gold_2000", "label": "2000", "amount": 2000, "bonus": 400, "usd": 19.99},
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{"id": "gold_5000", "label": "5000", "amount": 5000, "bonus": 1250, "usd": 49.99},
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{"id": "gold_10000", "label": "10000", "amount": 10000, "bonus": 3000, "usd": 99.99},
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]
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# Star-to-gold conversion rates (spent in gold, received in star)
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const STAR_PACKS: Array = [
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{"id": "star_100", "label": "100 Star", "amount": 100, "gold_cost": 500},
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{"id": "star_250", "label": "250 Star", "amount": 250, "gold_cost": 1100},
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{"id": "star_600", "label": "600 Star", "amount": 600, "gold_cost": 2500},
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]
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# -----------------------------------------------------------------------
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# _ready
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# -----------------------------------------------------------------------
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func _ready() -> void:
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back_btn.pressed.connect(_on_close)
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tab_head.pressed.connect(_on_tab_selected.bind("head"))
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tab_costume.pressed.connect(_on_tab_selected.bind("costume"))
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tab_glove.pressed.connect(_on_tab_selected.bind("glove"))
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tab_acc.pressed.connect(_on_tab_selected.bind("accessory"))
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tab_gold.pressed.connect(_on_tab_selected.bind("gold_packs"))
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tab_star.pressed.connect(_on_tab_selected.bind("star_packs"))
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prev_btn.pressed.connect(_on_prev_char)
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next_btn.pressed.connect(_on_next_char)
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if UserProfileManager.profile_updated.connect(_refresh_wallet) != OK:
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pass
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_setup_3d_preview()
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if UserProfileManager.shop_catalog.is_empty():
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_fetch_and_build()
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else:
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_build_shop()
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# -----------------------------------------------------------------------
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# Local 3D preview
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# -----------------------------------------------------------------------
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func _setup_3d_preview() -> void:
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# Attempt to match the user's currently saved loadout character
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var def_char: String = UserProfileManager.profile.get("loadout_character", "Bob")
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var idx = available_chars.find(def_char)
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if idx != -1:
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current_char_idx = idx
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_update_char_name_label()
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_update_preview_char()
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func _on_prev_char() -> void:
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current_char_idx = (current_char_idx - 1 + available_chars.size()) % available_chars.size()
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_update_char_name_label()
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_update_preview_char()
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func _on_next_char() -> void:
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current_char_idx = (current_char_idx + 1) % available_chars.size()
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_update_char_name_label()
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_update_preview_char()
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func _update_char_name_label() -> void:
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char_name_label.text = available_chars[current_char_idx]
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func _update_preview_char() -> void:
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if not character_root: return
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var target_node_name = available_chars[current_char_idx]
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var active_char_node: Node3D = null
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for child in character_root.get_children():
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if child is Node3D:
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child.visible = (child.name == target_node_name)
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if child.name == target_node_name:
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active_char_node = child
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if active_char_node and anim_player:
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anim_player.root_node = active_char_node.get_path()
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if anim_player.has_animation("animation-pack/idle"):
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anim_player.play("animation-pack/idle")
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elif anim_player.get_animation_list().size() > 0:
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anim_player.play(anim_player.get_animation_list()[0])
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if active_char_node:
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var p = preload("res://scenes/player.gd").new()
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p.apply_loadout(active_char_node)
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p.free()
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# -----------------------------------------------------------------------
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# Drag-to-rotate
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# -----------------------------------------------------------------------
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func _input(event: InputEvent) -> void:
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if not visible:
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return
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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_is_dragging = event.pressed
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if event.pressed:
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_last_mouse_x = event.position.x
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elif event is InputEventMouseMotion and _is_dragging and character_root:
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var delta: float = event.position.x - _last_mouse_x
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character_root.rotation_degrees.y += delta * 0.5
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_last_mouse_x = event.position.x
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# -----------------------------------------------------------------------
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# Public entry point called by the parent scene
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# -----------------------------------------------------------------------
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func show_panel() -> void:
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show()
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_setup_3d_preview()
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if UserProfileManager.shop_catalog.is_empty():
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_fetch_and_build()
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else:
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_refresh_wallet()
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func _fetch_and_build() -> void:
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status_label.text = "Loading catalog..."
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await UserProfileManager.fetch_shop_catalog()
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_build_shop()
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func show_panel():
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show()
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_refresh_shop()
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func _build_shop() -> void:
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_refresh_wallet()
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_populate_current_tab()
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func _build_shop():
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_populate_grid(head_grid, shop_items["head"])
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_populate_grid(costume_grid, shop_items["costume"])
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_populate_grid(glove_grid, shop_items["glove"])
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_populate_grid(accessory_grid, shop_items["accessory"])
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func _on_tab_selected(category: String) -> void:
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current_category = category
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_populate_current_tab()
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func _populate_grid(grid, items):
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for child in grid.get_children():
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# -----------------------------------------------------------------------
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# Grid population — builds cards dynamically from localized templates
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# -----------------------------------------------------------------------
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func _populate_current_tab() -> void:
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for child in item_grid.get_children():
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child.queue_free()
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for item in items:
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var btn = Button.new()
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btn.custom_minimum_size = Vector2(120, 80)
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btn.add_theme_font_size_override("font_size", 14)
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btn.text = "%s\nGold: %d\nStar: %d" % [item.name, item.gold, item.star]
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btn.pressed.connect(_on_buy_pressed.bind(item))
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grid.add_child(btn)
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func _refresh_shop():
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# Visual update to show which items are owned
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# (For simplicity, not disabling buttons directly, relying on backend check)
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status_label.text = "Welcome to the Shop!"
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var catalog := UserProfileManager.shop_catalog
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func _on_buy_pressed(item: Dictionary):
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if UserProfileManager.inventory.has(item.id):
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status_label.text = "Already owned: " + item.name
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return
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match current_category:
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"gold_packs":
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for pack in GOLD_PACKS:
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item_grid.add_child(_make_gold_card(pack))
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"star_packs":
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for pack in STAR_PACKS:
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item_grid.add_child(_make_star_card(pack))
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_:
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var items: Array = catalog.get(current_category, [])
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for item in items:
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item_grid.add_child(_make_cosmetic_card(item))
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# -----------------------------------------------------------------------
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# Card builders — instantiated from scene templates
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# -----------------------------------------------------------------------
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@onready var template_gold_card: Control = %GoldCard
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@onready var template_star_card: Control = %StarCard
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@onready var template_cosmetic_card: Control = %CosmeticCard
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func _make_gold_card(pack: Dictionary) -> Control:
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var card: Control = template_gold_card.duplicate()
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card.visible = true
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var price_gold = item.gold
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var price_star = item.star
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if UserProfileManager.wallet.get("gold", 0) < price_gold or UserProfileManager.wallet.get("star", 0) < price_star:
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status_label.text = "Not enough currency for " + item.name
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return
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var amount_lbl: Label = card.find_child("AmountLabel", true, false) as Label
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if amount_lbl: amount_lbl.text = "⭐ %d" % pack.amount
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status_label.text = "Purchasing " + item.name + "..."
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var bonus_lbl: Label = card.find_child("BonusLabel", true, false) as Label
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if bonus_lbl:
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if pack.bonus > 0:
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bonus_lbl.text = "+%d" % pack.bonus
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bonus_lbl.show()
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else:
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bonus_lbl.hide()
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var price_lbl: Label = card.find_child("PriceLabel", true, false) as Label
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if price_lbl: price_lbl.text = "$ %.2f" % pack.usd
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var buy_btn: Button = card.find_child("BuyBtn", true, false) as Button
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if buy_btn: buy_btn.pressed.connect(_on_buy_gold_pressed.bind(pack))
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return card
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func _make_star_card(pack: Dictionary) -> Control:
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var card: Control = template_star_card.duplicate()
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card.visible = true
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# Determine category
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var category = ""
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if shop_items["head"].has(item): category = "head"
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elif shop_items["costume"].has(item): category = "costume"
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elif shop_items["glove"].has(item): category = "glove"
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elif shop_items["accessory"].has(item): category = "accessory"
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var amount_lbl: Label = card.find_child("AmountLabel", true, false) as Label
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if amount_lbl: amount_lbl.text = "✦ %d" % pack.amount
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var cost_lbl: Label = card.find_child("CostLabel", true, false) as Label
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if cost_lbl: cost_lbl.text = "Cost: ⭐ %d Gold" % pack.gold_cost
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var buy_btn: Button = card.find_child("BuyBtn", true, false) as Button
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if buy_btn: buy_btn.pressed.connect(_on_buy_star_pressed.bind(pack))
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return card
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var success = await UserProfileManager.purchase_item(item.id, price_gold, price_star, category)
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func _make_cosmetic_card(item: Dictionary) -> Control:
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var card: Control = template_cosmetic_card.duplicate()
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card.visible = true
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var name_lbl: Label = card.find_child("NameLabel", true, false) as Label
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if name_lbl: name_lbl.text = item.get("name", item.get("id", "?"))
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var rarity: String = item.get("rarity", "Common")
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var rarity_lbl: Label = card.find_child("RarityLabel", true, false) as Label
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if rarity_lbl:
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rarity_lbl.text = rarity
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var rarity_col: Color = {
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"Common": Color(0.50, 0.50, 0.50),
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"Rare": Color(0.20, 0.50, 0.90),
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"Epic": Color(0.60, 0.20, 0.80),
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"Legendary": Color(0.90, 0.60, 0.10),
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}.get(rarity, Color(0.50, 0.50, 0.50))
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rarity_lbl.add_theme_color_override("font_color", rarity_col)
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var price_lbl: Label = card.find_child("PriceLabel", true, false) as Label
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if price_lbl:
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var g: int = int(item.get("gold", 0))
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var s: int = int(item.get("star", 0))
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if g > 0 and s > 0: price_lbl.text = "⭐ %d ✦ %d" % [g, s]
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elif g > 0: price_lbl.text = "⭐ %d" % g
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else: price_lbl.text = "✦ %d" % s
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var try_btn: Button = card.find_child("TryBtn", true, false) as Button
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if try_btn: try_btn.pressed.connect(_on_try_pressed.bind(item))
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var buy_btn: Button = card.find_child("BuyBtn", true, false) as Button
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if buy_btn: buy_btn.pressed.connect(_on_buy_cosmetic_pressed.bind(item))
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return card
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# -----------------------------------------------------------------------
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# Wallet refresh
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# -----------------------------------------------------------------------
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func _refresh_wallet() -> void:
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var g: int = UserProfileManager.wallet.get("gold", 0)
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var s: int = UserProfileManager.wallet.get("star", 0)
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gold_label.text = "⭐ %d" % g
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star_label.text = "✦ %d" % s
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status_label.text = ""
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# -----------------------------------------------------------------------
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# Button callbacks
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# -----------------------------------------------------------------------
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func _on_try_pressed(item: Dictionary) -> void:
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status_label.text = "Previewing: " + item.get("name", item.get("id", "?"))
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# Auto-switch character if the catalog item targets a specific one.
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if item.has("character"):
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var char_name: String = item.get("character")
|
||||
var idx: int = available_chars.find(char_name)
|
||||
if idx != -1 and current_char_idx != idx:
|
||||
current_char_idx = idx
|
||||
_update_char_name_label()
|
||||
|
||||
# Inject into loadout temporarily to preview it without saving
|
||||
var prev: String = UserProfileManager.loadout.get(current_category, "")
|
||||
UserProfileManager.loadout[current_category] = item.id
|
||||
|
||||
_update_preview_char()
|
||||
|
||||
# Revert immediately, so jumping to next character drops preview.
|
||||
UserProfileManager.loadout[current_category] = prev
|
||||
|
||||
func _on_buy_gold_pressed(pack: Dictionary) -> void:
|
||||
status_label.text = "Processing purchase..."
|
||||
var success: bool = await UserProfileManager.buy_currency(pack.id)
|
||||
status_label.text = "Purchased %s Gold!" % pack.label if success else "Purchase failed."
|
||||
if success:
|
||||
status_label.text = "Successfully purchased: " + item.name
|
||||
_refresh_shop()
|
||||
else:
|
||||
status_label.text = "Failed to purchase. Backend error."
|
||||
_refresh_wallet()
|
||||
|
||||
func _on_close():
|
||||
func _on_buy_star_pressed(pack: Dictionary) -> void:
|
||||
var cost: int = pack.gold_cost
|
||||
if UserProfileManager.wallet.get("gold", 0) < cost:
|
||||
status_label.text = "Not enough Gold. Need ⭐ %d." % cost
|
||||
return
|
||||
status_label.text = "Converting..."
|
||||
var success: bool = await UserProfileManager.buy_currency(pack.id)
|
||||
status_label.text = "Received ✦ %d Star!" % pack.amount if success else "Conversion failed."
|
||||
if success:
|
||||
_refresh_wallet()
|
||||
|
||||
func _on_buy_cosmetic_pressed(item: Dictionary) -> void:
|
||||
if UserProfileManager.inventory.has(item.id):
|
||||
status_label.text = "Already owned: " + item.get("name", item.id)
|
||||
return
|
||||
var price_gold: int = item.get("gold", 0)
|
||||
var price_star: int = item.get("star", 0)
|
||||
if UserProfileManager.wallet.get("gold", 0) < price_gold \
|
||||
or UserProfileManager.wallet.get("star", 0) < price_star:
|
||||
status_label.text = "Not enough currency."
|
||||
return
|
||||
status_label.text = "Purchasing..."
|
||||
var success: bool = await UserProfileManager.purchase_item(
|
||||
item.id, price_gold, price_star, current_category)
|
||||
status_label.text = ("Purchased: " + item.get("name", item.id)) if success else "Purchase failed."
|
||||
if success:
|
||||
_refresh_wallet()
|
||||
|
||||
func _on_close() -> void:
|
||||
hide()
|
||||
emit_signal("closed")
|
||||
|
||||
Reference in New Issue
Block a user