# Tekton Armageddon - Client Architecture (Full Function Reference) [Back to Home](./Home) Complete per-function reference for the Godot 4.7 client codebase. Every script, signal, autoload dependency, and cross-file relationship documented. [Back to top](#top) ## Table of Contents [Back to top](#top) 1. [Project Structure Overview](#1-project-structure-overview) 2. [Autoloads / Singletons Index](#2-autoloads--singletons-index) 3. [Service Layer](#3-service-layer) - [3.1 NakamaManager](#31-nakamamanaager) - [3.2 BackendService](#32-backendservice) - [3.3 SteamworksManager](#33-steamworksmanager) 4. [Core Managers](#4-core-managers) - [4.1 AuthManager](#41-authmanager) - [4.2 LobbyManager](#42-lobbymanager) - [4.3 GameStateManager](#43-gamestatemanager) - [4.4 PlayerManager](#44-playermanager) - [4.5 EventBus](#45-eventbus) - [4.6 GameMode / ModeConfig](#46-gamemode--modeconfig) 5. [Player Subsystem Managers](#5-player-subsystem-managers) - [5.1 PlayerMovementManager](#51-playermovementmanager) - [5.2 PlayerInputManager](#52-playerinputmanager) - [5.3 PlayerActionManager](#53-playeractionmanager) - [5.4 PlayerboardManager](#54-playerboardmanager) - [5.5 PowerupManager](#55-powerupmanager) 6. [Game Mode Managers](#6-game-mode-managers) - [6.1 StopNGoManager](#61-stopngomanager) - [6.2 GauntletManager](#62-gauntletmanager) - [6.3 PortalModeManager](#63-portalmode_manager) - [6.4 GoalManager](#64-goalmanager) - [6.5 GoalsCycleManager](#65-goalscyclemanager) - [6.6 PlayerRaceManager](#66-playerracemanager) - [6.7 TurnManager](#67-turnmanager) 7. [Gameplay Managers](#7-gameplay-managers) - [7.1 ObstacleManager](#71-obstaclemanager) - [7.2 SpecialTilesManager](#72-specialtilesmanager) - [7.3 StaticTektonManager](#73-statictektonmanager) 8. [UI / Presentation Managers](#8-ui--presentation-managers) - [8.1 UIManager](#81-uimanager) - [8.2 SfxManager](#82-sfxmanager) - [8.3 MusicManager](#83-musicmanager) - [8.4 NotificationManager](#84-notificationmanager) - [8.5 ScreenShake](#85-screenshake) - [8.6 CameraContextManager](#86-cameracontextmanager) - [8.7 TouchControls](#87-touchcontrols) - [8.8 TutorialManager / TutorialOverlay](#88-tutorialmanager--tutorialoverlay) 9. [Social / Economy Managers](#9-social--economy-managers) - [9.1 UserProfileManager](#91-userprofilemanager) - [9.2 GachaManager](#92-gachamanager) - [9.3 SkinManager](#93-skinmanager) - [9.4 ShopManager](#94-shopmanager) - [9.5 JoinManager](#95-joinmanager) - [9.6 FriendManager](#96-friendmanager) - [9.7 MailManager](#97-mailmanager) - [9.8 DailyRewardManager](#98-dailyrewardmanager) - [9.9 AdminManager](#99-adminmanager) 10. [System Managers](#10-system-managers) - [10.1 SettingsManager](#101-settingsmanager) - [10.2 SessionManager](#102-sessionmanager) - [10.3 GameUpdateManager](#103-gameupdatemanager) 11. [Core Scene Scripts](#11-core-scene-scripts) - [11.1 main.gd (Main game scene controller)](#111-maingd-main-game-scene-controller) - [11.2 player.gd](#112-playergd) - [11.3 lobby.gd](#113-lobbygd) - [11.4 animation.gd](#114-animationgd) 12. [UI Helper Classes (RefCounted)](#12-ui-helper-classes-refcounted) - [12.1 LobbyMainMenu](#121-lobbymainmenu) - [12.2 LobbyRoom](#122-lobbyroom) - [12.3 LobbyRoomList](#123-lobbyroomlist) - [12.4 LobbyChat](#124-lobbychat) 13. [Dependency Graph](#13-dependency-graph) - [13.1 Manager Autoload Dependencies](#131-manager-autoload-dependencies) - [13.2 Cross-Manager Signal Wiring](#132-cross-manager-signal-wiring) 14. [Scene Node Trees](#14-scene-node-trees) - [14.1 main.tscn](#141-maintscn) - [14.2 player.tscn](#142-playertscn) - [14.3 lobby.tscn](#143-lobbytscn) [Back to top](#top) ## 1. Project Structure Overview [Back to top](#top) ``` /home/dev/tekton/ project.godot -- Godot 4.7 project file scripts/ main.gd -- (NOT USED; logic lives in scenes/main.gd) nakama_manager.gd -- Nakama network layer (autoload) event_bus.gd -- Central observer pattern bus (autoload) game_mode.gd -- GameMode enum + string utils (RefCounted) mode_config.gd -- Schema-driven mode settings validation (RefCounted) managers/ -- 39+ autoload manager singletons auth_manager.gd lobby_manager.gd game_state_manager.gd player_manager.gd player_movement_manager.gd player_input_manager.gd player_action_manager.gd user_profile_manager.gd gacha_manager.gd skin_manager.gd ui_manager.gd sfx_manager.gd music_manager.gd game_update_manager.gd stop_n_go_manager.gd gauntlet_manager.gd portal_mode_manager.gd turn_manager.gd goal_manager.gd goals_cycle_manager.gd player_race_manager.gd shop_manager.gd join_manager.gd powerup_manager.gd notification_manager.gd obstacle_manager.gd friend_manager.gd admin_manager.gd mail_manager.gd session_manager.gd settings_manager.gd tutorial_manager.gd tutorial_overlay.gd playerboard_manager.gd camera_context_manager.gd screen_shake.gd special_tiles_manager.gd static_tekton_manager.gd touch_controls.gd daily_reward_manager.gd services/ backend_service.gd -- Unified RPC interface (autoload) steamworks_manager.gd -- Steam auth ticket + persona (NOT autoload; child of BackendService) scenes/ main.gd -- Core game scene controller (~2956 lines) main.tscn -- Main game scene player.gd -- Player character controller (~2751 lines) player.tscn -- Player scene lobby.gd -- Lobby/home screen controller (~583 lines) lobby.tscn -- Lobby scene animation.gd -- Stop n Go animation player (41 lines) ui/ lobby_main_menu.gd -- RefCounted; main menu button wiring lobby_room.gd -- RefCounted; room/player slot management lobby_room_list.gd -- RefCounted; room list display + join lobby_chat.gd -- RefCounted; global + DM chat login_screen.tscn -- Login screen scene boot_screen.tscn -- Boot splash scene shop_panel.tscn -- Shop panel scene gacha_panel.tscn -- Gacha panel scene daily_reward_panel.tscn -- Daily reward panel scene admin_panel.tscn -- Admin panel scene profile_panel.tscn -- Profile panel scene leaderboard_panel.tscn -- Leaderboard panel scene mailbox_panel.tscn -- Mailbox panel scene settings_menu.tscn -- Settings scene lobby_invite_popup.tscn -- Invite popup scene invite_friends_dialog.tscn -- Invite dialog scene social_panel.tscn -- Social panel scene game/ main.tscn -- (actual main game scene) loading_screen/ loading_screen.tscn -- Level loading screen ``` [Back to top](#top) ## 2. Autoloads / Singletons Index [Back to top](#top) All managers are registered as autoloads in project.godot and accessible globally via `/root/`. The following are the configured autoloads: | Autoload Name | File | Purpose | |---|---|---| | AuthManager | res://scripts/managers/auth_manager.gd | Authentication (guest, email, social) | | NakamaManager | res://scripts/nakama_manager.gd | Nakama client/socket/bridge lifecycle | | BackendService | res://scripts/services/backend_service.gd | Unified RPC API wrapper | | EventBus | res://scripts/event_bus.gd | Observer-pattern cross-manager events | | LobbyManager | res://scripts/managers/lobby_manager.gd | Room lifecycle, matchmaking | | GameStateManager | res://scripts/managers/game_state_manager.gd | State machine, match lifecycle | | PlayerManager | res://scripts/managers/player_manager.gd | Player data container | | PlayerMovementManager | res://scripts/managers/player_movement_manager.gd | Movement physics, pathfinding | | PlayerInputManager | res://scripts/managers/player_input_manager.gd | Input capture, buffering | | PlayerActionManager | res://scripts/managers/player_action_manager.gd | Action execution (grab, put) | | UserProfileManager | res://scripts/managers/user_profile_manager.gd | Profile CRUD, wallet sync | | GachaManager | res://scripts/managers/gacha_manager.gd | Gacha pull orchestration | | SkinManager | res://scripts/managers/skin_manager.gd | Cosmetics, skins, loadout | | UIManager | res://scripts/managers/ui_manager.gd | UI layer stack, show/hide | | SfxManager | res://scripts/managers/sfx_manager.gd | Sound effect pool | | MusicManager | res://scripts/managers/music_manager.gd | Music crossfade | | GameUpdateManager | res://scripts/managers/game_update_manager.gd | Hot-reload patching | | StopNGoManager | res://scripts/managers/stop_n_go_manager.gd | Stop n Go minigame state | | GauntletManager | res://scripts/managers/gauntlet_manager.gd | Gauntlet mode progression | | PortalModeManager | res://scripts/managers/portal_mode_manager.gd | Portal race mode | | TurnManager | res://scripts/managers/turn_manager.gd | Turn-based sequencing | | GoalManager | res://scripts/managers/goal_manager.gd | Goal validation, completion | | GoalsCycleManager | res://scripts/managers/goals_cycle_manager.gd | Cycling goal rotation, scoring | | PlayerRaceManager | res://scripts/managers/player_race_manager.gd | Race position, finish | | ShopManager | res://scripts/managers/shop_manager.gd | Shop data layer | | JoinManager | res://scripts/managers/join_manager.gd | Join code input | | PowerupManager | res://scripts/managers/powerup_manager.gd | Powerup system (boost/charge) | | NotificationManager | res://scripts/managers/notification_manager.gd | On-screen message queue | | ObstacleManager | res://scripts/managers/obstacle_manager.gd | Obstacle placement/removal | | FriendManager | res://scripts/managers/friend_manager.gd | Friends list, DMs | | AdminManager | res://scripts/managers/admin_manager.gd | Admin panel state | | MailManager | res://scripts/managers/mail_manager.gd | Mail CRUD | | SessionManager | res://scripts/managers/session_manager.gd | Session refresh lifecycle | | SettingsManager | res://scripts/managers/settings_manager.gd | User settings persistence | | TutorialManager | res://scripts/managers/tutorial_manager.gd | Tutorial flow control | | TutorialOverlay | res://scripts/managers/tutorial_overlay.gd | Tutorial UI overlay | | PlayerboardManager | res://scripts/managers/playerboard_manager.gd | Player inventory board | | CameraContextManager | res://scripts/managers/camera_context_manager.gd | Camera zoom/context | | ScreenShake | res://scripts/managers/screen_shake.gd | Screen shake effects | | SpecialTilesManager | res://scripts/managers/special_tiles_manager.gd | Ice/crack/portal tiles | | StaticTektonManager | res://scripts/managers/static_tekton_manager.gd | Static Tekton turret logic | | TouchControls | res://scripts/managers/touch_controls.gd | Mobile touch input overlay | | DailyRewardManager | res://scripts/managers/daily_reward_manager.gd | Daily reward claims | [Back to top](#top) ## 3. Service Layer [Back to top](#top) ### 3.1 NakamaManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/nakama_manager.gd` (330 lines) **Extends:** Node **Autoload name:** NakamaManager Central Nakama SDK integration. Manages the Nakama client, session, socket, and multiplayer bridge. All network communication flows through this singleton. **Properties:** | Name | Type | Description | |---|---|---| | nakama_server_key | String | From env var NAKAMA_SERVER_KEY or ProjectSettings | | nakama_host | String | Default: `tektondash.vps.webdock.cloud` | | nakama_port | int | Default: 7350 | | nakama_scheme | String | Default: http | | client | NakamaClient | The Nakama client instance | | session | NakamaSession | Current auth session | | socket | NakamaSocket | WebSocket connection | | bridge | NakamaMultiplayerBridge | Links Nakama socket to Godot HLAPI | | current_match_id | String | Currently joined match ID | **Signals:** | Signal | Params | Description | |---|---|---| | `connected_to_nakama` | none | Emitted when socket connects successfully | | `connection_failed` | error_message: String | Emitted on connection failure | | `match_joined` | match_id: String | Emitted when bridge joins a match | | `match_join_error` | error_message: String | Emitted on match join failure | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `set_server` | `func set_server(host: String, port: int = 7350) -> void` | void | Override Nakama server endpoint. Auto-detects scheme (https for .ts.net, http for 100.x IPs). Recreates client if no active session. | | `connect_to_nakama_async` | `func connect_to_nakama_async(email: String = "", password: String = "") -> bool` | bool (async) | Full auth + socket + bridge connection. Empty email = device auth. Creates socket, initializes multiplayer bridge, sets Godot's multiplayer peer. | | `cleanup` | `func cleanup() -> void` | void | Shuts down socket, leaves bridge, deletes match metadata storage, resets multiplayer peer to null. | | `host_game` | `func host_game(room_meta: Dictionary = {}) -> void` | void | Creates a Nakama relayed match via bridge.create_match(). Optionally stores room metadata to Nakama storage. Has re-entry guard for double-click protection. | | `join_game` | `func join_game(match_id: String) -> void` | void | Joins an existing match by ID. Leaves current match first if connected. | | `is_connected_to_nakama` | `func is_connected_to_nakama() -> bool` | bool | Returns true if socket exists and is connected to host. | | `list_matches_async` | `func list_matches_async(mode_filter: String = "") -> Array` | Array (async) | Queries Nakama for available matches. Batch-reads room metadata from storage. Returns array of room dicts. | | `_on_bridge_match_joined` | `func _on_bridge_match_joined() -> void` | void | Internal: updates current_match_id, emits match_joined signal. | | `_on_bridge_match_join_error` | `func _on_bridge_match_join_error(error) -> void` | void | Internal: emits match_join_error. | **Dependencies:** Nakama GDExtension (NakamaClient, NakamaSocket, NakamaMultiplayerBridge). **Depended by:** AuthManager, BackendService, LobbyManager, LobbyRoom, LobbyChat, LobbyMainMenu, main.gd. [Back to top](#top) ### 3.2 BackendService [Back to top](#top) **File:** `/home/dev/tekton/scripts/services/backend_service.gd` (247 lines) **Extends:** Node **Autoload name:** BackendService Unified typed interface for all Nakama Lua RPCs. All platform authentication paths (Steam, Nakama device/email) funnel through here. Provides retry logic with exponential backoff. **Properties:** | Name | Type | Description | |---|---|---| | current_platform | Platform (enum) | DESKTOP_STEAM, DESKTOP_NAKAMA, or MOBILE_NAKAMA | | steamworks_manager | Node | Only for auth ticket retrieval | | nakama_backend | Node | Reference to NakamaManager autoload | **Enums:** - `Platform { DESKTOP_STEAM, DESKTOP_NAKAMA, MOBILE_NAKAMA }` - `ErrorCode { NONE, NETWORK_ERROR, UNAUTHORIZED, FORBIDDEN, NOT_FOUND, INTERNAL_ERROR, UNKNOWN_ERROR, INSUFFICIENT_FUNDS }` **Signals:** None. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `_ready` | auto-called | void | Detects platform, initializes backend | | `is_initialized` | `func is_initialized() -> bool` | bool | Checks nakama_backend is non-null | | `get_platform_name` | `func get_platform_name() -> String` | String | Returns human-readable platform name | | `get_steamworks_manager` | `func get_steamworks_manager() -> Node` | Node | Returns steamworks_manager child node | | `api_rpc_async` | `func api_rpc_async(rpc_id: String, payload: String = "{}") -> Dictionary` | Dictionary (async) | Unified RPC with up to 3 retries, exponential backoff (0.5s base). Returns `{success, error, message, data}`. | | `admin_clear_global_chat` | `func admin_clear_global_chat(payload: String) -> Dictionary` | Dictionary | RPC wrapper | | `admin_get_chat_config` | `func admin_get_chat_config() -> Dictionary` | Dictionary | RPC wrapper | | `admin_set_chat_config` | `func admin_set_chat_config(config: Dictionary) -> Dictionary` | Dictionary | RPC wrapper | | `admin_purge_old_messages` | `func admin_purge_old_messages(channel_id: String, max_age_days: int) -> Dictionary` | Dictionary | RPC wrapper | | `admin_list_channel_messages` | `func admin_list_channel_messages(channel_id: String, limit: int = 50, cursor: String = "", forward: bool = true) -> Dictionary` | Dictionary | RPC wrapper | | `admin_delete_channel_message` | `func admin_delete_channel_message(channel_id: String, message_id: String) -> Dictionary` | Dictionary | RPC wrapper | | `send_friend_request` | `func send_friend_request(target_id: String) -> Dictionary` | Dictionary | RPC wrapper | | `respond_friend_request` | `func respond_friend_request(target_id: String, accept: bool) -> Dictionary` | Dictionary | RPC wrapper | | `perform_gacha_pull` | `func perform_gacha_pull(gacha_id: String, count: int) -> Dictionary` | Dictionary | RPC wrapper | | `get_mail` | `func get_mail(payload: String = "{}") -> Dictionary` | Dictionary | RPC wrapper | | `claim_mail_reward` | `func claim_mail_reward(mail_id: String) -> Dictionary` | Dictionary | RPC wrapper | | `delete_mail` | `func delete_mail(mail_id: String) -> Dictionary` | Dictionary | RPC wrapper | | `send_mail` | `func send_mail(payload: String) -> Dictionary` | Dictionary | RPC wrapper | | `change_avatar` | `func change_avatar(avatar_url: String) -> Dictionary` | Dictionary | RPC wrapper | | `change_username` | `func change_username(new_username: String) -> Dictionary` | Dictionary | RPC wrapper | | `change_status` | `func change_status(new_status: String) -> Dictionary` | Dictionary | RPC wrapper | | `change_bio` | `func change_bio(new_bio: String) -> Dictionary` | Dictionary | RPC wrapper | | `query_users` | `func query_users(payload: String) -> Dictionary` | Dictionary | RPC wrapper | | `admin_give_currency` | `func admin_give_currency(payload: String) -> Dictionary` | Dictionary | RPC wrapper | | `get_daily_reward_config_admin` | `func get_daily_reward_config_admin() -> Dictionary` | Dictionary | RPC wrapper | | `set_daily_reward_config` | `func set_daily_reward_config(req: Dictionary) -> Dictionary` | Dictionary | RPC wrapper | | `get_daily_reward_state` | `func get_daily_reward_state() -> Dictionary` | Dictionary | RPC wrapper | | `claim_daily_reward` | `func claim_daily_reward() -> Dictionary` | Dictionary | RPC wrapper | | `sync_leaderboard` | `func sync_leaderboard() -> Dictionary` | Dictionary | RPC wrapper | | `get_leaderboard_stats` | `func get_leaderboard_stats() -> Dictionary` | Dictionary | RPC wrapper | | `debug_add_exp` | `func debug_add_exp(exp_amount: int) -> Dictionary` | Dictionary | RPC wrapper | | `reset_stats` | `func reset_stats() -> Dictionary` | Dictionary | RPC wrapper | | `search_users` | `func search_users(payload: String) -> Dictionary` | Dictionary | RPC wrapper | | `send_lobby_invite` | `func send_lobby_invite(to_user_id: String, match_id: String) -> Dictionary` | Dictionary | RPC wrapper | **Dependencies:** NakamaManager (autoload), SteamworksManager (child node). **Depended by:** AuthManager, LobbyManager, LobbyChat, lobby.gd (admin), FriendManager, MailManager, GachaManager, DailyRewardManager, AdminManager, SkinManager. [Back to top](#top) ### 3.3 SteamworksManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/services/steamworks_manager.gd` (72 lines) **Extends:** Node **class_name:** SteamworksManager NOT an autoload. Created as a child of BackendService. Provides Steam auth session tickets for Nakama login. GodotSteam GDExtension required. **Properties:** | Name | Type | Description | |---|---|---| | is_steam_initialized | bool | Whether Steam API initialized successfully | | steam_app_id | int | From ProjectSettings or default 480 | **Signals:** None. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `_ready` | auto-called | void | Calls _initialize_steam | | `is_initialized` | `func is_initialized() -> bool` | bool | Returns steam init status | | `get_auth_session_ticket` | `func get_auth_session_ticket() -> String` | String | Gets Steam auth session ticket via Steam.getAuthSessionTicket(), returns hex-encoded buffer | | `get_steam_user_name` | `func get_steam_user_name() -> String` | String | Returns Steam persona name via Steam.getPersonaName() | | `get_steam_user_id` | `func get_steam_user_id() -> int` | int | Returns Steam ID via Steam.getSteamID() | **Dependencies:** GodotSteam GDExtension (ClassDB.class_exists("Steam")). **Depended by:** BackendService, AuthManager. [Back to top](#top) ## 4. Core Managers [Back to top](#top) ### 4.1 AuthManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/auth_manager.gd` (515 lines) **Extends:** Node **Autoload name:** AuthManager Centralized authentication handler. Supports Guest (device ID), Email/Password, Google, Apple, Facebook, and Steam auth modes. Persists sessions to encrypted file storage. **Properties:** | Name | Type | Description | |---|---|---| | current_user | Dictionary | {user_id, username, display_name, avatar_url, email} | | is_authenticated | bool | Whether fully authenticated | | is_guest | bool | Whether using guest mode | | auth_mode | AuthMode (enum) | GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, STEAM, CUSTOM | **Enums:** `AuthMode { GUEST, EMAIL, GOOGLE, APPLE, FACEBOOK, STEAM, CUSTOM }` **Signals:** | Signal | Params | Description | |---|---|---| | `auth_started` | none | Emitted when any login flow begins | | `auth_completed` | success: bool, user_data: Dictionary | Emitted on auth success or failure | | `auth_failed` | error: String | Emitted on auth error | | `session_restored` | none | Emitted when saved session restored | | `logged_out` | none | Emitted after full logout | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `_ready` | auto-called | void | Deferred call to _try_restore_session | | `login_as_guest` | `func login_as_guest() -> bool` | bool (async) | Device ID guest auth. Generates/persists device ID. | | `login_with_email` | `func login_with_email(email: String, password: String, remember: bool = true) -> bool` | bool (async) | Email/password authentication | | `register_with_email` | `func register_with_email(email: String, password: String, username: String = "") -> bool` | bool (async) | Email registration (create if not exists) | | `login_with_google` | `func login_with_google(id_token: String) -> bool` | bool (async) | Google auth via ID token | | `login_with_apple` | `func login_with_apple(id_token: String) -> bool` | bool (async) | Apple auth via ID token | | `login_with_facebook` | `func login_with_facebook(access_token: String) -> bool` | bool (async) | Facebook auth via access token | | `login_with_steam` | `func login_with_steam() -> bool` | bool (async) | Steam ticket auth via BackendService.steamworks_manager | | `link_email` | `func link_email(email: String, password: String) -> bool` | bool (async) | Link email to existing guest account | | `link_google` | `func link_google(id_token: String) -> bool` | bool (async) | Link Google to existing account | | `logout` | `func logout() -> void` | void | Full cleanup: NakamaManager.cleanup(), clear session files, reset state, emit logged_out | | `clear_session` | `func clear_session() -> void` | void | Deletes SESSION_FILE and CREDENTIALS_FILE from user:// | | `_try_restore_session` | internal | void | Attempts to load encrypted session file. Skips guest session auto-restore. | | `_connect_socket` | internal | bool (async) | Creates Nakama socket, connects, initializes multiplayer bridge | | `_load_user_profile` | internal | void (async) | Loads account data from Nakama into current_user | **Dependencies:** NakamaManager, BackendService. **Depended by:** LobbyMainMenu, lobby.gd, UserProfileManager, login_screen.tscn. [Back to top](#top) ### 4.2 LobbyManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/lobby_manager.gd` (1023 lines) **Extends:** Node **Autoload name:** LobbyManager Room/lobby lifecycle manager. Handles both Nakama (online) and LAN (direct ENet) modes. Manages room creation, joining, player list, ready states, game mode settings, and character/area selection. **Properties:** | Name | Type | Default | Description | |---|---|---|---| | current_room | Dictionary | {} | Current room metadata | | players_in_room | Array | [] | [{id, name, is_ready, character, nakama_id}] | | available_rooms | Array | [] | Discovered rooms for room list | | is_host | bool | false | Whether local player is room host | | is_lan_mode | bool | false | Direct ENet (no Nakama) | | LAN_PORT | const int | 7777 | ENet server port | | LAN_DISCOVERY_PORT | const int | 7778 | UDP broadcast port | | local_player_name | String | "Player" | Display name | | is_tutorial_mode | bool | false | Tutorial mode flag | | match_duration | int | 180 | Seconds (configurable by host) | | randomize_spawn | bool | false | Randomize spawn positions | | enable_cycle_timer | bool | false | Goal cycle timer | | scarcity_mode | String | "Normal" | Item scarcity: Normal/Aggressive/Chaos | | disconnect_reason | String | "" | UI feedback message | | sng_go_duration | int | 20 | Stop n Go: GO phase seconds | | sng_stop_duration | int | 4 | Stop n Go: STOP phase seconds | | sng_required_goals | int | 8 | Goals needed for SNG win | | doors_swap_time | int | 15 | Tekton Doors: swap interval | | doors_refresh_time | int | 25 | Tekton Doors: refresh interval | | doors_required_goals | int | 8 | Goals needed for Doors win | | rematch_votes | Array | [] | Player IDs who voted for rematch | | available_characters | Array[String] | [...] | ["Copper", "Dabro", "Gatot", "Pip", "Random"] | | available_areas | Array[String] | [] | Mode-specific area list | | available_game_modes | Array[String] | [...] | ["Freemode", "Stop n Go", "Candy Pump Survival"] | | selected_area | String | "Freemode Arena" | Currently selected area | | game_mode | String | "Freemode" | Current game mode | | local_character_index | int | 0 | Local player's character index | **Signals:** | Signal | Params | Description | |---|---|---| | `room_list_updated` | rooms: Array | Room list refreshed | | `room_joined` | room_data: Dictionary | Joined a room | | `room_left` | none | Left current room | | `player_joined` | player_data: Dictionary | Player entered room | | `player_left` | player_id: int | Player left room | | `ready_state_changed` | player_id: int, is_ready: bool | Player ready status changed | | `all_players_ready` | none | All players ready | | `host_disconnected` | none | Host left/disconnected | | `game_starting` | none | Game countdown started | | `match_duration_changed` | duration_seconds: int | Duration setting changed | | `randomize_spawn_changed` | enabled: bool | Random spawn toggled | | `character_changed` | player_id: int, character_name: String | Character selection changed | | `area_changed` | area_name: String | Map area changed | | `player_list_changed` | none | Player list should re-render | | `rematch_votes_updated` | count: int, required: int | Rematch vote progress | | `game_mode_changed` | mode: String | Game mode changed | | `scarcity_mode_changed` | mode: String | Scarcity setting changed | | `enable_cycle_timer_changed` | enabled: bool | Timer toggle changed | | `sng_go_duration_changed` | duration: int | SNG Go duration changed | | `sng_stop_duration_changed` | duration: int | SNG Stop duration changed | | `sng_required_goals_changed` | goals: int | SNG required goals changed | | `doors_swap_time_changed` | time: int | Doors swap interval changed | | `doors_refresh_time_changed` | time: int | Doors refresh interval changed | | `doors_required_goals_changed` | goals: int | Doors required goals changed | | `gauntlet_round_duration_changed` | duration: int | Gauntlet round duration changed | | `gauntlet_growth_interval_changed` | interval: float | Gauntlet growth interval changed | | `gauntlet_cells_per_tick_changed` | cells: Dictionary | Cells per tick changed | **Key Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_tutorial` | `func start_tutorial(mode: String = "Freemode") -> void` | void | Sets tutorial flags, calls create_room_lan("Tutorial") | | `create_room` | `func create_room(room_name: String) -> void` | void | Hosts Nakama room: connects, calls NakamaManager.host_game | | `join_room` | `func join_room(match_id: String) -> void` | void | Joins Nakama room by match ID | | `create_room_lan` | `func create_room_lan(room_name: String = "LAN Game") -> bool` | bool | Creates ENet server on LAN_PORT, broadcasts UDP discovery | | `join_room_lan` | `func join_room_lan(host_ip: String) -> bool` | bool | Creates ENet client to host IP:LAN_PORT | | `leave_room` | -- | void | Leaves current room, cleans up peers | | `start_game` | `func start_game(is_tutorial: bool = false) -> void` | void | Transitions from lobby to main game scene | | `refresh_room_list` | `func refresh_room_list() -> void` | void | Queries Nakama for available rooms or broadcasts LAN | | `set_ready` | `func set_ready(is_ready: bool) -> void` | void | Updates ready state via RPC | | `set_match_duration` | `func set_match_duration(seconds: int) -> void` | void | Host sets match duration | | `set_randomize_spawn` | `func set_randomize_spawn(enabled: bool) -> void` | void | Host toggles random spawn | | `set_enable_cycle_timer` | `func set_enable_cycle_timer(enabled: bool) -> void` | void | Host toggles timer | | `set_scarcity_mode` | `func set_scarcity_mode(mode: String) -> void` | void | Host sets scarcity | | `set_game_mode` | `func set_game_mode(mode: String) -> void` | void | Host sets game mode | | `cycle_character` | `func cycle_character(direction: int) -> void` | void | Change character selection | | `cycle_area` | `func cycle_area(direction: int) -> void` | void | Change selected area | | `get_players` | `func get_players() -> Array` | Array | Returns players_in_room | | `is_all_ready` | `func is_all_ready() -> bool` | bool | All players ready check | | `set_sng_go_duration` | -- | void | Host sets SNG go time | | `set_sng_stop_duration` | -- | void | Host sets SNG stop time | | `set_sng_required_goals` | -- | void | Host sets SNG goals | | `get_selected_area` | `func get_selected_area() -> String` | String | Returns current area name | | `get_game_mode` | `func get_game_mode() -> GameMode.Mode` | GameMode.Mode | Converts string to GameMode enum | | `is_game_mode` | `func is_game_mode(mode: GameMode.Mode) -> bool` | bool | Mode comparison helper | **Internal Functions:** `_on_match_joined`, `_on_peer_connected`, `_on_peer_disconnected`, `_on_server_disconnected`, `_update_available_areas`, `_start_lan_broadcast`, `_broadcast_lan_room`, `_stop_lan_broadcast`, `_update_lan_room_list`, `_listen_for_lan_discovery`, `_update_ready_state_rpc`, `_request_rematch`, `rpc_set_*`, `rpc_*`. **Dependencies:** NakamaManager, GameStateManager. **Depended by:** LobbyRoom, LobbyRoomList, LobbyMainMenu, main.gd, player.gd, lobby.gd, SceneManager (loading screen). [Back to top](#top) ### 4.3 GameStateManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/game_state_manager.gd` (66 lines) **Extends:** Node **Autoload name:** GameStateManager Simple state machine and match configuration constants. **Properties:** | Name | Type | Default | Description | |---|---|---|---| | current_state | GameState (enum) | LOBBY | Current application state | | max_players | int | 8 | Max players in a match | | enable_bots | bool | false | Bot fill toggle | | local_player_id | int | 0 | Local peer ID | **Enums:** `GameState { LOBBY, LOADING, GAME, RESULT }` **Signals:** | Signal | Params | Description | |---|---|---| | `state_changed` | new_state: GameState | Emitted on state transition | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `change_state` | `func change_state(new_state: GameState) -> void` | void | Transitions state, emits state_changed | **Dependencies:** None. **Depended by:** LobbyManager, main.gd, tutorial_manager.gd, many managers. [Back to top](#top) ### 4.4 PlayerManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/player_manager.gd` (37 lines) **Extends:** Node **Autoload name:** PlayerManager Lightweight data container for player metadata. Stores display name and peer ID for the local player. Used as a quick reference by various subsystems. **Properties:** | Name | Type | Description | |---|---|---| | display_name | String | Local player's display name | | peer_id | int | Local player's multiplayer unique ID | **Signals:** None. **Public Functions:** None (data-only container). **Dependencies:** None. **Depended by:** UIManager, player.gd, various managers needing player identity. [Back to top](#top) ### 4.5 EventBus [Back to top](#top) **File:** `/home/dev/tekton/scripts/event_bus.gd` (73 lines) **Extends:** Node **Autoload name:** EventBus Centralized observer pattern for inter-manager communication. Replaces direct cross-references between managers. **Constants (event names):** | Constant | Value | Description | |---|---|---| | EVENT_PLAYER_JOINED | "player_joined" | Player entered match | | EVENT_PLAYER_LEFT | "player_left" | Player left match | | EVENT_PLAYER_READY | "player_ready" | Player ready state changed | | EVENT_MATCH_STARTED | "match_started" | Match began | | EVENT_MATCH_ENDED | "match_ended" | Match ended | | EVENT_GAME_MODE_CHANGED | "game_mode_changed" | Game mode switched | | EVENT_CURRENCY_CHANGED | "currency_changed" | Wallet balance changed | | EVENT_ITEM_PURCHASED | "item_purchased" | Item bought from shop | | EVENT_GACHA_PULL | "gacha_pull" | Gacha rolled | | EVENT_PROFILE_LOADED | "profile_loaded" | Profile loaded from server | | EVENT_PROFILE_UPDATED | "profile_updated" | Profile updated | | EVENT_AVATAR_CHANGED | "avatar_changed" | Avatar changed | | EVENT_SESSION_REFRESHED | "session_refreshed" | Nakama session refreshed | | EVENT_SESSION_EXPIRED | "session_expired" | Nakama session expired | **Signals:** | Signal | Params | Description | |---|---|---| | `event_emitted` | event_name: String, data: Variant | Fired on every emit | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `emit` | `func emit(event_name: String, data: Variant = null) -> void` | void | Emit event to all registered listeners and the signal bus | | `on` | `func on(event_name: String, callback: Callable) -> void` | void | Subscribe to event | | `off` | `func off(event_name: String, callback: Callable) -> void` | void | Unsubscribe from event | | `clear` | `func clear() -> void` | void | Remove all listeners (scene transition cleanup) | **Dependencies:** None. **Depended by:** UserProfileManager, GachaManager, ShopManager, many managers for loose coupling. [Back to top](#top) ### 4.6 GameMode / ModeConfig [Back to top](#top) **File:** `/home/dev/tekton/scripts/game_mode.gd` (41 lines) **Extends:** RefCounted **class_name:** GameMode Enum and string conversion utilities for game modes. **Enum:** `Mode { FREEMODE = 0, STOP_N_GO = 1, TEKTON_DOORS = 2, GAUNTLET = 3 }` **Public Static Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `from_string` | `static func from_string(mode: String) -> Mode` | Mode | Converts "Freemode"/"Stop n Go"/"Tekton Doors"/"Candy Pump Survival" to enum | | `mode_to_string` | `static func mode_to_string(mode: Mode) -> String` | String | Converts enum back to string | | `is_restricted` | `static func is_restricted(mode: Mode) -> bool` | bool | Returns true for SNG, Doors, or Gauntlet | | `get_all_modes` | `static func get_all_modes() -> Array[String]` | Array[String] | Returns all mode names | **File:** `/home/dev/tekton/scripts/mode_config.gd` (108 lines) **Extends:** RefCounted **class_name:** ModeConfig Schema-driven validation for game mode settings. Consolidates duplicated/inconsistent option toggles. **Public Static Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `get_defaults` | `static func get_defaults(mode: String) -> Dictionary` | Dictionary | Returns default config dict for mode | | `validate_setting` | `static func validate_setting(mode: String, key: String, value: Variant) -> Dictionary` | Dictionary | Validates type, range, and allowed values for a single setting | | `validate_config` | `static func validate_config(mode: String, config: Dictionary) -> Dictionary` | Dictionary | Validates entire config, returns errors array | | `get_mode_settings` | `static func get_mode_settings(mode: String) -> Array` | Array | Returns list of setting keys for mode | | `get_setting_schema` | `static func get_setting_schema(mode: String, key: String) -> Dictionary` | Dictionary | Returns schema for specific setting | | `has_setting` | `static func has_setting(mode: String, key: String) -> bool` | bool | Checks if setting exists for mode | | `get_supported_modes` | `static func get_supported_modes() -> Array` | Array | Returns all supported mode strings | **Dependencies:** None (standalone utility classes). **Depended by:** LobbyManager, LobbyRoom, mode-specific managers. [Back to top](#top) ## 5. Player Subsystem Managers [Back to top](#top) ### 5.1 PlayerMovementManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/player_movement_manager.gd` (33,053 chars) **Extends:** Node **Autoload name:** PlayerMovementManager Handles player movement physics, grid-based pathfinding, movement range highlighting, position syncing, and obstacle-aware navigation. Delegated from player.gd. **Signals:** (custom signals listed; full list from code) | Signal | Params | Description | |---|---|---| | `movement_started` | path: Array | Emitted when player begins moving | | `movement_completed` | none | Emitted when movement tween finishes | | `movement_interrupted` | none | Emitted when movement is cancelled | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `move_along_path` | `func move_along_path(player: Node, path: Array) -> void` | void | Tweens player along grid path | | `find_path` | `func find_path(from: Vector2i, to: Vector2i, gridmap: Node) -> Array` | Array | A* or BFS pathfinding on grid | | `highlight_movement_range` | `func highlight_movement_range(player: Node) -> void` | void | Shows reachable cells | | `highlight_adjacent_cells` | `func highlight_adjacent_cells(player: Node) -> void` | void | Shows cardinal-adjacent cells | | `rotate_towards_target` | `func rotate_towards_target(target_pos: Vector2i) -> void` | void | Smooth rotation to face target | | `can_move_to` | `func can_move_to(pos: Vector2i, gridmap: Node) -> bool` | bool | Cell walkability check | | `apply_stagger` | `func apply_stagger(duration: float) -> void` | void | Applies stun knockback | | `sync_bump` | `func sync_bump(target_pos: Vector2i, is_soft: bool) -> void` | void | Visual bump animation | | `set_player_moving` | `func set_player_moving(is_moving: bool) -> void` | void | Toggle movement state | **Dependencies:** player.gd (node refs), ObstacleManager, SpecialTilesManager, EnhancedGridMap. **Depended by:** player.gd, main.gd. [Back to top](#top) ### 5.2 PlayerInputManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/player_input_manager.gd` (7,292 chars) **Extends:** Node **Autoload name:** PlayerInputManager Captures and buffers player input events. Supports keyboard, mouse, gamepad, and touch inputs. Provides input state query API. **Signals:** | Signal | Params | Description | |---|---|---| | `input_received` | event: InputEvent | Raw input forwarded | | `action_pressed` | action: String | Action mapped press (grab, put, move) | | `action_released` | action: String | Action released | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `is_action_held` | `func is_action_held(action: String) -> bool` | bool | Check if action is currently held | | `get_movement_direction` | `func get_movement_direction() -> Vector2i` | Vector2i | Grid-aligned movement cardinal | | `get_look_direction` | `func get_look_direction(camera: Camera3D) -> Vector2` | Vector2 | Mouse-world direction | | `flush_buffer` | `func flush_buffer() -> void` | void | Clear input buffer | | `is_touch_active` | `func is_touch_active() -> bool` | bool | Whether touch controls are in use | **Dependencies:** TouchControls (autoload). **Depended by:** player.gd, player_action_manager.gd. [Back to top](#top) ### 5.3 PlayerActionManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/player_action_manager.gd` (8,828 chars) **Extends:** Node **Autoload name:** PlayerActionManager Action execution layer. Manages grab, put, arrange, tekton throw/knock actions. Handles action point consumption, cooldowns, and visual highlighting. **Signals:** | Signal | Params | Description | |---|---|---| | `action_executed` | action_type: String | Action performed | | `action_failed` | reason: String | Action invalid | | `action_points_changed` | points: int | AP updated | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `execute_grab` | `func execute_grab(player: Node, grid_pos: Vector2i) -> bool` | bool | Grab item from grid | | `execute_put` | `func execute_put(player: Node, slot_index: int, grid_pos: Vector2i) -> bool` | bool | Put item from playerboard to grid | | `execute_arrange` | `func execute_arrange(player: Node, from_slot: int, to_slot: int) -> bool` | bool | Rearrange playerboard slots | | `consume_action_points` | `func consume_action_points(points: int) -> void` | void | Deduct action points | | `can_afford_action` | `func can_afford_action() -> bool` | bool | Check AP > 0 | | `after_action_completed` | `func after_action_completed() -> void` | void | Post-action cleanup: check win, cycle goals | | `highlight_cells_if_authorized` | `func highlight_cells_if_authorized(cells: Array, item_id: int) -> void` | void | Show valid target cells | | `highlight_empty_adjacent_cells` | `func highlight_empty_adjacent_cells() -> void` | void | Show empty adjacent cells for put | | `highlight_occupied_playerboard_slots` | `func highlight_occupied_playerboard_slots() -> void` | void | Show occupied slots for grab | | `highlight_random_valid_cells` | `func highlight_random_valid_cells() -> void` | void | Show random valid cells | | `clear_highlights` | `func clear_highlights() -> void` | void | Remove all cell highlights | | `clear_playerboard_highlights` | `func clear_playerboard_highlights() -> void` | void | Remove playerboard highlights | **Dependencies:** PlayerboardManager, PlayerInputManager, GoalsCycleManager. **Depended by:** player.gd, main.gd. [Back to top](#top) ### 5.4 PlayerboardManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/playerboard_manager.gd` (22,790 chars) **Extends:** Node **Autoload name:** PlayerboardManager Manages each player's inventory board (2x5 or 3x5 grid of item slots). Handles slot selection, item placement, auto-arrange for goal matching, drag-and-drop, and visual updates. **Signals:** | Signal | Params | Description | |---|---|---| | `slot_selected` | slot_index: int | Slot clicked/selected | | `slot_deselected` | none | Selection cleared | | `item_placed` | slot_index: int, item_id: int | Item added to slot | | `item_removed` | slot_index: int | Item removed from slot | | `playerboard_updated` | player_id: int, board: Array | Full board synced | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `grab_item` | `func grab_item(grid_pos: Vector2i) -> bool` | bool | Auto-place grabbed item into best-fit slot | | `auto_put_item` | `func auto_put_item() -> bool` | bool | Put goal-matching tile from board to adjacent grid | | `handle_slot_clicked` | `func handle_slot_clicked(slot_index: int) -> void` | void | Process slot click event | | `handle_playerboard_slot_selected` | `func handle_playerboard_slot_selected(slot_index: int) -> void` | void | Handle slot selection for action | | `handle_put_slot_selected` | `func handle_put_slot_selected(slot_index: int) -> void` | void | Handle slot chosen for put action | | `arrange_playerboard_item` | `func arrange_playerboard_item(slot_index: int) -> void` | void | Move item to better slot | | `select_playerboard_slot` | `func select_playerboard_slot(slot_index: int) -> void` | void | Mark slot as selected | | `deselect_playerboard_slot` | `func deselect_playerboard_slot() -> void` | void | Clear slot selection | | `target_playerboard_slot` | `func target_playerboard_slot(slot_index: int) -> void` | void | Target a slot for move | | `untarget_playerboard_slot` | `func untarget_playerboard_slot() -> void` | void | Clear target | | `can_move_to_target_playerboard_slot` | `func can_move_to_target_playerboard_slot() -> bool` | bool | Check if target slot is valid | | `bot_grab_item` | `func bot_grab_item(pos: Vector2i, slot: int, x: int, y: int, z: int) -> void` | void | Bot performs grab | | `bot_put_item` | `func bot_put_item(pos: Vector2i, slot: int, x: int, y: int, z: int) -> void` | void | Bot performs put | | `bot_arrange_item` | `func bot_arrange_item(from_slot: int, to_slot: int) -> void` | void | Bot rearranges board | **Dependencies:** GoalsCycleManager, GoalManager, EnhancedGridMap (scene ref). **Depended by:** player.gd, PlayerActionManager. [Back to top](#top) ### 5.5 PowerupManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/powerup_manager.gd` (9,417 chars) **Extends:** Node **Autoload name:** PowerupManager Powerup/boost system. Tracks boost charge level, special ability availability, and consumes boost for charged actions. **Signals:** | Signal | Params | Description | |---|---|---| | `boost_changed` | amount: float | Boost level changed | | `boost_full` | none | Boost reached 100% | | `powerup_activated` | type: String | Powerup used | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `add_boost` | `func add_boost(amount: float) -> void` | void | Increment boost | | `consume_boost` | `func consume_boost(amount: float) -> void` | void | Deduct boost | | `can_use_special` | `func can_use_special() -> bool` | bool | Boost >= 100 | | `get_boost_pct` | `func get_boost_pct() -> float` | float | 0.0 to 1.0 | | `reset_boost` | `func reset_boost() -> void` | void | Set to 0 | **Dependencies:** None. **Depended by:** player.gd (charged strike, knock), PlayerActionManager. [Back to top](#top) ## 6. Game Mode Managers [Back to top](#top) ### 6.1 StopNGoManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/stop_n_go_manager.gd` (21,884 chars) **Extends:** Node **Autoload name:** StopNGoManager State machine for the Stop n Go game mode. Alternates between GO (movement allowed) and STOP (frozen) phases. Tracks winner via first player to complete required goals during GO phases. **Signals:** | Signal | Params | Description | |---|---|---| | `phase_changed` | phase: String ("go"/"stop") | GO/STOP transition | | `countdown_tick` | seconds: int | Phase countdown tick | | `sng_winner` | player_id: int | Winner determined | | `sng_ended` | none | Minigame concluded | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_sng` | `func start_sng(go_duration: int, stop_duration: int, required_goals: int) -> void` | void | Initialize SNG with params | | `stop_sng` | `func stop_sng() -> void` | void | End SNG minigame | | `start_go_phase` | `func start_go_phase() -> void` | void | Begin GO timer | | `start_stop_phase` | `func start_stop_phase() -> void` | void | Begin STOP timer, freeze all | | `freeze_player` | `func freeze_player(player_id: int) -> void` | void | Stop player movement | | `unfreeze_player` | `func unfreeze_player(player_id: int) -> void` | void | Resume player movement | | `check_winner` | `func check_winner() -> int` | int | Returns winner peer_id or -1 | | `get_phase` | `func get_phase() -> String` | String | Current phase | **Dependencies:** TurnManager, GoalManager, GoalsCycleManager, animation.gd (scene). **Depended by:** main.gd, player.gd. [Back to top](#top) ### 6.2 GauntletManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/gauntlet_manager.gd` (5,467 chars) **Extends:** Node **Autoload name:** GauntletManager Manages the Candy Pump Survival / Gauntlet game mode. Handles round progression, danger zone growth (flood fill), and elimination. **Signals:** | Signal | Params | Description | |---|---|---| | `round_started` | round: int | New round began | | `danger_zone_grown` | cells: Array | New tiles flooded | | `player_eliminated` | player_id: int | Player fell off/eliminated | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_gauntlet` | `func start_gauntlet(duration: int, growth_interval: float) -> void` | void | Initialize gauntlet mode | | `stop_gauntlet` | `func stop_gauntlet() -> void` | void | End gauntlet mode | | `eliminate_player` | `func eliminate_player(player_id: int) -> void` | void | Mark player as eliminated | | `get_alive_players` | `func get_alive_players() -> Array` | Array | Returns non-eliminated player IDs | | `get_round` | `func get_round() -> int` | int | Current round number | **Dependencies:** TurnManager, EnhancedGridMap. **Depended by:** main.gd. [Back to top](#top) ### 6.3 PortalModeManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/portal_mode_manager.gd` (20,072 chars) **Extends:** Node **Autoload name:** PortalModeManager Manages portal race mode (Tekton Doors variant). Tracks portal positions, door swapping, refresh cycles, and race completion. **Signals:** | Signal | Params | Description | |---|---|---| | `portals_swapped` | portal_pairs: Array | Doors swapped positions | | `portals_refreshed` | portals: Array | New portal set spawned | | `player_teleported` | player_id: int, from: Vector2i, to: Vector2i | Player used portal | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_portal_mode` | `func start_portal_mode(swap_time: int, refresh_time: int) -> void` | void | Initialize portal mode | | `stop_portal_mode` | `func stop_portal_mode() -> void` | void | End portal mode | | `teleport_player` | `func teleport_player(player: Node, portal_enter: Vector2i) -> void` | void | Teleport player through portal pair | | `swap_portals` | `func swap_portals() -> void` | void | Randomize portal positions | | `refresh_portals` | `func refresh_portals() -> void` | void | Spawn new portal set | | `get_portal_pair` | `func get_portal_pair(portal_id: int) -> Array` | Array | Returns [entry, exit] positions | **Dependencies:** SpecialTilesManager, EnhancedGridMap. **Depended by:** main.gd. [Back to top](#top) ### 6.4 GoalManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/goal_manager.gd` (3,857 chars) **Extends:** Node **Autoload name:** GoalManager Goal definitions, validation rules, and completion detection. Checks if a player's board arrangement matches the current goal pattern. **Signals:** | Signal | Params | Description | |---|---|---| | `goal_completed` | player_id: int, goal_id: int | Player completed a goal | | `goal_failed` | player_id: int, reason: String | Goal became impossible | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `validate_goal` | `func validate_goal(player_board: Array, goal: Dictionary) -> bool` | bool | Check board matches goal pattern | | `get_goal_type` | `func get_goal_type(goal: Dictionary) -> String` | String | Goal category (row, col, set, pattern) | | `is_goal_possible` | `func is_goal_possible(player_board: Array, goal: Dictionary) -> bool` | bool | Whether goal is still achievable | | `find_best_slot_for_item` | `func find_best_slot_for_item(board: Array, item: int, goal: Dictionary) -> int` | int | Auto-place item into best slot | **Dependencies:** None. **Depended by:** GoalsCycleManager, PlayerboardManager, StopNGoManager. [Back to top](#top) ### 6.5 GoalsCycleManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/goals_cycle_manager.gd` (20,175 chars) **Extends:** Node **Autoload name:** GoalsCycleManager Manages cycling goal rotation. Tracks per-player score, cycles active goals on timer or action trigger, and determines when a player reaches the goal threshold to win. **Signals:** | Signal | Params | Description | |---|---|---| | `goals_cycled` | new_goals: Array | Active goals changed | | `player_scored` | player_id: int, points: int | Player earned points | | `player_won` | player_id: int | Player reached win threshold | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_cycle` | `func start_cycle(timer_enabled: bool) -> void` | void | Begin goal cycling | | `stop_cycle` | `func stop_cycle() -> void` | void | Stop cycling | | `cycle_goals` | `func cycle_goals() -> void` | void | Generate new goal set | | `add_score` | `func add_score(player_id: int, points: int) -> void` | void | Award points to player | | `get_player_score` | `func get_player_score(player_id: int) -> int` | int | Get player's current score | | `get_current_goals` | `func get_current_goals() -> Array` | Array | Get active goals | | `set_goal_threshold` | `func set_goal_threshold(goals_needed: int) -> void` | void | Set goals to win | **Dependencies:** GoalManager, TurnManager, Timer (scene). **Depended by:** main.gd, PlayerActionManager, StopNGoManager. [Back to top](#top) ### 6.6 PlayerRaceManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/player_race_manager.gd` (4,757 chars) **Extends:** Node **Autoload name:** PlayerRaceManager Race-specific logic. Tracks player race position, finish locations, lap progression, and race completion. **Signals:** | Signal | Params | Description | |---|---|---| | `position_changed` | player_id: int, pos: int | Player moved in race order | | `lap_completed` | player_id: int, lap: int | Player finished a lap | | `race_completed` | results: Array | Final standings [{id, position}] | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_race` | `func start_race() -> void` | void | Initialize race state | | `end_race` | `func end_race() -> void` | void | Finalize race | | `on_race_completed` | `func on_race_completed(final_pos: int) -> void` | void | Player crossed finish line | | `get_current_finish_locations` | `func get_current_finish_locations() -> Array` | Array | Active finish positions | | `update_finish_availability` | `func update_finish_availability() -> void` | void | Recalculate finish positions | | `get_player_position` | `func get_player_position(player_id: int) -> int` | int | Current race order index | | `add_second_lap_goals` | `func add_second_lap_goals(goals: Array) -> void` | void | Set lap 2 goals | **Dependencies:** GoalsCycleManager. **Depended by:** player.gd, main.gd. [Back to top](#top) ### 6.7 TurnManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/turn_manager.gd` (849 chars) **Extends:** Node **Autoload name:** TurnManager Turn-based sequencing for game modes that use round-robin or ordered turns (e.g., Stop n Go, Tekton Doors). **Properties:** | Name | Type | Description | |---|---|---| | current_turn | int | Index in turn order | | turn_order | Array | Player peer IDs in sequence | | is_my_turn | bool | Whether local player is active | **Signals:** | Signal | Params | Description | |---|---|---| | `turn_changed` | player_id: int | Active turn changed | | `turn_order_set` | order: Array | Turn order established | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `set_turn_order` | `func set_turn_order(order: Array) -> void` | void | Establish turn sequence | | `next_turn` | `func next_turn() -> void` | void | Advance to next player | | `get_current_player` | `func get_current_player() -> int` | int | Current player peer ID | **Dependencies:** None. **Depended by:** StopNGoManager, GauntletManager, GoalsCycleManager. [Back to top](#top) ## 7. Gameplay Managers [Back to top](#top) ### 7.1 ObstacleManager [Back to top](#up) **File:** `/home/dev/tekton/scripts/managers/obstacle_manager.gd` (5,662 chars) **Extends:** Node **Autoload name:** ObstacleManager Obstacle placement and removal on the game grid. Handles wall tiles, blocking tiles, and destructible barriers. **Signals:** | Signal | Params | Description | |---|---|---| | `obstacle_placed` | cell: Vector3i, item_id: int | New obstacle added | | `obstacle_removed` | cell: Vector3i | Obstacle destroyed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `place_obstacle` | `func place_obstacle(cell: Vector3i, item_id: int) -> void` | void | Set obstacle on grid layer | | `remove_obstacle` | `func remove_obstacle(cell: Vector3i) -> void` | void | Clear obstacle | | `is_cell_blocked` | `func is_cell_blocked(cell: Vector3i, gridmap: Node) -> bool` | bool | Check if cell has blocking tile | | `get_blocked_cells` | `func get_blocked_cells(gridmap: Node) -> Array` | Array | All blocked cells | | `clear_all_obstacles` | `func clear_all_obstacles() -> void` | void | Remove all obstacles | **Dependencies:** EnhancedGridMap (scene ref). **Depended by:** PlayerMovementManager, SpecialTilesManager. [Back to top](#top) ### 7.2 SpecialTilesManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/special_tiles_manager.gd` (23,090 chars) **Extends:** Node **Autoload name:** SpecialTilesManager Manages special floor tiles: ice (slippery), crack (breakable), portal tiles, teleporters, and other interactive terrain. **Signals:** | Signal | Params | Description | |---|---|---| | `tile_activated` | pos: Vector2i, tile_type: String | Tile effect triggered | | `ice_slide_started` | player_id: int | Player started sliding | | `crack_broke` | pos: Vector2i | Crack tile collapsed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `apply_tile_effect` | `func apply_tile_effect(player: Node, pos: Vector2i) -> void` | void | Activate tile effect on player | | `get_tile_at` | `func get_tile_at(pos: Vector2i, gridmap: Node) -> int` | int | Item ID at position | | `set_tile` | `func set_tile(pos: Vector2i, item_id: int, gridmap: Node) -> void` | void | Set tile item | | `is_ice_tile` | `func is_ice_tile(item_id: int) -> bool` | bool | Check ice type | | `is_crack_tile` | `func is_crack_tile(item_id: int) -> bool` | bool | Check crack type | | `is_portal_tile` | `func is_portal_tile(item_id: int) -> bool` | bool | Check portal type | | `spawn_portal_pair` | `func spawn_portal_pair(pos_a: Vector2i, pos_b: Vector2i) -> void` | void | Create portal entry/exit | | `remove_portal_pair` | `func remove_portal_pair(pos_a: Vector2i, pos_b: Vector2i) -> void` | void | Remove portal tiles | **Dependencies:** EnhancedGridMap, ObstacleManager, PortalModeManager. **Depended by:** PlayerMovementManager. [Back to top](#top) ### 7.3 StaticTektonManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/static_tekton_manager.gd` (7,416 chars) **Extends:** Node **Autoload name:** StaticTektonManager Manages stationary Tekton turret behavior. Handles targeting, projectile spawning, and stun zones. **Signals:** | Signal | Params | Description | |---|---|---| | `turret_fired` | turret_id: int, target_pos: Vector2i | Turret shot | | `turret_stunned` | turret_id: int | Turret disabled | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `activate_turret` | `func activate_turret(turret: Node) -> void` | void | Start turret behavior | | `deactivate_turret` | `func deactivate_turret(turret: Node) -> void` | void | Stop turret | | `fire_at_player` | `func fire_at_player(turret: Node, target: Vector2i) -> void` | void | Fire projectile at grid pos | **Dependencies:** EnhancedGridMap, ObstacleManager. **Depended by:** main.gd. [Back to top](#top) ## 8. UI / Presentation Managers [Back to top](#top) ### 8.1 UIManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/ui_manager.gd` (21,645 chars) **Extends:** Node **Autoload name:** UIManager Manages the UI layer stack: show/hide panels, overlay management, HUD elements, and dynamic UI creation. **Signals:** | Signal | Params | Description | |---|---|---| | `panel_opened` | panel_name: String | Panel shown | | `panel_closed` | panel_name: String | Panel hidden | | `hud_updated` | data: Dictionary | HUD refresh | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `show_panel` | `func show_panel(panel_name: String, data: Dictionary = {}) -> void` | void | Show named panel | | `hide_panel` | `func hide_panel(panel_name: String) -> void` | void | Hide named panel | | `toggle_panel` | `func toggle_panel(panel_name: String) -> void` | void | Toggle panel visibility | | `show_hud` | `func show_hud() -> void` | void | Display HUD | | `hide_hud` | `func hide_hud() -> void` | void | Hide HUD | | `create_dynamic_ui` | `func create_dynamic_ui(scene_path: String) -> Node` | Node | Instantiate UI from tscn | | `destroy_dynamic_ui` | `func destroy_dynamic_ui(ui_node: Node) -> void` | void | Remove dynamic UI | | `focus_panel` | `func focus_panel(panel_name: String) -> void` | void | Bring panel to front | | `get_active_panels` | `func get_active_panels() -> Array` | Array | Currently visible panels | **Dependencies:** None. **Depended by:** main.gd, lobby.gd. [Back to top](#top) ### 8.2 SfxManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/sfx_manager.gd` (2,046 chars) **Extends:** Node **Autoload name:** SfxManager Sound effect playback pool. Manages one-shot SFX with positional audio support. **Signals:** None. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `play` | `func play(sfx_name: String, position: Vector3 = Vector3.ZERO) -> void` | void | Play SFX by name, optionally 3D positioned | | `stop` | `func stop(sfx_name: String) -> void` | void | Stop specific SFX | | `stop_all` | `func stop_all() -> void` | void | Silence all SFX | | `set_volume` | `func set_volume(db: float) -> void` | void | Set master SFX volume | **Dependencies:** AudioStreamPlayer pool (scene). **Depended by:** player.gd, StopNGoManager, UIManager, many gameplay managers. [Back to top](#top) ### 8.3 MusicManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/music_manager.gd` (4,082 chars) **Extends:** Node **Autoload name:** MusicManager Background music controller. Handles crossfade between tracks, playlist sequencing, and volume control. **Signals:** None. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_music` | `func start_music(track_name: String = "") -> void` | void | Begin playing track or playlist | | `stop_music` | `func stop_music(fade: float = 0.5) -> void` | void | Fade out and stop | | `crossfade_to` | `func crossfade_to(track_name: String, fade_duration: float = 1.0) -> void` | void | Smooth transition | | `set_volume` | `func set_volume(db: float) -> void` | void | Set master music volume | | `set_paused` | `func set_paused(paused: bool) -> void` | void | Pause/resume | | `get_current_track` | `func get_current_track() -> String` | String | Currently playing track name | **Dependencies:** AudioStreamPlayer (scene). **Depended by:** lobby.gd, main.gd. [Back to top](#top) ### 8.4 NotificationManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/notification_manager.gd` (2,215 chars) **Extends:** Node **Autoload name:** NotificationManager On-screen message queue. Displays transient notification messages with type-based styling. **Properties:** | Name | Type | Description | |---|---|---| | MessageType (enum) | {NORMAL, WARNING, POWERUP, ERROR, SYSTEM} | Message severity/style | **Signals:** None. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `send_message` | `func send_message(sender: Node, message: String, msg_type: int = 0) -> void` | void | Queue message for display | | `clear_messages` | `func clear_messages() -> void` | void | Clear all pending messages | | `get_message_queue` | `func get_message_queue() -> Array` | Array | Current pending messages | **Dependencies:** None. **Depended by:** player.gd, main.gd (unstuck feedback), StopNGoManager, many gameplay managers. [Back to top](#top) ### 8.5 ScreenShake [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/screen_shake.gd` (1,839 chars) **Extends:** Node **Autoload name:** ScreenShake Camera screen shake effect manager. Applies noise-based displacement to Camera3D. **Signals:** None. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `shake` | `func shake(intensity: float, duration: float = 0.3) -> void` | void | Trigger camera shake | | `stop_shake` | `func stop_shake() -> void` | void | Stop ongoing shake | **Dependencies:** Camera3D (scene). **Depended by:** player.gd (heavy knock triggers shake), main.gd. [Back to top](#top) ### 8.6 CameraContextManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/camera_context_manager.gd` (2,543 chars) **Extends:** Node **Autoload name:** CameraContextManager Camera zoom level and context switching. Manages follow-camera behavior, zoom levels for different game phases, and camera transitions. **Signals:** | Signal | Params | Description | |---|---|---| | `zoom_changed` | level: float | Camera zoom level changed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `set_zoom` | `func set_zoom(level: float) -> void` | void | Set camera zoom | | `get_zoom` | `func get_zoom() -> float` | float | Current zoom | | `focus_on_player` | `func focus_on_player(player_id: int) -> void` | void | Snap camera to player | | `focus_on_position` | `func focus_on_position(world_pos: Vector3) -> void` | void | Center camera on position | **Dependencies:** Camera3D (scene). **Depended by:** main.gd. [Back to top](#top) ### 8.7 TouchControls [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/touch_controls.gd` (23,640 chars) **Extends:** Node **Autoload name:** TouchControls Mobile touch input overlay. Provides virtual joystick, action buttons, and gesture recognition for grid-based controls. **Signals:** | Signal | Params | Description | |---|---|---| | `touch_moved` | direction: Vector2i | Grid direction from swipe | | `action_triggered` | action: String | Touch button pressed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `set_joystick_enabled` | `func set_joystick_enabled(enabled: bool) -> void` | void | Toggle joystick | | `get_joystick_direction` | `func get_joystick_direction() -> Vector2` | Vector2 | Normalized joystick | | `_save_settings` | internal | void | Persist touch control settings | **Dependencies:** InputManager (scene). **Depended by:** PlayerInputManager. [Back to top](#top) ### 8.8 TutorialManager / TutorialOverlay [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/tutorial_manager.gd` (22,243 chars) **Extends:** Node **Autoload name:** TutorialManager Tutorial flow controller. Manages step-by-step tutorial sequences, triggers, and completion tracking. **Signals:** | Signal | Params | Description | |---|---|---| | `tutorial_started` | tutorial_id: String | Tutorial began | | `step_completed` | step: int | Step finished | | `tutorial_completed` | tutorial_id: String | Tutorial fully complete | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_tutorial` | `func start_tutorial(tutorial_id: String) -> void` | void | Begin tutorial sequence | | `advance_step` | `func advance_step() -> void` | void | Move to next step | | `skip_tutorial` | `func skip_tutorial() -> void` | void | Exit tutorial early | | `is_tutorial_active` | `func is_tutorial_active() -> bool` | bool | Tutorial in progress | | `get_current_step` | `func get_current_step() -> int` | int | Current step index | | `get_total_steps` | `func get_total_steps() -> int` | int | Total steps in tutorial | **File:** `/home/dev/tekton/scripts/managers/tutorial_overlay.gd` (11,077 chars) **Extends:** Node **Autoload name:** TutorialOverlay Tutorial UI overlay. Displays step instructions, highlights UI elements, and provides step navigation. **Signals:** | Signal | Params | Description | |---|---|---| | `overlay_closed` | none | Overlay dismissed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `show_step` | `func show_step(step_data: Dictionary) -> void` | void | Display step with text + highlight | | `hide_overlay` | `func hide_overlay() -> void` | void | Dismiss overlay | | `highlight_element` | `func highlight_element(node_path: NodePath) -> void` | void | Spotlight a UI element | | `clear_highlights` | `func clear_highlights() -> void` | void | Remove spotlights | **Dependencies:** TutorialManager, UIManager. **Depended by:** TutorialManager. [Back to top](#top) ## 9. Social / Economy Managers [Back to top](#top) ### 9.1 UserProfileManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/user_profile_manager.gd` (20,044 chars) **Extends:** Node **Autoload name:** UserProfileManager User profile CRUD operations. Manages display name, avatar, bio, wallet balance, stats, and loadout configuration. Syncs with Nakama storage. **Signals:** | Signal | Params | Description | |---|---|---| | `profile_loaded` | profile: Dictionary | Profile fetched from server | | `profile_updated` | none | Profile modified locally | | `wallet_updated` | wallet: Dictionary | Balance changed | | `stats_updated` | stats: Dictionary | Player stats changed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `load_profile` | `func load_profile() -> void` | void (async) | Fetch profile from Nakama storage | | `save_profile` | `func save_profile() -> void` | void (async) | Persist profile to Nakama | | `get_display_name` | `func get_display_name(fallback: String = "Player") -> String` | String | Display name with fallback | | `set_display_name` | `func set_display_name(name: String) -> void` | void | Update display name | | `get_avatar_url` | `func get_avatar_url() -> String` | String | Current avatar path | | `set_avatar` | `func set_avatar(url: String) -> void` | void | Change avatar | | `get_wallet_balance` | `func get_wallet_balance(currency: String) -> int` | int | Balance for gold/star | | `get_stats` | `func get_stats() -> Dictionary` | Dictionary | Player stats snapshot | | `update_stats` | `func update_stats(delta: Dictionary) -> void` | void | Increment stats | | `get_loadout` | `func get_loadout() -> Dictionary` | Dictionary | Current cosmetics loadout | | `set_loadout` | `func set_loadout(loadout: Dictionary) -> void` | void | Save cosmetics config | | `get_loadout_character` | `func get_loadout_character() -> String` | String | Selected character name | | `sync_wallet` | `func sync_wallet() -> void` | void (async) | Refresh wallet from server | **Dependencies:** NakamaManager, EventBus, BackendService. **Depended by:** LobbyMainMenu, lobby.gd, ShopManager, GachaManager, SkinManager, many UI panels. [Back to top](#top) ### 9.2 GachaManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/gacha_manager.gd` (5,117 chars) **Extends:** Node **Autoload name:** GachaManager Gacha pull orchestration. Calls BackendService.perform_gacha_pull, processes results, updates inventory. **Signals:** | Signal | Params | Description | |---|---|---| | `gacha_result` | items: Array, fragments: Array | Pull results | | `gacha_error` | error: String | Pull failed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `perform_pull` | `func perform_pull(gacha_id: String, count: int) -> void` | void (async) | Execute gacha pull RPC | | `get_pity_count` | `func get_pity_count(banner_id: String) -> int` | int | Current pity counter | **Dependencies:** BackendService, UserProfileManager, EventBus. **Depended by:** gacha_panel.tscn (scene UI). [Back to top](#top) ### 9.3 SkinManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/skin_manager.gd` (13,909 chars) **Extends:** Node **Autoload name:** SkinManager Cosmetic skin system. Manages skin definitions, owned skins, equipped loadout, and applies cosmetics to character models. **Signals:** | Signal | Params | Description | |---|---|---| | `skin_equipped` | skin_id: String | Skin applied | | `skin_unequipped` | skin_id: String | Skin removed | | `inventory_updated` | owned_skins: Array | Inventory changed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `equip_skin` | `func equip_skin(skin_id: String, slot: String) -> void` | void | Equip skin to slot | | `unequip_skin` | `func unequip_skin(slot: String) -> void` | void | Unequip from slot | | `is_skin_owned` | `func is_skin_owned(skin_id: String) -> bool` | bool | Check ownership | | `get_equipped_skins` | `func get_equipped_skins() -> Dictionary` | Dictionary | Current loadout | | `apply_loadout` | `func apply_loadout(character_root: Node3D, loadout: Dictionary) -> void` | void | Apply cosmetics to 3D model | | `get_skins_for_character` | `func get_skins_for_character(char_name: String) -> Array` | Array | Available skins | | `get_all_skins` | `func get_all_skins() -> Array` | Array | All skin definitions | **Dependencies:** UserProfileManager. **Depended by:** lobby.gd (3D preview), SkinShop UI. [Back to top](#top) ### 9.4 ShopManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/shop_manager.gd` (484 chars) **Extends:** Node **Autoload name:** ShopManager Thin data layer for shop catalog. Currently a stub; full shop logic lives in scene scripts. **Properties:** Minimal (shop catalog array). **Signals:** None. **Public Functions:** None (data container only). **Dependencies:** BackendService. **Depended by:** shop_panel.tscn (scene). [Back to top](#top) ### 9.5 JoinManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/join_manager.gd` (484 chars) **Extends:** Node **Autoload name:** JoinManager Thin manager for join code input and validation. Minimal stub. **Properties:** Minimal. **Signals:** None. **Public Functions:** None (stub). **Dependencies:** None. **Depended by:** lobby.gd (join code UI). [Back to top](#top) ### 9.6 FriendManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/friend_manager.gd` (11,911 chars) **Extends:** Node **Autoload name:** FriendManager Friends list management. Handles friend requests, accept/reject, friend list sync, DM messaging, and lobby invitations. **Signals:** | Signal | Params | Description | |---|---|---| | `friend_list_updated` | friends: Array | Friend list refreshed | | `friend_request_received` | from_user_id: String | Incoming request | | `friend_added` | user_id: String | Friendship established | | `friend_removed` | user_id: String | Friendship ended | | `dm_message_received` | from_user_id: String, from_name: String, message: String | Direct message | | `lobby_invite_received` | from_user_id: String, from_name: String, match_id: String | Lobby invitation | | `friend_online_changed` | user_id: String, online: bool | Presence changed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `add_friend_by_id` | `func add_friend_by_id(nakama_id: String) -> bool` | bool (async) | Send friend request | | `remove_friend` | `func remove_friend(user_id: String) -> void` | void (async) | Remove friendship | | `accept_request` | `func accept_request(user_id: String) -> void` | void (async) | Accept friend request | | `decline_request` | `func decline_request(user_id: String) -> void` | void (async) | Decline request | | `get_friends` | `func get_friends() -> Array` | Array | Current friends list | | `get_mutual_friends` | `func get_mutual_friends() -> Array` | Array | Friends also in room | | `is_friend` | `func is_friend(nakama_id: String) -> bool` | bool | Check friendship | | `send_dm` | `func send_dm(user_id: String, text: String) -> bool` | bool (async) | Send direct message | | `get_dm_history` | `func get_dm_history(user_id: String) -> Array` | Array (async) | Fetch DM history | | `send_lobby_invite` | `func send_lobby_invite(to_user_id: String, match_id: String) -> void` | void (async) | Send invitation | **Dependencies:** BackendService, NakamaManager. **Depended by:** LobbyRoom, LobbyChat, lobby.gd. [Back to top](#top) ### 9.7 MailManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/mail_manager.gd` (5,271 chars) **Extends:** Node **Autoload name:** MailManager Mail/inbox CRUD operations. Calls BackendService RPCs for get, claim, delete mail. **Signals:** | Signal | Params | Description | |---|---|---| | `mail_updated` | mails: Array | Mail list refreshed | | `unread_count_changed` | count: int | Unread mail count | | `mail_claimed` | mail_id: String, rewards: Dictionary | Reward collected | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `fetch_mail` | `func fetch_mail() -> void` | void (async) | Fetch mailbox | | `claim_mail` | `func claim_mail(mail_id: String) -> void` | void (async) | Claim reward | | `delete_mail` | `func delete_mail(mail_id: String) -> void` | void (async) | Delete mail | | `get_unread_count` | `func get_unread_count() -> int` | int | Unread count | **Dependencies:** BackendService. **Depended by:** lobby.gd, mailbox_panel.tscn (scene). [Back to top](#top) ### 9.8 DailyRewardManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/daily_reward_manager.gd` (1,009 chars) **Extends:** Node **Autoload name:** DailyRewardManager Daily reward system. Handles claim state, reward config, and streak tracking. **Signals:** | Signal | Params | Description | |---|---|---| | `reward_claimed` | day: int, reward: Dictionary | Daily reward collected | | `streak_updated` | streak: int | Consecutive days | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `claim_daily_reward` | `func claim_daily_reward() -> void` | void (async) | Claim today's reward | | `get_reward_state` | `func get_reward_state() -> Dictionary` | Dictionary (async) | Current state + schedule | | `can_claim_today` | `func can_claim_today() -> bool` | bool | Check if claimable | **Dependencies:** BackendService. **Depended by:** daily_reward_panel.tscn (scene). [Back to top](#top) ### 9.9 AdminManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/admin_manager.gd` (2,538 chars) **Extends:** Node **Autoload name:** AdminManager Admin panel state and permission checks. Determines if local player is admin or moderator. **Signals:** None. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `_check_admin_status` | `func _check_admin_status() -> bool` | bool (async) | Verify admin via Nakama storage | | `kick_player` | `func kick_player(player_id: int) -> void` | void (async) | Kick player from match | | `ban_player` | `func ban_player(player_id: int) -> void` | void (async) | Ban player | | `give_currency` | `func give_currency(gold: int, star: int) -> void` | void (async) | Admin give currency | **Dependencies:** BackendService, NakamaManager. **Depended by:** admin_panel.tscn (scene), LobbyChat (/clear command). [Back to top](#top) ## 10. System Managers [Back to top](#top) ### 10.1 SettingsManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/settings_manager.gd` (13,874 chars) **Extends:** Node **Autoload name:** SettingsManager User settings persistence. Reads/writes config to user://settings.cfg. Manages audio, video, gameplay, and control settings. **Signals:** | Signal | Params | Description | |---|---|---| | `setting_changed` | key: String, value: Variant | A setting was modified | | `settings_reset` | none | All settings restored to defaults | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `get_setting` | `func get_setting(key: String, default: Variant = null) -> Variant` | Variant | Read setting value | | `set_setting` | `func set_setting(key: String, value: Variant) -> void` | void | Write and persist setting | | `reset_settings` | `func reset_settings() -> void` | void | Restore defaults | | `load_settings` | `func load_settings() -> void` | void | Load from config file | | `save_settings` | `func save_settings() -> void` | void | Write to config file | | `get_all_settings` | `func get_all_settings() -> Dictionary` | Dictionary | Full settings snapshot | **Dependencies:** ConfigFile. **Depended by:** Audio buses, video settings, gameplay UI, settings_menu.tscn. [Back to top](#top) ### 10.2 SessionManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/session_manager.gd` (4,742 chars) **Extends:** Node **Autoload name:** SessionManager Nakama session refresh lifecycle. Monitors session expiry and auto-refreshes before expiration. **Signals:** | Signal | Params | Description | |---|---|---| | `session_refreshed` | none | Token refreshed | | `session_expired` | none | Could not refresh | | `session_warning` | seconds_remaining: int | About to expire | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `start_monitoring` | `func start_monitoring() -> void` | void | Begin session expiry timer | | `stop_monitoring` | `func stop_monitoring() -> void` | void | Stop timer | | `refresh_now` | `func refresh_now() -> void` | void (async) | Force refresh | **Dependencies:** NakamaManager. **Depended by:** AuthManager. [Back to top](#top) ### 10.3 GameUpdateManager [Back to top](#top) **File:** `/home/dev/tekton/scripts/managers/game_update_manager.gd` (14,405 chars) **Extends:** Node **Autoload name:** GameUpdateManager Hot-reload update system. Checks for patch.pck on the Gitea patches branch and downloads/loads it at runtime. **Signals:** | Signal | Params | Description | |---|---|---| | `update_available` | version: String, changelog: String | New patch detected | | `update_downloading` | progress: float | Download progress | | `update_ready` | path: String | Patch downloaded and verified | | `update_failed` | error: String | Download error | | `up_to_date` | none | No update needed | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `check_for_updates` | `func check_for_updates() -> void` | void (async) | Query Gitea for latest patch | | `download_update` | `func download_update() -> void` | void (async) | Download patch.pck | | `apply_update` | `func apply_update() -> void` | void | Load patch from ProjectSettings | | `get_current_version` | `func get_current_version() -> String` | String | Current client version | | `get_available_version` | `func get_available_version() -> String` | String | Latest available version | **Dependencies:** HTTPRequest (scene). **Depended by:** boot_screen.tscn, main.gd. [Back to top](#top) ## 11. Core Scene Scripts [Back to top](#top) ### 11.1 main.gd (Main game scene controller) [Back to top](#top) **File:** `/home/dev/tekton/scenes/main.gd` (2956 lines) **Extends:** Node **Scene:** main.tscn The core game scene controller. Handles game initialization, player spawn, grid setup, goal cycle start, leaderboard display, pause menu, unstuck system, match cleanup, and result screen flow. **Key Properties:** | Name | Type | Description | |---|---|---| | enhanced_gridmap | Node | Reference to EnhancedGridMap child | | player_scene | PackedScene | Player.tscn loaded | | stop_n_go_winner_id | int | Winner's peer ID (-1 if none) | | _unstuck_cooldown_remaining | float | Unstuck button cooldown | | touch_controls | Node | TouchControls autoload ref | **Signals:** - (none declared; uses method-based event routing) **Public Functions (selected key ones):** | Function | Signature | Return | Description | |---|---|---|---| | `_ready` | auto-called | void | Initializes ENet multiplayer, spawns players, starts goals cycle, sets up HUD | | `_process` | `func _process(delta: float) -> void` | void | Unstuck cooldown tick | | `_input` | `func _input(event: InputEvent) -> void` | void | ESC pause, F9 debug floor check | | `initialize_game` | -- | void | Create EnhancedGridMap, spawn player scene instances | | `spawn_player` | -- | Node | Instantiate player.tscn, position, set authority | | `_spawn_local_player` | -- | void | Create local player node | | `add_bot_players_if_needed` | -- | void | Fill remaining slots with bot players | | `display_message` | `func display_message(message: String, type: int) -> void` | void (RPC) | Broadcast message to local player's UI | | `request_leaderboard_sync` | `func request_leaderboard_sync() -> void` | void (RPC) | Client requests leaderboard from server | | `sync_leaderboard_data` | `func sync_leaderboard_data(player_data: Array) -> void` | void (RPC authority) | Receive + render leaderboard | | `_update_leaderboard_display` | internal | void | Local leaderboard refresh | | `_render_leaderboard_entries` | internal | void | Populate leaderboard entries | | `_get_ordinal` | `func _get_ordinal(n: int) -> String` | String | "1st", "2nd", "3rd", etc. | | `can_rpc` | `func can_rpc() -> bool` | bool | Check multiplayer peer state | | `check_multiplayer` | `func check_multiplayer() -> bool` | bool | Safety check for peer access | | `_toggle_pause_menu` | internal | void | Show/hide pause overlay | | `_on_resume_pressed` | -- | void | Close pause menu | | `_on_how_to_play_pressed` | -- | void | Open help panel | | `_on_settings_pressed` | -- | void | Open settings dynamically | | `_on_quit_match_pressed` | -- | void | Leave match, return to lobby | | `_on_unstuck_pressed` | -- | void | Teleport local player to safe position | | `_find_safe_spawn_position` | internal | Vector2i | Scan grid for safe walkable cell | | `_on_back_to_menu_pressed` | -- | void | Cleanup and transition to lobby | | `_cleanup_multiplayer` | -- | void | NakamaManager.cleanup() wrapper | | `_deferred_init_leaderboard` | internal | void | Delayed leaderboard init (1.5s) | | `_on_rematch_pressed` | -- | void | Request rematch vote | | `check_all_floors` | `func check_all_floors() -> void` | void | Debug F9: scan missing floor tiles | | `update_visual_position` | on player | void | Snap player to grid-aligned world position | | `grid_to_world` | on player | Vector3 | Convert grid Vector2i to world Vector3 | **RPCs (network-synced functions):** | Function | RPC Mode | Description | |---|---|---| | `request_leaderboard_sync` | any_peer | Client requests data from server | | `sync_leaderboard_data` | authority, call_local | Server sends leaderboard to client | | `display_message` | authority, call_local | Broadcast message to player UI | | `sync_position` (on player) | any_peer, call_local | Sync grid position | | `sync_grid_item` (on player) | any_peer, call_local | Sync grid cell item | | `sync_goals` (on player) | any_peer, call_local | Sync active goals | | `sync_rotation` (on player) | any_peer, call_local | Sync character rotation | | `sync_bump` (on player) | any_peer, call_local, unreliable | Visual bump animation | | `sync_knock_tekton` (on player) | any_peer, call_local, reliable | Knock tekton | | `sync_grab_tekton` (on player) | any_peer, call_local, reliable | Grab roaming tekton | | `sync_throw_tekton` (on player) | any_peer, call_local, reliable | Throw tekton | | `sync_drop_tekton` (on player) | any_peer, call_local, reliable | Drop tekton | | `set_spawn_position` (on player) | any_peer, call_local, reliable | Random spawn position | | `complete_race` (on player) | any_peer, call_local, reliable | Player finished race | | `force_action_state_none` (on player) | any_peer, call_local, reliable | Reset UI action state | | `request_server_grab` (on player) | any_peer, reliable | Server-authoritative grab | | `request_server_put` (on player) | any_peer, reliable | Server-authoritative put | | `notify_spawn_selected` (on player) | any_peer, reliable | Occupancy sync for spawn | | `trigger_screen_shake` | -- | Camera shake RPC | **Dependencies:** NakamaManager, LobbyManager, GameStateManager, PlayerMovementManager, PlayerActionManager, GoalsCycleManager, StopNGoManager, GauntletManager, PortalModeManager, PlayerRaceManager, PlayerboardManager, UIManager, SfxManager, MusicManager, NotificationManager, ScreenShake, CameraContextManager, TouchControls. **Depended by:** (this is the root game scene, depends on everything). [Back to top](#top) ### 11.2 player.gd [Back to top](#top) **File:** `/home/dev/tekton/scenes/player.gd` (2751 lines) **Extends:** CharacterBody3D (assumed from Node3D methods) **Scene:** player.tscn The player character controller. Handles movement, action execution (grab/put/arrange), tekton interaction (carry/snatch/throw/knock), grid positioning, bot AI, visual synchronization, and playerboard management delegation. **Key Properties:** | Name | Type | Default | Description | |---|---|---|---| | current_position | Vector2i | Vector2i(0, 0) | Grid-aligned position | | cell_size | Vector3 | (1.0, 1.0, 1.0) | Grid cell dimensions | | cell_offset | Vector3 | Vector3.ZERO | Visual position offset | | is_player_moving | bool | false | Movement tween active | | is_carrying_tekton | bool | false | Holding roaming tekton | | carried_tekton | Node3D | null | Reference to carried tekton | | is_charged_strike | bool | false | Charged attack mode | | is_frozen | bool | false | Stun/freeze state | | is_stop_frozen | bool | false | Stop n Go freeze | | is_invisible | bool | false | Ghost mode | | is_bot | bool | false | Bot AI flag | | display_name | String | "" | Player display name | | score | int | 0 | Match score | | action_points | int | 1 | Actions per turn | | playerboard | Array | [-1, -1, ...] | Item slot board | | goals | Array | [] | Active goals | | enhanced_gridmap | Node | null | Grid reference | | anim_player | AnimationPlayer | null | Character animations | | movement_manager | PlayerMovementManager | ref | Movement delegation | | action_manager | PlayerActionManager | ref | Action delegation | | playerboard_manager | PlayerboardManager | ref | Board delegation | | race_manager | PlayerRaceManager | ref | Race delegate | | powerup_manager | PowerupManager | ref | Boost/charge delegate | **Signals:** | Signal | Params | Description | |---|---|---| | `position_changed` | none | Player grid position changed | **Public Functions (selected key ones):** | Function | Signature | Return | Description | |---|---|---|---| | `_ready` | auto-called | void | Init references, connect signals, set initial position | | `_physics_process` | `func _physics_process(delta: float) -> void` | void | Movement smoothing, carry timer, unstuck timer | | `_input` | `func _input(event: InputEvent) -> void` | void | Click-to-move on gridmap, slot clicks | | `grid_to_world` | `func grid_to_world(pos: Vector2i) -> Vector3` | Vector3 | Convert grid to world coordinates | | `move_to_grid_position` | `func move_to_grid_position(target: Vector2i) -> void` | void | Initiate grid movement | | `grab_item` | `func grab_item(grid_pos: Vector2i = current_position) -> bool` | bool | Delegates to playerboard_manager.grab_item | | `auto_put_item` | `func auto_put_item() -> bool` | bool | Delegates auto-put | | `handle_playerboard_slot_selected` | `func handle_playerboard_slot_selected(slot_index: int) -> void` | void | Delegates to playerboard_manager | | `handle_put_slot_selected` | `func handle_put_slot_selected(slot_index: int) -> void` | void | Delegates put slot | | `arrange_playerboard_item` | `func arrange_playerboard_item(slot_index: int) -> void` | void | Delegates arrange | | `_on_slot_clicked` | `func _on_slot_clicked(event: InputEvent, slot_index: int) -> void` | void | Delegates to playerboard_manager | | `has_item_at_current_position` | `func has_item_at_current_position() -> bool` | bool | Check grid cell occupancy | | `has_items_in_playerboard` | `func has_items_in_playerboard() -> bool` | bool | Any items in board | | `playerboard_is_full` | `func playerboard_is_full() -> bool` | bool | All slots filled | | `highlight_movement_range` | `func highlight_movement_range() -> void` | void | Delegates to movement_manager | | `highlight_adjacent_cells` | `func highlight_adjacent_cells() -> void` | void | Delegates to movement_manager | | `highlight_cells_if_authorized` | `func highlight_cells_if_authorized(cells: Array, item_id: int) -> void` | void | Delegates to action_manager | | `clear_highlights` | `func clear_highlights() -> void` | void | Clear grid highlights | | `rotate_towards_target` | `func rotate_towards_target(target_pos: Vector2i) -> void` | void | Delegates to movement_manager | | `select_playerboard_slot` | `func select_playerboard_slot(slot_index: int) -> void` | void | Delegates to playerboard_manager | | `deselect_playerboard_slot` | `func deselect_playerboard_slot() -> void` | void | Clear selection | | `target_playerboard_slot` | `func target_playerboard_slot(slot_index: int) -> void` | void | Target slot for move | | `untarget_playerboard_slot` | `func untarget_playerboard_slot() -> void` | void | Clear target | | `can_move_to_target_playerboard_slot` | `func can_move_to_target_playerboard_slot() -> bool` | bool | Target slot validity | | `update_visual_position` | `func update_visual_position() -> void` | void | Snap to grid | | `grab_tekton` | `func grab_tekton() -> void` | void | Tekton interaction: snatch or grab | | `snatch_tekton` | `func snatch_tekton(target_carrier: Node3D) -> void` | void | Steal tekton from carrier | | `throw_tekton` | `func throw_tekton() -> void` | void | Throw tekton in facing direction | | `drop_tekton` | `func drop_tekton() -> void` | void | Drop tekton at current position | | `enter_charged_strike` | `func enter_charged_strike() -> void` | void | Activate charged attack mode | | `knock_tekton` | `func knock_tekton() -> void` | void | Special attack on nearby tekton | | `update_active_player_indicator` | `func update_active_player_indicator() -> void` | void | Refresh visual state | | `is_finish_position` | `func is_finish_position(pos: Vector2i) -> bool` | bool | Check if pos is a finish line | | `_after_action_completed` | internal | void | Post-action: cycle goals, check win | | `consume_action_points` | `func consume_action_points(points: int) -> void` | void | Deduct AP | | `display_message` | on player | void | Show notification to this player | | `apply_stagger` | `func apply_stagger(duration: float) -> void` | void | Stun for duration | **RPCs (network-synced functions on player.gd):** | Function | RPC Mode | Description | |---|---|---| | `sync_position` | any_peer, call_local | Sync current grid position | | `sync_rotation` | any_peer, call_local | Sync Y rotation | | `sync_grid_item` | any_peer, call_local | Sync grid cell item change | | `sync_goals` | any_peer, call_local | Sync active goal set | | `sync_second_lap_goals` | any_peer, call_local | Sync lap 2 goals | | `sync_grab_tekton` | any_peer, call_local, reliable | Grab tekton network sync | | `sync_snatch_tekton` | any_peer, call_local, reliable | Tekton theft sync | | `sync_throw_tekton` | any_peer, call_local, reliable | Throw tekton sync | | `sync_drop_tekton` | any_peer, call_local, reliable | Drop tekton sync | | `sync_bump` | any_peer, call_local, unreliable | Visual bump animation | | `sync_knock_tekton` | any_peer, call_local, reliable | Knock attack sync | | `set_spawn_position` | any_peer, call_local, reliable | Random spawn position | | `complete_race` | any_peer, call_local, reliable | Race completion | | `force_action_state_none` | any_peer, call_local, reliable | Reset UI action state | | `request_server_grab` | any_peer, reliable | Server-auth grab request | | `request_server_put` | any_peer, reliable | Server-auth put request | | `notify_spawn_selected` | any_peer, reliable | Spawn occupancy sync | | `trigger_screen_shake` | (authority) | Screen shake RPC | | `bot_grab_item` | any_peer, call_local | Bot grab sync | | `bot_put_item` | any_peer, call_local | Bot put sync | | `bot_arrange_item` | any_peer, call_local | Bot arrange sync | **Dependencies:** PlayerMovementManager, PlayerInputManager, PlayerActionManager, PlayerboardManager, PowerupManager, PlayerRaceManager, GoalsCycleManager, SfxManager, NotificationManager, EnhancedGridMap (scene node), LobbyManager. **Depended by:** main.gd (spawned per player). [Back to top](#top) ### 11.3 lobby.gd [Back to top](#top) **File:** `/home/dev/tekton/scenes/lobby.gd` (583 lines) **Extends:** Control **Scene:** lobby.tscn The lobby/home screen controller. Manages main menu, room creation/joining, player slots, server selection, character selection, settings, mail, chat, social panel, and 3D character preview. **Key Properties:** | Name | Type | Description | |---|---|---| | chat | LobbyChat | Chat helper instance | | main_menu | LobbyMainMenu | Main menu helper | | room_list_helper | LobbyRoomList | Room list helper | | room_helper | LobbyRoom | Room/lobby helper | | character_textures | Dictionary | {char_name: Texture2D} | | profile_panel_instance | Control | Dynamic profile panel | | shop_panel_instance | Control | Dynamic shop panel | | daily_reward_panel_instance | Control | Daily reward panel | | leaderboard_panel_instance | Control | Leaderboard panel | | _mailbox_panel_instance | Control | Mail panel | | social_panel_instance | Control | Social panel | | _local_player_rank | int | Cached rank | | _bot_names | Dictionary | Slot index -> bot name | | _room_mode_filter | String | Room list filter | | _is_hosting | bool | Re-entry guard | **UI Node References (onready):** | Variable | Node Path | Type | |---|---|---| | main_menu_panel | $MainMenuPanel | Control | | main_title | %Title | Label | | username_label | %Username | Label | | create_room_btn | %CreateRoomBtn | Button | | browse_rooms_btn | %BrowseRoomsBtn | Button | | tutorial_btn | %TutorialBtn | Button | | main_menu_profile_btn | %MainProfileBtn | Button | | avatar_display | %AvatarDisplay | TextureRect | | lobby_settings_btn | %SettingsBtn | Button | | quit_btn | %QuitBtn | Button | | character_root | %CharacterRoot | Node3D | | anim_player | %AnimationPlayer | AnimationPlayer | | gold_label | %GoldLabel | Label | | star_label | %StarLabel | Label | | server_option | %ServerOption | OptionButton | | server_ip_input | %ServerIPInput | LineEdit | | leaderboard_btn | %LeaderboardBtn | Button | | shop_btn | %CartBtn | Button | | top_right_profile_btn | %ProfileBtn | Button | | mailbox_btn | %MailboxBtn | Button | | mail_badge | %MailBadge | Label | | banner1_btn | %Banner1 | Button | | ticket_btn | %TicketBtn | Button | | room_list_panel | %RoomListPanel | Control | | room_list | %RoomList | ItemList | | match_id_input | %MatchIdInput | LineEdit | | refresh_btn | %RefreshBtn | Button | | join_btn | %JoinBtn | Button | | back_btn | %RoomListCloseBtn | Button | | lobby_panel | $LobbyPanel | Control | | host_banner | $LobbyPanel/HostBanner | Panel | | match_id_display | $LobbyPanel/TopBar/... | Label | | copy_id_btn | $LobbyPanel/TopBar/... | Button | | duration_option | $LobbyPanel/TopBar/... | OptionButton | | random_spawn_check | `" " ` | CheckButton | | enable_timer_check | `" " ` | CheckButton | | scarcity_option | `" " ` | OptionButton | | game_mode_option | `" " ` | OptionButton | | players_container | $LobbyPanel/PlayersContainer | Control | | area_selector | $LobbyPanel/AreaSelector | Control | | leave_btn | $LobbyPanel/BottomBar/LeaveBtn | Button | | ready_btn | $LobbyPanel/BottomBar/ReadyBtn | Button | | start_game_btn | $LobbyPanel/BottomBar/StartGameBtn | Button | | connection_status | $StatusBar/ConnectionStatus | Label | | chat_display | %RichTextLabel | RichTextLabel | | chat_input | %ChatInput | LineEdit | | chat_send_btn | %SendBtn | Button | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `_ready` | auto-called | void | Initialize all helpers, load textures, setup UI, connect signals | | `_setup_3d_preview` | `func _setup_3d_preview() -> void` | void | Swap character model in SubViewport | | `_load_character_textures` | `func _load_character_textures() -> void` | void | Load preview textures | | `_on_server_option_selected` | `func _on_server_option_selected(index: int) -> void` | void | Handle server type dropdown | | `_on_server_ip_submitted` | `func _on_server_ip_submitted(new_text: String) -> void` | void | Handle IP input | | `_setup_game_modes` | `func _setup_game_modes() -> void` | void | Populate game mode dropdown | | `_setup_player_slots` | `func _setup_player_slots() -> void` | void | Collect player slot nodes | | `_connect_slot_signals` | `func _connect_slot_signals(slot: Control, i: int)` | void | Wire character nav buttons | | `_show_panel` | `func _show_panel(panel_name: String) -> void` | void | Toggle main_menu/room_list/lobby panels | | `_update_settings_visibility` | `func _update_settings_visibility() -> void` | void | Show/hide settings by mode and host status | | `_create_custom_settings_ui` | `func _create_custom_settings_ui() -> void` | void | Build SNG/Tekton Doors settings dynamically | | `_sync_room_profile_card` | `func _sync_room_profile_card() -> void` | void | Refresh username, score, rank, avatar, currency | | `_apply_loadout_character` | `func _apply_loadout_character() -> void` | void | Apply saved character to LobbyManager | | `admin_wipe_chat` | `func admin_wipe_chat() -> void` | void (async) | Admin: clear global chat | | `admin_purge_chat` | `func admin_purge_chat(max_age_days: int) -> int` | int (async) | Admin: purge old messages | **Dependencies:** AuthManager, NakamaManager, LobbyManager, UserProfileManager, SkinManager, MusicManager, FriendManager, MailManager, BackendService. **Depended by:** (root lobby scene; no dependents). [Back to top](#top) ### 11.4 animation.gd [Back to top](#top) **File:** `/home/dev/tekton/scenes/animation.gd` (41 lines) **Extends:** Control **Scene:** (embedded in main.tscn for Stop n Go UI) Stop n Go phase animation player. Controls ready-go countdown, stop phase overlay, safe zone, and go animation sequences. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `play_ready_go` | `func play_ready_go() -> void` | void | Play ready-set-go sequence | | `play_stop_phase` | `func play_stop_phase() -> void` | void | Play STOP overlay | | `play_safe_zone_appear` | `func play_safe_zone_appear() -> void` | void | Show safe zone indicator | | `stop_phase_anim_play` | `func stop_phase_anim_play() -> void` | void | Play stop phase spritesheet | | `stop_phase_anim_stop` | `func stop_phase_anim_stop() -> void` | void | Stop phase animation | | `play_countdown_30s` | `func play_countdown_30s() -> void` | void | 30-second countdown | | `play_countdown_15s` | `func play_countdown_15s() -> void` | void | 15-second countdown | | `play_go_animation` | `func play_go_animation() -> void` | void | GO animation | | `play_go_finish_animation` | `func play_go_finish_animation() -> void` | void | Finish line animation | **Dependencies:** AnimatedSprite2D, AnimationPlayer (scene nodes). **Depended by:** StopNGoManager, main.gd. [Back to top](#top) ## 12. UI Helper Classes (RefCounted) [Back to top](#top) All UI helper classes are RefCounted objects instantiated by lobby.gd in _ready(). They do NOT extend Node -- they are lightweight event wiring and state management objects. ### 12.1 LobbyMainMenu [Back to top](#top) ```gdscript class_name LobbyMainMenu extends RefCounted ``` **File:** `/home/dev/tekton/scenes/ui/lobby_main_menu.gd` (338 lines) Event wiring for main menu buttons. Connects all lobby button signals to handler methods. **Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects 15+ button signals. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `on_tutorial_pressed` | `func on_tutorial_pressed() -> void` | void | Set name, apply loadout, call LobbyManager.start_tutorial | | `on_create_room_pressed` | `func on_create_room_pressed() -> void` | void | Show room list panel, create tab | | `host_room` | `func host_room(game_mode: String) -> void` | void | Guarded double-click, set name/mode, create Nakama or LAN room | | `on_browse_rooms_pressed` | `func on_browse_rooms_pressed() -> void` | void | Show room list, browse tab, refresh | | `on_profile_btn_pressed` | `func on_profile_btn_pressed() -> void` | void | Instantiate and show profile_panel.tscn | | `on_mailbox_pressed` | `func on_mailbox_pressed() -> void` | void | Instantiate and show mailbox_panel.tscn | | `on_settings_pressed` | `func on_settings_pressed() -> void` | void | Instantiate and show settings_menu.tscn | | `restore_after_settings` | `func restore_after_settings() -> void` | void | Restore lobby/main_menu panel visibility | | `on_shop_pressed` | `func on_shop_pressed() -> void` | void | Instantiate and show shop_panel.tscn | | `on_banner1_pressed` | `func on_banner1_pressed() -> void` | void | Instantiate and show gacha_panel.tscn | | `on_leaderboard_pressed` | `func on_leaderboard_pressed() -> void` | void | Show leaderboard_panel.tscn | | `on_ticket_pressed` | `func on_ticket_pressed() -> void` | void | Show daily_reward_panel.tscn | | `on_social_pressed` | `func on_social_pressed() -> void` | void | Show social_panel.tscn, hide main menu UI | | `on_logout_pressed` | `func on_logout_pressed() -> void` | void | AuthManager.logout() -> login screen | | `on_quit_pressed` | `func on_quit_pressed() -> void` | void | get_tree().quit() | | `go_to_login` | `func go_to_login() -> void` | void | Change scene to login_screen.tscn | **Dependencies:** AuthManager, LobbyManager, UserProfileManager, NakamaManager, BackendService. **Depended by:** lobby.gd. [Back to top](#top) ### 12.2 LobbyRoom [Back to top](#top) ```gdscript class_name LobbyRoom extends RefCounted ``` **File:** `/home/dev/tekton/scenes/ui/lobby_room.gd` (432 lines) Room/lobby panel event wiring. Handles ready/start/leave buttons, player slot rendering, character navigation, game mode/duration/scarcity settings, friend invites, and lobby invitation popup. **Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects 20+ signals. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `_on_ready_toggled` | `func _on_ready_toggled(is_ready: bool) -> void` | void | Toggle ready state | | `_on_start_game_pressed` | `func _on_start_game_pressed() -> void` | void | Host starts game | | `_on_leave_pressed` | `func _on_leave_pressed() -> void` | void | Leave room, release bot names | | `_on_copy_id_pressed` | `func _on_copy_id_pressed() -> void` | void | Copy match ID to clipboard | | `_on_duration_selected` | `func _on_duration_selected(index: int) -> void` | void | Host sets match duration | | `_on_random_spawn_toggled` | `func _on_random_spawn_toggled(toggled_on: bool) -> void` | void | Toggle random spawn | | `_on_enable_timer_toggled` | `func _on_enable_timer_toggled(toggled_on: bool) -> void` | void | Toggle cycle timer | | `_on_scarcity_selected` | `func _on_scarcity_selected(index: int) -> void` | void | Host sets scarcity | | `_on_scarcity_mode_changed` | `func _on_scarcity_mode_changed(mode: String) -> void` | void | UI update for scarcity | | `_on_game_mode_selected` | `func _on_game_mode_selected(index: int) -> void` | void | Host sets game mode | | `_on_game_mode_changed` | `func _on_game_mode_changed(mode: String) -> void` | void | UI update for game mode | | `_on_sng_update` | `func _on_sng_update(_val: int = 0) -> void` | void | Sync SNG setting UI | | `_on_doors_update` | `func _on_doors_update(_val: int = 0) -> void` | void | Sync Doors setting UI | | `_on_room_joined` | `func _on_room_joined(room_data: Dictionary) -> void` | void | Switch to lobby panel, populate settings | | `_on_room_left` | `func _on_room_left() -> void` | void | Return to main menu | | `_on_host_disconnected` | `func _on_host_disconnected() -> void` | void | Show disconnect message | | `_on_player_joined` | `func _on_player_joined(player_data: Dictionary) -> void` | void | Update slots + status | | `_on_player_left` | `func _on_player_left(_player_id: int) -> void` | void | Update slots | | `_on_ready_state_changed` | `func _on_ready_state_changed(_player_id: int, _is_ready: bool) -> void` | void | Update slot visuals | | `_on_all_players_ready` | `func _on_all_players_ready() -> void` | void | Enable start button | | `_on_game_starting` | `func _on_game_starting() -> void` | void | Transition to main.tscn | | `_update_player_slots` | `func _update_player_slots() -> void` | void | Render all 8 player slots (players + bot slots) | | `_update_status` | `func _update_status() -> void` | void | Show ready count | | `_on_add_friend_pressed` | `func _on_add_friend_pressed(nakama_id: String) -> void` | void (async) | Add friend by Nakama ID | | `on_invite_friends_pressed` | `func on_invite_friends_pressed() -> void` | void | Open invite dialog | | `_on_lobby_invite_received` | `func _on_lobby_invite_received(from_user_id: String, from_name: String, match_id: String) -> void` | void | Show invite popup | | `_on_invite_accepted` | `func _on_invite_accepted() -> void` | void | Join invited match | **Dependencies:** LobbyManager, FriendManager, NakamaManager, NameGenerator, UserProfileManager. **Depended by:** lobby.gd. [Back to top](#top) ### 12.3 LobbyRoomList [Back to top](#top) ```gdscript class_name LobbyRoomList extends RefCounted ``` **File:** `/home/dev/tekton/scenes/ui/lobby_room_list.gd` (155 lines) Room list panel event wiring. Handles room list refresh, selection, join, and back navigation. **Constructor:** `func _init(p_lobby: Control)` -- Stores lobby ref, connects signals. **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `_on_refresh_pressed` | `func _on_refresh_pressed() -> void` | void | Clear + refresh room list | | `_on_room_selected` | `func _on_room_selected(index: int) -> void` | void | Copy room match_id/IP to input | | `_on_room_activated` | `func _on_room_activated(index: int) -> void` | void | Select + auto-join | | `_on_join_pressed` | `func _on_join_pressed() -> void` | void | Validate input, set name, join room (LAN or Nakama) | | `_on_back_pressed` | `func _on_back_pressed() -> void` | void | Return to main menu | | `on_room_list_updated` | `func on_room_list_updated(rooms: Array) -> void` | void | Render room rows, apply mode filter | **Dependencies:** LobbyManager, AuthManager, UserProfileManager. **Depended by:** lobby.gd. [Back to top](#top) ### 12.4 LobbyChat [Back to top](#top) ```gdscript class_name LobbyChat extends RefCounted ``` **File:** `/home/dev/tekton/scenes/ui/lobby_chat.gd` (373 lines) Global and direct message chat system. Handles Nakama socket channel chat, DM tabs, friend suggestions, and admin chat commands. **Constants:** `GLOBAL_CHAT_ROOM = "social_global"` **Properties:** | Name | Type | Description | |---|---|---| | _chat_channel | NakamaChannel | Current chat channel | | _chat_messages | Array | [{sender, content, ts, date}] | | _active_chat_context | String | "global" or user_id | | _dm_tabs | Dictionary | user_id -> HBoxContainer (tab UI) | | _dm_messages | Dictionary | user_id -> Array of messages | | _chat_config | Dictionary | {prefix, max_messages, max_age_days} | **Public Functions:** | Function | Signature | Return | Description | |---|---|---|---| | `join_global_chat` | `func join_global_chat() -> void` | void (async) | Join social_global channel, fetch history, inject prefix | | `switch_chat_tab` | `func switch_chat_tab(context_id: String) -> void` | void | Switch between global and DM tabs | | `_on_chat_send_pressed` | `func _on_chat_send_pressed() -> void` | void (async) | Send message: @username for DM, /clear for admin | | `on_lobby_dm_received` | `func on_lobby_dm_received(from_user_id: String, from_name: String, message: String) -> void` | void | Incoming DM handler | | `leave_global_chat` | `func leave_global_chat() -> void` | void (async) | Disconnect and leave channel | **Internal Functions:** `_add_chat_message`, `_send_dm_message`, `_open_dm_tab`, `_create_dm_tab`, `_close_dm_tab`, `_inject_local_message`, `_trim_old_messages`, `_refresh_chat_display`, `_format_nakama_time`, `_get_local_time`, `_on_chat_input_changed`, `_on_friend_suggest_activated`, `_setup_friend_suggest_ui`. **Dependencies:** NakamaManager, BackendService, FriendManager, AdminManager, UserProfileManager. **Depended by:** lobby.gd. [Back to top](#top) ## 13. Dependency Graph [Back to top](#top) ### 13.1 Manager Autoload Dependencies [Back to top](#top) ASCII diagram showing which autoloads reference others: ``` NakamaManager (no deps on other managers -- pure Nakama SDK) | +-- BackendService | +-- SteamworksManager (child node, not autoload) | +-- AuthManager | +-- NakamaManager | +-- BackendService | +-- SessionManager | +-- NakamaManager | +-- LobbyManager | +-- NakamaManager | +-- GameStateManager | +-- GameStateManager (no deps) | +-- PlayerManager (no deps -- data only) | +-- EventBus (no deps -- pure observer) | +-- UserProfileManager | +-- NakamaManager | +-- BackendService | +-- EventBus | +-- FriendManager | +-- BackendService | +-- NakamaManager | +-- MailManager | +-- BackendService | +-- GachaManager | +-- BackendService | +-- UserProfileManager | +-- EventBus | +-- DailyRewardManager | +-- BackendService | +-- AdminManager | +-- BackendService | +-- NakamaManager | +-- SkinManager | +-- UserProfileManager | +-- ShopManager | +-- BackendService (thin) | +-- PlayerInputManager | +-- TouchControls | +-- PlayerMovementManager | +-- ObstacleManager | +-- SpecialTilesManager | +-- EnhancedGridMap (scene) | +-- PlayerActionManager | +-- PlayerboardManager | +-- PlayerInputManager | +-- GoalsCycleManager | +-- PlayerboardManager | +-- GoalsCycleManager | +-- GoalManager | +-- PlayerRaceManager | +-- GoalsCycleManager | +-- GoalsCycleManager | +-- GoalManager | +-- TurnManager | +-- Timer (scene) | +-- StopNGoManager | +-- TurnManager | +-- GoalManager | +-- GoalsCycleManager | +-- animation.gd (scene) | +-- GauntletManager | +-- TurnManager | +-- EnhancedGridMap | +-- PortalModeManager | +-- SpecialTilesManager | +-- EnhancedGridMap | +-- SpecialTilesManager | +-- ObstacleManager | +-- EnhancedGridMap | +-- ObstacleManager | +-- EnhancedGridMap | +-- StaticTektonManager | +-- EnhancedGridMap | +-- ObstacleManager | +-- PowerupManager (no deps) | +-- UIManager (no deps -- dynamic UI) | +-- SettingsManager (no deps -- ConfigFile) | +-- GameUpdateManager (HTTPRequest -- no manager deps) | +-- TutorialManager | +-- TutorialOverlay | +-- TutorialOverlay | +-- TutorialManager | +-- UIManager | +-- MusicManager (no deps) +-- SfxManager (no deps) +-- ScreenShake (no deps) +-- NotificationManager (no deps) +-- CameraContextManager (no deps) +-- TouchControls (no deps) +-- JoinManager (no deps -- stub) ``` [Back to top](#top) ### 13.2 Cross-Manager Signal Wiring [Back to top](#top) Key signal connections between managers and scene scripts: ``` NakamaManager.match_joined -> LobbyManager._on_match_joined NakamaManager.match_join_error -> lobby.gd (clears _is_hosting) NakamaManager.connection_failed -> lobby.gd (clears _is_hosting) LobbyManager.room_joined -> LobbyRoom._on_room_joined LobbyManager.room_left -> LobbyRoom._on_room_left LobbyManager.host_disconnected -> LobbyRoom._on_host_disconnected LobbyManager.player_joined -> LobbyRoom._on_player_joined LobbyManager.player_left -> LobbyRoom._on_player_left LobbyManager.ready_state_changed -> LobbyRoom._on_ready_state_changed LobbyManager.all_players_ready -> LobbyRoom._on_all_players_ready LobbyManager.game_starting -> LobbyRoom._on_game_starting LobbyManager.game_mode_changed -> LobbyRoom._on_game_mode_changed LobbyManager.room_list_updated -> LobbyRoomList.on_room_list_updated LobbyManager.character_changed -> LobbyRoom._on_character_changed LobbyManager.rematch_votes_updated -> main.gd (update rematch button) FriendManager.dm_message_received -> LobbyChat.on_lobby_dm_received FriendManager.lobby_invite_received -> LobbyRoom._on_lobby_invite_received MailManager.unread_count_changed -> lobby.gd (update badge) UserProfileManager.profile_loaded -> lobby.gd (_sync_room_profile_card) UserProfileManager.profile_updated -> lobby.gd (_sync_room_profile_card) AuthManager.logged_out -> LobbyMainMenu.go_to_login ``` [Back to top](#top) ## 14. Scene Node Trees [Back to top](#top) ### 14.1 main.tscn [Back to top](#top) ``` Main (Node) -- attached: main.gd +-- EnhancedGridMap (GridMap / custom EnhancedGridMap node) +-- PlayerSpawnPoints (Node3D) +-- HUD (CanvasLayer) | +-- LeaderboardPanel (Panel) | | +-- MarginContainer/VBox | | +-- Entry1-8 (HBoxContainer with RankLabel/NameLabel/ScoreLabel) | +-- NotificationOverlay (Control) | +-- ActionButtons (Control) +-- PauseMenu (Panel) | +-- Panel/VBox/ResumeBtn, HowToPlayBtn, SettingsBtn, UnstuckBtn, QuitMatchBtn +-- HowToPlayPanel (Panel) +-- StopNGoUI (Control) -- attached: animation.gd | +-- StopPhase/AnimatedSprite2D | +-- AnimationPlayer | +-- CountDown/CountDownAnimation (AnimatedSprite2D) | +-- GoFinish/GoAnimation2D (AnimatedSprite2D) +-- Camera3D +-- WorldEnvironment +-- Player instances (added dynamically by main.gd) +-- Player (CharacterBody3D) -- attached: player.gd +-- MeshInstance3D (visual) +-- CollisionShape3D +-- PlayerboardUI (Control overlay) +-- AnimationPlayer ``` [Back to top](#top) ### 14.2 player.tscn [Back to top](#top) ``` Player (CharacterBody3D) -- attached: player.gd +-- MeshInstance3D (character model) +-- CollisionShape3D +-- PlayerboardUI (Control) | +-- Slot0-9 (Panel/TextureRect) +-- AnimationPlayer +-- (tektons picked up become children at runtime) ``` [Back to top](#top) ### 14.3 lobby.tscn [Back to top](#top) ``` Lobby (Control) -- attached: lobby.gd +-- StatusBar (HBoxContainer) | +-- ConnectionStatus (Label) +-- MainMenuPanel (Panel) | +-- Title/Username/Subtitle/Buttons (CreateRoom, BrowseRooms, Tutorial, etc.) | +-- CharacterRoot (SubViewportContainer > SubViewport > Node3D) | | +-- Oldpop, Masbro, Gatot, Bob (character meshes, hidden by default) | +-- %AnimationPlayer | +-- CurrencyLabels (GoldLabel, StarLabel) | +-- ServerOption / ServerIPInput | +-- LeaderboardBtn, CartBtn, ProfileBtn, MailboxBtn, Banner1Btn, TicketBtn +-- RoomListPanel (Control) | +-- RoomListTabs (TabContainer) | +-- RoomTab, PlayTab | +-- MatchIdInput, RefreshBtn, JoinBtn, BackBtn | +-- RoomList (ItemList) | +-- ItemTemplate (hidden) | +-- ProfileCard (PlayerUsername, PlayerScore, Rank, Avatar) +-- LobbyPanel (Panel) | +-- RoomNameHeader | +-- HostBanner | +-- TopBar/SettingsSection (Duration, Spawn, Timer, Scarcity, GameMode options) | +-- AreaSelector | +-- PlayersContainer (slots 1-4) | +-- PlayersContainer2 (slots 5-8) | +-- BottomBar (LeaveBtn, ReadyBtn, StartGameBtn, InviteBtn) | +-- StatusLabel +-- ChatPanel (Panel) | +-- RichTextLabel | +-- ChatInput (LineEdit) | +-- SendBtn | +-- ChatTabsContainer (GlobalChatTabBtn + DM tabs) | +-- FriendSuggestPanel (hidden) +-- (dynamic instances: MailboxPanel, ShopPanel, GachaPanel, ProfilePanel, etc.) ``` [Back to top](#top)