Files
tekton/scenes/main.gd
T
2026-01-03 03:40:20 +08:00

1325 lines
45 KiB
GDScript

# -------------------------------------------------------------------------------------
# Tekton Dash - Multiplayer Board Game - 2024
# -------------------------------------------------------------------------------------
extends Node3D
# Manager references
var ui_manager
var obstacle_manager
var goals_cycle_manager
var screen_shake_manager
var touch_controls
# Minimal local state
var _connection_check_timer: float = 0.0
func _ready():
# Initialize scene managers
_init_managers()
# Connect to multiplayer signals
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
# Connect to Nakama signals
NakamaManager.match_joined.connect(_on_match_joined)
# Setup UI
ui_manager.setup_action_buttons(_set_action_state_callback)
ui_manager.setup_playerboard_ui()
ui_manager.setup_timer_labels(self)
ui_manager.setup_leaderboard_ui(self)
ui_manager.setup_powerup_bar_ui(self)
_setup_obstacle_ui()
# GlobalMatchTimer is now static in main.tscn - no setup needed
# NetworkPanel is visible during gameplay
# Auto-start game if coming from lobby (already connected to match)
if NakamaManager.is_connected_to_nakama() and multiplayer.get_unique_id() != 0:
print("Coming from lobby - auto-starting game...")
await get_tree().process_frame
_auto_start_from_lobby()
func _init_managers():
# Create and attach scene managers
ui_manager = load("res://scripts/managers/ui_manager.gd").new()
ui_manager.name = "UIManager"
add_child(ui_manager)
ui_manager.initialize(self)
obstacle_manager = load("res://scripts/managers/obstacle_manager.gd").new()
obstacle_manager.name = "ObstacleManager"
add_child(obstacle_manager)
obstacle_manager.initialize($EnhancedGridMap)
# Goals cycle manager for 60-second timer and scoring
goals_cycle_manager = load("res://scripts/managers/goals_cycle_manager.gd").new()
goals_cycle_manager.name = "GoalsCycleManager"
add_child(goals_cycle_manager)
goals_cycle_manager.initialize(self)
# Screen shake manager for impact feedback
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
screen_shake_manager.name = "ScreenShakeManager"
add_child(screen_shake_manager)
screen_shake_manager.initialize($Camera3D)
# Touch controls for mobile
touch_controls = load("res://scripts/managers/touch_controls.gd").new()
touch_controls.name = "TouchControls"
add_child(touch_controls)
touch_controls.initialize(self)
# Connect signals for UI updates
goals_cycle_manager.timer_updated.connect(_on_timer_updated)
goals_cycle_manager.score_updated.connect(_on_score_updated)
goals_cycle_manager.leaderboard_updated.connect(_on_leaderboard_updated)
goals_cycle_manager.global_timer_updated.connect(_on_global_timer_updated)
goals_cycle_manager.match_ended.connect(_on_match_ended)
# Message Bar Configuration
const MAX_MESSAGES := 5
const MESSAGE_DURATION := 4.0
@onready var message_bar: PanelContainer = $MessageBar
@onready var message_container: VBoxContainer = $MessageBar/MarginContainer/MessageContainer
# Message types for different styling
enum MessageType {NORMAL, POWERUP, GOAL, CYCLE, WARNING}
func add_message_to_bar(player_name: String, message: String, type: int = MessageType.NORMAL):
if not message_container:
return
# Create message label with rich styling
var label = Label.new()
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.add_theme_font_size_override("font_size", 16)
label.modulate.a = 0.0 # Start invisible for fade-in
# Style based on message type
var icon = ""
var color = Color.WHITE
match type:
MessageType.POWERUP:
icon = "⚡ "
color = Color(0.4, 1.0, 0.4) # Bright green
MessageType.GOAL:
icon = "🎯 "
color = Color(1.0, 0.85, 0.2) # Gold
MessageType.CYCLE:
icon = "⏱️ "
color = Color(0.4, 0.8, 1.0) # Light blue
MessageType.WARNING:
icon = "⚠️ "
color = Color(1.0, 0.5, 0.3) # Orange
_:
icon = "💬 "
color = Color(0.9, 0.9, 0.9) # Light gray
# Include player name in message if provided
if player_name and player_name != "":
label.text = "%s[%s] %s" % [icon, player_name, message]
else:
label.text = "%s%s" % [icon, message]
label.add_theme_color_override("font_color", color)
# Add shadow for better visibility
label.add_theme_constant_override("shadow_offset_x", 2)
label.add_theme_constant_override("shadow_offset_y", 2)
label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.7))
# Add to container
message_container.add_child(label)
# Show the message bar with fade
if not message_bar.visible:
message_bar.visible = true
message_bar.modulate.a = 0.0
var bar_tween = create_tween()
bar_tween.tween_property(message_bar, "modulate:a", 1.0, 0.2)
# Animate label entrance (slide in + fade)
label.position.x = -50
var entrance_tween = create_tween()
entrance_tween.set_parallel(true)
entrance_tween.tween_property(label, "modulate:a", 1.0, 0.3)
entrance_tween.tween_property(label, "position:x", 0.0, 0.3).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
# Powerup gets extra pulse effect
if type == MessageType.POWERUP:
await entrance_tween.finished
var pulse_tween = create_tween()
pulse_tween.set_loops(2)
pulse_tween.tween_property(label, "scale", Vector2(1.1, 1.1), 0.15).set_trans(Tween.TRANS_SINE)
pulse_tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.15).set_trans(Tween.TRANS_SINE)
# Remove oldest messages if over limit
while message_container.get_child_count() > MAX_MESSAGES:
var oldest = message_container.get_child(0)
oldest.queue_free()
# Auto-remove after duration with fade-out
await get_tree().create_timer(MESSAGE_DURATION).timeout
if is_instance_valid(label):
var exit_tween = create_tween()
exit_tween.set_parallel(true)
exit_tween.tween_property(label, "modulate:a", 0.0, 0.3)
exit_tween.tween_property(label, "position:x", 50.0, 0.3)
await exit_tween.finished
if is_instance_valid(label):
label.queue_free()
# Hide bar when empty with fade
await get_tree().process_frame
if message_container.get_child_count() == 0:
var hide_tween = create_tween()
hide_tween.tween_property(message_bar, "modulate:a", 0.0, 0.3)
await hide_tween.finished
message_bar.visible = false
@rpc("any_peer", "call_local")
func broadcast_message(player_name: String, message: String):
add_message_to_bar(player_name, message)
func _setup_obstacle_ui():
var obstacle_button = Button.new()
obstacle_button.text = "Place Obstacle"
obstacle_button.pressed.connect(func(): _set_action_state(ui_manager.ActionState.PLACING_OBSTACLE))
$ActionMenu/ActionButtonContainer.add_child(obstacle_button)
var orientation_button = Button.new()
orientation_button.text = "Direction: North"
orientation_button.pressed.connect(func():
orientation_button.text = obstacle_manager.cycle_obstacle_orientation()
)
$ActionMenu/ActionButtonContainer.add_child(orientation_button)
var type_button = Button.new()
type_button.text = "Type: 1"
type_button.pressed.connect(func():
type_button.text = obstacle_manager.cycle_obstacle_type()
)
$ActionMenu/ActionButtonContainer.add_child(type_button)
func _setup_global_match_timer_ui():
"""Create the global match timer display at the top of the screen."""
var existing = get_node_or_null("GlobalMatchTimer")
if existing:
return
# Create timer panel
var panel = PanelContainer.new()
panel.name = "GlobalMatchTimer"
# Position at top center
panel.set_anchors_preset(Control.PRESET_CENTER_TOP)
panel.offset_left = -80
panel.offset_right = 80
panel.offset_top = 10
panel.offset_bottom = 60
# Style
var style = StyleBoxFlat.new()
style.bg_color = Color(0.1, 0.1, 0.15, 0.9)
style.border_width_left = 2
style.border_width_top = 2
style.border_width_right = 2
style.border_width_bottom = 2
style.border_color = Color(0.647, 0.996, 0.224, 0.8)
style.corner_radius_top_left = 8
style.corner_radius_top_right = 8
style.corner_radius_bottom_right = 8
style.corner_radius_bottom_left = 8
panel.add_theme_stylebox_override("panel", style)
# VBox for content
var vbox = VBoxContainer.new()
vbox.name = "VBox"
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
panel.add_child(vbox)
# Label
var label = Label.new()
label.name = "TimerLabel"
label.text = "3:00"
label.add_theme_font_size_override("font_size", 28)
label.add_theme_color_override("font_color", Color(0.647, 0.996, 0.224))
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(label)
add_child(panel)
func _process(delta):
if multiplayer.is_server() and GameStateManager.is_game_started():
if TurnManager.turn_based_mode:
rpc("sync_turn_index", TurnManager.current_turn_index)
update_all_players_goals()
_connection_check_timer += delta
if _connection_check_timer >= 5.0:
_connection_check_timer = 0.0
verify_all_connections()
# =============================================================================
# Network Callbacks
# =============================================================================
func _on_match_joined(match_id: String):
var network_panel = get_node_or_null("PauseMenu/Panel/NetworkPanel")
if network_panel:
network_panel.get_node("NetworkInfo/UniquePeerID").text = str(multiplayer.get_unique_id())
if multiplayer.is_server():
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Server (Match: %s)" % match_id
_setup_host_game()
else:
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Client"
_setup_client_game()
else:
if multiplayer.is_server():
_setup_host_game()
else:
_setup_client_game()
# =============================================================================
# Game Setup
# =============================================================================
func _setup_host_game():
# Generate goals
GoalManager.generate_preset_goals(GameStateManager.max_players)
# Add host player
var player_id = 1
var player_character = PlayerManager.add_player_character(player_id)
add_child(player_character)
player_character.add_to_group("Players", true)
GameStateManager.add_player(player_id)
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
if touch_controls:
touch_controls.set_player(player_character)
# Spawn client players that joined via lobby (need to add them first)
var lobby_players = LobbyManager.get_players()
for lobby_player in lobby_players:
var peer_id = lobby_player.get("id", 0)
if peer_id != 1 and peer_id != 0: # Skip host (1) and invalid (0)
print("Spawning lobby player: ", peer_id)
_spawn_lobby_client_sync(peer_id)
# IMMEDIATELY assign random spawn positions before any player _ready() completes
# Player _ready() has 0.1s await, so we assign before that completes
if LobbyManager.get_randomize_spawn():
_assign_random_spawn_positions()
# Wait for players to be fully ready (player.gd has 0.1s await in _ready before managers init)
await get_tree().create_timer(0.3).timeout
# Set host goals - get goals directly from GoalManager
var host_goals = GoalManager.get_goals_for_player(0)
player_character.goals = host_goals
rpc("sync_player_goals", player_id, host_goals)
rpc("sync_preset_goals", GoalManager.preset_goals)
# Update the goals UI immediately for the host
var panel = $AllPlayerGoals.get_child(0)
panel.visible = true
_update_player_goals_ui(0, host_goals)
ui_manager.update_playerboard_ui()
# Set goals for lobby client players
var player_index = 1
for lobby_player in lobby_players:
var peer_id = lobby_player.get("id", 0)
if peer_id != 1 and peer_id != 0:
var client_player = get_node_or_null(str(peer_id))
if client_player and player_index < GoalManager.preset_goals.size():
var client_goals = GoalManager.preset_goals[player_index].duplicate()
client_player.goals = client_goals
call_deferred("_deferred_set_player_goals", peer_id, client_goals)
player_index += 1
# Add bots to fill remaining slots (regardless of player count)
if GameStateManager.enable_bots:
var current_players = lobby_players.size()
for i in range(current_players + 1, GameStateManager.max_players + 1):
_add_bot(i)
_start_game()
func _spawn_lobby_client_sync(peer_id: int):
"""Spawn a client player synchronously (no await)."""
if has_node(str(peer_id)):
return
var player_character = PlayerManager.add_player_character(peer_id)
add_child(player_character)
player_character.add_to_group("Players", true)
GameStateManager.add_player(peer_id)
# Tell all clients to create this player
rpc("add_newly_connected_player_character", peer_id)
# Goals will be assigned after players are ready in _setup_host_game
func _setup_client_game():
"""Setup client when transitioning from lobby."""
var my_id = multiplayer.get_unique_id()
print("Client setup - my peer ID: ", my_id)
# Create local player immediately
if not has_node(str(my_id)):
var player_character = PlayerManager.add_player_character(my_id)
add_child(player_character)
player_character.add_to_group("Players", true)
GameStateManager.add_player(my_id)
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
if touch_controls:
touch_controls.set_player(player_character)
ui_manager.update_button_states()
print("Created local player for client: ", my_id)
# Wait for host to be ready, then request full sync
await get_tree().create_timer(2.0).timeout
rpc_id(1, "request_full_player_sync", my_id)
func _auto_start_from_lobby():
"""Called when main.tscn is loaded from lobby - game is already connected."""
# Get match ID from LobbyManager
var match_id = LobbyManager.current_room.get("match_id", "")
var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id
# Update NetworkPanel in PauseMenu (if exists)
var network_panel = get_node_or_null("PauseMenu/Panel/NetworkPanel")
if network_panel:
network_panel.get_node("NetworkInfo/UniquePeerID").text = str(multiplayer.get_unique_id())
if multiplayer.is_server():
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Host (Match: %s)" % short_id
else:
network_panel.get_node("NetworkInfo/NetworkSideDisplay").text = "Client (Match: %s)" % short_id
if multiplayer.is_server():
print("Auto-starting as HOST - Match: ", short_id)
_setup_host_game()
else:
print("Auto-starting as CLIENT - Match: ", short_id)
_setup_client_game()
func _start_game():
if multiplayer.is_server():
GameStateManager.start_game()
rpc("sync_game_start", GameStateManager.players, TurnManager.turn_based_mode)
if TurnManager.turn_based_mode:
TurnManager.reset_turn()
var next_player = TurnManager.next_turn(GameStateManager.players)
rpc("set_current_turn", next_player)
# Start the global match timer (this also starts the first cycle)
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))
# Initialize leaderboard with all players
if ui_manager:
var all_players = get_tree().get_nodes_in_group("Players")
ui_manager.initialize_leaderboard_with_players(all_players)
func _assign_random_spawn_positions():
"""Assign random unique spawn positions to all players."""
var spawn_locations = [
Vector2i(0, 0), Vector2i(0, 1), Vector2i(0, 2), Vector2i(0, 3),
Vector2i(0, 4), Vector2i(0, 5), Vector2i(0, 6), Vector2i(0, 7),
Vector2i(0, 8), Vector2i(0, 9), Vector2i(0, 10), Vector2i(0, 11)
]
# Shuffle spawn locations
var shuffled_spawns = spawn_locations.duplicate()
shuffled_spawns.shuffle()
# Get all players
var all_players = get_tree().get_nodes_in_group("Players")
# Assign positions
var spawn_index = 0
for player in all_players:
if spawn_index >= shuffled_spawns.size():
break
var spawn_pos = shuffled_spawns[spawn_index]
# Set position and sync to all clients
player.current_position = spawn_pos
player.position = player.grid_to_world(spawn_pos)
player.spawn_point_selected = true
player.rpc("set_spawn_position", spawn_pos)
spawn_index += 1
# =============================================================================
# Player Management
# =============================================================================
func _add_bot(bot_id: int):
rpc("create_bot", bot_id)
@rpc("call_local")
func create_bot(bot_id: int):
if not GameStateManager.enable_bots:
return
if has_node(str(bot_id)):
return
var bot_character = PlayerManager.create_bot(bot_id)
call_deferred("add_child", bot_character)
bot_character.add_to_group("Players", true)
bot_character.add_to_group("Bots", true)
if multiplayer.is_server():
GameStateManager.add_bot(bot_id)
var goal_index = bot_id - 1
if goal_index < GoalManager.preset_goals.size():
# Wait for bot managers to be ready
await get_tree().create_timer(0.2).timeout
bot_character.goals = GoalManager.preset_goals[goal_index].duplicate()
# Use deferred goals sync to avoid timing issues
call_deferred("_deferred_set_player_goals", bot_id, bot_character.goals)
@rpc("any_peer", "call_local")
func add_player_character(peer_id: int):
if has_node(str(peer_id)):
return
var player_character = PlayerManager.add_player_character(peer_id)
add_child(player_character)
player_character.add_to_group("Players", true)
GameStateManager.add_player(peer_id)
if peer_id == multiplayer.get_unique_id():
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
if touch_controls:
touch_controls.set_player(player_character)
ui_manager.update_button_states()
ui_manager.update_playerboard_ui()
func _on_peer_connected(new_peer_id: int):
if multiplayer.is_server():
await get_tree().create_timer(1.5).timeout
add_player_character(new_peer_id)
rpc("add_newly_connected_player_character", new_peer_id)
# Wait for player to be ready then assign goals
await get_tree().create_timer(0.3).timeout
var player = get_node_or_null(str(new_peer_id))
if player:
# Get the next available goal set for this player
var player_index = GameStateManager.players.find(new_peer_id)
if player_index >= 0 and player_index < GoalManager.preset_goals.size():
var player_goals = GoalManager.preset_goals[player_index].duplicate()
player.goals = player_goals
# Update goals UI for all clients
call_deferred("_deferred_set_player_goals", new_peer_id, player_goals)
@rpc
func add_newly_connected_player_character(new_peer_id: int):
add_player_character(new_peer_id)
func _on_peer_disconnected(peer_id: int):
if multiplayer.is_server():
GameStateManager.remove_player(peer_id)
if GameStateManager.enable_bots:
var next_id = PlayerManager.get_next_available_bot_id(GameStateManager.max_players, GameStateManager.players)
if next_id != -1:
_add_bot(next_id)
# =============================================================================
# Turn Management (RPC Handlers)
# =============================================================================
@rpc("reliable")
func sync_turn_index(index: int):
TurnManager.current_turn_index = index
@rpc("any_peer", "call_local")
func set_current_turn(player_id: int):
if not TurnManager.turn_based_mode:
return
for player in get_tree().get_nodes_in_group("Players"):
var is_current_turn = player.name == str(player_id)
player.is_my_turn = is_current_turn
if is_current_turn and not (player.is_bot or player.is_in_group("Bots")):
player.action_points = 2
player.has_moved_this_turn = false
player.has_performed_action = false
player.start_turn()
player.clear_highlights()
player.clear_playerboard_highlights()
else:
player.is_my_turn = false
@rpc("call_local")
func sync_game_start(player_list: Array, is_turn_based: bool):
GameStateManager.players = player_list
TurnManager.turn_based_mode = is_turn_based
GameStateManager.start_game()
# Initialize leaderboard for all peers (after a delay to ensure players loaded)
call_deferred("_deferred_init_leaderboard")
# =============================================================================
# UI / Action State Management
# =============================================================================
func _set_action_state_callback(new_state):
_set_action_state(new_state)
func _set_action_state(new_state):
var local_player = GameStateManager.local_player_character
if not local_player or not local_player.is_multiplayer_authority():
return
if local_player.is_bot or local_player.is_in_group("Bots"):
ui_manager.current_action_state = new_state
return
if ui_manager.current_action_state == new_state or local_player.action_points <= 0:
return
ui_manager.current_action_state = new_state
local_player.clear_highlights()
local_player.clear_playerboard_highlights()
match new_state:
ui_manager.ActionState.MOVING:
local_player.highlight_movement_range()
ui_manager.ActionState.GRABBING:
local_player.highlight_adjacent_cells()
ui_manager.ActionState.PUTTING:
local_player.highlight_occupied_playerboard_slots()
ui_manager.ActionState.RANDOMIZING:
local_player.highlight_random_valid_cells()
ui_manager.ActionState.ARRANGING:
_show_arrangement_ui()
local_player.highlight_occupied_playerboard_slots()
ui_manager.ActionState.PLACING_OBSTACLE:
local_player.highlight_valid_obstacle_cells()
func _show_arrangement_ui():
if ui_manager.playerboard_ui:
ui_manager.playerboard_ui.visible = true
ui_manager.update_playerboard_ui()
func _on_playerboard_slot_clicked(event, slot_index):
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var local_player = GameStateManager.local_player_character
if not local_player:
return
match ui_manager.current_action_state:
ui_manager.ActionState.ARRANGING:
local_player.arrange_playerboard_item(slot_index)
# =============================================================================
# Obstacle Management
# =============================================================================
func place_obstacle(grid_position: Vector2i) -> bool:
var local_player = GameStateManager.local_player_character
var success = obstacle_manager.place_obstacle(grid_position, local_player)
if success:
local_player.clear_highlights()
_set_action_state(ui_manager.ActionState.NONE)
if is_multiplayer_authority():
rpc("sync_place_obstacle", grid_position.x, grid_position.y, 3,
obstacle_manager.current_obstacle_item, obstacle_manager.current_obstacle_orientation)
return success
@rpc("any_peer", "call_local")
func sync_place_obstacle(x: int, y: int, floor_index: int, item_index: int, orientation: int):
$EnhancedGridMap.place_obstacle(Vector3i(x, floor_index, y), item_index, orientation)
# =============================================================================
# Goal & Playerboard Sync
# =============================================================================
@rpc("reliable")
func sync_preset_goals(goals_list: Array):
GoalManager.preset_goals = goals_list
@rpc("any_peer", "call_local")
func sync_player_goals(player_id: int, goals: Array):
var player = get_node_or_null(str(player_id))
if player:
# Defer the goal setting to ensure managers are ready
call_deferred("_deferred_set_player_goals", player_id, goals)
func _deferred_set_player_goals(player_id: int, goals: Array):
await get_tree().create_timer(0.25).timeout
var player = get_node_or_null(str(player_id))
if player and player.race_manager:
player.goals = goals.duplicate()
# Update the goals UI for all clients
_update_goals_ui_for_player(player_id, goals)
func _update_goals_ui_for_player(player_id: int, goals: Array):
# Find the player index among all players
var all_players = get_tree().get_nodes_in_group("Players")
all_players.sort_custom(func(a, b):
var a_id = int(String(a.name).get_slice("@", 0))
var b_id = int(String(b.name).get_slice("@", 0))
return a_id < b_id
)
var player_idx = -1
for i in range(all_players.size()):
if all_players[i].name == str(player_id):
player_idx = i
break
# Changed >= 0 to include index 0 (host player)
if player_idx != -1 and player_idx < $AllPlayerGoals.get_child_count():
$AllPlayerGoals.get_child(player_idx).visible = true
_update_player_goals_ui(player_idx, goals)
@rpc("any_peer", "call_local")
func sync_playerboard(player_id: int, new_playerboard: Array):
# Find the player and update their playerboard
var player = get_node_or_null(str(player_id))
if player:
player.playerboard = new_playerboard.duplicate()
# Update UI for local player
if player_id == multiplayer.get_unique_id() and GameStateManager.local_player_character:
ui_manager.update_playerboard_ui()
update_all_players_boards()
# =============================================================================
# UI Update Functions
# =============================================================================
func update_all_players_goals():
if not GameStateManager.is_game_started():
return
var all_players = get_tree().get_nodes_in_group("Players")
all_players.sort_custom(func(a, b):
var a_id = int(String(a.name).get_slice("@", 0))
var b_id = int(String(b.name).get_slice("@", 0))
return a_id < b_id
)
for i in range($AllPlayerGoals.get_child_count()):
$AllPlayerGoals.get_child(i).visible = false
var max_panels = $AllPlayerGoals.get_child_count()
for i in range(min(all_players.size(), max_panels)):
var player = all_players[i]
if player and player.goals.size() > 0:
$AllPlayerGoals.get_child(i).visible = true
_update_player_goals_ui(i, player.goals)
func _update_player_goals_ui(player_idx: int, goals: Array):
if player_idx < 0 or player_idx >= $AllPlayerGoals.get_child_count():
return
var panel = $AllPlayerGoals.get_child(player_idx)
if not panel.has_node("MarginContainer/Playergoals"):
return
var goals_grid = panel.get_node("MarginContainer/Playergoals")
for slot_idx in range(9):
if slot_idx >= goals_grid.get_child_count():
break
var slot = goals_grid.get_child(slot_idx)
var goal_value = goals[slot_idx] if slot_idx < goals.size() else -1
for tile_name in ["TileHeart", "TileDiamond", "TileStar", "TileCoin"]:
if slot.has_node(tile_name):
slot.get_node(tile_name).hide()
match goal_value:
7:
if slot.has_node("TileHeart"):
slot.get_node("TileHeart").show()
8:
if slot.has_node("TileDiamond"):
slot.get_node("TileDiamond").show()
9:
if slot.has_node("TileStar"):
slot.get_node("TileStar").show()
10:
if slot.has_node("TileCoin"):
slot.get_node("TileCoin").show()
func update_all_players_boards():
if not GameStateManager.is_game_started():
return
var all_players = get_tree().get_nodes_in_group("Players")
var all_player_boards = $AllPlayerBoards
# Update boards (simplified version - full implementation would mirror original)
pass
# =============================================================================
# Connection Verification
# =============================================================================
func verify_all_connections():
if multiplayer.is_server():
for peer_id in GameStateManager.players:
# Skip host (1) and bots (bots don't have real network connections)
if peer_id != 1 and not peer_id in GameStateManager.bots:
rpc_id(peer_id, "connection_verify", GameStateManager.players)
@rpc
func connection_verify(expected_players: Array):
for peer_id in expected_players:
if peer_id != multiplayer.get_unique_id() and not has_node(str(peer_id)):
rpc_id(1, "request_specific_player_data", peer_id)
@rpc("any_peer")
func request_specific_player_data(requested_peer_id: int):
if multiplayer.is_server():
var player = get_node_or_null(str(requested_peer_id))
if player:
var player_data = {
"peer_id": requested_peer_id,
"position": player.current_position,
"goals": player.goals,
"playerboard": player.playerboard,
"is_bot": player.is_bot || player.is_in_group("Bots")
}
rpc_id(multiplayer.get_remote_sender_id(), "create_specific_player", player_data)
@rpc("any_peer")
func request_full_player_sync(requesting_peer_id: int):
if multiplayer.is_server():
for peer_id in GameStateManager.players:
var player = get_node_or_null(str(peer_id))
if player:
var player_data = {
"peer_id": peer_id,
"position": player.current_position,
"goals": player.goals,
"playerboard": player.playerboard,
"is_bot": player.is_bot || player.is_in_group("Bots")
}
rpc_id(requesting_peer_id, "create_specific_player", player_data)
await get_tree().create_timer(0.1).timeout
@rpc("reliable")
func create_specific_player(data: Dictionary):
var peer_id = data["peer_id"]
var player_character = null
var node_already_exists = has_node(str(peer_id))
if node_already_exists:
# Player already exists, just get the reference
player_character = get_node(str(peer_id))
else:
# Create new player
player_character = PlayerManager.add_player_character(peer_id)
player_character.current_position = data["position"]
add_child(player_character)
player_character.add_to_group("Players", true)
if data["is_bot"]:
player_character.add_to_group("Bots", true)
player_character.is_bot = true
# Check if this is the local player (client's own player)
var is_local_player = (peer_id == multiplayer.get_unique_id())
if is_local_player and GameStateManager.local_player_character == null:
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
ui_manager.update_button_states()
# Wait for player managers to initialize (player.gd has 0.1s await in _ready)
await get_tree().create_timer(0.2).timeout
# Now set goals and playerboard after managers are ready
var goals_to_set = data["goals"].duplicate() if data.has("goals") else []
if goals_to_set.size() > 0 and player_character.race_manager:
player_character.goals = goals_to_set
var playerboard_to_set = data["playerboard"].duplicate() if data.has("playerboard") else []
if playerboard_to_set.size() > 0 and player_character.race_manager:
player_character.playerboard = playerboard_to_set
# Always update position (including for existing nodes, so client sees host correctly)
player_character.current_position = data["position"]
player_character.global_position = Vector3(
data["position"].x * 2 + 1,
1.0,
data["position"].y * 2 + 1
)
# Update playerboard UI for local player
if is_local_player:
ui_manager.update_playerboard_ui()
# Update goals UI for this player - use direct panel update
if goals_to_set.size() > 0:
# Find the correct panel index for this player
var all_players = get_tree().get_nodes_in_group("Players")
all_players.sort_custom(func(a, b):
var a_id = int(String(a.name).get_slice("@", 0))
var b_id = int(String(b.name).get_slice("@", 0))
return a_id < b_id
)
var player_idx = -1
for i in range(all_players.size()):
var player_name_id = int(String(all_players[i].name).get_slice("@", 0))
if player_name_id == peer_id:
player_idx = i
break
if player_idx != -1 and player_idx < $AllPlayerGoals.get_child_count():
$AllPlayerGoals.get_child(player_idx).visible = true
_update_player_goals_ui(player_idx, goals_to_set)
# =============================================================================
# Grid Item Randomization
# =============================================================================
func randomize_item_at_position(grid_position: Vector2i):
if not multiplayer.is_server():
rpc_id(1, "request_randomize_item", grid_position)
return
var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap:
var cell = Vector3i(grid_position.x, 1, grid_position.y)
var current_item = enhanced_gridmap.get_cell_item(cell)
if current_item != -1:
var rng = RandomNumberGenerator.new()
rng.randomize()
var new_item = rng.randi_range(7, 10)
while new_item == current_item:
new_item = rng.randi_range(7, 10)
sync_grid_item(cell.x, cell.y, cell.z, new_item)
rpc("sync_grid_item", cell.x, cell.y, cell.z, new_item)
@rpc("any_peer")
func request_randomize_item(grid_position: Vector2i):
if multiplayer.is_server():
randomize_item_at_position(grid_position)
@rpc("any_peer", "call_local", "reliable")
func sync_grid_item(x: int, y: int, z: int, item: int):
var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
# =============================================================================
# Goals Cycle & Leaderboard UI
# =============================================================================
func _on_timer_updated(time_remaining: float):
# Update standalone timer display
var time_text = str(int(time_remaining))
var timer_panel = get_node_or_null("GoalsTimer")
if timer_panel:
var timer_label = timer_panel.get_node_or_null("VBox/TimerLabel")
if timer_label:
timer_label.text = time_text
func _on_score_updated(peer_id: int, new_score: int):
# Update player's score display
var player = get_node_or_null(str(peer_id))
if player:
player.score = new_score
# Update leaderboard UI
_update_leaderboard_display()
func _on_leaderboard_updated(sorted_scores: Array):
# Update the leaderboard panel locally
_update_leaderboard_display()
# Server broadcasts updated leaderboard to all clients
if multiplayer.is_server():
var player_data = []
for p in get_tree().get_nodes_in_group("Players"):
player_data.append({
# Use name.to_int() to correctly identify bots (Authority 1) vs Players
"peer_id": p.name.to_int(),
"name": p.display_name if not p.display_name.is_empty() else str(p.name),
"score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
})
rpc("sync_leaderboard_data", player_data)
func _on_global_timer_updated(time_remaining: float):
"""Update the global match timer display."""
var global_timer_panel = get_node_or_null("GlobalMatchTimer")
if global_timer_panel:
var timer_label = global_timer_panel.get_node_or_null("VBox/TimerLabel")
if timer_label:
var minutes = int(time_remaining) / 60
var seconds = int(time_remaining) % 60
timer_label.text = "%d:%02d" % [minutes, seconds]
func _on_match_ended():
"""Called when the global match timer ends - show game over screen."""
print("[Main] Match ended! Showing game over screen...")
# Disable player controls
var local_player = GameStateManager.local_player_character
if local_player:
local_player.action_points = 0
# Show game over overlay
_show_game_over_panel()
func _show_game_over_panel():
"""Create and display the game over panel with final leaderboard."""
# Check if panel already exists
var existing_panel = get_node_or_null("GameOverPanel")
if existing_panel:
existing_panel.show()
return
# Create game over panel
var panel = PanelContainer.new()
panel.name = "GameOverPanel"
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
# Semi-transparent dark background
var style = StyleBoxFlat.new()
style.bg_color = Color(0.0, 0.0, 0.0, 0.85)
panel.add_theme_stylebox_override("panel", style)
# Content container
var vbox = VBoxContainer.new()
vbox.name = "VBox"
vbox.set_anchors_preset(Control.PRESET_CENTER)
vbox.add_theme_constant_override("separation", 20)
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
panel.add_child(vbox)
# Center the vbox
var margin = MarginContainer.new()
margin.set_anchors_preset(Control.PRESET_FULL_RECT)
margin.add_theme_constant_override("margin_left", 200)
margin.add_theme_constant_override("margin_right", 200)
margin.add_theme_constant_override("margin_top", 100)
margin.add_theme_constant_override("margin_bottom", 100)
panel.add_child(margin)
var inner_vbox = VBoxContainer.new()
inner_vbox.add_theme_constant_override("separation", 30)
inner_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
margin.add_child(inner_vbox)
# Title
var title = Label.new()
title.text = "⏱️ TIME'S UP!"
title.add_theme_font_size_override("font_size", 64)
title.add_theme_color_override("font_color", Color(0.992, 0.796, 0.047))
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
inner_vbox.add_child(title)
# Subtitle
var subtitle = Label.new()
subtitle.text = "FINAL STANDINGS"
subtitle.add_theme_font_size_override("font_size", 24)
subtitle.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7))
subtitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
inner_vbox.add_child(subtitle)
# Leaderboard container
var leaderboard_container = VBoxContainer.new()
leaderboard_container.add_theme_constant_override("separation", 15)
inner_vbox.add_child(leaderboard_container)
# Get final scores
var player_scores = []
for p in get_tree().get_nodes_in_group("Players"):
player_scores.append({
"name": p.display_name if not p.display_name.is_empty() else str(p.name),
"score": goals_cycle_manager.get_player_score(p.get_multiplayer_authority()) if goals_cycle_manager else 0
})
player_scores.sort_custom(func(a, b): return a.score > b.score)
# Display each player
for i in range(min(player_scores.size(), 4)):
var entry = HBoxContainer.new()
entry.add_theme_constant_override("separation", 20)
var rank_colors = [Color(1.0, 0.84, 0.0), Color(0.75, 0.75, 0.75), Color(0.8, 0.5, 0.2), Color(0.5, 0.5, 0.5)]
var rank_emojis = ["🥇", "🥈", "🥉", "4th"]
var rank_label = Label.new()
rank_label.text = rank_emojis[i]
rank_label.add_theme_font_size_override("font_size", 32)
entry.add_child(rank_label)
var name_label = Label.new()
name_label.text = player_scores[i].name
name_label.add_theme_font_size_override("font_size", 28)
name_label.add_theme_color_override("font_color", rank_colors[i])
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
entry.add_child(name_label)
var score_label = Label.new()
score_label.text = str(player_scores[i].score)
score_label.add_theme_font_size_override("font_size", 28)
score_label.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
entry.add_child(score_label)
leaderboard_container.add_child(entry)
# Back to Menu button
var back_btn = Button.new()
back_btn.name = "BackToMenuBtn"
back_btn.text = "BACK TO MAIN MENU"
back_btn.custom_minimum_size = Vector2(300, 60)
back_btn.add_theme_font_size_override("font_size", 20)
back_btn.pressed.connect(_on_back_to_menu_pressed)
# Center the button in a container
var btn_container = HBoxContainer.new()
btn_container.alignment = BoxContainer.ALIGNMENT_CENTER
btn_container.add_child(back_btn)
inner_vbox.add_child(btn_container)
add_child(panel)
func _on_back_to_menu_pressed():
"""Return to lobby/main menu and clean up game state."""
print("[Main] Returning to lobby...")
# Clean up game state
GameStateManager.end_game()
LobbyManager.reset()
# Properly disconnect from Nakama match
_cleanup_multiplayer()
# Go back to lobby
if get_tree():
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
func _cleanup_multiplayer():
"""Properly leave Nakama match and cleanup multiplayer state."""
print("[Main] Cleaning up multiplayer connection...")
# Leave the Nakama match through the bridge
if NakamaManager.bridge:
NakamaManager.bridge.leave()
# Clear the current match ID
NakamaManager.current_match_id = ""
# Reset multiplayer peer to disconnect cleanly
if multiplayer.get_multiplayer_peer():
multiplayer.set_multiplayer_peer(null)
func _deferred_init_leaderboard():
"""Initialize leaderboard after a delay to ensure all players are loaded."""
# Longer delay ensures players are synced
await get_tree().create_timer(1.5).timeout
# Request leaderboard sync from server for accurate data
if not multiplayer.is_server():
rpc_id(1, "request_leaderboard_sync")
else:
# Server can update directly
_update_leaderboard_display()
@rpc("any_peer")
func request_leaderboard_sync():
"""Client requests leaderboard data from server."""
if multiplayer.is_server():
var sender_id = multiplayer.get_remote_sender_id()
# Build player list with peer_ids and names
var player_data = []
for p in get_tree().get_nodes_in_group("Players"):
player_data.append({
# Use name.to_int() for consistent ID
"peer_id": p.name.to_int(),
"name": p.display_name if not p.display_name.is_empty() else str(p.name),
"score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
})
rpc_id(sender_id, "sync_leaderboard_data", player_data)
@rpc("authority", "call_local", "reliable")
func sync_leaderboard_data(player_data: Array):
"""Receive leaderboard data from server and update UI."""
var leaderboard_panel = get_node_or_null("LeaderboardPanel")
if not leaderboard_panel:
return
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
if not vbox:
return
# Sort by score descending
player_data.sort_custom(func(a, b): return a.score > b.score)
# Update entries
for i in range(4):
var entry = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry:
continue
if i < player_data.size():
var data = player_data[i]
var rank_label = entry.get_node_or_null("RankLabel")
var name_label = entry.get_node_or_null("NameLabel")
var score_label = entry.get_node_or_null("ScoreLabel")
if rank_label:
rank_label.text = _get_ordinal(i + 1)
if name_label:
name_label.text = str(data.name)
if score_label:
score_label.text = str(data.score)
entry.visible = true
else:
entry.visible = false
func _update_leaderboard_display():
var leaderboard_panel = get_node_or_null("LeaderboardPanel")
if not leaderboard_panel:
return
# Try both possible paths for vbox
var vbox = leaderboard_panel.get_node_or_null("MarginContainer/VBox")
if not vbox:
vbox = leaderboard_panel.get_node_or_null("VBox")
if not vbox:
return
# Get all players in game
var all_players = get_tree().get_nodes_in_group("Players")
# Build scores array with all players
var player_data = []
for p in all_players:
var peer_id = p.name.to_int()
var score = goals_cycle_manager.get_player_score(peer_id) if goals_cycle_manager else 0
player_data.append({"peer_id": peer_id, "name": p.display_name if not p.display_name.is_empty() else str(p.name), "score": score})
# Sort by score descending
player_data.sort_custom(func(a, b): return a.score > b.score)
# Update entries
for i in range(4): # Max 4 entries
var entry = vbox.get_node_or_null("Entry" + str(i + 1))
if not entry:
continue
if i < player_data.size():
var data = player_data[i]
var rank_label = entry.get_node_or_null("RankLabel")
var name_label = entry.get_node_or_null("NameLabel")
var score_label = entry.get_node_or_null("ScoreLabel")
if rank_label:
rank_label.text = _get_ordinal(i + 1)
if name_label:
name_label.text = str(data.name)
if score_label:
score_label.text = str(data.score)
entry.visible = true
else:
entry.visible = false
func _get_ordinal(n: int) -> String:
match n:
1: return "1st"
2: return "2nd"
3: return "3rd"
4: return "4th"
_: return str(n) + "th"
# =============================================================================
# Pause Menu & Settings
# =============================================================================
func _input(event):
if event.is_action_pressed("ui_cancel"):
_toggle_pause_menu()
func _toggle_pause_menu():
var pause_menu = get_node_or_null("PauseMenu")
if pause_menu:
pause_menu.visible = not pause_menu.visible
get_tree().paused = pause_menu.visible
func _on_resume_pressed():
var pause_menu = get_node_or_null("PauseMenu")
if pause_menu:
pause_menu.visible = false
get_tree().paused = false
func _on_settings_pressed():
var pause_menu = get_node_or_null("PauseMenu")
var settings_panel = get_node_or_null("SettingsPanel")
if pause_menu:
pause_menu.visible = false
if settings_panel:
settings_panel.visible = true
# Sync settings UI with current state
var joystick_toggle = settings_panel.get_node_or_null("Panel/VBox/JoystickToggle")
if joystick_toggle and touch_controls:
joystick_toggle.set_pressed_no_signal(touch_controls.joystick_enabled)
var size_slider = settings_panel.get_node_or_null("Panel/VBox/ButtonSizeRow/ButtonSizeSlider")
if size_slider and touch_controls:
size_slider.set_value_no_signal(touch_controls.button_size)
var opacity_slider = settings_panel.get_node_or_null("Panel/VBox/OpacityRow/OpacitySlider")
if opacity_slider and touch_controls:
opacity_slider.set_value_no_signal(touch_controls.button_opacity)
func _on_quit_match_pressed():
get_tree().paused = false
# Properly disconnect from Nakama match
_cleanup_multiplayer()
# Return to lobby or main menu
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
func _on_settings_back_pressed():
var pause_menu = get_node_or_null("PauseMenu")
var settings_panel = get_node_or_null("SettingsPanel")
if settings_panel:
settings_panel.visible = false
if pause_menu:
pause_menu.visible = true
func _on_button_size_changed(value: float):
if touch_controls:
touch_controls.button_size = value
touch_controls._save_settings()
func _on_opacity_changed(value: float):
if touch_controls:
touch_controls.button_opacity = value
touch_controls._save_settings()
func _on_joystick_toggled(enabled: bool):
if touch_controls:
touch_controls.set_joystick_enabled(enabled)
touch_controls._save_settings()