Comments and documentation update
This commit is contained in:
@@ -3,7 +3,12 @@ extends Node2D
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signal score_changed(points: int)
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signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
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enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING } # Waiting for player input # First tile selected # Animating tile swap # Processing matches and cascades
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## Match-3 Game State Machine
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## WAITING: Idle state, accepting player input for tile selection
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## SELECTING: First tile selected, waiting for second tile to complete swap
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## SWAPPING: Animation in progress, input blocked during tile swap
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## PROCESSING: Detecting matches, clearing tiles, dropping new ones, checking cascades
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enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING }
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var GRID_SIZE := Vector2i(8, 8)
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var TILE_TYPES := 5
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@@ -124,6 +129,7 @@ func _initialize_grid():
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func _has_match_at(pos: Vector2i) -> bool:
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"""Check if tile at position is part of a 3+ match horizontally or vertically"""
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# Bounds and null checks
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if not _is_valid_grid_position(pos):
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return false
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@@ -151,8 +157,8 @@ func _has_match_at(pos: Vector2i) -> bool:
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return matches_vertical.size() >= 3
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# Check for any matches on the board
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func _check_for_matches() -> bool:
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"""Scan entire grid to detect if any matches exist (used for cascade detection)"""
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for y in range(GRID_SIZE.y):
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for x in range(GRID_SIZE.x):
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if _has_match_at(Vector2i(x, y)):
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@@ -161,6 +167,12 @@ func _check_for_matches() -> bool:
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func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
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"""Find all consecutive matching tiles in a line from start position in given direction.
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Returns array of tile nodes that form a continuous match.
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Direction must be unit vector (1,0), (-1,0), (0,1), or (0,-1).
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Searches bidirectionally from start position.
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"""
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# Validate input parameters
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if not _is_valid_grid_position(start):
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DebugManager.log_error(
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@@ -185,13 +197,14 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
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if not "tile_type" in start_tile:
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return []
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var line = [start_tile]
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var type = start_tile.tile_type
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var line = [start_tile] # Initialize with start tile
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var type = start_tile.tile_type # Type to match against
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# Check both directions with safety limits
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for offset in [1, -1]:
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# Check both directions from start position (bidirectional search)
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for offset in [1, -1]: # offset 1 = forward direction, -1 = backward direction
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var current = start + dir * offset
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var steps = 0
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# Safety limit prevents infinite loops in case of logic errors
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while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current):
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if current.y >= grid.size() or current.x >= grid[current.y].size():
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break
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@@ -200,17 +213,23 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
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if not neighbor or not is_instance_valid(neighbor):
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break
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# Stop if tile type doesn't match (end of matching sequence)
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if not "tile_type" in neighbor or neighbor.tile_type != type:
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break
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line.append(neighbor)
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current += dir * offset
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steps += 1
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line.append(neighbor) # Add matching tile to sequence
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current += dir * offset # Move to next position
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steps += 1 # Increment safety counter
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return line
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func _clear_matches():
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func _clear_matches() -> void:
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"""Find and remove all match groups of 3+ tiles, calculating score and triggering effects.
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Uses flood-fill approach to group connected matches, prevents double-counting tiles.
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Handles tile removal, score calculation, and visual effects.
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"""
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# Check grid integrity
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if not _validate_grid_integrity():
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DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3")
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@@ -693,6 +712,14 @@ func _select_tile_at_cursor() -> void:
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func _on_tile_selected(tile: Node2D) -> void:
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"""Handle tile selection with state machine logic for match-3 gameplay.
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State transitions:
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WAITING -> SELECTING: First tile selected
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SELECTING -> WAITING: Same tile clicked (deselect)
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SELECTING -> SWAPPING: Different tile clicked (attempt swap)
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"""
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# Block tile selection during busy states
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if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING:
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DebugManager.log_debug(
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"Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]],
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@@ -736,7 +763,7 @@ func _on_tile_selected(tile: Node2D) -> void:
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func _select_tile(tile: Node2D) -> void:
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selected_tile = tile
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tile.is_selected = true
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current_state = GameState.SELECTING
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current_state = GameState.SELECTING # State transition: WAITING -> SELECTING
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DebugManager.log_debug(
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"Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3"
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)
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@@ -816,8 +843,8 @@ func _attempt_swap(tile1: Node2D, tile2: Node2D) -> void:
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"Match3"
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)
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current_state = GameState.SWAPPING
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await _swap_tiles(tile1, tile2)
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current_state = GameState.SWAPPING # State transition: SELECTING -> SWAPPING
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await _swap_tiles(tile1, tile2) # Animate tile swap
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# Check if swap creates matches
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if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position):
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@@ -1,3 +1,9 @@
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## Debug Manager - Global Debug and Logging System
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##
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## Provides centralized debug functionality and structured logging for the Skelly project.
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## Manages debug state, overlay visibility, and log levels with formatted output.
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## Replaces direct print() and push_error() calls with structured logging system.
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extends Node
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signal debug_toggled(enabled: bool)
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@@ -9,52 +15,63 @@ var debug_overlay_visible: bool = false
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var current_log_level: LogLevel = LogLevel.INFO
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func _ready():
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func _ready() -> void:
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"""Initialize the DebugManager on game startup"""
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log_info("DebugManager loaded")
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func toggle_debug():
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func toggle_debug() -> void:
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"""Toggle debug mode on/off and emit signal to connected systems"""
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debug_enabled = !debug_enabled
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debug_toggled.emit(debug_enabled)
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log_info("Debug mode: " + ("ON" if debug_enabled else "OFF"))
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func set_debug_enabled(enabled: bool):
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func set_debug_enabled(enabled: bool) -> void:
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"""Set debug mode to specific state without toggling"""
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if debug_enabled != enabled:
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debug_enabled = enabled
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debug_toggled.emit(debug_enabled)
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func is_debug_enabled() -> bool:
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"""Check if debug mode is currently enabled"""
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return debug_enabled
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func toggle_overlay():
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func toggle_overlay() -> void:
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"""Toggle debug overlay visibility"""
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debug_overlay_visible = !debug_overlay_visible
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func set_overlay_visible(visible: bool):
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func set_overlay_visible(visible: bool) -> void:
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"""Set debug overlay visibility to specific state"""
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debug_overlay_visible = visible
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func is_overlay_visible() -> bool:
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"""Check if debug overlay is currently visible"""
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return debug_overlay_visible
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func set_log_level(level: LogLevel):
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func set_log_level(level: LogLevel) -> void:
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"""Set minimum log level for output filtering"""
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current_log_level = level
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log_info("Log level set to: " + _log_level_to_string(level))
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func get_log_level() -> LogLevel:
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"""Get current minimum log level"""
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return current_log_level
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func _should_log(level: LogLevel) -> bool:
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"""Determine if message should be logged based on current log level"""
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return level >= current_log_level
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func _log_level_to_string(level: LogLevel) -> String:
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"""Convert LogLevel enum to string representation"""
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match level:
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LogLevel.TRACE:
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return "TRACE"
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@@ -73,47 +90,54 @@ func _log_level_to_string(level: LogLevel) -> String:
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func _format_log_message(level: LogLevel, message: String, category: String = "") -> String:
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"""Format log message with timestamp, level, category, and content"""
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var timestamp = Time.get_datetime_string_from_system()
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var level_str = _log_level_to_string(level)
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var category_str = (" [" + category + "]") if category != "" else ""
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return "[%s] %s%s: %s" % [timestamp, level_str, category_str, message]
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func log_trace(message: String, category: String = ""):
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func log_trace(message: String, category: String = "") -> void:
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"""Log trace-level message (lowest priority, only shown in debug mode)"""
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if _should_log(LogLevel.TRACE):
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var formatted = _format_log_message(LogLevel.TRACE, message, category)
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if debug_enabled:
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print(formatted)
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func log_debug(message: String, category: String = ""):
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func log_debug(message: String, category: String = "") -> void:
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"""Log debug-level message (development information, only shown in debug mode)"""
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if _should_log(LogLevel.DEBUG):
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var formatted = _format_log_message(LogLevel.DEBUG, message, category)
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if debug_enabled:
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print(formatted)
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func log_info(message: String, category: String = ""):
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func log_info(message: String, category: String = "") -> void:
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"""Log info-level message (general information, always shown)"""
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if _should_log(LogLevel.INFO):
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var formatted = _format_log_message(LogLevel.INFO, message, category)
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print(formatted)
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func log_warn(message: String, category: String = ""):
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func log_warn(message: String, category: String = "") -> void:
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"""Log warning-level message (potential issues that don't break functionality)"""
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if _should_log(LogLevel.WARN):
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var formatted = _format_log_message(LogLevel.WARN, message, category)
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print(formatted)
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push_warning(formatted)
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func log_error(message: String, category: String = ""):
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func log_error(message: String, category: String = "") -> void:
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"""Log error-level message (serious issues that may break functionality)"""
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if _should_log(LogLevel.ERROR):
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var formatted = _format_log_message(LogLevel.ERROR, message, category)
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print(formatted)
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push_error(formatted)
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func log_fatal(message: String, category: String = ""):
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func log_fatal(message: String, category: String = "") -> void:
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"""Log fatal-level message (critical errors that prevent normal operation)"""
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if _should_log(LogLevel.FATAL):
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var formatted = _format_log_message(LogLevel.FATAL, message, category)
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print(formatted)
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@@ -1,3 +1,9 @@
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## Game Manager - Centralized Scene Transition System
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##
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## Manages all scene transitions with race condition protection and input validation.
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## Provides safe scene switching for different gameplay modes with error handling.
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## Never call get_tree().change_scene_to_file() directly - use GameManager methods.
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extends Node
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const GAME_SCENE_PATH := "res://scenes/game/game.tscn"
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@@ -8,26 +14,31 @@ var is_changing_scene: bool = false
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func start_new_game() -> void:
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"""Start a new match-3 game with fresh save data"""
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SaveManager.start_new_game()
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start_game_with_mode("match3")
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func continue_game() -> void:
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"""Continue existing match-3 game with saved score intact"""
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# Don't reset score
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start_game_with_mode("match3")
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func start_match3_game() -> void:
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"""Start new match-3 gameplay mode"""
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SaveManager.start_new_game()
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start_game_with_mode("match3")
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func start_clickomania_game() -> void:
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"""Start new clickomania gameplay mode"""
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SaveManager.start_new_game()
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start_game_with_mode("clickomania")
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func start_game_with_mode(gameplay_mode: String) -> void:
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"""Load game scene with specified gameplay mode and safety validation"""
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# Input validation
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if not gameplay_mode or gameplay_mode.is_empty():
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DebugManager.log_error("Empty or null gameplay mode provided", "GameManager")
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@@ -39,7 +50,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
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)
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return
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# Prevent concurrent scene changes
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# Prevent concurrent scene changes (race condition protection)
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if is_changing_scene:
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DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager")
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return
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@@ -72,7 +83,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
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# Wait for scene instantiation and tree addition
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await get_tree().process_frame
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await get_tree().process_frame # Additional frame for complete initialization
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await get_tree().process_frame # Additional frame ensures complete initialization
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# Validate scene was loaded successfully
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if not get_tree().current_scene:
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@@ -80,7 +91,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
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is_changing_scene = false
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return
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# Set gameplay mode with timeout protection
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# Configure game scene with requested gameplay mode
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if get_tree().current_scene.has_method("set_gameplay_mode"):
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DebugManager.log_info("Setting gameplay mode to: %s" % pending_gameplay_mode, "GameManager")
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get_tree().current_scene.set_gameplay_mode(pending_gameplay_mode)
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@@ -97,6 +108,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
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func save_game() -> void:
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"""Save current game state and score via SaveManager"""
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# Get current score from the active game scene
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var current_score = 0
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if get_tree().current_scene and get_tree().current_scene.has_method("get_global_score"):
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@@ -107,6 +119,7 @@ func save_game() -> void:
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func exit_to_main_menu() -> void:
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"""Exit to main menu with race condition protection"""
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# Prevent concurrent scene changes
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if is_changing_scene:
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DebugManager.log_warn(
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@@ -1,3 +1,9 @@
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## Save Manager - Secure Game Data Persistence System
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##
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## Provides secure save/load functionality with tamper detection, race condition protection,
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## and permissive validation. Features backup/restore, version migration, and data integrity.
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## Implements multi-layered security: checksums, size limits, type validation, and bounds checking.
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extends Node
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const SAVE_FILE_PATH: String = "user://savegame.save"
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@@ -8,7 +14,7 @@ const MAX_SCORE: int = 999999999
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const MAX_GAMES_PLAYED: int = 100000
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const MAX_FILE_SIZE: int = 1048576 # 1MB limit
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# Save operation protection
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# Save operation protection - prevents race conditions
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var _save_in_progress: bool = false
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var _restore_in_progress: bool = false
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@@ -28,10 +34,12 @@ var game_data: Dictionary = {
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func _ready() -> void:
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"""Initialize SaveManager and load existing save data on startup"""
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load_game()
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func save_game() -> bool:
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"""Save current game data with race condition protection and error handling"""
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# Prevent concurrent saves
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if _save_in_progress:
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DebugManager.log_warn("Save already in progress, skipping", "SaveManager")
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@@ -82,6 +90,7 @@ func _perform_save() -> bool:
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func load_game() -> void:
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"""Load game data from disk with comprehensive validation and error recovery"""
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if not FileAccess.file_exists(SAVE_FILE_PATH):
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DebugManager.log_info("No save file found, using defaults", "SaveManager")
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return
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Reference in New Issue
Block a user