make grid shuffle, grid sizy, gem color types
This commit is contained in:
@@ -25,6 +25,7 @@ SettingsManager="*res://src/autoloads/SettingsManager.gd"
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AudioManager="*res://src/autoloads/AudioManager.gd"
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GameManager="*res://src/autoloads/GameManager.gd"
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LocalizationManager="*res://src/autoloads/LocalizationManager.gd"
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DebugManager="*res://src/autoloads/DebugManager.gd"
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[input]
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@@ -1,27 +1,17 @@
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extends Node
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@onready var back_button: Button = $BackButtonContainer/BackButton
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const MATCH3_SCENE_PATH := "res://scenes/match3/match3.tscn"
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var match3_instance: Node
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# Fixed: Use static Match3 instance from scene instead of dynamic loading
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@onready var match3_instance: Node = $Match3
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func _ready() -> void:
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if not back_button.pressed.is_connected(_on_back_button_pressed):
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back_button.pressed.connect(_on_back_button_pressed)
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_load_match3_scene()
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# Fixed: No need to load match3 scene - it's already in the scene tree
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func _on_back_button_pressed() -> void:
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AudioManager.play_ui_click()
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GameManager.save_game()
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if match3_instance and is_instance_valid(match3_instance):
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match3_instance.queue_free()
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# Fixed: Don't free the static instance, just exit
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GameManager.exit_to_main_menu()
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func _load_match3_scene() -> void:
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var match3_scene := load(MATCH3_SCENE_PATH)
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if not match3_scene or not match3_scene is PackedScene:
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push_error("Failed to load Match3 scene at: %s" % MATCH3_SCENE_PATH)
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return
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match3_instance = match3_scene.instantiate()
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add_child(match3_instance)
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@@ -1,7 +1,9 @@
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[gd_scene load_steps=3 format=3 uid="uid://dmwkyeq2l7u04"]
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[gd_scene load_steps=5 format=3 uid="uid://dmwkyeq2l7u04"]
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[ext_resource type="Script" uid="uid://b16jnk7w22mb" path="res://scenes/game/game.gd" id="1_uwrxv"]
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[ext_resource type="PackedScene" uid="uid://b4kv7g7kllwgb" path="res://scenes/match3/match3.tscn" id="2_yqjtg"]
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[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]
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[ext_resource type="PackedScene" uid="uid://fax5m4ywp1r3" path="res://scenes/ui/DebugMenu.tscn" id="4_debug_menu"]
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[node name="Game" type="Node"]
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script = ExtResource("1_uwrxv")
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@@ -19,3 +21,7 @@ offset_bottom = 31.0
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text = "back"
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[node name="Match3" parent="." instance=ExtResource("2_yqjtg")]
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[node name="DebugToggle" parent="." instance=ExtResource("3_debug")]
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[node name="DebugMenu" parent="." instance=ExtResource("4_debug_menu")]
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@@ -1,8 +1,9 @@
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[gd_scene load_steps=4 format=3 uid="uid://ci2gk11211n0d"]
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[gd_scene load_steps=5 format=3 uid="uid://ci2gk11211n0d"]
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[ext_resource type="Script" uid="uid://b0uwk2jlm6g08" path="res://scenes/main/Main.gd" id="1_0wfyh"]
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[ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/PressAnyKeyScreen.tscn" id="1_o5qli"]
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[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="2_sugp2"]
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[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="4_v7g8d"]
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[node name="main" type="Control"]
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layout_mode = 3
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@@ -25,3 +26,6 @@ stretch_mode = 1
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[node name="PressAnyKeyScreen" parent="." instance=ExtResource("1_o5qli")]
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layout_mode = 1
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[node name="DebugToggle" parent="." instance=ExtResource("4_v7g8d")]
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layout_mode = 1
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@@ -1,26 +1,71 @@
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extends Node2D
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const GRID_SIZE := Vector2i(8, 8)
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const TILE_TYPES := 5
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var GRID_SIZE := Vector2i(8, 8)
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var TILE_TYPES := 5
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const TILE_SCENE := preload("res://scenes/match3/tile.tscn")
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var grid := []
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var tile_size: float = 48.0
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var grid_offset: Vector2
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func _ready():
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# Set up initial gem pool
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/match3/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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_calculate_grid_layout()
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_initialize_grid()
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func _calculate_grid_layout():
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var viewport_size = get_viewport().get_visible_rect().size
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var available_width = viewport_size.x * 0.8 # Use 80% of screen width
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var available_height = viewport_size.y * 0.7 # Use 70% of screen height
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# Calculate tile size based on available space
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var max_tile_width = available_width / GRID_SIZE.x
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var max_tile_height = available_height / GRID_SIZE.y
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tile_size = min(max_tile_width, max_tile_height)
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# Align grid to left side with some margin
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var total_grid_height = tile_size * GRID_SIZE.y
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grid_offset = Vector2(
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50, # Left margin
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(viewport_size.y - total_grid_height) / 2 + 50 # Vertically centered with top margin
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)
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func _initialize_grid():
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# Update gem pool BEFORE creating any tiles
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/match3/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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for y in range(GRID_SIZE.y):
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grid.append([])
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for x in range(GRID_SIZE.x):
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var tile = TILE_SCENE.instantiate()
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tile.position = Vector2(x, y) * 64 # Adjust to your tile size
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tile.position = grid_offset + Vector2(x, y) * tile_size
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tile.grid_position = Vector2i(x, y)
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tile.tile_type = randi() % TILE_TYPES
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add_child(tile)
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# Set tile type after adding to scene tree so sprite reference is available
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var new_type = randi() % TILE_TYPES
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tile.tile_type = new_type
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print("Debug: Created tile at (", x, ",", y, ") with type ", new_type)
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grid[y].append(tile)
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func _has_match_at(pos: Vector2i) -> bool:
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# Fixed: Add bounds and null checks
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if pos.x < 0 or pos.y < 0 or pos.x >= GRID_SIZE.x or pos.y >= GRID_SIZE.y:
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return false
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if not grid[pos.y][pos.x]:
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return false
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var matches_horizontal = _get_match_line(pos, Vector2i(1, 0))
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if matches_horizontal.size() >= 3:
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return true
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@@ -28,15 +73,25 @@ func _has_match_at(pos: Vector2i) -> bool:
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var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
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return matches_vertical.size() >= 3
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# Fixed: Add missing function to check for any matches on the board
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func _check_for_matches() -> bool:
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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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return true
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return false
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func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
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var line = [grid[start.y][start.x]]
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var type = grid[start.y][start.x].tile_type
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# Fixed: Check in both directions separately to avoid infinite loops
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for offset in [1, -1]:
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var current = start + dir * offset
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while current.x >= 0 and current.y >= 0 and current.x < GRID_SIZE.x and current.y < GRID_SIZE.y:
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var neighbor = grid[current.y][current.x]
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if neighbor.tile_type != type:
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# Fixed: Add null check to prevent crashes
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if not 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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@@ -48,6 +103,9 @@ func _clear_matches():
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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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# Fixed: Add null check before processing
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if not grid[y][x]:
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continue
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var pos = Vector2i(x, y)
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var horiz = _get_match_line(pos, Vector2i(1, 0))
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if horiz.size() >= 3:
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@@ -62,6 +120,10 @@ func _clear_matches():
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unique_dict[tile] = true
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to_clear = unique_dict.keys()
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# Fixed: Only proceed if there are matches to clear
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if to_clear.size() == 0:
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return
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for tile in to_clear:
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grid[tile.grid_position.y][tile.grid_position.x] = null
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tile.queue_free()
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@@ -75,15 +137,17 @@ func _drop_tiles():
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while moved:
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moved = false
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for x in range(GRID_SIZE.x):
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for y in range(GRID_SIZE.y - 2, -1, -1):
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# Fixed: Start from GRID_SIZE.y - 1 to avoid out of bounds
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for y in range(GRID_SIZE.y - 1, -1, -1):
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var tile = grid[y][x]
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if tile and not grid[y + 1][x]:
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# Fixed: Check bounds before accessing y + 1
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if tile and y + 1 < GRID_SIZE.y and not grid[y + 1][x]:
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grid[y + 1][x] = tile
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grid[y][x] = null
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tile.grid_position = Vector2i(x, y + 1)
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# You can animate position here using Tween for smooth drop:
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# tween.interpolate_property(tile, "position", tile.position, Vector2(x, y + 1) * 64, 0.2)
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tile.position = Vector2(x, y + 1) * 64
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# tween.interpolate_property(tile, "position", tile.position, grid_offset + Vector2(x, y + 1) * tile_size, 0.2)
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tile.position = grid_offset + Vector2(x, y + 1) * tile_size
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moved = true
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func _fill_empty_cells():
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@@ -93,10 +157,63 @@ func _fill_empty_cells():
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var tile = TILE_SCENE.instantiate()
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tile.grid_position = Vector2i(x, y)
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tile.tile_type = randi() % TILE_TYPES
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tile.position = Vector2(x, y) * 64
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tile.position = grid_offset + Vector2(x, y) * tile_size
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grid[y][x] = tile
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add_child(tile)
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# Recheck matches
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# Fixed: Add recursion protection to prevent stack overflow
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await get_tree().create_timer(0.1).timeout
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_clear_matches()
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var max_iterations = 10
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var iteration = 0
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while _check_for_matches() and iteration < max_iterations:
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_clear_matches()
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await get_tree().create_timer(0.1).timeout
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iteration += 1
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func regenerate_grid():
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# Use time-based seed to ensure different patterns each time
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var new_seed = Time.get_ticks_msec()
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seed(new_seed)
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print("Debug: Regenerating grid with seed: ", new_seed)
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# Fixed: Clear ALL tile children, not just ones in grid array
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# This handles any orphaned tiles that might not be tracked in the grid
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var children_to_remove = []
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for child in get_children():
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if child.has_method("get_script") and child.get_script():
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var script_path = child.get_script().resource_path
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if script_path == "res://scenes/match3/tile.gd":
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children_to_remove.append(child)
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# Remove all found tile children
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for child in children_to_remove:
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child.free()
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# Also clear grid array references
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for y in range(grid.size()):
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if grid[y] and grid[y] is Array:
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for x in range(grid[y].size()):
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# Set to null since we already freed the nodes above
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grid[y][x] = null
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# Clear the grid array
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grid.clear()
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# No need to wait for nodes to be freed since we used free()
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# Fixed: Recalculate grid layout before regenerating tiles
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_calculate_grid_layout()
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# Regenerate the grid (gem pool is updated in _initialize_grid)
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_initialize_grid()
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func set_tile_types(new_count: int):
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TILE_TYPES = new_count
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# Regenerate grid with new tile types (gem pool is updated in regenerate_grid)
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await regenerate_grid()
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func set_grid_size(new_size: Vector2i):
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print("Debug: Changing grid size from ", GRID_SIZE, " to ", new_size)
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GRID_SIZE = new_size
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# Regenerate grid with new size
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await regenerate_grid()
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@@ -1,6 +1,6 @@
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extends Node2D
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@export var tile_type: int = 0
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@export var tile_type: int = 0 : set = _set_tile_type
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var grid_position: Vector2i
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@onready var sprite: Sprite2D = $Sprite2D
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@@ -20,20 +20,29 @@ var all_gem_textures = [
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preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem
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]
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# Static variable to store the current gem pool for all tiles
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static var current_gem_pool = [0, 1, 2, 3, 4] # Start with first 5 gems
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# Currently active gem types (indices into all_gem_textures)
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var active_gem_types = [0, 1, 2, 3, 4] # Start with first 5 gems
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var active_gem_types = [] # Will be set from current_gem_pool
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func _set_tile_type(value: int) -> void:
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tile_type = value
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print("Debug: _set_tile_type called with value ", value, ", active_gem_types.size() = ", active_gem_types.size())
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# Fixed: Add sprite null check to prevent crashes during initialization
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if not sprite:
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return
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if value >= 0 and value < active_gem_types.size():
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var texture_index = active_gem_types[value]
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sprite.texture = all_gem_textures[texture_index]
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print("Debug: Set texture_index ", texture_index, " for tile_type ", value)
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_scale_sprite_to_fit()
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else:
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push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
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func _scale_sprite_to_fit() -> void:
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if sprite.texture:
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# Fixed: Add additional null checks
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if sprite and sprite.texture:
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var texture_size = sprite.texture.get_size()
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var max_dimension = max(texture_size.x, texture_size.y)
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var scale_factor = TILE_SIZE / max_dimension
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@@ -41,31 +50,41 @@ func _scale_sprite_to_fit() -> void:
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# Gem pool management functions
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static func set_active_gem_pool(gem_indices: Array) -> void:
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# Update all tile instances to use new gem pool
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var tiles = get_tree().get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_update_active_gems"):
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tile._update_active_gems(gem_indices)
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# Update static gem pool for new tiles
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current_gem_pool = gem_indices.duplicate()
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# Update all existing tile instances to use new gem pool
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_update_active_gems"):
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tile._update_active_gems(gem_indices)
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func _update_active_gems(gem_indices: Array) -> void:
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active_gem_types = gem_indices.duplicate()
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# Re-validate current tile type
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if tile_type >= active_gem_types.size():
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tile_type = 0 # Reset to first available type
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# Generate a new random tile type within valid range
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tile_type = randi() % active_gem_types.size()
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_set_tile_type(tile_type)
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static func get_active_gem_count() -> int:
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# Get from any tile instance or default
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var tiles = get_tree().get_nodes_in_group("tiles")
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if tiles.size() > 0:
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return tiles[0].active_gem_types.size()
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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if tiles.size() > 0:
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return tiles[0].active_gem_types.size()
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return 5 # Default
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static func add_gem_to_pool(gem_index: int) -> void:
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var tiles = get_tree().get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_add_gem_type"):
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tile._add_gem_type(gem_index)
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_add_gem_type"):
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tile._add_gem_type(gem_index)
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func _add_gem_type(gem_index: int) -> void:
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if gem_index >= 0 and gem_index < all_gem_textures.size():
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@@ -73,10 +92,12 @@ func _add_gem_type(gem_index: int) -> void:
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active_gem_types.append(gem_index)
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static func remove_gem_from_pool(gem_index: int) -> void:
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var tiles = get_tree().get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_remove_gem_type"):
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tile._remove_gem_type(gem_index)
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_remove_gem_type"):
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tile._remove_gem_type(gem_index)
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func _remove_gem_type(gem_index: int) -> void:
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var type_index = active_gem_types.find(gem_index)
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@@ -90,4 +111,6 @@ func _remove_gem_type(gem_index: int) -> void:
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
|
||||
add_to_group("tiles") # Add to group for gem pool management
|
||||
# Initialize with current static gem pool
|
||||
active_gem_types = current_gem_pool.duplicate()
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
25
scenes/ui/DebugButton.tscn
Normal file
25
scenes/ui/DebugButton.tscn
Normal file
@@ -0,0 +1,25 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://dmjfgs6r4yfwl"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://bt6a8gpw1e31c" path="res://scenes/ui/DebugButton.gd" id="1_debug_script"]
|
||||
|
||||
[node name="DebugButton" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 3
|
||||
anchor_left = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -80.0
|
||||
offset_top = -40.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
script = ExtResource("1_debug_script")
|
||||
|
||||
[node name="Button" type="Button" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
text = "DEBUG"
|
||||
203
scenes/ui/DebugMenu.gd
Normal file
203
scenes/ui/DebugMenu.gd
Normal file
@@ -0,0 +1,203 @@
|
||||
extends Control
|
||||
|
||||
@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
|
||||
@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
|
||||
@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
|
||||
@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
|
||||
@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
|
||||
@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
|
||||
@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
|
||||
|
||||
var match3_scene: Node2D
|
||||
var search_timer: Timer
|
||||
|
||||
# Fixed: Add cleanup function
|
||||
func _exit_tree():
|
||||
if search_timer:
|
||||
search_timer.queue_free()
|
||||
|
||||
func _ready():
|
||||
visible = false
|
||||
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||
regenerate_button.pressed.connect(_on_regenerate_pressed)
|
||||
gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
|
||||
grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
|
||||
grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
|
||||
|
||||
# Initialize gem types spinbox
|
||||
gem_types_spinbox.min_value = 3
|
||||
gem_types_spinbox.max_value = 8
|
||||
gem_types_spinbox.step = 1
|
||||
gem_types_spinbox.value = 5 # Default value
|
||||
|
||||
# Initialize grid size spinboxes
|
||||
grid_width_spinbox.min_value = 4
|
||||
grid_width_spinbox.max_value = 12
|
||||
grid_width_spinbox.step = 1
|
||||
grid_width_spinbox.value = 8 # Default value
|
||||
|
||||
grid_height_spinbox.min_value = 4
|
||||
grid_height_spinbox.max_value = 12
|
||||
grid_height_spinbox.step = 1
|
||||
grid_height_spinbox.value = 8 # Default value
|
||||
|
||||
# Fixed: Create timer for periodic match3 scene search
|
||||
search_timer = Timer.new()
|
||||
search_timer.wait_time = 0.1
|
||||
search_timer.timeout.connect(_find_match3_scene)
|
||||
add_child(search_timer)
|
||||
|
||||
# Start searching immediately and continue until found
|
||||
_find_match3_scene()
|
||||
|
||||
func _find_match3_scene():
|
||||
# Fixed: Search more thoroughly for match3 scene
|
||||
if match3_scene:
|
||||
# Already found, stop searching
|
||||
if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
|
||||
search_timer.stop()
|
||||
return
|
||||
|
||||
# Search in current scene tree
|
||||
var current_scene = get_tree().current_scene
|
||||
if current_scene:
|
||||
# Try to find match3 by class name first
|
||||
match3_scene = _find_node_by_script(current_scene, "res://scenes/match3/match3.gd")
|
||||
|
||||
# Fallback: search by common node names
|
||||
if not match3_scene:
|
||||
for possible_name in ["Match3", "match3", "Match3Game"]:
|
||||
match3_scene = current_scene.find_child(possible_name, true, false)
|
||||
if match3_scene:
|
||||
break
|
||||
|
||||
if match3_scene:
|
||||
print("Debug: Found match3 scene: ", match3_scene.name)
|
||||
# Update UI with current values
|
||||
if match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
|
||||
gem_types_spinbox.value = match3_scene.TILE_TYPES
|
||||
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
|
||||
|
||||
# Update grid size values
|
||||
if "GRID_SIZE" in match3_scene:
|
||||
var grid_size = match3_scene.GRID_SIZE
|
||||
grid_width_spinbox.value = grid_size.x
|
||||
grid_height_spinbox.value = grid_size.y
|
||||
grid_width_label.text = "Width: " + str(grid_size.x)
|
||||
grid_height_label.text = "Height: " + str(grid_size.y)
|
||||
|
||||
# Stop the search timer
|
||||
if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
|
||||
search_timer.stop()
|
||||
else:
|
||||
# Continue searching if not found
|
||||
if search_timer and not search_timer.timeout.is_connected(_find_match3_scene):
|
||||
search_timer.timeout.connect(_find_match3_scene)
|
||||
search_timer.start()
|
||||
|
||||
func _find_node_by_script(node: Node, script_path: String) -> Node:
|
||||
# Helper function to find node by its script path
|
||||
if node.get_script():
|
||||
var node_script = node.get_script()
|
||||
if node_script.resource_path == script_path:
|
||||
return node
|
||||
|
||||
for child in node.get_children():
|
||||
var result = _find_node_by_script(child, script_path)
|
||||
if result:
|
||||
return result
|
||||
|
||||
return null
|
||||
|
||||
func _on_debug_toggled(enabled: bool):
|
||||
visible = enabled
|
||||
if enabled:
|
||||
# Always refresh match3 scene reference when debug menu opens
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
# Update display values
|
||||
if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
|
||||
gem_types_spinbox.value = match3_scene.TILE_TYPES
|
||||
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
|
||||
|
||||
# Update grid size display values
|
||||
if match3_scene and "GRID_SIZE" in match3_scene:
|
||||
var grid_size = match3_scene.GRID_SIZE
|
||||
grid_width_spinbox.value = grid_size.x
|
||||
grid_height_spinbox.value = grid_size.y
|
||||
grid_width_label.text = "Width: " + str(grid_size.x)
|
||||
grid_height_label.text = "Height: " + str(grid_size.y)
|
||||
|
||||
func _on_regenerate_pressed():
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
|
||||
if not match3_scene:
|
||||
print("Error: Could not find match3 scene for regeneration")
|
||||
return
|
||||
|
||||
if match3_scene.has_method("regenerate_grid"):
|
||||
print("Debug: Calling regenerate_grid()")
|
||||
await match3_scene.regenerate_grid()
|
||||
else:
|
||||
print("Error: match3_scene does not have regenerate_grid method")
|
||||
|
||||
func _on_gem_types_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
|
||||
if not match3_scene:
|
||||
print("Error: Could not find match3 scene for gem types change")
|
||||
return
|
||||
|
||||
var new_value = int(value)
|
||||
if match3_scene.has_method("set_tile_types"):
|
||||
print("Debug: Setting tile types to ", new_value)
|
||||
await match3_scene.set_tile_types(new_value)
|
||||
gem_types_label.text = "Gem Types: " + str(new_value)
|
||||
else:
|
||||
print("Error: match3_scene does not have set_tile_types method")
|
||||
# Fallback: try to set TILE_TYPES directly
|
||||
if "TILE_TYPES" in match3_scene:
|
||||
match3_scene.TILE_TYPES = new_value
|
||||
gem_types_label.text = "Gem Types: " + str(new_value)
|
||||
|
||||
func _on_grid_width_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
|
||||
if not match3_scene:
|
||||
print("Error: Could not find match3 scene for grid width change")
|
||||
return
|
||||
|
||||
var new_width = int(value)
|
||||
grid_width_label.text = "Width: " + str(new_width)
|
||||
|
||||
# Get current height
|
||||
var current_height = int(grid_height_spinbox.value)
|
||||
|
||||
if match3_scene.has_method("set_grid_size"):
|
||||
print("Debug: Setting grid size to ", new_width, "x", current_height)
|
||||
await match3_scene.set_grid_size(Vector2i(new_width, current_height))
|
||||
else:
|
||||
print("Error: match3_scene does not have set_grid_size method")
|
||||
|
||||
func _on_grid_height_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
|
||||
if not match3_scene:
|
||||
print("Error: Could not find match3 scene for grid height change")
|
||||
return
|
||||
|
||||
var new_height = int(value)
|
||||
grid_height_label.text = "Height: " + str(new_height)
|
||||
|
||||
# Get current width
|
||||
var current_width = int(grid_width_spinbox.value)
|
||||
|
||||
if match3_scene.has_method("set_grid_size"):
|
||||
print("Debug: Setting grid size to ", current_width, "x", new_height)
|
||||
await match3_scene.set_grid_size(Vector2i(current_width, new_height))
|
||||
else:
|
||||
print("Error: match3_scene does not have set_grid_size method")
|
||||
83
scenes/ui/DebugMenu.tscn
Normal file
83
scenes/ui/DebugMenu.tscn
Normal file
@@ -0,0 +1,83 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://fax5m4ywp1r3"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://b4ppfg1tb0al0" path="res://scenes/ui/DebugMenu.gd" id="1_debug_menu"]
|
||||
|
||||
[node name="DebugMenu" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 1
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
offset_left = -201.0
|
||||
offset_top = 59.0
|
||||
offset_right = -11.0
|
||||
offset_bottom = 169.0
|
||||
grow_horizontal = 0
|
||||
script = ExtResource("1_debug_menu")
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 10.0
|
||||
offset_top = 10.0
|
||||
offset_right = -10.0
|
||||
offset_bottom = -10.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Debug Menu"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="RegenerateButton" type="Button" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Generate New Grid"
|
||||
|
||||
[node name="GemTypesContainer" type="HBoxContainer" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="GemTypesLabel" type="Label" parent="VBoxContainer/GemTypesContainer"]
|
||||
layout_mode = 2
|
||||
text = "Gem Types: 5"
|
||||
|
||||
[node name="GemTypesSpinBox" type="SpinBox" parent="VBoxContainer/GemTypesContainer"]
|
||||
layout_mode = 2
|
||||
min_value = 3.0
|
||||
max_value = 8.0
|
||||
value = 5.0
|
||||
|
||||
[node name="GridSizeContainer" type="VBoxContainer" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="GridSizeLabel" type="Label" parent="VBoxContainer/GridSizeContainer"]
|
||||
layout_mode = 2
|
||||
text = "Grid Size"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="GridWidthContainer" type="HBoxContainer" parent="VBoxContainer/GridSizeContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="GridWidthLabel" type="Label" parent="VBoxContainer/GridSizeContainer/GridWidthContainer"]
|
||||
layout_mode = 2
|
||||
text = "Width: 8"
|
||||
|
||||
[node name="GridWidthSpinBox" type="SpinBox" parent="VBoxContainer/GridSizeContainer/GridWidthContainer"]
|
||||
layout_mode = 2
|
||||
min_value = 4.0
|
||||
max_value = 12.0
|
||||
value = 8.0
|
||||
|
||||
[node name="GridHeightContainer" type="HBoxContainer" parent="VBoxContainer/GridSizeContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="GridHeightLabel" type="Label" parent="VBoxContainer/GridSizeContainer/GridHeightContainer"]
|
||||
layout_mode = 2
|
||||
text = "Height: 8"
|
||||
|
||||
[node name="GridHeightSpinBox" type="SpinBox" parent="VBoxContainer/GridSizeContainer/GridHeightContainer"]
|
||||
layout_mode = 2
|
||||
min_value = 4.0
|
||||
max_value = 12.0
|
||||
value = 8.0
|
||||
12
scenes/ui/DebugToggle.gd
Normal file
12
scenes/ui/DebugToggle.gd
Normal file
@@ -0,0 +1,12 @@
|
||||
extends Button
|
||||
|
||||
func _ready():
|
||||
text = "Debug: OFF"
|
||||
pressed.connect(_on_pressed)
|
||||
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||
|
||||
func _on_pressed():
|
||||
DebugManager.toggle_debug()
|
||||
|
||||
func _on_debug_toggled(enabled: bool):
|
||||
text = "Debug: " + ("ON" if enabled else "OFF")
|
||||
18
scenes/ui/DebugToggle.tscn
Normal file
18
scenes/ui/DebugToggle.tscn
Normal file
@@ -0,0 +1,18 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://df2b4wn8j6cxl"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/ui/DebugToggle.gd" id="1_gn2ol"]
|
||||
|
||||
[node name="DebugToggle" type="Button"]
|
||||
anchors_preset = 3
|
||||
anchor_left = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -110.0
|
||||
offset_top = -40.0
|
||||
offset_right = -10.0
|
||||
offset_bottom = -10.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
text = "Debug: OFF"
|
||||
script = ExtResource("1_gn2ol")
|
||||
35
src/autoloads/DebugManager.gd
Normal file
35
src/autoloads/DebugManager.gd
Normal file
@@ -0,0 +1,35 @@
|
||||
extends Node
|
||||
|
||||
signal debug_toggled(enabled: bool)
|
||||
|
||||
var debug_enabled: bool = false
|
||||
var debug_overlay_visible: bool = false
|
||||
|
||||
func _ready():
|
||||
print("DebugManager loaded")
|
||||
|
||||
func toggle_debug():
|
||||
debug_enabled = !debug_enabled
|
||||
debug_toggled.emit(debug_enabled)
|
||||
print("Debug mode: ", "ON" if debug_enabled else "OFF")
|
||||
|
||||
func set_debug_enabled(enabled: bool):
|
||||
if debug_enabled != enabled:
|
||||
debug_enabled = enabled
|
||||
debug_toggled.emit(debug_enabled)
|
||||
|
||||
func is_debug_enabled() -> bool:
|
||||
return debug_enabled
|
||||
|
||||
func toggle_overlay():
|
||||
debug_overlay_visible = !debug_overlay_visible
|
||||
|
||||
func set_overlay_visible(visible: bool):
|
||||
debug_overlay_visible = visible
|
||||
|
||||
func is_overlay_visible() -> bool:
|
||||
return debug_overlay_visible
|
||||
|
||||
func log_debug(message: String, category: String = "DEBUG"):
|
||||
if debug_enabled:
|
||||
print("[", category, "] ", message)
|
||||
Reference in New Issue
Block a user