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This commit is contained in:
2025-10-01 15:04:40 +04:00
parent 538459f323
commit 3b8da89ad5
31 changed files with 2112 additions and 691 deletions

View File

@@ -20,15 +20,20 @@ func _ready() -> void:
# GameManager will set the gameplay mode, don't set default here
DebugManager.log_debug(
"Game _ready() completed, waiting for GameManager to set gameplay mode", "Game"
"Game _ready() completed, waiting for GameManager to set gameplay mode",
"Game"
)
func set_gameplay_mode(mode: String) -> void:
DebugManager.log_info("set_gameplay_mode called with mode: %s" % mode, "Game")
DebugManager.log_info(
"set_gameplay_mode called with mode: %s" % mode, "Game"
)
current_gameplay_mode = mode
await load_gameplay(mode)
DebugManager.log_info("set_gameplay_mode completed for mode: %s" % mode, "Game")
DebugManager.log_info(
"set_gameplay_mode completed for mode: %s" % mode, "Game"
)
func load_gameplay(mode: String) -> void:
@@ -37,24 +42,35 @@ func load_gameplay(mode: String) -> void:
# Clear existing gameplay and wait for removal
var existing_children = gameplay_container.get_children()
if existing_children.size() > 0:
DebugManager.log_debug("Removing %d existing children" % existing_children.size(), "Game")
DebugManager.log_debug(
"Removing %d existing children" % existing_children.size(), "Game"
)
for child in existing_children:
DebugManager.log_debug("Removing existing child: %s" % child.name, "Game")
DebugManager.log_debug(
"Removing existing child: %s" % child.name, "Game"
)
child.queue_free()
# Wait for children to be properly removed from scene tree
await get_tree().process_frame
DebugManager.log_debug(
"Children removal complete, container count: %d" % gameplay_container.get_child_count(),
(
"Children removal complete, container count: %d"
% gameplay_container.get_child_count()
),
"Game"
)
# Load new gameplay
if GAMEPLAY_SCENES.has(mode):
DebugManager.log_debug("Found scene path: %s" % GAMEPLAY_SCENES[mode], "Game")
DebugManager.log_debug(
"Found scene path: %s" % GAMEPLAY_SCENES[mode], "Game"
)
var gameplay_scene = load(GAMEPLAY_SCENES[mode])
var gameplay_instance = gameplay_scene.instantiate()
DebugManager.log_debug("Instantiated gameplay: %s" % gameplay_instance.name, "Game")
DebugManager.log_debug(
"Instantiated gameplay: %s" % gameplay_instance.name, "Game"
)
gameplay_container.add_child(gameplay_instance)
DebugManager.log_debug(
(
@@ -69,7 +85,9 @@ func load_gameplay(mode: String) -> void:
gameplay_instance.score_changed.connect(_on_score_changed)
DebugManager.log_debug("Connected score_changed signal", "Game")
else:
DebugManager.log_error("Gameplay mode '%s' not found in GAMEPLAY_SCENES" % mode, "Game")
DebugManager.log_error(
"Gameplay mode '%s' not found in GAMEPLAY_SCENES" % mode, "Game"
)
func set_global_score(value: int) -> void:
@@ -102,10 +120,15 @@ func _on_back_button_pressed() -> void:
if gameplay_instance and gameplay_instance.has_method("save_current_state"):
DebugManager.log_info("Saving grid state before exit", "Game")
# Make sure the gameplay instance is still valid and not being destroyed
if is_instance_valid(gameplay_instance) and gameplay_instance.is_inside_tree():
if (
is_instance_valid(gameplay_instance)
and gameplay_instance.is_inside_tree()
):
gameplay_instance.save_current_state()
else:
DebugManager.log_warn("Gameplay instance invalid, skipping grid save on exit", "Game")
DebugManager.log_warn(
"Gameplay instance invalid, skipping grid save on exit", "Game"
)
# Save the current score immediately before exiting
SaveManager.finish_game(global_score)
@@ -116,7 +139,10 @@ func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_back"):
# Handle gamepad/keyboard back action - same as back button
_on_back_button_pressed()
elif event.is_action_pressed("action_south") and Input.is_action_pressed("action_north"):
elif (
event.is_action_pressed("action_south")
and Input.is_action_pressed("action_north")
):
# Debug: Switch to clickomania when primary+secondary actions pressed together
if current_gameplay_mode == "match3":
set_gameplay_mode("clickomania")