match-3 grid generation
make game scene modular global debug mode
This commit is contained in:
@@ -2,7 +2,8 @@
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"permissions": {
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"allow": [
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"WebSearch",
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"Bash(find:*)"
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"Bash(find:*)",
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"Bash(godot:*)"
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],
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"deny": [],
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"ask": []
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@@ -4,7 +4,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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## Project Overview
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"Skelly" is a Godot 4.4 mobile game project featuring a match-3 puzzle game within a broader game framework. The project includes a menu system, settings management, audio handling, localization support, and a comprehensive debug system.
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"Skelly" is a Godot 4.4 mobile game project featuring multiple gameplay modes within a unified game framework. The project currently supports match-3 puzzle gameplay with planned support for clickomania gameplay. It includes a modular gameplay system, menu system, settings management, audio handling, localization support, and a comprehensive debug system.
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**For detailed project architecture, see `docs/MAP.md`**
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@@ -17,9 +17,10 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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- Debug UI: Press F12 in-game or use debug button to toggle debug panels
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### Testing & Development
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- Debug mode can be toggled with F12 key or debug button UI
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- Debug mode can be toggled with F12 key or debug button UI (available on all major scenes)
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- Match-3 debug controls include gem count adjustment and board reroll
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- Difficulty presets: Easy (3 gems), Normal (5 gems), Hard (8 gems)
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- Gameplay mode switching: Space+Enter in game scene switches between match-3 and clickomania modes
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### Audio Configuration
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- Music: Located in `assets/audio/music/` directory with loop configuration in AudioManager
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@@ -37,6 +38,8 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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- **ALWAYS** use `GameManager` for scene transitions - never call `get_tree().change_scene_to_file()` directly
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- Scene paths are defined as constants in GameManager
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- Error handling is built into GameManager for failed scene loads
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- Use `GameManager.start_game_with_mode(mode)` to launch specific gameplay modes
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- Supported gameplay modes: "match3", "clickomania"
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### Autoload Usage
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- Use autoloads for global state management only
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@@ -56,9 +59,11 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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- **This file** - Claude Code specific development guidelines
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### Key Scripts to Understand
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- `src/autoloads/GameManager.gd` - Scene transition patterns
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- `src/autoloads/GameManager.gd` - Scene transition patterns and gameplay mode management
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- `src/autoloads/DebugManager.gd` - Debug system integration
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- `scenes/match3/match3.gd` - Match-3 implementation reference
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- `scenes/game/game.gd` - Main game scene with modular gameplay system
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- `scenes/game/gameplays/match3_gameplay.gd` - Match-3 implementation reference
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- `scenes/game/gameplays/` - Individual gameplay mode implementations
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- `project.godot` - Input actions and autoload definitions
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## Development Workflow
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@@ -75,8 +80,10 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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- Check mobile compatibility if UI changes made
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### Common Implementation Patterns
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- Scene transitions: Use `GameManager.change_to_scene()` methods
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- Debug integration: Connect to `DebugManager` signals
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- Scene transitions: Use `GameManager.start_game_with_mode()` and related methods
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- Debug integration: Connect to `DebugManager` signals and initialize debug state
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- Gameplay modes: Implement in `scenes/game/gameplays/` directory following modular pattern
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- Scoring system: Connect `score_changed` signal from gameplay to main game scene
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- Settings: Use `SettingsManager` for persistent configuration
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- Audio: Use `AudioManager` for music and sound effects
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- Localization: Use `LocalizationManager` for language switching
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@@ -100,7 +100,7 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
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GameManager.start_match3_game()
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# ❌ Wrong
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get_tree().change_scene_to_file("res://scenes/match3/match3.tscn")
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GameManager.start_match3_game() # Use GameManager instead of direct scene loading
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```
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### Autoload Usage
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@@ -227,7 +227,7 @@ wip
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get_tree().change_scene_to_file("some_scene.tscn")
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# ❌ Don't hardcode paths
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var tile = load("res://scenes/match3/tile.tscn")
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var tile = load("res://scenes/game/gameplays/tile.tscn")
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# ❌ Don't ignore null checks
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var node = get_node("SomeNode")
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94
docs/MAP.md
94
docs/MAP.md
@@ -1,7 +1,7 @@
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# Skelly - Project Structure Map
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## Overview
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Skelly is a Godot 4.4 game project featuring a match-3 puzzle game with skeleton character themes. The project follows a modular architecture with clear separation between scenes, autoloads, assets, and data.
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Skelly is a Godot 4.4 game project featuring multiple gameplay modes with skeleton character themes. The project supports match-3 puzzle gameplay with planned clickomania gameplay through a modular gameplay architecture. It follows a modular structure with clear separation between scenes, autoloads, assets, and data.
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## Project Root Structure
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@@ -36,10 +36,11 @@ Located in `src/autoloads/`, these scripts are automatically loaded when the gam
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- Uses: `data/default_bus_layout.tres`
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3. **GameManager** (`src/autoloads/GameManager.gd`)
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- Central game state management
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- Scene transitions between main/game/match3
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- Central game state management and gameplay mode coordination
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- Scene transitions between main/game scenes
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- Gameplay mode selection and launching (match3, clickomania)
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- Navigation flow control
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- References: main.tscn, game.tscn, match3.tscn
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- References: main.tscn, game.tscn and individual gameplay scenes
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4. **LocalizationManager** (`src/autoloads/LocalizationManager.gd`)
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- Language switching functionality
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@@ -60,6 +61,12 @@ main.tscn (Entry Point)
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├── PressAnyKeyScreen.tscn
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├── MainMenu.tscn
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└── SettingsMenu.tscn
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game.tscn (Gameplay Container)
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├── GameplayContainer (Dynamic content)
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├── UI/ScoreDisplay
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├── BackButton
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└── DebugToggle
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```
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### Game Flow
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@@ -86,48 +93,61 @@ main.tscn (Entry Point)
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- Connected to SettingsManager and AudioManager
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5. **Game Scene** (`scenes/game/game.tscn` + `game.gd`)
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- Main gameplay container
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- Loads match-3 instance
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- Back button for navigation
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- Bridge between UI and game logic
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6. **Match-3 Game** (`scenes/match3/match3.tscn` + `match3.gd`)
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- Core puzzle game implementation
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- Grid-based tile system
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- Debug UI integration
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- Gem management system
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- Main gameplay container with modular gameplay system
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- Dynamic loading of gameplay modes into GameplayContainer
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- Global score management and display
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- Back button for navigation to main menu
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- Gameplay mode switching support (Space+Enter debug key)
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- Bridge between UI and individual gameplay implementations
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### UI Components
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```
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scenes/ui/
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├── DebugButton.tscn + DebugButton.gd
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├── DebugToggle.tscn + DebugToggle.gd # Now available on all major scenes
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├── DebugMenu.tscn + DebugMenu.gd # Match-3 debug controls
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├── MainMenu.tscn + MainMenu.gd
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└── SettingsMenu.tscn + SettingsMenu.gd
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```
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## Match-3 Game System
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## Modular Gameplay System
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### Core Components
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1. **Match3 Controller** (`scenes/match3/match3.gd`)
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The game now uses a modular gameplay architecture where different game modes can be dynamically loaded into the main game scene.
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### Gameplay Architecture
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- **Main Game Scene** (`scenes/game/game.gd`) - Container and coordinator
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- **Gameplay Directory** (`scenes/game/gameplays/`) - Individual gameplay implementations
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- **Dynamic Loading** - Gameplay scenes loaded at runtime based on mode selection
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- **Signal-based Communication** - Gameplays communicate with main scene via signals
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### Current Gameplay Modes
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#### Match-3 Mode (`scenes/game/gameplays/match3_gameplay.tscn`)
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1. **Match3 Controller** (`scenes/game/gameplays/match3_gameplay.gd`)
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- Grid management (8x8 default)
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- Match detection algorithms
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- Tile dropping and refilling
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- Gem pool management (3-8 gem types)
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- Debug UI integration
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- Score reporting via `score_changed` signal
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2. **Tile System** (`scenes/match3/tile.gd` + `Tile.tscn`)
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2. **Tile System** (`scenes/game/gameplays/tile.gd` + `Tile.tscn`)
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- Individual tile behavior
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- Gem type management
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- Visual representation
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- Group membership for coordination
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#### Clickomania Mode (`scenes/game/gameplays/clickomania_gameplay.tscn`)
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- Planned implementation for clickomania-style gameplay
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- Will integrate with same scoring and UI systems as match-3
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### Debug System
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- Global debug state via DebugManager
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- Match-3 specific debug UI panel
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- Gem count controls (+/- buttons)
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- Difficulty presets (Easy: 3 gems, Normal: 5 gems, Hard: 8 gems)
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- Reroll functionality
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- F12 toggle support
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- Global debug state via DebugManager with proper initialization
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- Debug toggle available on all major scenes (MainMenu, SettingsMenu, PressAnyKeyScreen, Game)
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- Match-3 specific debug UI panel with gem count controls and difficulty presets
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- Gem count controls (+/- buttons) with difficulty presets (Easy: 3, Normal: 5, Hard: 8)
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- Board reroll functionality for testing
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- F12 toggle support across all scenes
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- Debug prints reduced in production code
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## Asset Organization
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@@ -174,14 +194,18 @@ assets/
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PressAnyKeyScreen --[any_key_pressed]--> Main
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MainMenu --[open_settings]--> Main
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SettingsMenu --[back_to_main_menu]--> Main
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DebugManager --[debug_toggled, debug_ui_toggled]--> Match3
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DebugManager --[debug_toggled]--> All scenes with DebugToggle
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GameplayModes --[score_changed]--> Game Scene
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Game Scene --[score updates]--> UI/ScoreDisplay
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```
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### Scene References
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```
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GameManager --> main.tscn, game.tscn, match3.tscn
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GameManager --> main.tscn, game.tscn
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GameManager --> scenes/game/gameplays/*.tscn (via GAMEPLAY_SCENES constant)
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Main --> MainMenu.tscn, SettingsMenu.tscn
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Game --> match3.tscn (instantiated)
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Game --> GameplayContainer (dynamic loading of gameplay scenes)
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Game --> scenes/game/gameplays/match3_gameplay.tscn, clickomania_gameplay.tscn
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```
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### Asset Dependencies
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@@ -194,16 +218,20 @@ AudioManager --> data/default_bus_layout.tres
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## Development Notes
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### Current Implementation Status
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- Modular gameplay system with dynamic loading architecture
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- Match-3 system with 8x8 grid and configurable gem pools
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- Debug UI system with F12 toggle functionality
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- Scene transition system via GameManager
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- Global scoring system integrated across gameplay modes
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- Debug UI system with F12 toggle functionality across all major scenes
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- Scene transition system via GameManager with gameplay mode support
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- Internationalization support for English/Russian
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### Architecture Patterns
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1. **Autoload Pattern** - Global managers as singletons
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2. **Signal-Based Communication** - Loose coupling between components
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3. **Scene Composition** - Modular scene loading and management
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4. **Data-Driven Configuration** - JSON for settings and translations
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5. **Component Architecture** - Reusable UI and game components
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3. **Modular Gameplay Architecture** - Dynamic loading of gameplay modes
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4. **Scene Composition** - Modular scene loading and management
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5. **Data-Driven Configuration** - JSON for settings and translations
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6. **Component Architecture** - Reusable UI and game components
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7. **Centralized Scoring System** - Global score management across gameplay modes
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This structure provides a clean separation of concerns, making the codebase maintainable and extensible for future features.
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@@ -1,17 +1,63 @@
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extends Node
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extends Control
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const GAMEPLAY_SCENES = {
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"match3": "res://scenes/game/gameplays/match3_gameplay.tscn",
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"clickomania": "res://scenes/game/gameplays/clickomania_gameplay.tscn"
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}
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@onready var back_button: Button = $BackButtonContainer/BackButton
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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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@onready var gameplay_container: Control = $GameplayContainer
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@onready var score_display: Label = $UI/ScoreDisplay
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var current_gameplay_mode: String
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var global_score: int = 0 : set = set_global_score
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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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# Fixed: No need to load match3 scene - it's already in the scene tree
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# Default to match3 for now
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set_gameplay_mode("match3")
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func set_gameplay_mode(mode: String) -> void:
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current_gameplay_mode = mode
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load_gameplay(mode)
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func load_gameplay(mode: String) -> void:
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# Clear existing gameplay
|
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for child in gameplay_container.get_children():
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child.queue_free()
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# Load new gameplay
|
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if GAMEPLAY_SCENES.has(mode):
|
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var gameplay_scene = load(GAMEPLAY_SCENES[mode])
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var gameplay_instance = gameplay_scene.instantiate()
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gameplay_container.add_child(gameplay_instance)
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# Connect gameplay signals to shared systems
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if gameplay_instance.has_signal("score_changed"):
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gameplay_instance.score_changed.connect(_on_score_changed)
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|
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func set_global_score(value: int) -> void:
|
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global_score = value
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if score_display:
|
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score_display.text = "Score: " + str(global_score)
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func _on_score_changed(points: int) -> void:
|
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self.global_score += points
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func _on_back_button_pressed() -> void:
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print("Back button pressed in game scene")
|
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AudioManager.play_ui_click()
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GameManager.save_game()
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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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|
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func _input(event: InputEvent) -> void:
|
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if event.is_action_pressed("ui_accept") and Input.is_action_pressed("ui_select"):
|
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# Debug: Switch to clickomania when Space+Enter pressed together
|
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if current_gameplay_mode == "match3":
|
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set_gameplay_mode("clickomania")
|
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print("Switched to clickomania gameplay")
|
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else:
|
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set_gameplay_mode("match3")
|
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print("Switched to match3 gameplay")
|
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|
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@@ -1,27 +1,74 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://dmwkyeq2l7u04"]
|
||||
[gd_scene load_steps=4 format=3 uid="uid://dmwkyeq2l7u04"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://b16jnk7w22mb" path="res://scenes/game/game.gd" id="1_uwrxv"]
|
||||
[ext_resource type="PackedScene" uid="uid://b4kv7g7kllwgb" path="res://scenes/match3/match3.tscn" id="2_yqjtg"]
|
||||
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]
|
||||
[ext_resource type="PackedScene" uid="uid://fax5m4ywp1r3" path="res://scenes/ui/DebugMenu.tscn" id="4_debug_menu"]
|
||||
[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="5_background"]
|
||||
|
||||
[node name="Game" type="Node"]
|
||||
[node name="Game" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_uwrxv")
|
||||
|
||||
[node name="Background" type="TextureRect" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
texture = ExtResource("5_background")
|
||||
stretch_mode = 1
|
||||
|
||||
[node name="UI" type="Control" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="ScoreDisplay" type="Label" parent="UI"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 2
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 10.0
|
||||
offset_top = -31.0
|
||||
offset_right = 110.0
|
||||
offset_bottom = -10.0
|
||||
grow_vertical = 0
|
||||
text = "Score: 0"
|
||||
|
||||
[node name="GameplayContainer" type="Control" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="BackButtonContainer" type="Control" parent="."]
|
||||
layout_mode = 3
|
||||
layout_mode = 1
|
||||
anchors_preset = 0
|
||||
offset_right = 40.0
|
||||
offset_bottom = 40.0
|
||||
offset_left = 10.0
|
||||
offset_top = 10.0
|
||||
offset_right = 55.0
|
||||
offset_bottom = 41.0
|
||||
|
||||
[node name="BackButton" type="Button" parent="BackButtonContainer"]
|
||||
layout_mode = 0
|
||||
offset_right = 45.0
|
||||
offset_bottom = 31.0
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
text = "back"
|
||||
|
||||
[node name="Match3" parent="." instance=ExtResource("2_yqjtg")]
|
||||
|
||||
[node name="DebugToggle" parent="." instance=ExtResource("3_debug")]
|
||||
layout_mode = 1
|
||||
|
||||
[node name="DebugMenu" parent="." instance=ExtResource("4_debug_menu")]
|
||||
[connection signal="pressed" from="BackButtonContainer/BackButton" to="." method="_on_back_button_pressed"]
|
||||
|
||||
129
scenes/game/gameplays/Match3DebugMenu.gd
Normal file
129
scenes/game/gameplays/Match3DebugMenu.gd
Normal file
@@ -0,0 +1,129 @@
|
||||
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
|
||||
|
||||
func _ready():
|
||||
print("Match3DebugMenu: _ready() called")
|
||||
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||
# Initialize with current debug state
|
||||
var current_debug_state = DebugManager.is_debug_enabled()
|
||||
print("Match3DebugMenu: Current debug state is ", current_debug_state)
|
||||
visible = current_debug_state
|
||||
print("Match3DebugMenu: Initial visibility set to ", visible)
|
||||
if current_debug_state:
|
||||
_on_debug_toggled(true)
|
||||
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)
|
||||
|
||||
func _find_match3_scene():
|
||||
# Debug menu is now: Match3 -> UILayer -> Match3DebugMenu
|
||||
# So we need to go up two levels: get_parent() = UILayer, get_parent().get_parent() = Match3
|
||||
var ui_layer = get_parent()
|
||||
if ui_layer and ui_layer is CanvasLayer:
|
||||
match3_scene = ui_layer.get_parent()
|
||||
if match3_scene and match3_scene.get_script():
|
||||
var script_path = match3_scene.get_script().resource_path
|
||||
if script_path == "res://scenes/game/gameplays/match3_gameplay.gd":
|
||||
print("Debug: Found match3 scene: ", match3_scene.name, " at path: ", match3_scene.get_path())
|
||||
return
|
||||
|
||||
# If we couldn't find it, clear the reference
|
||||
match3_scene = null
|
||||
print("Debug: Could not find match3_gameplay scene")
|
||||
|
||||
func _on_debug_toggled(enabled: bool):
|
||||
print("Match3DebugMenu: Debug toggled to ", enabled)
|
||||
visible = enabled
|
||||
print("Match3DebugMenu: Visibility set to ", visible)
|
||||
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")
|
||||
|
||||
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))
|
||||
|
||||
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))
|
||||
83
scenes/game/gameplays/Match3DebugMenu.tscn
Normal file
83
scenes/game/gameplays/Match3DebugMenu.tscn
Normal file
@@ -0,0 +1,83 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://b76oiwlifikl3"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/game/gameplays/Match3DebugMenu.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 = "Match-3 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
|
||||
@@ -1,6 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://bnk1gqom3oi6q"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://3bu5wgfarlgp" path="res://scenes/match3/tile.gd" id="1_tile_script"]
|
||||
[ext_resource type="Script" path="res://scenes/game/gameplays/tile.gd" id="1_tile_script"]
|
||||
|
||||
[node name="Tile" type="Node2D"]
|
||||
script = ExtResource("1_tile_script")
|
||||
10
scenes/game/gameplays/clickomania_gameplay.gd
Normal file
10
scenes/game/gameplays/clickomania_gameplay.gd
Normal file
@@ -0,0 +1,10 @@
|
||||
extends Node2D
|
||||
|
||||
signal score_changed(points: int)
|
||||
|
||||
func _ready():
|
||||
print("Clickomania gameplay loaded")
|
||||
# Example: Add some score after a few seconds to test the system
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
score_changed.emit(100)
|
||||
print("Clickomania awarded 100 points")
|
||||
21
scenes/game/gameplays/clickomania_gameplay.tscn
Normal file
21
scenes/game/gameplays/clickomania_gameplay.tscn
Normal file
@@ -0,0 +1,21 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://cl7g8v0eh3mam"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/game/gameplays/clickomania_gameplay.gd" id="1_script"]
|
||||
|
||||
[node name="Clickomania" type="Node2D"]
|
||||
script = ExtResource("1_script")
|
||||
|
||||
[node name="Label" type="Label" parent="."]
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -100.0
|
||||
offset_top = -12.0
|
||||
offset_right = 100.0
|
||||
offset_bottom = 12.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
text = "Clickomania Gameplay (Demo)"
|
||||
horizontal_alignment = 1
|
||||
@@ -1,8 +1,10 @@
|
||||
extends Node2D
|
||||
|
||||
signal score_changed(points: int)
|
||||
|
||||
var GRID_SIZE := Vector2i(8, 8)
|
||||
var TILE_TYPES := 5
|
||||
const TILE_SCENE := preload("res://scenes/match3/tile.tscn")
|
||||
const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn")
|
||||
|
||||
var grid := []
|
||||
var tile_size: float = 48.0
|
||||
@@ -14,7 +16,7 @@ func _ready():
|
||||
for i in range(TILE_TYPES):
|
||||
gem_indices.append(i)
|
||||
|
||||
const TileScript = preload("res://scenes/match3/tile.gd")
|
||||
const TileScript = preload("res://scenes/game/gameplays/tile.gd")
|
||||
TileScript.set_active_gem_pool(gem_indices)
|
||||
|
||||
_calculate_grid_layout()
|
||||
@@ -43,7 +45,7 @@ func _initialize_grid():
|
||||
for i in range(TILE_TYPES):
|
||||
gem_indices.append(i)
|
||||
|
||||
const TileScript = preload("res://scenes/match3/tile.gd")
|
||||
const TileScript = preload("res://scenes/game/gameplays/tile.gd")
|
||||
TileScript.set_active_gem_pool(gem_indices)
|
||||
|
||||
for y in range(GRID_SIZE.y):
|
||||
@@ -56,7 +58,7 @@ func _initialize_grid():
|
||||
# Set tile type after adding to scene tree so sprite reference is available
|
||||
var new_type = randi() % TILE_TYPES
|
||||
tile.tile_type = new_type
|
||||
print("Debug: Created tile at (", x, ",", y, ") with type ", new_type)
|
||||
# print("Debug: Created tile at (", x, ",", y, ") with type ", new_type)
|
||||
grid[y].append(tile)
|
||||
|
||||
func _has_match_at(pos: Vector2i) -> bool:
|
||||
@@ -182,7 +184,7 @@ func regenerate_grid():
|
||||
for child in get_children():
|
||||
if child.has_method("get_script") and child.get_script():
|
||||
var script_path = child.get_script().resource_path
|
||||
if script_path == "res://scenes/match3/tile.gd":
|
||||
if script_path == "res://scenes/game/gameplays/tile.gd":
|
||||
children_to_remove.append(child)
|
||||
|
||||
# Remove all found tile children
|
||||
13
scenes/game/gameplays/match3_gameplay.tscn
Normal file
13
scenes/game/gameplays/match3_gameplay.tscn
Normal file
@@ -0,0 +1,13 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://b4kv7g7kllwgb"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/game/gameplays/match3_gameplay.gd" id="1_mvfdp"]
|
||||
[ext_resource type="PackedScene" path="res://scenes/game/gameplays/Match3DebugMenu.tscn" id="2_debug_menu"]
|
||||
|
||||
[node name="Match3" type="Node2D"]
|
||||
script = ExtResource("1_mvfdp")
|
||||
|
||||
[node name="GridContainer" type="Node2D" parent="."]
|
||||
|
||||
[node name="UILayer" type="CanvasLayer" parent="."]
|
||||
|
||||
[node name="Match3DebugMenu" parent="UILayer" instance=ExtResource("2_debug_menu")]
|
||||
@@ -35,7 +35,7 @@ func _set_tile_type(value: int) -> void:
|
||||
if value >= 0 and value < active_gem_types.size():
|
||||
var texture_index = active_gem_types[value]
|
||||
sprite.texture = all_gem_textures[texture_index]
|
||||
print("Debug: Set texture_index ", texture_index, " for tile_type ", value)
|
||||
# print("Debug: Set texture_index ", texture_index, " for tile_type ", value)
|
||||
_scale_sprite_to_fit()
|
||||
else:
|
||||
push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
|
||||
@@ -1,7 +1,8 @@
|
||||
[gd_scene load_steps=15 format=3 uid="uid://gbe1jarrwqsi"]
|
||||
[gd_scene load_steps=16 format=3 uid="uid://gbe1jarrwqsi"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cxw2fjj5onja3" path="res://scenes/main/PressAnyKeyScreen.gd" id="1_0a4p2"]
|
||||
[ext_resource type="Texture2D" uid="uid://bcr4bokw87m5n" path="res://assets/sprites/characters/skeleton/Skeleton Idle.png" id="2_rjjcb"]
|
||||
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_l6pue"]
|
||||
atlas = ExtResource("2_rjjcb")
|
||||
@@ -132,3 +133,6 @@ horizontal_alignment = 1
|
||||
[node name="PressKeyLabel" type="Label" parent="PressKeyContainer"]
|
||||
layout_mode = 2
|
||||
text = "`press_ok_continue`"
|
||||
|
||||
[node name="DebugToggle" parent="." instance=ExtResource("3_debug")]
|
||||
layout_mode = 1
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://b4kv7g7kllwgb"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://bvyiwvpepqfdu" path="res://scenes/match3/match3.gd" id="1_mvfdp"]
|
||||
|
||||
[node name="Match3" type="Node2D"]
|
||||
script = ExtResource("1_mvfdp")
|
||||
|
||||
[node name="GridContainer" type="Node2D" parent="."]
|
||||
@@ -17,8 +17,11 @@ func _exit_tree():
|
||||
search_timer.queue_free()
|
||||
|
||||
func _ready():
|
||||
visible = false
|
||||
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||
|
||||
# Initialize with current debug state
|
||||
var current_debug_state = DebugManager.is_debug_enabled()
|
||||
visible = current_debug_state
|
||||
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)
|
||||
@@ -62,7 +65,7 @@ func _find_match3_scene():
|
||||
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")
|
||||
match3_scene = _find_node_by_script(current_scene, "res://scenes/game/gameplays/match3_gameplay.gd")
|
||||
|
||||
# Fallback: search by common node names
|
||||
if not match3_scene:
|
||||
|
||||
@@ -1,10 +1,13 @@
|
||||
extends Button
|
||||
|
||||
func _ready():
|
||||
text = "Debug: OFF"
|
||||
pressed.connect(_on_pressed)
|
||||
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||
|
||||
# Initialize with current debug state
|
||||
var current_state = DebugManager.is_debug_enabled()
|
||||
text = "Debug: " + ("ON" if current_state else "OFF")
|
||||
|
||||
func _on_pressed():
|
||||
DebugManager.toggle_debug()
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://m8lf3eh3al5j"]
|
||||
[gd_scene load_steps=3 format=3 uid="uid://m8lf3eh3al5j"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://b2c35v0f6rymd" path="res://scenes/ui/MainMenu.gd" id="1_b00nv"]
|
||||
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="2_debug"]
|
||||
|
||||
[node name="MainMenu" type="Control"]
|
||||
layout_mode = 3
|
||||
@@ -37,6 +38,9 @@ text = "Settings"
|
||||
layout_mode = 2
|
||||
text = "Exit"
|
||||
|
||||
[node name="DebugToggle" parent="." instance=ExtResource("2_debug")]
|
||||
layout_mode = 1
|
||||
|
||||
[connection signal="pressed" from="MenuContainer/NewGameButton" to="." method="_on_new_game_button_pressed"]
|
||||
[connection signal="pressed" from="MenuContainer/SettingsButton" to="." method="_on_settings_button_pressed"]
|
||||
[connection signal="pressed" from="MenuContainer/ExitButton" to="." method="_on_exit_button_pressed"]
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://57obmcwyos2g"]
|
||||
[gd_scene load_steps=3 format=3 uid="uid://57obmcwyos2g"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://bv56qwni68qo" path="res://scenes/ui/SettingsMenu.gd" id="1_oqkcn"]
|
||||
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="2_debug"]
|
||||
|
||||
[node name="SettingsMenu" type="Control" groups=["localizable"]]
|
||||
layout_mode = 3
|
||||
@@ -103,13 +104,18 @@ popup/item_4/id = 2
|
||||
[node name="BackButtonContainer" type="Control" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 0
|
||||
offset_right = 40.0
|
||||
offset_bottom = 40.0
|
||||
offset_left = 10.0
|
||||
offset_top = 10.0
|
||||
offset_right = 55.0
|
||||
offset_bottom = 41.0
|
||||
|
||||
[node name="BackButton" type="Button" parent="BackButtonContainer"]
|
||||
layout_mode = 0
|
||||
offset_right = 8.0
|
||||
offset_bottom = 8.0
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
text = "back"
|
||||
|
||||
[node name="ResetSettingsContainer" type="Control" parent="."]
|
||||
@@ -136,6 +142,9 @@ offset_bottom = 31.0
|
||||
grow_horizontal = 2
|
||||
text = "Reset settings to default"
|
||||
|
||||
[node name="DebugToggle" parent="." instance=ExtResource("2_debug")]
|
||||
layout_mode = 1
|
||||
|
||||
[connection signal="value_changed" from="SettingsContainer/MasterVolumeContainer/MasterVolumeSlider" to="." method="_on_master_volume_changed"]
|
||||
[connection signal="value_changed" from="SettingsContainer/MusicVolumeContainer/MusicVolumeSlider" to="." method="_on_music_volume_changed"]
|
||||
[connection signal="value_changed" from="SettingsContainer/SFXVolumeContainer/SFXVolumeSlider" to="." method="_on_sfx_volume_changed"]
|
||||
|
||||
@@ -2,29 +2,39 @@ extends Node
|
||||
|
||||
const GAME_SCENE_PATH := "res://scenes/game/game.tscn"
|
||||
const MAIN_SCENE_PATH := "res://scenes/main/main.tscn"
|
||||
const MATCH3_SCENE_PATH := "res://scenes/match3/match3.tscn"
|
||||
|
||||
var pending_gameplay_mode: String = "match3"
|
||||
|
||||
func start_new_game() -> void:
|
||||
start_game_with_mode("match3")
|
||||
|
||||
func start_match3_game() -> void:
|
||||
start_game_with_mode("match3")
|
||||
|
||||
func start_clickomania_game() -> void:
|
||||
start_game_with_mode("clickomania")
|
||||
|
||||
func start_game_with_mode(gameplay_mode: String) -> void:
|
||||
pending_gameplay_mode = gameplay_mode
|
||||
var packed_scene := load(GAME_SCENE_PATH)
|
||||
if not packed_scene or not packed_scene is PackedScene:
|
||||
push_error("Failed to load Game scene at: %s" % GAME_SCENE_PATH)
|
||||
return
|
||||
get_tree().change_scene_to_packed(packed_scene)
|
||||
# Wait one frame for the scene to be ready, then set gameplay mode
|
||||
await get_tree().process_frame
|
||||
if get_tree().current_scene and get_tree().current_scene.has_method("set_gameplay_mode"):
|
||||
get_tree().current_scene.set_gameplay_mode(pending_gameplay_mode)
|
||||
|
||||
func save_game() -> void:
|
||||
print("Game saved (mock)")
|
||||
|
||||
func exit_to_main_menu() -> void:
|
||||
print("GameManager: Attempting to exit to main menu")
|
||||
var packed_scene := load(MAIN_SCENE_PATH)
|
||||
if not packed_scene or not packed_scene is PackedScene:
|
||||
push_error("Failed to load Main scene at: %s" % MAIN_SCENE_PATH)
|
||||
return
|
||||
get_tree().change_scene_to_packed(packed_scene)
|
||||
|
||||
func start_match3_game() -> void:
|
||||
var packed_scene := load(MATCH3_SCENE_PATH)
|
||||
if not packed_scene or not packed_scene is PackedScene:
|
||||
push_error("Failed to load Match3 scene at: %s" % MATCH3_SCENE_PATH)
|
||||
return
|
||||
print("GameManager: Loading main scene")
|
||||
get_tree().change_scene_to_packed(packed_scene)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user