match-3 grid generation

make game scene modular
global debug mode
This commit is contained in:
2025-09-24 10:45:14 +04:00
parent 122b5cb55f
commit afc808f0d6
21 changed files with 506 additions and 94 deletions

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@@ -2,7 +2,8 @@
"permissions": {
"allow": [
"WebSearch",
"Bash(find:*)"
"Bash(find:*)",
"Bash(godot:*)"
],
"deny": [],
"ask": []

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@@ -4,7 +4,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
## Project Overview
"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.
"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.
**For detailed project architecture, see `docs/MAP.md`**
@@ -17,9 +17,10 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
- Debug UI: Press F12 in-game or use debug button to toggle debug panels
### Testing & Development
- Debug mode can be toggled with F12 key or debug button UI
- Debug mode can be toggled with F12 key or debug button UI (available on all major scenes)
- Match-3 debug controls include gem count adjustment and board reroll
- Difficulty presets: Easy (3 gems), Normal (5 gems), Hard (8 gems)
- Gameplay mode switching: Space+Enter in game scene switches between match-3 and clickomania modes
### Audio Configuration
- Music: Located in `assets/audio/music/` directory with loop configuration in AudioManager
@@ -37,6 +38,8 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
- **ALWAYS** use `GameManager` for scene transitions - never call `get_tree().change_scene_to_file()` directly
- Scene paths are defined as constants in GameManager
- Error handling is built into GameManager for failed scene loads
- Use `GameManager.start_game_with_mode(mode)` to launch specific gameplay modes
- Supported gameplay modes: "match3", "clickomania"
### Autoload Usage
- Use autoloads for global state management only
@@ -56,9 +59,11 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
- **This file** - Claude Code specific development guidelines
### Key Scripts to Understand
- `src/autoloads/GameManager.gd` - Scene transition patterns
- `src/autoloads/GameManager.gd` - Scene transition patterns and gameplay mode management
- `src/autoloads/DebugManager.gd` - Debug system integration
- `scenes/match3/match3.gd` - Match-3 implementation reference
- `scenes/game/game.gd` - Main game scene with modular gameplay system
- `scenes/game/gameplays/match3_gameplay.gd` - Match-3 implementation reference
- `scenes/game/gameplays/` - Individual gameplay mode implementations
- `project.godot` - Input actions and autoload definitions
## Development Workflow
@@ -75,8 +80,10 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
- Check mobile compatibility if UI changes made
### Common Implementation Patterns
- Scene transitions: Use `GameManager.change_to_scene()` methods
- Debug integration: Connect to `DebugManager` signals
- Scene transitions: Use `GameManager.start_game_with_mode()` and related methods
- Debug integration: Connect to `DebugManager` signals and initialize debug state
- Gameplay modes: Implement in `scenes/game/gameplays/` directory following modular pattern
- Scoring system: Connect `score_changed` signal from gameplay to main game scene
- Settings: Use `SettingsManager` for persistent configuration
- Audio: Use `AudioManager` for music and sound effects
- Localization: Use `LocalizationManager` for language switching

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@@ -100,7 +100,7 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
GameManager.start_match3_game()
# ❌ Wrong
get_tree().change_scene_to_file("res://scenes/match3/match3.tscn")
GameManager.start_match3_game() # Use GameManager instead of direct scene loading
```
### Autoload Usage
@@ -227,7 +227,7 @@ wip
get_tree().change_scene_to_file("some_scene.tscn")
# ❌ Don't hardcode paths
var tile = load("res://scenes/match3/tile.tscn")
var tile = load("res://scenes/game/gameplays/tile.tscn")
# ❌ Don't ignore null checks
var node = get_node("SomeNode")

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@@ -1,7 +1,7 @@
# Skelly - Project Structure Map
## Overview
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.
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.
## Project Root Structure
@@ -36,10 +36,11 @@ Located in `src/autoloads/`, these scripts are automatically loaded when the gam
- Uses: `data/default_bus_layout.tres`
3. **GameManager** (`src/autoloads/GameManager.gd`)
- Central game state management
- Scene transitions between main/game/match3
- Central game state management and gameplay mode coordination
- Scene transitions between main/game scenes
- Gameplay mode selection and launching (match3, clickomania)
- Navigation flow control
- References: main.tscn, game.tscn, match3.tscn
- References: main.tscn, game.tscn and individual gameplay scenes
4. **LocalizationManager** (`src/autoloads/LocalizationManager.gd`)
- Language switching functionality
@@ -60,6 +61,12 @@ main.tscn (Entry Point)
├── PressAnyKeyScreen.tscn
├── MainMenu.tscn
└── SettingsMenu.tscn
game.tscn (Gameplay Container)
├── GameplayContainer (Dynamic content)
├── UI/ScoreDisplay
├── BackButton
└── DebugToggle
```
### Game Flow
@@ -86,48 +93,61 @@ main.tscn (Entry Point)
- Connected to SettingsManager and AudioManager
5. **Game Scene** (`scenes/game/game.tscn` + `game.gd`)
- Main gameplay container
- Loads match-3 instance
- Back button for navigation
- Bridge between UI and game logic
6. **Match-3 Game** (`scenes/match3/match3.tscn` + `match3.gd`)
- Core puzzle game implementation
- Grid-based tile system
- Debug UI integration
- Gem management system
- Main gameplay container with modular gameplay system
- Dynamic loading of gameplay modes into GameplayContainer
- Global score management and display
- Back button for navigation to main menu
- Gameplay mode switching support (Space+Enter debug key)
- Bridge between UI and individual gameplay implementations
### UI Components
```
scenes/ui/
├── DebugButton.tscn + DebugButton.gd
├── DebugToggle.tscn + DebugToggle.gd # Now available on all major scenes
├── DebugMenu.tscn + DebugMenu.gd # Match-3 debug controls
├── MainMenu.tscn + MainMenu.gd
└── SettingsMenu.tscn + SettingsMenu.gd
```
## Match-3 Game System
## Modular Gameplay System
### Core Components
1. **Match3 Controller** (`scenes/match3/match3.gd`)
The game now uses a modular gameplay architecture where different game modes can be dynamically loaded into the main game scene.
### Gameplay Architecture
- **Main Game Scene** (`scenes/game/game.gd`) - Container and coordinator
- **Gameplay Directory** (`scenes/game/gameplays/`) - Individual gameplay implementations
- **Dynamic Loading** - Gameplay scenes loaded at runtime based on mode selection
- **Signal-based Communication** - Gameplays communicate with main scene via signals
### Current Gameplay Modes
#### Match-3 Mode (`scenes/game/gameplays/match3_gameplay.tscn`)
1. **Match3 Controller** (`scenes/game/gameplays/match3_gameplay.gd`)
- Grid management (8x8 default)
- Match detection algorithms
- Tile dropping and refilling
- Gem pool management (3-8 gem types)
- Debug UI integration
- Score reporting via `score_changed` signal
2. **Tile System** (`scenes/match3/tile.gd` + `Tile.tscn`)
2. **Tile System** (`scenes/game/gameplays/tile.gd` + `Tile.tscn`)
- Individual tile behavior
- Gem type management
- Visual representation
- Group membership for coordination
#### Clickomania Mode (`scenes/game/gameplays/clickomania_gameplay.tscn`)
- Planned implementation for clickomania-style gameplay
- Will integrate with same scoring and UI systems as match-3
### Debug System
- Global debug state via DebugManager
- Match-3 specific debug UI panel
- Gem count controls (+/- buttons)
- Difficulty presets (Easy: 3 gems, Normal: 5 gems, Hard: 8 gems)
- Reroll functionality
- F12 toggle support
- Global debug state via DebugManager with proper initialization
- Debug toggle available on all major scenes (MainMenu, SettingsMenu, PressAnyKeyScreen, Game)
- Match-3 specific debug UI panel with gem count controls and difficulty presets
- Gem count controls (+/- buttons) with difficulty presets (Easy: 3, Normal: 5, Hard: 8)
- Board reroll functionality for testing
- F12 toggle support across all scenes
- Debug prints reduced in production code
## Asset Organization
@@ -174,14 +194,18 @@ assets/
PressAnyKeyScreen --[any_key_pressed]--> Main
MainMenu --[open_settings]--> Main
SettingsMenu --[back_to_main_menu]--> Main
DebugManager --[debug_toggled, debug_ui_toggled]--> Match3
DebugManager --[debug_toggled]--> All scenes with DebugToggle
GameplayModes --[score_changed]--> Game Scene
Game Scene --[score updates]--> UI/ScoreDisplay
```
### Scene References
```
GameManager --> main.tscn, game.tscn, match3.tscn
GameManager --> main.tscn, game.tscn
GameManager --> scenes/game/gameplays/*.tscn (via GAMEPLAY_SCENES constant)
Main --> MainMenu.tscn, SettingsMenu.tscn
Game --> match3.tscn (instantiated)
Game --> GameplayContainer (dynamic loading of gameplay scenes)
Game --> scenes/game/gameplays/match3_gameplay.tscn, clickomania_gameplay.tscn
```
### Asset Dependencies
@@ -194,16 +218,20 @@ AudioManager --> data/default_bus_layout.tres
## Development Notes
### Current Implementation Status
- Modular gameplay system with dynamic loading architecture
- Match-3 system with 8x8 grid and configurable gem pools
- Debug UI system with F12 toggle functionality
- Scene transition system via GameManager
- Global scoring system integrated across gameplay modes
- Debug UI system with F12 toggle functionality across all major scenes
- Scene transition system via GameManager with gameplay mode support
- Internationalization support for English/Russian
### Architecture Patterns
1. **Autoload Pattern** - Global managers as singletons
2. **Signal-Based Communication** - Loose coupling between components
3. **Scene Composition** - Modular scene loading and management
4. **Data-Driven Configuration** - JSON for settings and translations
5. **Component Architecture** - Reusable UI and game components
3. **Modular Gameplay Architecture** - Dynamic loading of gameplay modes
4. **Scene Composition** - Modular scene loading and management
5. **Data-Driven Configuration** - JSON for settings and translations
6. **Component Architecture** - Reusable UI and game components
7. **Centralized Scoring System** - Global score management across gameplay modes
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 @@
extends Node
extends Control
const GAMEPLAY_SCENES = {
"match3": "res://scenes/game/gameplays/match3_gameplay.tscn",
"clickomania": "res://scenes/game/gameplays/clickomania_gameplay.tscn"
}
@onready var back_button: Button = $BackButtonContainer/BackButton
# Fixed: Use static Match3 instance from scene instead of dynamic loading
@onready var match3_instance: Node = $Match3
@onready var gameplay_container: Control = $GameplayContainer
@onready var score_display: Label = $UI/ScoreDisplay
var current_gameplay_mode: String
var global_score: int = 0 : set = set_global_score
func _ready() -> void:
if not back_button.pressed.is_connected(_on_back_button_pressed):
back_button.pressed.connect(_on_back_button_pressed)
# Fixed: No need to load match3 scene - it's already in the scene tree
# Default to match3 for now
set_gameplay_mode("match3")
func set_gameplay_mode(mode: String) -> void:
current_gameplay_mode = mode
load_gameplay(mode)
func load_gameplay(mode: String) -> void:
# Clear existing gameplay
for child in gameplay_container.get_children():
child.queue_free()
# Load new gameplay
if GAMEPLAY_SCENES.has(mode):
var gameplay_scene = load(GAMEPLAY_SCENES[mode])
var gameplay_instance = gameplay_scene.instantiate()
gameplay_container.add_child(gameplay_instance)
# Connect gameplay signals to shared systems
if gameplay_instance.has_signal("score_changed"):
gameplay_instance.score_changed.connect(_on_score_changed)
func set_global_score(value: int) -> void:
global_score = value
if score_display:
score_display.text = "Score: " + str(global_score)
func _on_score_changed(points: int) -> void:
self.global_score += points
func _on_back_button_pressed() -> void:
print("Back button pressed in game scene")
AudioManager.play_ui_click()
GameManager.save_game()
# Fixed: Don't free the static instance, just exit
GameManager.exit_to_main_menu()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_accept") and Input.is_action_pressed("ui_select"):
# Debug: Switch to clickomania when Space+Enter pressed together
if current_gameplay_mode == "match3":
set_gameplay_mode("clickomania")
print("Switched to clickomania gameplay")
else:
set_gameplay_mode("match3")
print("Switched to match3 gameplay")

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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"]

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@@ -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))

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@@ -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

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@@ -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")

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@@ -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")

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@@ -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

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@@ -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

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@@ -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")]

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@@ -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))

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@@ -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

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@@ -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="."]

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@@ -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:

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@@ -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()

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@@ -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"]

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@@ -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"]

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@@ -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)