match-3 grid generation
make game scene modular global debug mode
This commit is contained in:
129
scenes/game/gameplays/Match3DebugMenu.gd
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129
scenes/game/gameplays/Match3DebugMenu.gd
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extends Control
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@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
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@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
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@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
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@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
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@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
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@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
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@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
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var match3_scene: Node2D
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func _ready():
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print("Match3DebugMenu: _ready() called")
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DebugManager.debug_toggled.connect(_on_debug_toggled)
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# Initialize with current debug state
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var current_debug_state = DebugManager.is_debug_enabled()
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print("Match3DebugMenu: Current debug state is ", current_debug_state)
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visible = current_debug_state
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print("Match3DebugMenu: Initial visibility set to ", visible)
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if current_debug_state:
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_on_debug_toggled(true)
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regenerate_button.pressed.connect(_on_regenerate_pressed)
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gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
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grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
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grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
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func _find_match3_scene():
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# Debug menu is now: Match3 -> UILayer -> Match3DebugMenu
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# So we need to go up two levels: get_parent() = UILayer, get_parent().get_parent() = Match3
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var ui_layer = get_parent()
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if ui_layer and ui_layer is CanvasLayer:
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match3_scene = ui_layer.get_parent()
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if match3_scene and match3_scene.get_script():
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var script_path = match3_scene.get_script().resource_path
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if script_path == "res://scenes/game/gameplays/match3_gameplay.gd":
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print("Debug: Found match3 scene: ", match3_scene.name, " at path: ", match3_scene.get_path())
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return
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# If we couldn't find it, clear the reference
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match3_scene = null
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print("Debug: Could not find match3_gameplay scene")
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func _on_debug_toggled(enabled: bool):
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print("Match3DebugMenu: Debug toggled to ", enabled)
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visible = enabled
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print("Match3DebugMenu: Visibility set to ", visible)
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if enabled:
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# Always refresh match3 scene reference when debug menu opens
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if not match3_scene:
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_find_match3_scene()
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# Update display values
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if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
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gem_types_spinbox.value = match3_scene.TILE_TYPES
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gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
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# Update grid size display values
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if match3_scene and "GRID_SIZE" in match3_scene:
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var grid_size = match3_scene.GRID_SIZE
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grid_width_spinbox.value = grid_size.x
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grid_height_spinbox.value = grid_size.y
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grid_width_label.text = "Width: " + str(grid_size.x)
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grid_height_label.text = "Height: " + str(grid_size.y)
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func _on_regenerate_pressed():
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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print("Error: Could not find match3 scene for regeneration")
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return
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if match3_scene.has_method("regenerate_grid"):
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print("Debug: Calling regenerate_grid()")
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await match3_scene.regenerate_grid()
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else:
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print("Error: match3_scene does not have regenerate_grid method")
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func _on_gem_types_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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print("Error: Could not find match3 scene for gem types change")
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return
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var new_value = int(value)
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if match3_scene.has_method("set_tile_types"):
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print("Debug: Setting tile types to ", new_value)
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await match3_scene.set_tile_types(new_value)
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gem_types_label.text = "Gem Types: " + str(new_value)
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else:
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print("Error: match3_scene does not have set_tile_types method")
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func _on_grid_width_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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print("Error: Could not find match3 scene for grid width change")
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return
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var new_width = int(value)
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grid_width_label.text = "Width: " + str(new_width)
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# Get current height
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var current_height = int(grid_height_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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print("Debug: Setting grid size to ", new_width, "x", current_height)
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await match3_scene.set_grid_size(Vector2i(new_width, current_height))
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func _on_grid_height_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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print("Error: Could not find match3 scene for grid height change")
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return
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var new_height = int(value)
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grid_height_label.text = "Height: " + str(new_height)
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# Get current width
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var current_width = int(grid_width_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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print("Debug: Setting grid size to ", current_width, "x", new_height)
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await match3_scene.set_grid_size(Vector2i(current_width, new_height))
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83
scenes/game/gameplays/Match3DebugMenu.tscn
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83
scenes/game/gameplays/Match3DebugMenu.tscn
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@@ -0,0 +1,83 @@
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[gd_scene load_steps=2 format=3 uid="uid://b76oiwlifikl3"]
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[ext_resource type="Script" path="res://scenes/game/gameplays/Match3DebugMenu.gd" id="1_debug_menu"]
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[node name="DebugMenu" type="Control"]
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layout_mode = 3
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anchors_preset = 1
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -201.0
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offset_top = 59.0
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offset_right = -11.0
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offset_bottom = 169.0
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grow_horizontal = 0
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script = ExtResource("1_debug_menu")
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = 10.0
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offset_top = 10.0
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offset_right = -10.0
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offset_bottom = -10.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="TitleLabel" type="Label" parent="VBoxContainer"]
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layout_mode = 2
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text = "Match-3 Debug Menu"
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horizontal_alignment = 1
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[node name="RegenerateButton" type="Button" parent="VBoxContainer"]
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layout_mode = 2
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text = "Generate New Grid"
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[node name="GemTypesContainer" type="HBoxContainer" parent="VBoxContainer"]
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layout_mode = 2
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[node name="GemTypesLabel" type="Label" parent="VBoxContainer/GemTypesContainer"]
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layout_mode = 2
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text = "Gem Types: 5"
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[node name="GemTypesSpinBox" type="SpinBox" parent="VBoxContainer/GemTypesContainer"]
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layout_mode = 2
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min_value = 3.0
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max_value = 8.0
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value = 5.0
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[node name="GridSizeContainer" type="VBoxContainer" parent="VBoxContainer"]
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layout_mode = 2
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[node name="GridSizeLabel" type="Label" parent="VBoxContainer/GridSizeContainer"]
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layout_mode = 2
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text = "Grid Size"
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horizontal_alignment = 1
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[node name="GridWidthContainer" type="HBoxContainer" parent="VBoxContainer/GridSizeContainer"]
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layout_mode = 2
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[node name="GridWidthLabel" type="Label" parent="VBoxContainer/GridSizeContainer/GridWidthContainer"]
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layout_mode = 2
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text = "Width: 8"
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[node name="GridWidthSpinBox" type="SpinBox" parent="VBoxContainer/GridSizeContainer/GridWidthContainer"]
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layout_mode = 2
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min_value = 4.0
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max_value = 12.0
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value = 8.0
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[node name="GridHeightContainer" type="HBoxContainer" parent="VBoxContainer/GridSizeContainer"]
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layout_mode = 2
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[node name="GridHeightLabel" type="Label" parent="VBoxContainer/GridSizeContainer/GridHeightContainer"]
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layout_mode = 2
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text = "Height: 8"
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[node name="GridHeightSpinBox" type="SpinBox" parent="VBoxContainer/GridSizeContainer/GridHeightContainer"]
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layout_mode = 2
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min_value = 4.0
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max_value = 12.0
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value = 8.0
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8
scenes/game/gameplays/Tile.tscn
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8
scenes/game/gameplays/Tile.tscn
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[gd_scene load_steps=2 format=3 uid="uid://bnk1gqom3oi6q"]
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[ext_resource type="Script" path="res://scenes/game/gameplays/tile.gd" id="1_tile_script"]
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[node name="Tile" type="Node2D"]
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script = ExtResource("1_tile_script")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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10
scenes/game/gameplays/clickomania_gameplay.gd
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10
scenes/game/gameplays/clickomania_gameplay.gd
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extends Node2D
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signal score_changed(points: int)
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func _ready():
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print("Clickomania gameplay loaded")
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# Example: Add some score after a few seconds to test the system
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await get_tree().create_timer(2.0).timeout
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score_changed.emit(100)
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print("Clickomania awarded 100 points")
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21
scenes/game/gameplays/clickomania_gameplay.tscn
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21
scenes/game/gameplays/clickomania_gameplay.tscn
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@@ -0,0 +1,21 @@
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[gd_scene load_steps=2 format=3 uid="uid://cl7g8v0eh3mam"]
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[ext_resource type="Script" path="res://scenes/game/gameplays/clickomania_gameplay.gd" id="1_script"]
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[node name="Clickomania" type="Node2D"]
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script = ExtResource("1_script")
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[node name="Label" type="Label" parent="."]
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -100.0
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offset_top = -12.0
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offset_right = 100.0
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offset_bottom = 12.0
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grow_horizontal = 2
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grow_vertical = 2
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text = "Clickomania Gameplay (Demo)"
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horizontal_alignment = 1
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221
scenes/game/gameplays/match3_gameplay.gd
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221
scenes/game/gameplays/match3_gameplay.gd
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@@ -0,0 +1,221 @@
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extends Node2D
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signal score_changed(points: int)
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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/game/gameplays/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/game/gameplays/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/game/gameplays/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 = grid_offset + Vector2(x, y) * tile_size
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tile.grid_position = Vector2i(x, y)
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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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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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# 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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return line
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func _clear_matches():
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var to_clear := []
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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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to_clear.append_array(horiz)
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var vert = _get_match_line(pos, Vector2i(0, 1))
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if vert.size() >= 3:
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to_clear.append_array(vert)
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# Remove duplicates using dictionary keys trick
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var unique_dict := {}
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for tile in to_clear:
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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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_drop_tiles()
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await get_tree().create_timer(0.2).timeout
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_fill_empty_cells()
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func _drop_tiles():
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var moved = true
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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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# 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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# 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, 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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for y in range(GRID_SIZE.y):
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for x in range(GRID_SIZE.x):
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if not grid[y][x]:
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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 = 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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# Fixed: Add recursion protection to prevent stack overflow
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await get_tree().create_timer(0.1).timeout
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var max_iterations = 10
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var iteration = 0
|
||||
while _check_for_matches() and iteration < max_iterations:
|
||||
_clear_matches()
|
||||
await get_tree().create_timer(0.1).timeout
|
||||
iteration += 1
|
||||
|
||||
func regenerate_grid():
|
||||
# Use time-based seed to ensure different patterns each time
|
||||
var new_seed = Time.get_ticks_msec()
|
||||
seed(new_seed)
|
||||
print("Debug: Regenerating grid with seed: ", new_seed)
|
||||
|
||||
# Fixed: Clear ALL tile children, not just ones in grid array
|
||||
# This handles any orphaned tiles that might not be tracked in the grid
|
||||
var children_to_remove = []
|
||||
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/game/gameplays/tile.gd":
|
||||
children_to_remove.append(child)
|
||||
|
||||
# Remove all found tile children
|
||||
for child in children_to_remove:
|
||||
child.free()
|
||||
|
||||
# Also clear grid array references
|
||||
for y in range(grid.size()):
|
||||
if grid[y] and grid[y] is Array:
|
||||
for x in range(grid[y].size()):
|
||||
# Set to null since we already freed the nodes above
|
||||
grid[y][x] = null
|
||||
|
||||
# Clear the grid array
|
||||
grid.clear()
|
||||
|
||||
# No need to wait for nodes to be freed since we used free()
|
||||
|
||||
# Fixed: Recalculate grid layout before regenerating tiles
|
||||
_calculate_grid_layout()
|
||||
|
||||
# Regenerate the grid (gem pool is updated in _initialize_grid)
|
||||
_initialize_grid()
|
||||
|
||||
func set_tile_types(new_count: int):
|
||||
TILE_TYPES = new_count
|
||||
# Regenerate grid with new tile types (gem pool is updated in regenerate_grid)
|
||||
await regenerate_grid()
|
||||
|
||||
func set_grid_size(new_size: Vector2i):
|
||||
print("Debug: Changing grid size from ", GRID_SIZE, " to ", new_size)
|
||||
GRID_SIZE = new_size
|
||||
# Regenerate grid with new size
|
||||
await regenerate_grid()
|
||||
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")]
|
||||
116
scenes/game/gameplays/tile.gd
Normal file
116
scenes/game/gameplays/tile.gd
Normal file
@@ -0,0 +1,116 @@
|
||||
extends Node2D
|
||||
|
||||
@export var tile_type: int = 0 : set = _set_tile_type
|
||||
var grid_position: Vector2i
|
||||
|
||||
@onready var sprite: Sprite2D = $Sprite2D
|
||||
|
||||
# Target size for each tile to fit in the 54x54 grid cells
|
||||
const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding
|
||||
|
||||
# All available gem textures
|
||||
var all_gem_textures = [
|
||||
preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem
|
||||
preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem
|
||||
preload("res://assets/sprites/gems/gg_19.png"), # 2 - Green gem
|
||||
preload("res://assets/sprites/gems/mg_19.png"), # 3 - Magenta gem
|
||||
preload("res://assets/sprites/gems/rg_19.png"), # 4 - Red gem
|
||||
preload("res://assets/sprites/gems/yg_19.png"), # 5 - Yellow gem
|
||||
preload("res://assets/sprites/gems/pg_19.png"), # 6 - Purple gem
|
||||
preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem
|
||||
]
|
||||
|
||||
# Static variable to store the current gem pool for all tiles
|
||||
static var current_gem_pool = [0, 1, 2, 3, 4] # Start with first 5 gems
|
||||
|
||||
# Currently active gem types (indices into all_gem_textures)
|
||||
var active_gem_types = [] # Will be set from current_gem_pool
|
||||
|
||||
func _set_tile_type(value: int) -> void:
|
||||
tile_type = value
|
||||
print("Debug: _set_tile_type called with value ", value, ", active_gem_types.size() = ", active_gem_types.size())
|
||||
# Fixed: Add sprite null check to prevent crashes during initialization
|
||||
if not sprite:
|
||||
return
|
||||
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)
|
||||
_scale_sprite_to_fit()
|
||||
else:
|
||||
push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
|
||||
|
||||
func _scale_sprite_to_fit() -> void:
|
||||
# Fixed: Add additional null checks
|
||||
if sprite and sprite.texture:
|
||||
var texture_size = sprite.texture.get_size()
|
||||
var max_dimension = max(texture_size.x, texture_size.y)
|
||||
var scale_factor = TILE_SIZE / max_dimension
|
||||
sprite.scale = Vector2(scale_factor, scale_factor)
|
||||
|
||||
# Gem pool management functions
|
||||
static func set_active_gem_pool(gem_indices: Array) -> void:
|
||||
# Update static gem pool for new tiles
|
||||
current_gem_pool = gem_indices.duplicate()
|
||||
|
||||
# Update all existing tile instances to use new gem pool
|
||||
var scene_tree = Engine.get_main_loop() as SceneTree
|
||||
if scene_tree:
|
||||
var tiles = scene_tree.get_nodes_in_group("tiles")
|
||||
for tile in tiles:
|
||||
if tile.has_method("_update_active_gems"):
|
||||
tile._update_active_gems(gem_indices)
|
||||
|
||||
func _update_active_gems(gem_indices: Array) -> void:
|
||||
active_gem_types = gem_indices.duplicate()
|
||||
# Re-validate current tile type
|
||||
if tile_type >= active_gem_types.size():
|
||||
# Generate a new random tile type within valid range
|
||||
tile_type = randi() % active_gem_types.size()
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
static func get_active_gem_count() -> int:
|
||||
# Get from any tile instance or default
|
||||
var scene_tree = Engine.get_main_loop() as SceneTree
|
||||
if scene_tree:
|
||||
var tiles = scene_tree.get_nodes_in_group("tiles")
|
||||
if tiles.size() > 0:
|
||||
return tiles[0].active_gem_types.size()
|
||||
return 5 # Default
|
||||
|
||||
static func add_gem_to_pool(gem_index: int) -> void:
|
||||
var scene_tree = Engine.get_main_loop() as SceneTree
|
||||
if scene_tree:
|
||||
var tiles = scene_tree.get_nodes_in_group("tiles")
|
||||
for tile in tiles:
|
||||
if tile.has_method("_add_gem_type"):
|
||||
tile._add_gem_type(gem_index)
|
||||
|
||||
func _add_gem_type(gem_index: int) -> void:
|
||||
if gem_index >= 0 and gem_index < all_gem_textures.size():
|
||||
if not active_gem_types.has(gem_index):
|
||||
active_gem_types.append(gem_index)
|
||||
|
||||
static func remove_gem_from_pool(gem_index: int) -> void:
|
||||
var scene_tree = Engine.get_main_loop() as SceneTree
|
||||
if scene_tree:
|
||||
var tiles = scene_tree.get_nodes_in_group("tiles")
|
||||
for tile in tiles:
|
||||
if tile.has_method("_remove_gem_type"):
|
||||
tile._remove_gem_type(gem_index)
|
||||
|
||||
func _remove_gem_type(gem_index: int) -> void:
|
||||
var type_index = active_gem_types.find(gem_index)
|
||||
if type_index != -1 and active_gem_types.size() > 2: # Keep at least 2 gem types
|
||||
active_gem_types.erase(gem_index)
|
||||
# Update tiles that were using removed type
|
||||
if tile_type >= active_gem_types.size():
|
||||
tile_type = 0
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
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)
|
||||
Reference in New Issue
Block a user