diff --git a/.claude/settings.local.json b/.claude/settings.local.json index 0961395..73d6ec2 100644 --- a/.claude/settings.local.json +++ b/.claude/settings.local.json @@ -3,7 +3,7 @@ "allow": [ "WebSearch", "Bash(find:*)", - "Bash(godot:*)" + "Bash(godot:*)", ], "deny": [], "ask": [] diff --git a/docs/CLAUDE.md b/docs/CLAUDE.md index cd0e49f..8cfb520 100644 --- a/docs/CLAUDE.md +++ b/docs/CLAUDE.md @@ -21,6 +21,12 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co - 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 +- **Match-3 Gem Movement Testing**: + - Keyboard: Arrow keys or WASD to navigate, Enter to select/confirm + - Gamepad: D-pad to navigate, A button to select/confirm + - Visual feedback: Selected tiles glow brighter with scale and color effects + - Invalid swaps automatically revert after animation + - State machine: WAITING → SELECTING → SWAPPING → PROCESSING - Test scripts located in `tests/` directory for system validation - Use `test_logging.gd` to validate the logging system functionality @@ -60,11 +66,13 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co - Remove debug prints before committing unless permanently useful ### Logging System Usage +- **CRITICAL**: ALL print() and push_error() statements have been migrated to DebugManager - **ALWAYS** use `DebugManager` logging functions instead of `print()`, `push_error()`, etc. - Use appropriate log levels: INFO for general messages, WARN for issues, ERROR for failures -- Include meaningful categories to organize log output: `"GameManager"`, `"Match3"`, `"Settings"` +- Include meaningful categories to organize log output: `"GameManager"`, `"Match3"`, `"Settings"`, `"Game"`, `"MainMenu"`, `"PressAnyKey"`, `"Clickomania"`, `"DebugMenu"` - Leverage structured logging for better debugging and production monitoring - Use `DebugManager.set_log_level()` to control verbosity during development and testing +- The logging system provides unified output across all game systems ## Important File References @@ -78,9 +86,11 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co - `src/autoloads/GameManager.gd` - Scene transition patterns and gameplay mode management - `src/autoloads/DebugManager.gd` - Debug system integration - `scenes/game/game.gd` - Main game scene with modular gameplay system -- `scenes/game/gameplays/match3_gameplay.gd` - Match-3 implementation reference +- `scenes/game/gameplays/match3_gameplay.gd` - Match-3 implementation with keyboard/gamepad gem movement system +- `scenes/game/gameplays/tile.gd` - Individual tile behavior with visual feedback and input handling - `scenes/game/gameplays/` - Individual gameplay mode implementations - `project.godot` - Input actions and autoload definitions + - Gem movement actions: `select_gem`, `move_up/down/left/right` ## Development Workflow diff --git a/docs/MAP.md b/docs/MAP.md index f81d7c7..5e6678e 100644 --- a/docs/MAP.md +++ b/docs/MAP.md @@ -133,12 +133,23 @@ The game now uses a modular gameplay architecture where different game modes can - Gem pool management (3-8 gem types) - Debug UI integration - Score reporting via `score_changed` signal + - **Gem Movement System**: Keyboard and gamepad input for tile selection and swapping + - State machine: WAITING → SELECTING → SWAPPING → PROCESSING + - Adjacent tile validation (horizontal/vertical neighbors only) + - Match validation (swaps must create matches or revert) + - Smooth tile position animations with Tween + - Cursor-based navigation with visual highlighting 2. **Tile System** (`scenes/game/gameplays/tile.gd` + `Tile.tscn`) - Individual tile behavior - Gem type management - - Visual representation + - Visual representation with scaling and color modulation - Group membership for coordination + - **Visual Feedback System**: Multi-state display for game interaction + - Selection visual feedback (scale and color modulation) + - State management (normal, highlighted, selected) + - Signal-based communication with gameplay controller + - Smooth animations with Tween system #### Clickomania Mode (`scenes/game/gameplays/clickomania_gameplay.tscn`) - Planned implementation for clickomania-style gameplay @@ -233,6 +244,9 @@ sprites: - `project.godot` - Main Godot project settings - Autoload definitions - Input map configurations + - **Gem Movement Controls**: + - `select_gem`: Enter key, Gamepad A button + - `move_up/down/left/right`: Arrow keys, WASD, Gamepad D-pad - Rendering settings - Audio bus references @@ -288,8 +302,18 @@ DebugManager.log_error("Failed to load audio resource") # Logging with custom categories for better organization DebugManager.log_debug("Grid regenerated with 64 tiles", "Match3") -DebugManager.log_info("Language changed to: en", "SettingsManager") +DebugManager.log_info("Language changed to: en", "Settings") DebugManager.log_error("Invalid scene path provided", "GameManager") + +# Standard categories in use: +# - GameManager: Scene transitions, gameplay mode management +# - Match3: Match-3 gameplay, grid operations, tile interactions +# - Settings: Settings management, language changes +# - Game: Main game scene, mode switching +# - MainMenu: Main menu interactions +# - PressAnyKey: Press any key screen +# - Clickomania: Clickomania gameplay mode +# - DebugMenu: Debug menu operations ``` ### Log Format @@ -322,6 +346,16 @@ if DebugManager._should_log(DebugManager.LogLevel.DEBUG): ### Current Implementation Status - Modular gameplay system with dynamic loading architecture - Match-3 system with 8x8 grid and configurable gem pools +- **Interactive Match-3 Gameplay**: Keyboard and gamepad gem movement system + - Keyboard: Arrow key navigation with Enter to select/confirm (WASD also supported) + - Gamepad: D-pad navigation with A button to select/confirm + - Visual feedback: Tile highlighting, selection indicators, smooth animations + - Game logic: Adjacent-only swaps, match validation, automatic revert on invalid moves + - State machine: WAITING → SELECTING → SWAPPING → PROCESSING states +- **Comprehensive Logging System**: All print()/push_error() statements migrated to DebugManager + - Structured logging with categories: GameManager, Match3, Settings, Game, MainMenu, etc. + - Multiple log levels: TRACE, DEBUG, INFO, WARN, ERROR, FATAL + - Debug mode integration with level filtering - 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 diff --git a/project.godot b/project.godot index 9143630..e91387d 100644 --- a/project.godot +++ b/project.godot @@ -48,6 +48,41 @@ ui_menu_toggle={ , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":false,"script":null) ] } +select_gem={ +"deadzone": 0.2, +"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null) +] +} +move_up={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":11,"pressure":0.0,"pressed":false,"script":null) +] +} +move_down={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":12,"pressure":0.0,"pressed":false,"script":null) +] +} +move_left={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":13,"pressure":0.0,"pressed":false,"script":null) +] +} +move_right={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":14,"pressure":0.0,"pressed":false,"script":null) +] +} [internationalization] diff --git a/scenes/game/game.gd b/scenes/game/game.gd index d39ec2a..43096c1 100644 --- a/scenes/game/game.gd +++ b/scenes/game/game.gd @@ -24,19 +24,28 @@ func set_gameplay_mode(mode: String) -> void: load_gameplay(mode) func load_gameplay(mode: String) -> void: + DebugManager.log_debug("Loading gameplay mode: %s" % mode, "Game") + # Clear existing gameplay for child in gameplay_container.get_children(): + DebugManager.log_debug("Removing existing child: %s" % child.name, "Game") child.queue_free() # Load new gameplay if GAMEPLAY_SCENES.has(mode): + DebugManager.log_debug("Found scene path: %s" % GAMEPLAY_SCENES[mode], "Game") var gameplay_scene = load(GAMEPLAY_SCENES[mode]) var gameplay_instance = gameplay_scene.instantiate() + DebugManager.log_debug("Instantiated gameplay: %s" % gameplay_instance.name, "Game") gameplay_container.add_child(gameplay_instance) + DebugManager.log_debug("Added gameplay to container, child count now: %d" % gameplay_container.get_child_count(), "Game") # Connect gameplay signals to shared systems if gameplay_instance.has_signal("score_changed"): gameplay_instance.score_changed.connect(_on_score_changed) + DebugManager.log_debug("Connected score_changed signal", "Game") + else: + DebugManager.log_error("Gameplay mode '%s' not found in GAMEPLAY_SCENES" % mode, "Game") func set_global_score(value: int) -> void: global_score = value @@ -47,7 +56,7 @@ func _on_score_changed(points: int) -> void: self.global_score += points func _on_back_button_pressed() -> void: - print("Back button pressed in game scene") + DebugManager.log_debug("Back button pressed in game scene", "Game") AudioManager.play_ui_click() GameManager.save_game() GameManager.exit_to_main_menu() @@ -57,7 +66,7 @@ func _input(event: InputEvent) -> void: # Debug: Switch to clickomania when Space+Enter pressed together if current_gameplay_mode == "match3": set_gameplay_mode("clickomania") - print("Switched to clickomania gameplay") + DebugManager.log_debug("Switched to clickomania gameplay", "Game") else: set_gameplay_mode("match3") - print("Switched to match3 gameplay") + DebugManager.log_debug("Switched to match3 gameplay", "Game") diff --git a/scenes/game/gameplays/Match3DebugMenu.gd b/scenes/game/gameplays/Match3DebugMenu.gd index f137bd2..a6dbc1e 100644 --- a/scenes/game/gameplays/Match3DebugMenu.gd +++ b/scenes/game/gameplays/Match3DebugMenu.gd @@ -11,13 +11,13 @@ extends Control var match3_scene: Node2D func _ready(): - print("Match3DebugMenu: _ready() called") + DebugManager.log_debug("Match3DebugMenu _ready() called", "Match3") 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) + DebugManager.log_debug("Match3DebugMenu current debug state is " + str(current_debug_state), "Match3") visible = current_debug_state - print("Match3DebugMenu: Initial visibility set to ", visible) + DebugManager.log_debug("Match3DebugMenu initial visibility set to " + str(visible), "Match3") if current_debug_state: _on_debug_toggled(true) regenerate_button.pressed.connect(_on_regenerate_pressed) @@ -34,17 +34,17 @@ func _find_match3_scene(): 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()) + DebugManager.log_debug("Found match3 scene: " + match3_scene.name + " at path: " + str(match3_scene.get_path()), "Match3") return # If we couldn't find it, clear the reference match3_scene = null - print("Debug: Could not find match3_gameplay scene") + DebugManager.log_error("Could not find match3_gameplay scene", "Match3") func _on_debug_toggled(enabled: bool): - print("Match3DebugMenu: Debug toggled to ", enabled) + DebugManager.log_debug("Match3DebugMenu debug toggled to " + str(enabled), "Match3") visible = enabled - print("Match3DebugMenu: Visibility set to ", visible) + DebugManager.log_debug("Match3DebugMenu visibility set to " + str(visible), "Match3") if enabled: # Always refresh match3 scene reference when debug menu opens if not match3_scene: @@ -67,37 +67,37 @@ func _on_regenerate_pressed(): _find_match3_scene() if not match3_scene: - print("Error: Could not find match3 scene for regeneration") + DebugManager.log_error("Could not find match3 scene for regeneration", "Match3") return if match3_scene.has_method("regenerate_grid"): - print("Debug: Calling regenerate_grid()") + DebugManager.log_debug("Calling regenerate_grid()", "Match3") await match3_scene.regenerate_grid() else: - print("Error: match3_scene does not have regenerate_grid method") + DebugManager.log_error("match3_scene does not have regenerate_grid method", "Match3") 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") + DebugManager.log_error("Could not find match3 scene for gem types change", "Match3") return var new_value = int(value) if match3_scene.has_method("set_tile_types"): - print("Debug: Setting tile types to ", new_value) + DebugManager.log_debug("Setting tile types to " + str(new_value), "Match3") 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") + DebugManager.log_error("match3_scene does not have set_tile_types method", "Match3") 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") + DebugManager.log_error("Could not find match3 scene for grid width change", "Match3") return var new_width = int(value) @@ -107,7 +107,7 @@ func _on_grid_width_changed(value: float): 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) + DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), "Match3") await match3_scene.set_grid_size(Vector2i(new_width, current_height)) func _on_grid_height_changed(value: float): @@ -115,7 +115,7 @@ func _on_grid_height_changed(value: float): _find_match3_scene() if not match3_scene: - print("Error: Could not find match3 scene for grid height change") + DebugManager.log_error("Could not find match3 scene for grid height change", "Match3") return var new_height = int(value) @@ -125,5 +125,5 @@ func _on_grid_height_changed(value: float): 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) + DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), "Match3") await match3_scene.set_grid_size(Vector2i(current_width, new_height)) diff --git a/scenes/game/gameplays/clickomania_gameplay.gd b/scenes/game/gameplays/clickomania_gameplay.gd index a909dad..eb21016 100644 --- a/scenes/game/gameplays/clickomania_gameplay.gd +++ b/scenes/game/gameplays/clickomania_gameplay.gd @@ -3,8 +3,8 @@ extends Node2D signal score_changed(points: int) func _ready(): - print("Clickomania gameplay loaded") + DebugManager.log_info("Clickomania gameplay loaded", "Clickomania") # 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") + DebugManager.log_info("Clickomania awarded 100 points", "Clickomania") diff --git a/scenes/game/gameplays/match3_gameplay.gd b/scenes/game/gameplays/match3_gameplay.gd index d82a9e6..14d932c 100644 --- a/scenes/game/gameplays/match3_gameplay.gd +++ b/scenes/game/gameplays/match3_gameplay.gd @@ -2,6 +2,13 @@ extends Node2D signal score_changed(points: int) +enum GameState { + WAITING, # Waiting for player input + SELECTING, # First tile selected + SWAPPING, # Animating tile swap + PROCESSING # Processing matches and cascades +} + var GRID_SIZE := Vector2i(8, 8) var TILE_TYPES := 5 const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn") @@ -9,8 +16,14 @@ const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn") var grid := [] var tile_size: float = 48.0 var grid_offset: Vector2 +var current_state: GameState = GameState.WAITING +var selected_tile: Node2D = null +var cursor_position: Vector2i = Vector2i(0, 0) +var keyboard_navigation_enabled: bool = false func _ready(): + DebugManager.log_debug("Match3 _ready() started", "Match3") + # Set up initial gem pool var gem_indices = [] for i in range(TILE_TYPES): @@ -22,6 +35,11 @@ func _ready(): _calculate_grid_layout() _initialize_grid() + DebugManager.log_debug("Match3 _ready() completed, calling debug structure check", "Match3") + + # Debug: Check scene tree structure immediately + call_deferred("_debug_scene_structure") + func _calculate_grid_layout(): var viewport_size = get_viewport().get_visible_rect().size var available_width = viewport_size.x * 0.8 # Use 80% of screen width @@ -52,13 +70,16 @@ func _initialize_grid(): grid.append([]) for x in range(GRID_SIZE.x): var tile = TILE_SCENE.instantiate() - tile.position = grid_offset + Vector2(x, y) * tile_size + var tile_position = grid_offset + Vector2(x, y) * tile_size + tile.position = tile_position tile.grid_position = Vector2i(x, y) add_child(tile) # 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) + # Connect tile signals + tile.tile_selected.connect(_on_tile_selected) + DebugManager.log_debug("Created tile at grid(%d,%d) world_pos(%s) with type %d" % [x, y, tile_position, new_type], "Match3") grid[y].append(tile) func _has_match_at(pos: Vector2i) -> bool: @@ -176,7 +197,7 @@ 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) + DebugManager.log_debug("Regenerating grid with seed: " + str(new_seed), "Match3") # Fixed: Clear ALL tile children, not just ones in grid array # This handles any orphaned tiles that might not be tracked in the grid @@ -215,7 +236,226 @@ func set_tile_types(new_count: int): await regenerate_grid() func set_grid_size(new_size: Vector2i): - print("Debug: Changing grid size from ", GRID_SIZE, " to ", new_size) + DebugManager.log_debug("Changing grid size from " + str(GRID_SIZE) + " to " + str(new_size), "Match3") GRID_SIZE = new_size # Regenerate grid with new size await regenerate_grid() + +func reset_all_visual_states() -> void: + # Debug function to reset all tile visual states + DebugManager.log_debug("Resetting all tile visual states", "Match3") + for y in range(GRID_SIZE.y): + for x in range(GRID_SIZE.x): + if grid[y][x] and grid[y][x].has_method("force_reset_visual_state"): + grid[y][x].force_reset_visual_state() + + # Reset game state + selected_tile = null + current_state = GameState.WAITING + keyboard_navigation_enabled = false + +func _debug_scene_structure() -> void: + DebugManager.log_debug("=== Scene Structure Debug ===", "Match3") + DebugManager.log_debug("Match3 node children count: %d" % get_child_count(), "Match3") + DebugManager.log_debug("Match3 global position: %s" % global_position, "Match3") + DebugManager.log_debug("Match3 scale: %s" % scale, "Match3") + + # Check if grid is properly initialized + if not grid or grid.size() == 0: + DebugManager.log_error("Grid not initialized when debug structure called", "Match3") + return + + # Check tiles + var tile_count = 0 + for y in range(GRID_SIZE.y): + for x in range(GRID_SIZE.x): + if y < grid.size() and x < grid[y].size() and grid[y][x]: + tile_count += 1 + DebugManager.log_debug("Created %d tiles out of %d expected" % [tile_count, GRID_SIZE.x * GRID_SIZE.y], "Match3") + + # Check first tile in detail + if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]: + var first_tile = grid[0][0] + DebugManager.log_debug("First tile global position: %s" % first_tile.global_position, "Match3") + DebugManager.log_debug("First tile local position: %s" % first_tile.position, "Match3") + + # Check parent chain + var current_node = self + var depth = 0 + while current_node and depth < 10: + DebugManager.log_debug("Parent level %d: %s (type: %s)" % [depth, current_node.name, current_node.get_class()], "Match3") + current_node = current_node.get_parent() + depth += 1 + +func _input(event: InputEvent) -> void: + # Debug key to reset all visual states + if event.is_action_pressed("ui_menu_toggle") and DebugManager.is_debug_enabled(): + reset_all_visual_states() + return + + if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING: + return + + # Handle keyboard/gamepad navigation + if event.is_action_pressed("move_up"): + _move_cursor(Vector2i.UP) + keyboard_navigation_enabled = true + elif event.is_action_pressed("move_down"): + _move_cursor(Vector2i.DOWN) + keyboard_navigation_enabled = true + elif event.is_action_pressed("move_left"): + _move_cursor(Vector2i.LEFT) + keyboard_navigation_enabled = true + elif event.is_action_pressed("move_right"): + _move_cursor(Vector2i.RIGHT) + keyboard_navigation_enabled = true + elif event.is_action_pressed("select_gem"): + if keyboard_navigation_enabled: + _select_tile_at_cursor() + + +func _move_cursor(direction: Vector2i) -> void: + var old_pos = cursor_position + var new_pos = cursor_position + direction + new_pos.x = clamp(new_pos.x, 0, GRID_SIZE.x - 1) + new_pos.y = clamp(new_pos.y, 0, GRID_SIZE.y - 1) + + if new_pos != cursor_position: + DebugManager.log_debug("Cursor moved from (%d,%d) to (%d,%d)" % [old_pos.x, old_pos.y, new_pos.x, new_pos.y], "Match3") + + # Clear highlighting from old cursor position (only if not selected) + var old_tile = grid[cursor_position.y][cursor_position.x] + if old_tile and not old_tile.is_selected: + old_tile.is_highlighted = false + + cursor_position = new_pos + + # Highlight new cursor position (only if not selected) + var new_tile = grid[cursor_position.y][cursor_position.x] + if new_tile and not new_tile.is_selected: + new_tile.is_highlighted = true + +func _select_tile_at_cursor() -> void: + if cursor_position.x >= 0 and cursor_position.y >= 0 and cursor_position.x < GRID_SIZE.x and cursor_position.y < GRID_SIZE.y: + var tile = grid[cursor_position.y][cursor_position.x] + if tile: + DebugManager.log_debug("Keyboard selection at cursor (%d,%d)" % [cursor_position.x, cursor_position.y], "Match3") + _on_tile_selected(tile) + +func _on_tile_selected(tile: Node2D) -> void: + if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING: + DebugManager.log_debug("Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]], "Match3") + return + + DebugManager.log_debug("Tile selected at (%d,%d), gem type: %d" % [tile.grid_position.x, tile.grid_position.y, tile.tile_type], "Match3") + + if current_state == GameState.WAITING: + # First tile selection + _select_tile(tile) + elif current_state == GameState.SELECTING: + if tile == selected_tile: + # Deselect current tile + DebugManager.log_debug("Same tile clicked - deselecting", "Match3") + _deselect_tile() + else: + # Attempt to swap with selected tile + DebugManager.log_debug("Attempting swap between (%d,%d) and (%d,%d)" % [selected_tile.grid_position.x, selected_tile.grid_position.y, tile.grid_position.x, tile.grid_position.y], "Match3") + _attempt_swap(selected_tile, tile) + + +func _select_tile(tile: Node2D) -> void: + selected_tile = tile + tile.is_selected = true + current_state = GameState.SELECTING + DebugManager.log_debug("Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3") + +func _deselect_tile() -> void: + if selected_tile: + DebugManager.log_debug("Deselecting tile at (%d,%d)" % [selected_tile.grid_position.x, selected_tile.grid_position.y], "Match3") + + # Clear selection state + selected_tile.is_selected = false + + # Handle cursor highlighting for keyboard navigation + if keyboard_navigation_enabled: + # Clear all highlighting first to avoid conflicts + selected_tile.is_highlighted = false + + # Re-highlight cursor position if it's different from the deselected tile + var cursor_tile = grid[cursor_position.y][cursor_position.x] + if cursor_tile: + cursor_tile.is_highlighted = true + DebugManager.log_debug("Restored cursor highlighting at (%d,%d)" % [cursor_position.x, cursor_position.y], "Match3") + else: + # For mouse navigation, just clear highlighting + selected_tile.is_highlighted = false + + selected_tile = null + current_state = GameState.WAITING + +func _are_adjacent(tile1: Node2D, tile2: Node2D) -> bool: + if not tile1 or not tile2: + return false + + var pos1 = tile1.grid_position + var pos2 = tile2.grid_position + var diff = abs(pos1.x - pos2.x) + abs(pos1.y - pos2.y) + return diff == 1 + +func _attempt_swap(tile1: Node2D, tile2: Node2D) -> void: + if not _are_adjacent(tile1, tile2): + DebugManager.log_debug("Tiles are not adjacent, cannot swap", "Match3") + return + + DebugManager.log_debug("Starting swap animation: (%d,%d)[type:%d] <-> (%d,%d)[type:%d]" % [tile1.grid_position.x, tile1.grid_position.y, tile1.tile_type, tile2.grid_position.x, tile2.grid_position.y, tile2.tile_type], "Match3") + + current_state = GameState.SWAPPING + await _swap_tiles(tile1, tile2) + + # Check if swap creates matches + if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position): + DebugManager.log_info("Valid swap created matches at (%d,%d) or (%d,%d)" % [tile1.grid_position.x, tile1.grid_position.y, tile2.grid_position.x, tile2.grid_position.y], "Match3") + _deselect_tile() + current_state = GameState.PROCESSING + _clear_matches() + await get_tree().create_timer(0.3).timeout + current_state = GameState.WAITING + else: + # Invalid swap - revert + DebugManager.log_debug("No matches created, reverting swap", "Match3") + await _swap_tiles(tile1, tile2) # Swap back + DebugManager.log_debug("Swap reverted successfully", "Match3") + _deselect_tile() + current_state = GameState.WAITING + +func _swap_tiles(tile1: Node2D, tile2: Node2D) -> void: + if not tile1 or not tile2: + DebugManager.log_error("Cannot swap tiles - one or both tiles are null", "Match3") + return + + # Update grid positions + var pos1 = tile1.grid_position + var pos2 = tile2.grid_position + + DebugManager.log_debug("Swapping tile positions: (%d,%d) -> (%d,%d), (%d,%d) -> (%d,%d)" % [pos1.x, pos1.y, pos2.x, pos2.y, pos2.x, pos2.y, pos1.x, pos1.y], "Match3") + + tile1.grid_position = pos2 + tile2.grid_position = pos1 + + # Update grid array + grid[pos1.y][pos1.x] = tile2 + grid[pos2.y][pos2.x] = tile1 + + # Animate position swap + var target_pos1 = grid_offset + Vector2(pos2.x, pos2.y) * tile_size + var target_pos2 = grid_offset + Vector2(pos1.x, pos1.y) * tile_size + + DebugManager.log_trace("Animating tile movement over 0.3 seconds", "Match3") + + var tween = create_tween() + tween.set_parallel(true) + tween.tween_property(tile1, "position", target_pos1, 0.3) + tween.tween_property(tile2, "position", target_pos2, 0.3) + + await tween.finished + DebugManager.log_trace("Tile swap animation completed", "Match3") diff --git a/scenes/game/gameplays/tile.gd b/scenes/game/gameplays/tile.gd index e1abff4..c0fe396 100644 --- a/scenes/game/gameplays/tile.gd +++ b/scenes/game/gameplays/tile.gd @@ -1,7 +1,12 @@ extends Node2D +signal tile_selected(tile: Node2D) + @export var tile_type: int = 0 : set = _set_tile_type var grid_position: Vector2i +var is_selected: bool = false : set = _set_selected +var is_highlighted: bool = false : set = _set_highlighted +var original_scale: Vector2 = Vector2.ONE # Store the original scale for the board @onready var sprite: Sprite2D = $Sprite2D @@ -28,7 +33,6 @@ 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 @@ -38,7 +42,7 @@ func _set_tile_type(value: int) -> void: # 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)) + DebugManager.log_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1), "Match3") func _scale_sprite_to_fit() -> void: # Fixed: Add additional null checks @@ -46,7 +50,9 @@ func _scale_sprite_to_fit() -> void: 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) + original_scale = Vector2(scale_factor, scale_factor) + sprite.scale = original_scale + DebugManager.log_debug("Set original scale to %s for tile (%d,%d)" % [original_scale, grid_position.x, grid_position.y], "Match3") # Gem pool management functions static func set_active_gem_pool(gem_indices: Array) -> void: @@ -108,9 +114,78 @@ func _remove_gem_type(gem_index: int) -> void: tile_type = 0 _set_tile_type(tile_type) +func _set_selected(value: bool) -> void: + var old_value = is_selected + is_selected = value + DebugManager.log_debug("Tile (%d,%d) selection changed: %s -> %s" % [grid_position.x, grid_position.y, old_value, value], "Match3") + _update_visual_feedback() + +func _set_highlighted(value: bool) -> void: + var old_value = is_highlighted + is_highlighted = value + DebugManager.log_debug("Tile (%d,%d) highlight changed: %s -> %s" % [grid_position.x, grid_position.y, old_value, value], "Match3") + _update_visual_feedback() + +func _update_visual_feedback() -> void: + if not sprite: + return + + # Determine target values based on priority: selected > highlighted > normal + var target_modulate: Color + var target_scale: Vector2 + var scale_multiplier: float + + if is_selected: + # Selected: bright and 20% larger than original board size + target_modulate = Color(1.2, 1.2, 1.2, 1.0) + scale_multiplier = 1.2 + DebugManager.log_debug("SELECTING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3") + elif is_highlighted: + # Highlighted: subtle glow and 10% larger than original board size + target_modulate = Color(1.1, 1.1, 1.1, 1.0) + scale_multiplier = 1.1 + DebugManager.log_debug("HIGHLIGHTING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3") + else: + # Normal state: white and original board size + target_modulate = Color.WHITE + scale_multiplier = 1.0 + DebugManager.log_debug("NORMALIZING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3") + + # Calculate target scale relative to original board scale + target_scale = original_scale * scale_multiplier + + # Apply modulate immediately + sprite.modulate = target_modulate + + # Only animate scale if it's actually changing + if sprite.scale != target_scale: + DebugManager.log_debug("Animating scale from %s to %s for tile (%d,%d)" % [sprite.scale, target_scale, grid_position.x, grid_position.y], "Match3") + + var tween = create_tween() + tween.tween_property(sprite, "scale", target_scale, 0.15) + + # Add completion callback for debugging + tween.tween_callback(_on_scale_animation_completed.bind(target_scale)) + else: + DebugManager.log_debug("No scale change needed for tile (%d,%d)" % [grid_position.x, grid_position.y], "Match3") + +func _on_scale_animation_completed(expected_scale: Vector2) -> void: + DebugManager.log_debug("Scale animation completed for tile (%d,%d): expected %s, actual %s" % [grid_position.x, grid_position.y, expected_scale, sprite.scale], "Match3") + +func force_reset_visual_state() -> void: + # Force reset all visual states - debug function + is_selected = false + is_highlighted = false + if sprite: + sprite.modulate = Color.WHITE + sprite.scale = original_scale # Reset to original board scale, not 1.0 + DebugManager.log_debug("Forced visual reset on tile (%d,%d) to original scale %s" % [grid_position.x, grid_position.y, original_scale], "Match3") + # 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) + + diff --git a/scenes/main/Main.gd b/scenes/main/Main.gd index 6e10e80..106a775 100644 --- a/scenes/main/Main.gd +++ b/scenes/main/Main.gd @@ -7,11 +7,11 @@ const MAIN_MENU_SCENE = preload("res://scenes/ui/MainMenu.tscn") const SETTINGS_MENU_SCENE = preload("res://scenes/ui/SettingsMenu.tscn") func _ready(): - print("Main scene ready") + DebugManager.log_debug("Main scene ready", "Main") press_any_key_screen.any_key_pressed.connect(_on_any_key_pressed) func _on_any_key_pressed(): - print("Transitioning to main menu") + DebugManager.log_debug("Transitioning to main menu", "Main") press_any_key_screen.queue_free() show_main_menu() @@ -35,9 +35,9 @@ func clear_current_menu(): current_menu = null func _on_open_settings(): - print("Opening settings menu") + DebugManager.log_debug("Opening settings menu", "Main") show_settings_menu() func _on_back_to_main_menu(): - print("Back to main menu") + DebugManager.log_debug("Back to main menu", "Main") show_main_menu() diff --git a/scenes/main/PressAnyKeyScreen.gd b/scenes/main/PressAnyKeyScreen.gd index eedbbda..2299a84 100644 --- a/scenes/main/PressAnyKeyScreen.gd +++ b/scenes/main/PressAnyKeyScreen.gd @@ -3,12 +3,12 @@ extends Control signal any_key_pressed func _ready(): - print("PressAnyKeyScreen ready") + DebugManager.log_debug("PressAnyKeyScreen ready", "PressAnyKey") update_text() func _input(event): if event.is_action_pressed("any_key") or event is InputEventScreenTouch: - print("Any key pressed: ", event) + DebugManager.log_debug("Any key pressed: " + str(event), "PressAnyKey") any_key_pressed.emit() get_viewport().set_input_as_handled() diff --git a/scenes/ui/DebugMenu.gd b/scenes/ui/DebugMenu.gd index ae8e61d..3448be7 100644 --- a/scenes/ui/DebugMenu.gd +++ b/scenes/ui/DebugMenu.gd @@ -75,7 +75,7 @@ func _find_match3_scene(): break if match3_scene: - print("Debug: Found match3 scene: ", match3_scene.name) + DebugManager.log_debug("Found match3 scene: " + match3_scene.name, "DebugMenu") # Update UI with current values if match3_scene.has_method("get") and "TILE_TYPES" in match3_scene: gem_types_spinbox.value = match3_scene.TILE_TYPES @@ -136,30 +136,30 @@ func _on_regenerate_pressed(): _find_match3_scene() if not match3_scene: - print("Error: Could not find match3 scene for regeneration") + DebugManager.log_error("Could not find match3 scene for regeneration", "DebugMenu") return if match3_scene.has_method("regenerate_grid"): - print("Debug: Calling regenerate_grid()") + DebugManager.log_debug("Calling regenerate_grid()", "DebugMenu") await match3_scene.regenerate_grid() else: - print("Error: match3_scene does not have regenerate_grid method") + DebugManager.log_error("match3_scene does not have regenerate_grid method", "DebugMenu") 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") + DebugManager.log_error("Could not find match3 scene for gem types change", "DebugMenu") return var new_value = int(value) if match3_scene.has_method("set_tile_types"): - print("Debug: Setting tile types to ", new_value) + DebugManager.log_debug("Setting tile types to " + str(new_value), "DebugMenu") 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") + DebugManager.log_error("match3_scene does not have set_tile_types method", "DebugMenu") # Fallback: try to set TILE_TYPES directly if "TILE_TYPES" in match3_scene: match3_scene.TILE_TYPES = new_value @@ -170,7 +170,7 @@ func _on_grid_width_changed(value: float): _find_match3_scene() if not match3_scene: - print("Error: Could not find match3 scene for grid width change") + DebugManager.log_error("Could not find match3 scene for grid width change", "DebugMenu") return var new_width = int(value) @@ -180,17 +180,17 @@ func _on_grid_width_changed(value: float): 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) + DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), "DebugMenu") await match3_scene.set_grid_size(Vector2i(new_width, current_height)) else: - print("Error: match3_scene does not have set_grid_size method") + DebugManager.log_error("match3_scene does not have set_grid_size method", "DebugMenu") 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") + DebugManager.log_error("Could not find match3 scene for grid height change", "DebugMenu") return var new_height = int(value) @@ -200,7 +200,7 @@ func _on_grid_height_changed(value: float): 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) + DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), "DebugMenu") await match3_scene.set_grid_size(Vector2i(current_width, new_height)) else: - print("Error: match3_scene does not have set_grid_size method") + DebugManager.log_error("match3_scene does not have set_grid_size method", "DebugMenu") diff --git a/scenes/ui/MainMenu.gd b/scenes/ui/MainMenu.gd index ebfed14..d6a8fa0 100644 --- a/scenes/ui/MainMenu.gd +++ b/scenes/ui/MainMenu.gd @@ -3,19 +3,19 @@ extends Control signal open_settings func _ready(): - print("MainMenu ready") + DebugManager.log_info("MainMenu ready", "MainMenu") func _on_new_game_button_pressed(): AudioManager.play_ui_click() - print("New Game pressed") + DebugManager.log_info("New Game pressed", "MainMenu") GameManager.start_new_game() func _on_settings_button_pressed(): AudioManager.play_ui_click() - print("Settings pressed") + DebugManager.log_info("Settings pressed", "MainMenu") open_settings.emit() func _on_exit_button_pressed(): AudioManager.play_ui_click() - print("Exit pressed") + DebugManager.log_info("Exit pressed", "MainMenu") get_tree().quit() diff --git a/scenes/ui/SettingsMenu.gd b/scenes/ui/SettingsMenu.gd index d307234..afc7e9e 100644 --- a/scenes/ui/SettingsMenu.gd +++ b/scenes/ui/SettingsMenu.gd @@ -14,7 +14,7 @@ var language_codes = [] func _ready(): add_to_group("localizable") - print("SettingsMenu ready") + DebugManager.log_info("SettingsMenu ready", "Settings") setup_language_selector() var master_callback = _on_volume_slider_changed.bind("master_volume") @@ -49,19 +49,19 @@ func _on_volume_slider_changed(value, setting_key): settings_manager.set_setting(setting_key, value) func _exit_settings(): - print("Exiting settings") + DebugManager.log_info("Exiting settings", "Settings") settings_manager.save_settings() back_to_main_menu.emit() func _input(event): if event.is_action_pressed("ui_cancel") or event.is_action_pressed("ui_menu_toggle"): - print("ESC pressed in settings") + DebugManager.log_debug("ESC pressed in settings", "Settings") _exit_settings() get_viewport().set_input_as_handled() func _on_back_button_pressed(): AudioManager.play_ui_click() - print("Back button pressed") + DebugManager.log_info("Back button pressed", "Settings") _exit_settings() func setup_language_selector(): @@ -84,7 +84,7 @@ func _on_language_selector_item_selected(index: int): if index < language_codes.size(): var selected_lang = language_codes[index] settings_manager.set_setting("language", selected_lang) - print("Language changed to: ", selected_lang) + DebugManager.log_info("Language changed to: " + selected_lang, "Settings") localization_manager.change_language(selected_lang) func update_text(): @@ -98,7 +98,7 @@ func update_text(): func _on_reset_setting_button_pressed() -> void: AudioManager.play_ui_click() - print("Resetting settings") + DebugManager.log_info("Resetting settings", "Settings") settings_manager.reset_settings_to_defaults() _update_controls_from_settings() localization_manager.change_language(settings_manager.get_setting("language"))