add basic match3 logic

use proper logging everywhere
add gamepad and keyboard control on match3 gameplay
This commit is contained in:
2025-09-24 16:58:08 +04:00
parent e76297b3f3
commit bbf512b675
14 changed files with 466 additions and 63 deletions

View File

@@ -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))

View File

@@ -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")

View File

@@ -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")

View File

@@ -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)