add basic match3 logic
use proper logging everywhere add gamepad and keyboard control on match3 gameplay
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@@ -2,6 +2,13 @@ extends Node2D
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signal score_changed(points: int)
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enum GameState {
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WAITING, # Waiting for player input
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SELECTING, # First tile selected
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SWAPPING, # Animating tile swap
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PROCESSING # Processing matches and cascades
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}
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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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@@ -9,8 +16,14 @@ 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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var current_state: GameState = GameState.WAITING
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var selected_tile: Node2D = null
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var cursor_position: Vector2i = Vector2i(0, 0)
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var keyboard_navigation_enabled: bool = false
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func _ready():
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DebugManager.log_debug("Match3 _ready() started", "Match3")
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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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@@ -22,6 +35,11 @@ func _ready():
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_calculate_grid_layout()
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_initialize_grid()
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DebugManager.log_debug("Match3 _ready() completed, calling debug structure check", "Match3")
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# Debug: Check scene tree structure immediately
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call_deferred("_debug_scene_structure")
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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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@@ -52,13 +70,16 @@ func _initialize_grid():
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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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var tile_position = grid_offset + Vector2(x, y) * tile_size
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tile.position = tile_position
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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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# Connect tile signals
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tile.tile_selected.connect(_on_tile_selected)
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DebugManager.log_debug("Created tile at grid(%d,%d) world_pos(%s) with type %d" % [x, y, tile_position, new_type], "Match3")
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grid[y].append(tile)
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func _has_match_at(pos: Vector2i) -> bool:
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@@ -176,7 +197,7 @@ func regenerate_grid():
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# Use time-based seed to ensure different patterns each time
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var new_seed = Time.get_ticks_msec()
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seed(new_seed)
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print("Debug: Regenerating grid with seed: ", new_seed)
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DebugManager.log_debug("Regenerating grid with seed: " + str(new_seed), "Match3")
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# Fixed: Clear ALL tile children, not just ones in grid array
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# This handles any orphaned tiles that might not be tracked in the grid
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@@ -215,7 +236,226 @@ func set_tile_types(new_count: int):
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await regenerate_grid()
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func set_grid_size(new_size: Vector2i):
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print("Debug: Changing grid size from ", GRID_SIZE, " to ", new_size)
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DebugManager.log_debug("Changing grid size from " + str(GRID_SIZE) + " to " + str(new_size), "Match3")
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GRID_SIZE = new_size
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# Regenerate grid with new size
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await regenerate_grid()
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func reset_all_visual_states() -> void:
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# Debug function to reset all tile visual states
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DebugManager.log_debug("Resetting all tile visual states", "Match3")
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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 grid[y][x] and grid[y][x].has_method("force_reset_visual_state"):
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grid[y][x].force_reset_visual_state()
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# Reset game state
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selected_tile = null
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current_state = GameState.WAITING
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keyboard_navigation_enabled = false
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func _debug_scene_structure() -> void:
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DebugManager.log_debug("=== Scene Structure Debug ===", "Match3")
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DebugManager.log_debug("Match3 node children count: %d" % get_child_count(), "Match3")
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DebugManager.log_debug("Match3 global position: %s" % global_position, "Match3")
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DebugManager.log_debug("Match3 scale: %s" % scale, "Match3")
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# Check if grid is properly initialized
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if not grid or grid.size() == 0:
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DebugManager.log_error("Grid not initialized when debug structure called", "Match3")
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return
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# Check tiles
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var tile_count = 0
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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 y < grid.size() and x < grid[y].size() and grid[y][x]:
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tile_count += 1
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DebugManager.log_debug("Created %d tiles out of %d expected" % [tile_count, GRID_SIZE.x * GRID_SIZE.y], "Match3")
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# Check first tile in detail
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if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]:
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var first_tile = grid[0][0]
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DebugManager.log_debug("First tile global position: %s" % first_tile.global_position, "Match3")
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DebugManager.log_debug("First tile local position: %s" % first_tile.position, "Match3")
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# Check parent chain
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var current_node = self
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var depth = 0
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while current_node and depth < 10:
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DebugManager.log_debug("Parent level %d: %s (type: %s)" % [depth, current_node.name, current_node.get_class()], "Match3")
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current_node = current_node.get_parent()
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depth += 1
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func _input(event: InputEvent) -> void:
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# Debug key to reset all visual states
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if event.is_action_pressed("ui_menu_toggle") and DebugManager.is_debug_enabled():
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reset_all_visual_states()
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return
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if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING:
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return
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# Handle keyboard/gamepad navigation
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if event.is_action_pressed("move_up"):
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_move_cursor(Vector2i.UP)
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keyboard_navigation_enabled = true
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elif event.is_action_pressed("move_down"):
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_move_cursor(Vector2i.DOWN)
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keyboard_navigation_enabled = true
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elif event.is_action_pressed("move_left"):
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_move_cursor(Vector2i.LEFT)
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keyboard_navigation_enabled = true
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elif event.is_action_pressed("move_right"):
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_move_cursor(Vector2i.RIGHT)
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keyboard_navigation_enabled = true
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elif event.is_action_pressed("select_gem"):
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if keyboard_navigation_enabled:
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_select_tile_at_cursor()
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func _move_cursor(direction: Vector2i) -> void:
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var old_pos = cursor_position
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var new_pos = cursor_position + direction
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new_pos.x = clamp(new_pos.x, 0, GRID_SIZE.x - 1)
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new_pos.y = clamp(new_pos.y, 0, GRID_SIZE.y - 1)
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if new_pos != cursor_position:
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DebugManager.log_debug("Cursor moved from (%d,%d) to (%d,%d)" % [old_pos.x, old_pos.y, new_pos.x, new_pos.y], "Match3")
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# Clear highlighting from old cursor position (only if not selected)
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var old_tile = grid[cursor_position.y][cursor_position.x]
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if old_tile and not old_tile.is_selected:
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old_tile.is_highlighted = false
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cursor_position = new_pos
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# Highlight new cursor position (only if not selected)
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var new_tile = grid[cursor_position.y][cursor_position.x]
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if new_tile and not new_tile.is_selected:
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new_tile.is_highlighted = true
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func _select_tile_at_cursor() -> void:
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if cursor_position.x >= 0 and cursor_position.y >= 0 and cursor_position.x < GRID_SIZE.x and cursor_position.y < GRID_SIZE.y:
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var tile = grid[cursor_position.y][cursor_position.x]
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if tile:
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DebugManager.log_debug("Keyboard selection at cursor (%d,%d)" % [cursor_position.x, cursor_position.y], "Match3")
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_on_tile_selected(tile)
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func _on_tile_selected(tile: Node2D) -> void:
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if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING:
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DebugManager.log_debug("Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]], "Match3")
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return
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DebugManager.log_debug("Tile selected at (%d,%d), gem type: %d" % [tile.grid_position.x, tile.grid_position.y, tile.tile_type], "Match3")
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if current_state == GameState.WAITING:
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# First tile selection
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_select_tile(tile)
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elif current_state == GameState.SELECTING:
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if tile == selected_tile:
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# Deselect current tile
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DebugManager.log_debug("Same tile clicked - deselecting", "Match3")
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_deselect_tile()
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else:
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# Attempt to swap with selected tile
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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")
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_attempt_swap(selected_tile, tile)
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func _select_tile(tile: Node2D) -> void:
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selected_tile = tile
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tile.is_selected = true
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current_state = GameState.SELECTING
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DebugManager.log_debug("Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3")
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func _deselect_tile() -> void:
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if selected_tile:
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DebugManager.log_debug("Deselecting tile at (%d,%d)" % [selected_tile.grid_position.x, selected_tile.grid_position.y], "Match3")
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# Clear selection state
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selected_tile.is_selected = false
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# Handle cursor highlighting for keyboard navigation
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if keyboard_navigation_enabled:
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# Clear all highlighting first to avoid conflicts
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selected_tile.is_highlighted = false
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# Re-highlight cursor position if it's different from the deselected tile
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var cursor_tile = grid[cursor_position.y][cursor_position.x]
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if cursor_tile:
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cursor_tile.is_highlighted = true
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DebugManager.log_debug("Restored cursor highlighting at (%d,%d)" % [cursor_position.x, cursor_position.y], "Match3")
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else:
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# For mouse navigation, just clear highlighting
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selected_tile.is_highlighted = false
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selected_tile = null
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current_state = GameState.WAITING
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func _are_adjacent(tile1: Node2D, tile2: Node2D) -> bool:
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if not tile1 or not tile2:
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return false
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var pos1 = tile1.grid_position
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var pos2 = tile2.grid_position
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var diff = abs(pos1.x - pos2.x) + abs(pos1.y - pos2.y)
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return diff == 1
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func _attempt_swap(tile1: Node2D, tile2: Node2D) -> void:
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if not _are_adjacent(tile1, tile2):
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DebugManager.log_debug("Tiles are not adjacent, cannot swap", "Match3")
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return
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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")
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current_state = GameState.SWAPPING
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await _swap_tiles(tile1, tile2)
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# Check if swap creates matches
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if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position):
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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")
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_deselect_tile()
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current_state = GameState.PROCESSING
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_clear_matches()
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await get_tree().create_timer(0.3).timeout
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current_state = GameState.WAITING
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else:
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# Invalid swap - revert
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DebugManager.log_debug("No matches created, reverting swap", "Match3")
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await _swap_tiles(tile1, tile2) # Swap back
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DebugManager.log_debug("Swap reverted successfully", "Match3")
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_deselect_tile()
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current_state = GameState.WAITING
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func _swap_tiles(tile1: Node2D, tile2: Node2D) -> void:
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if not tile1 or not tile2:
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DebugManager.log_error("Cannot swap tiles - one or both tiles are null", "Match3")
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return
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# Update grid positions
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var pos1 = tile1.grid_position
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var pos2 = tile2.grid_position
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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")
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tile1.grid_position = pos2
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tile2.grid_position = pos1
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# Update grid array
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grid[pos1.y][pos1.x] = tile2
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grid[pos2.y][pos2.x] = tile1
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# Animate position swap
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var target_pos1 = grid_offset + Vector2(pos2.x, pos2.y) * tile_size
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var target_pos2 = grid_offset + Vector2(pos1.x, pos1.y) * tile_size
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DebugManager.log_trace("Animating tile movement over 0.3 seconds", "Match3")
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var tween = create_tween()
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tween.set_parallel(true)
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tween.tween_property(tile1, "position", target_pos1, 0.3)
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tween.tween_property(tile2, "position", target_pos2, 0.3)
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await tween.finished
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DebugManager.log_trace("Tile swap animation completed", "Match3")
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