add basic match3 logic
use proper logging everywhere add gamepad and keyboard control on match3 gameplay
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@@ -1,7 +1,12 @@
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extends Node2D
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signal tile_selected(tile: Node2D)
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@export var tile_type: int = 0 : set = _set_tile_type
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var grid_position: Vector2i
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var is_selected: bool = false : set = _set_selected
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var is_highlighted: bool = false : set = _set_highlighted
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var original_scale: Vector2 = Vector2.ONE # Store the original scale for the board
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@onready var sprite: Sprite2D = $Sprite2D
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@@ -28,7 +33,6 @@ var active_gem_types = [] # Will be set from current_gem_pool
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func _set_tile_type(value: int) -> void:
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tile_type = value
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print("Debug: _set_tile_type called with value ", value, ", active_gem_types.size() = ", active_gem_types.size())
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# Fixed: Add sprite null check to prevent crashes during initialization
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if not sprite:
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return
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@@ -38,7 +42,7 @@ func _set_tile_type(value: int) -> void:
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# print("Debug: Set texture_index ", texture_index, " for tile_type ", value)
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_scale_sprite_to_fit()
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else:
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push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
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DebugManager.log_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1), "Match3")
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func _scale_sprite_to_fit() -> void:
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# Fixed: Add additional null checks
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@@ -46,7 +50,9 @@ func _scale_sprite_to_fit() -> void:
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var texture_size = sprite.texture.get_size()
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var max_dimension = max(texture_size.x, texture_size.y)
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var scale_factor = TILE_SIZE / max_dimension
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sprite.scale = Vector2(scale_factor, scale_factor)
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original_scale = Vector2(scale_factor, scale_factor)
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sprite.scale = original_scale
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DebugManager.log_debug("Set original scale to %s for tile (%d,%d)" % [original_scale, grid_position.x, grid_position.y], "Match3")
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# Gem pool management functions
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static func set_active_gem_pool(gem_indices: Array) -> void:
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@@ -108,9 +114,78 @@ func _remove_gem_type(gem_index: int) -> void:
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tile_type = 0
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_set_tile_type(tile_type)
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func _set_selected(value: bool) -> void:
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var old_value = is_selected
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is_selected = value
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DebugManager.log_debug("Tile (%d,%d) selection changed: %s -> %s" % [grid_position.x, grid_position.y, old_value, value], "Match3")
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_update_visual_feedback()
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func _set_highlighted(value: bool) -> void:
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var old_value = is_highlighted
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is_highlighted = value
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DebugManager.log_debug("Tile (%d,%d) highlight changed: %s -> %s" % [grid_position.x, grid_position.y, old_value, value], "Match3")
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_update_visual_feedback()
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func _update_visual_feedback() -> void:
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if not sprite:
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return
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# Determine target values based on priority: selected > highlighted > normal
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var target_modulate: Color
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var target_scale: Vector2
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var scale_multiplier: float
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if is_selected:
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# Selected: bright and 20% larger than original board size
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target_modulate = Color(1.2, 1.2, 1.2, 1.0)
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scale_multiplier = 1.2
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DebugManager.log_debug("SELECTING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3")
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elif is_highlighted:
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# Highlighted: subtle glow and 10% larger than original board size
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target_modulate = Color(1.1, 1.1, 1.1, 1.0)
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scale_multiplier = 1.1
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DebugManager.log_debug("HIGHLIGHTING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3")
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else:
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# Normal state: white and original board size
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target_modulate = Color.WHITE
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scale_multiplier = 1.0
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DebugManager.log_debug("NORMALIZING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3")
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# Calculate target scale relative to original board scale
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target_scale = original_scale * scale_multiplier
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# Apply modulate immediately
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sprite.modulate = target_modulate
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# Only animate scale if it's actually changing
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if sprite.scale != target_scale:
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DebugManager.log_debug("Animating scale from %s to %s for tile (%d,%d)" % [sprite.scale, target_scale, grid_position.x, grid_position.y], "Match3")
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var tween = create_tween()
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tween.tween_property(sprite, "scale", target_scale, 0.15)
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# Add completion callback for debugging
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tween.tween_callback(_on_scale_animation_completed.bind(target_scale))
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else:
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DebugManager.log_debug("No scale change needed for tile (%d,%d)" % [grid_position.x, grid_position.y], "Match3")
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func _on_scale_animation_completed(expected_scale: Vector2) -> void:
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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")
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func force_reset_visual_state() -> void:
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# Force reset all visual states - debug function
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is_selected = false
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is_highlighted = false
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if sprite:
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sprite.modulate = Color.WHITE
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sprite.scale = original_scale # Reset to original board scale, not 1.0
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DebugManager.log_debug("Forced visual reset on tile (%d,%d) to original scale %s" % [grid_position.x, grid_position.y, original_scale], "Match3")
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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add_to_group("tiles") # Add to group for gem pool management
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# Initialize with current static gem pool
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active_gem_types = current_gem_pool.duplicate()
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_set_tile_type(tile_type)
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