make grid shuffle, grid sizy, gem color types

This commit is contained in:
2025-09-24 01:39:18 +04:00
committed by nett00n
parent d8435ef46c
commit e11e864b26
12 changed files with 565 additions and 48 deletions

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@@ -25,6 +25,7 @@ SettingsManager="*res://src/autoloads/SettingsManager.gd"
AudioManager="*res://src/autoloads/AudioManager.gd"
GameManager="*res://src/autoloads/GameManager.gd"
LocalizationManager="*res://src/autoloads/LocalizationManager.gd"
DebugManager="*res://src/autoloads/DebugManager.gd"
[input]

View File

@@ -1,27 +1,17 @@
extends Node
@onready var back_button: Button = $BackButtonContainer/BackButton
const MATCH3_SCENE_PATH := "res://scenes/match3/match3.tscn"
var match3_instance: Node
# Fixed: Use static Match3 instance from scene instead of dynamic loading
@onready var match3_instance: Node = $Match3
func _ready() -> void:
if not back_button.pressed.is_connected(_on_back_button_pressed):
back_button.pressed.connect(_on_back_button_pressed)
_load_match3_scene()
# Fixed: No need to load match3 scene - it's already in the scene tree
func _on_back_button_pressed() -> void:
AudioManager.play_ui_click()
GameManager.save_game()
if match3_instance and is_instance_valid(match3_instance):
match3_instance.queue_free()
# Fixed: Don't free the static instance, just exit
GameManager.exit_to_main_menu()
func _load_match3_scene() -> void:
var match3_scene := load(MATCH3_SCENE_PATH)
if not match3_scene or not match3_scene is PackedScene:
push_error("Failed to load Match3 scene at: %s" % MATCH3_SCENE_PATH)
return
match3_instance = match3_scene.instantiate()
add_child(match3_instance)

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@@ -1,7 +1,9 @@
[gd_scene load_steps=3 format=3 uid="uid://dmwkyeq2l7u04"]
[gd_scene load_steps=5 format=3 uid="uid://dmwkyeq2l7u04"]
[ext_resource type="Script" uid="uid://b16jnk7w22mb" path="res://scenes/game/game.gd" id="1_uwrxv"]
[ext_resource type="PackedScene" uid="uid://b4kv7g7kllwgb" path="res://scenes/match3/match3.tscn" id="2_yqjtg"]
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]
[ext_resource type="PackedScene" uid="uid://fax5m4ywp1r3" path="res://scenes/ui/DebugMenu.tscn" id="4_debug_menu"]
[node name="Game" type="Node"]
script = ExtResource("1_uwrxv")
@@ -19,3 +21,7 @@ offset_bottom = 31.0
text = "back"
[node name="Match3" parent="." instance=ExtResource("2_yqjtg")]
[node name="DebugToggle" parent="." instance=ExtResource("3_debug")]
[node name="DebugMenu" parent="." instance=ExtResource("4_debug_menu")]

View File

@@ -1,8 +1,9 @@
[gd_scene load_steps=4 format=3 uid="uid://ci2gk11211n0d"]
[gd_scene load_steps=5 format=3 uid="uid://ci2gk11211n0d"]
[ext_resource type="Script" uid="uid://b0uwk2jlm6g08" path="res://scenes/main/Main.gd" id="1_0wfyh"]
[ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/PressAnyKeyScreen.tscn" id="1_o5qli"]
[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="2_sugp2"]
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="4_v7g8d"]
[node name="main" type="Control"]
layout_mode = 3
@@ -25,3 +26,6 @@ stretch_mode = 1
[node name="PressAnyKeyScreen" parent="." instance=ExtResource("1_o5qli")]
layout_mode = 1
[node name="DebugToggle" parent="." instance=ExtResource("4_v7g8d")]
layout_mode = 1

View File

@@ -1,26 +1,71 @@
extends Node2D
const GRID_SIZE := Vector2i(8, 8)
const TILE_TYPES := 5
var GRID_SIZE := Vector2i(8, 8)
var TILE_TYPES := 5
const TILE_SCENE := preload("res://scenes/match3/tile.tscn")
var grid := []
var tile_size: float = 48.0
var grid_offset: Vector2
func _ready():
# Set up initial gem pool
var gem_indices = []
for i in range(TILE_TYPES):
gem_indices.append(i)
const TileScript = preload("res://scenes/match3/tile.gd")
TileScript.set_active_gem_pool(gem_indices)
_calculate_grid_layout()
_initialize_grid()
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
var available_height = viewport_size.y * 0.7 # Use 70% of screen height
# Calculate tile size based on available space
var max_tile_width = available_width / GRID_SIZE.x
var max_tile_height = available_height / GRID_SIZE.y
tile_size = min(max_tile_width, max_tile_height)
# Align grid to left side with some margin
var total_grid_height = tile_size * GRID_SIZE.y
grid_offset = Vector2(
50, # Left margin
(viewport_size.y - total_grid_height) / 2 + 50 # Vertically centered with top margin
)
func _initialize_grid():
# Update gem pool BEFORE creating any tiles
var gem_indices = []
for i in range(TILE_TYPES):
gem_indices.append(i)
const TileScript = preload("res://scenes/match3/tile.gd")
TileScript.set_active_gem_pool(gem_indices)
for y in range(GRID_SIZE.y):
grid.append([])
for x in range(GRID_SIZE.x):
var tile = TILE_SCENE.instantiate()
tile.position = Vector2(x, y) * 64 # Adjust to your tile size
tile.position = grid_offset + Vector2(x, y) * tile_size
tile.grid_position = Vector2i(x, y)
tile.tile_type = randi() % TILE_TYPES
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)
grid[y].append(tile)
func _has_match_at(pos: Vector2i) -> bool:
# Fixed: Add bounds and null checks
if pos.x < 0 or pos.y < 0 or pos.x >= GRID_SIZE.x or pos.y >= GRID_SIZE.y:
return false
if not grid[pos.y][pos.x]:
return false
var matches_horizontal = _get_match_line(pos, Vector2i(1, 0))
if matches_horizontal.size() >= 3:
return true
@@ -28,15 +73,25 @@ func _has_match_at(pos: Vector2i) -> bool:
var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
return matches_vertical.size() >= 3
# Fixed: Add missing function to check for any matches on the board
func _check_for_matches() -> bool:
for y in range(GRID_SIZE.y):
for x in range(GRID_SIZE.x):
if _has_match_at(Vector2i(x, y)):
return true
return false
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
var line = [grid[start.y][start.x]]
var type = grid[start.y][start.x].tile_type
# Fixed: Check in both directions separately to avoid infinite loops
for offset in [1, -1]:
var current = start + dir * offset
while current.x >= 0 and current.y >= 0 and current.x < GRID_SIZE.x and current.y < GRID_SIZE.y:
var neighbor = grid[current.y][current.x]
if neighbor.tile_type != type:
# Fixed: Add null check to prevent crashes
if not neighbor or neighbor.tile_type != type:
break
line.append(neighbor)
current += dir * offset
@@ -48,6 +103,9 @@ func _clear_matches():
for y in range(GRID_SIZE.y):
for x in range(GRID_SIZE.x):
# Fixed: Add null check before processing
if not grid[y][x]:
continue
var pos = Vector2i(x, y)
var horiz = _get_match_line(pos, Vector2i(1, 0))
if horiz.size() >= 3:
@@ -62,6 +120,10 @@ func _clear_matches():
unique_dict[tile] = true
to_clear = unique_dict.keys()
# Fixed: Only proceed if there are matches to clear
if to_clear.size() == 0:
return
for tile in to_clear:
grid[tile.grid_position.y][tile.grid_position.x] = null
tile.queue_free()
@@ -75,15 +137,17 @@ func _drop_tiles():
while moved:
moved = false
for x in range(GRID_SIZE.x):
for y in range(GRID_SIZE.y - 2, -1, -1):
# Fixed: Start from GRID_SIZE.y - 1 to avoid out of bounds
for y in range(GRID_SIZE.y - 1, -1, -1):
var tile = grid[y][x]
if tile and not grid[y + 1][x]:
# Fixed: Check bounds before accessing y + 1
if tile and y + 1 < GRID_SIZE.y and not grid[y + 1][x]:
grid[y + 1][x] = tile
grid[y][x] = null
tile.grid_position = Vector2i(x, y + 1)
# You can animate position here using Tween for smooth drop:
# tween.interpolate_property(tile, "position", tile.position, Vector2(x, y + 1) * 64, 0.2)
tile.position = Vector2(x, y + 1) * 64
# tween.interpolate_property(tile, "position", tile.position, grid_offset + Vector2(x, y + 1) * tile_size, 0.2)
tile.position = grid_offset + Vector2(x, y + 1) * tile_size
moved = true
func _fill_empty_cells():
@@ -93,10 +157,63 @@ func _fill_empty_cells():
var tile = TILE_SCENE.instantiate()
tile.grid_position = Vector2i(x, y)
tile.tile_type = randi() % TILE_TYPES
tile.position = Vector2(x, y) * 64
tile.position = grid_offset + Vector2(x, y) * tile_size
grid[y][x] = tile
add_child(tile)
# Recheck matches
# Fixed: Add recursion protection to prevent stack overflow
await get_tree().create_timer(0.1).timeout
var max_iterations = 10
var iteration = 0
while _check_for_matches() and iteration < max_iterations:
_clear_matches()
await get_tree().create_timer(0.1).timeout
iteration += 1
func regenerate_grid():
# Use time-based seed to ensure different patterns each time
var new_seed = Time.get_ticks_msec()
seed(new_seed)
print("Debug: Regenerating grid with seed: ", new_seed)
# Fixed: Clear ALL tile children, not just ones in grid array
# This handles any orphaned tiles that might not be tracked in the grid
var children_to_remove = []
for child in get_children():
if child.has_method("get_script") and child.get_script():
var script_path = child.get_script().resource_path
if script_path == "res://scenes/match3/tile.gd":
children_to_remove.append(child)
# Remove all found tile children
for child in children_to_remove:
child.free()
# Also clear grid array references
for y in range(grid.size()):
if grid[y] and grid[y] is Array:
for x in range(grid[y].size()):
# Set to null since we already freed the nodes above
grid[y][x] = null
# Clear the grid array
grid.clear()
# No need to wait for nodes to be freed since we used free()
# Fixed: Recalculate grid layout before regenerating tiles
_calculate_grid_layout()
# Regenerate the grid (gem pool is updated in _initialize_grid)
_initialize_grid()
func set_tile_types(new_count: int):
TILE_TYPES = new_count
# Regenerate grid with new tile types (gem pool is updated in regenerate_grid)
await regenerate_grid()
func set_grid_size(new_size: Vector2i):
print("Debug: Changing grid size from ", GRID_SIZE, " to ", new_size)
GRID_SIZE = new_size
# Regenerate grid with new size
await regenerate_grid()

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@@ -1,6 +1,6 @@
extends Node2D
@export var tile_type: int = 0
@export var tile_type: int = 0 : set = _set_tile_type
var grid_position: Vector2i
@onready var sprite: Sprite2D = $Sprite2D
@@ -20,20 +20,29 @@ var all_gem_textures = [
preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem
]
# Static variable to store the current gem pool for all tiles
static var current_gem_pool = [0, 1, 2, 3, 4] # Start with first 5 gems
# Currently active gem types (indices into all_gem_textures)
var active_gem_types = [0, 1, 2, 3, 4] # Start with first 5 gems
var active_gem_types = [] # Will be set from current_gem_pool
func _set_tile_type(value: int) -> void:
tile_type = value
print("Debug: _set_tile_type called with value ", value, ", active_gem_types.size() = ", active_gem_types.size())
# Fixed: Add sprite null check to prevent crashes during initialization
if not sprite:
return
if value >= 0 and value < active_gem_types.size():
var texture_index = active_gem_types[value]
sprite.texture = all_gem_textures[texture_index]
print("Debug: Set texture_index ", texture_index, " for tile_type ", value)
_scale_sprite_to_fit()
else:
push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
func _scale_sprite_to_fit() -> void:
if sprite.texture:
# Fixed: Add additional null checks
if sprite and sprite.texture:
var texture_size = sprite.texture.get_size()
var max_dimension = max(texture_size.x, texture_size.y)
var scale_factor = TILE_SIZE / max_dimension
@@ -41,8 +50,13 @@ func _scale_sprite_to_fit() -> void:
# Gem pool management functions
static func set_active_gem_pool(gem_indices: Array) -> void:
# Update all tile instances to use new gem pool
var tiles = get_tree().get_nodes_in_group("tiles")
# Update static gem pool for new tiles
current_gem_pool = gem_indices.duplicate()
# Update all existing tile instances to use new gem pool
var scene_tree = Engine.get_main_loop() as SceneTree
if scene_tree:
var tiles = scene_tree.get_nodes_in_group("tiles")
for tile in tiles:
if tile.has_method("_update_active_gems"):
tile._update_active_gems(gem_indices)
@@ -51,18 +65,23 @@ func _update_active_gems(gem_indices: Array) -> void:
active_gem_types = gem_indices.duplicate()
# Re-validate current tile type
if tile_type >= active_gem_types.size():
tile_type = 0 # Reset to first available type
# Generate a new random tile type within valid range
tile_type = randi() % active_gem_types.size()
_set_tile_type(tile_type)
static func get_active_gem_count() -> int:
# Get from any tile instance or default
var tiles = get_tree().get_nodes_in_group("tiles")
var scene_tree = Engine.get_main_loop() as SceneTree
if scene_tree:
var tiles = scene_tree.get_nodes_in_group("tiles")
if tiles.size() > 0:
return tiles[0].active_gem_types.size()
return 5 # Default
static func add_gem_to_pool(gem_index: int) -> void:
var tiles = get_tree().get_nodes_in_group("tiles")
var scene_tree = Engine.get_main_loop() as SceneTree
if scene_tree:
var tiles = scene_tree.get_nodes_in_group("tiles")
for tile in tiles:
if tile.has_method("_add_gem_type"):
tile._add_gem_type(gem_index)
@@ -73,7 +92,9 @@ func _add_gem_type(gem_index: int) -> void:
active_gem_types.append(gem_index)
static func remove_gem_from_pool(gem_index: int) -> void:
var tiles = get_tree().get_nodes_in_group("tiles")
var scene_tree = Engine.get_main_loop() as SceneTree
if scene_tree:
var tiles = scene_tree.get_nodes_in_group("tiles")
for tile in tiles:
if tile.has_method("_remove_gem_type"):
tile._remove_gem_type(gem_index)
@@ -90,4 +111,6 @@ func _remove_gem_type(gem_index: int) -> void:
# 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)

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@@ -0,0 +1,25 @@
[gd_scene load_steps=2 format=3 uid="uid://dmjfgs6r4yfwl"]
[ext_resource type="Script" uid="uid://bt6a8gpw1e31c" path="res://scenes/ui/DebugButton.gd" id="1_debug_script"]
[node name="DebugButton" type="Control"]
layout_mode = 3
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -80.0
offset_top = -40.0
grow_horizontal = 0
grow_vertical = 0
script = ExtResource("1_debug_script")
[node name="Button" type="Button" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
text = "DEBUG"

203
scenes/ui/DebugMenu.gd Normal file
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@@ -0,0 +1,203 @@
extends Control
@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
var match3_scene: Node2D
var search_timer: Timer
# Fixed: Add cleanup function
func _exit_tree():
if search_timer:
search_timer.queue_free()
func _ready():
visible = false
DebugManager.debug_toggled.connect(_on_debug_toggled)
regenerate_button.pressed.connect(_on_regenerate_pressed)
gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
# Initialize gem types spinbox
gem_types_spinbox.min_value = 3
gem_types_spinbox.max_value = 8
gem_types_spinbox.step = 1
gem_types_spinbox.value = 5 # Default value
# Initialize grid size spinboxes
grid_width_spinbox.min_value = 4
grid_width_spinbox.max_value = 12
grid_width_spinbox.step = 1
grid_width_spinbox.value = 8 # Default value
grid_height_spinbox.min_value = 4
grid_height_spinbox.max_value = 12
grid_height_spinbox.step = 1
grid_height_spinbox.value = 8 # Default value
# Fixed: Create timer for periodic match3 scene search
search_timer = Timer.new()
search_timer.wait_time = 0.1
search_timer.timeout.connect(_find_match3_scene)
add_child(search_timer)
# Start searching immediately and continue until found
_find_match3_scene()
func _find_match3_scene():
# Fixed: Search more thoroughly for match3 scene
if match3_scene:
# Already found, stop searching
if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
search_timer.stop()
return
# Search in current scene tree
var current_scene = get_tree().current_scene
if current_scene:
# Try to find match3 by class name first
match3_scene = _find_node_by_script(current_scene, "res://scenes/match3/match3.gd")
# Fallback: search by common node names
if not match3_scene:
for possible_name in ["Match3", "match3", "Match3Game"]:
match3_scene = current_scene.find_child(possible_name, true, false)
if match3_scene:
break
if match3_scene:
print("Debug: Found match3 scene: ", match3_scene.name)
# 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
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
# Update grid size values
if "GRID_SIZE" in match3_scene:
var grid_size = match3_scene.GRID_SIZE
grid_width_spinbox.value = grid_size.x
grid_height_spinbox.value = grid_size.y
grid_width_label.text = "Width: " + str(grid_size.x)
grid_height_label.text = "Height: " + str(grid_size.y)
# Stop the search timer
if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
search_timer.stop()
else:
# Continue searching if not found
if search_timer and not search_timer.timeout.is_connected(_find_match3_scene):
search_timer.timeout.connect(_find_match3_scene)
search_timer.start()
func _find_node_by_script(node: Node, script_path: String) -> Node:
# Helper function to find node by its script path
if node.get_script():
var node_script = node.get_script()
if node_script.resource_path == script_path:
return node
for child in node.get_children():
var result = _find_node_by_script(child, script_path)
if result:
return result
return null
func _on_debug_toggled(enabled: bool):
visible = enabled
if enabled:
# Always refresh match3 scene reference when debug menu opens
if not match3_scene:
_find_match3_scene()
# Update display values
if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
gem_types_spinbox.value = match3_scene.TILE_TYPES
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
# Update grid size display values
if match3_scene and "GRID_SIZE" in match3_scene:
var grid_size = match3_scene.GRID_SIZE
grid_width_spinbox.value = grid_size.x
grid_height_spinbox.value = grid_size.y
grid_width_label.text = "Width: " + str(grid_size.x)
grid_height_label.text = "Height: " + str(grid_size.y)
func _on_regenerate_pressed():
if not match3_scene:
_find_match3_scene()
if not match3_scene:
print("Error: Could not find match3 scene for regeneration")
return
if match3_scene.has_method("regenerate_grid"):
print("Debug: Calling regenerate_grid()")
await match3_scene.regenerate_grid()
else:
print("Error: match3_scene does not have regenerate_grid method")
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")
return
var new_value = int(value)
if match3_scene.has_method("set_tile_types"):
print("Debug: Setting tile types to ", new_value)
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")
# Fallback: try to set TILE_TYPES directly
if "TILE_TYPES" in match3_scene:
match3_scene.TILE_TYPES = new_value
gem_types_label.text = "Gem Types: " + str(new_value)
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")
return
var new_width = int(value)
grid_width_label.text = "Width: " + str(new_width)
# Get current height
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)
await match3_scene.set_grid_size(Vector2i(new_width, current_height))
else:
print("Error: match3_scene does not have set_grid_size method")
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")
return
var new_height = int(value)
grid_height_label.text = "Height: " + str(new_height)
# Get current width
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)
await match3_scene.set_grid_size(Vector2i(current_width, new_height))
else:
print("Error: match3_scene does not have set_grid_size method")

83
scenes/ui/DebugMenu.tscn Normal file
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@@ -0,0 +1,83 @@
[gd_scene load_steps=2 format=3 uid="uid://fax5m4ywp1r3"]
[ext_resource type="Script" uid="uid://b4ppfg1tb0al0" path="res://scenes/ui/DebugMenu.gd" id="1_debug_menu"]
[node name="DebugMenu" type="Control"]
layout_mode = 3
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -201.0
offset_top = 59.0
offset_right = -11.0
offset_bottom = 169.0
grow_horizontal = 0
script = ExtResource("1_debug_menu")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 10.0
offset_top = 10.0
offset_right = -10.0
offset_bottom = -10.0
grow_horizontal = 2
grow_vertical = 2
[node name="TitleLabel" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Debug Menu"
horizontal_alignment = 1
[node name="RegenerateButton" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Generate New Grid"
[node name="GemTypesContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="GemTypesLabel" type="Label" parent="VBoxContainer/GemTypesContainer"]
layout_mode = 2
text = "Gem Types: 5"
[node name="GemTypesSpinBox" type="SpinBox" parent="VBoxContainer/GemTypesContainer"]
layout_mode = 2
min_value = 3.0
max_value = 8.0
value = 5.0
[node name="GridSizeContainer" type="VBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="GridSizeLabel" type="Label" parent="VBoxContainer/GridSizeContainer"]
layout_mode = 2
text = "Grid Size"
horizontal_alignment = 1
[node name="GridWidthContainer" type="HBoxContainer" parent="VBoxContainer/GridSizeContainer"]
layout_mode = 2
[node name="GridWidthLabel" type="Label" parent="VBoxContainer/GridSizeContainer/GridWidthContainer"]
layout_mode = 2
text = "Width: 8"
[node name="GridWidthSpinBox" type="SpinBox" parent="VBoxContainer/GridSizeContainer/GridWidthContainer"]
layout_mode = 2
min_value = 4.0
max_value = 12.0
value = 8.0
[node name="GridHeightContainer" type="HBoxContainer" parent="VBoxContainer/GridSizeContainer"]
layout_mode = 2
[node name="GridHeightLabel" type="Label" parent="VBoxContainer/GridSizeContainer/GridHeightContainer"]
layout_mode = 2
text = "Height: 8"
[node name="GridHeightSpinBox" type="SpinBox" parent="VBoxContainer/GridSizeContainer/GridHeightContainer"]
layout_mode = 2
min_value = 4.0
max_value = 12.0
value = 8.0

12
scenes/ui/DebugToggle.gd Normal file
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@@ -0,0 +1,12 @@
extends Button
func _ready():
text = "Debug: OFF"
pressed.connect(_on_pressed)
DebugManager.debug_toggled.connect(_on_debug_toggled)
func _on_pressed():
DebugManager.toggle_debug()
func _on_debug_toggled(enabled: bool):
text = "Debug: " + ("ON" if enabled else "OFF")

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@@ -0,0 +1,18 @@
[gd_scene load_steps=2 format=3 uid="uid://df2b4wn8j6cxl"]
[ext_resource type="Script" path="res://scenes/ui/DebugToggle.gd" id="1_gn2ol"]
[node name="DebugToggle" type="Button"]
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -110.0
offset_top = -40.0
offset_right = -10.0
offset_bottom = -10.0
grow_horizontal = 0
grow_vertical = 0
text = "Debug: OFF"
script = ExtResource("1_gn2ol")

View File

@@ -0,0 +1,35 @@
extends Node
signal debug_toggled(enabled: bool)
var debug_enabled: bool = false
var debug_overlay_visible: bool = false
func _ready():
print("DebugManager loaded")
func toggle_debug():
debug_enabled = !debug_enabled
debug_toggled.emit(debug_enabled)
print("Debug mode: ", "ON" if debug_enabled else "OFF")
func set_debug_enabled(enabled: bool):
if debug_enabled != enabled:
debug_enabled = enabled
debug_toggled.emit(debug_enabled)
func is_debug_enabled() -> bool:
return debug_enabled
func toggle_overlay():
debug_overlay_visible = !debug_overlay_visible
func set_overlay_visible(visible: bool):
debug_overlay_visible = visible
func is_overlay_visible() -> bool:
return debug_overlay_visible
func log_debug(message: String, category: String = "DEBUG"):
if debug_enabled:
print("[", category, "] ", message)