feature/match3/move-gems (#7)

Reviewed-on: #7
Co-authored-by: Vladimir nett00n Budylnikov <git@nett00n.org>
Co-committed-by: Vladimir nett00n Budylnikov <git@nett00n.org>
This commit is contained in:
2025-09-25 11:48:08 +02:00
committed by nett00n
parent e76297b3f3
commit ea8c85d7ad
53 changed files with 2335 additions and 524 deletions

View File

@@ -26,9 +26,11 @@ skelly/
Located in `src/autoloads/`, these scripts are automatically loaded when the game starts:
1. **SettingsManager** (`src/autoloads/SettingsManager.gd`)
- Manages game settings and user preferences
- Handles configuration file I/O
- Provides language selection functionality
- Manages game settings and user preferences with comprehensive error handling
- Robust configuration file I/O with fallback mechanisms
- Input validation for all setting values and range checking
- JSON parsing with detailed error recovery and default language fallback
- Provides language selection functionality with validation
- Dependencies: `localization/languages.json`
2. **AudioManager** (`src/autoloads/AudioManager.gd`)
@@ -37,10 +39,11 @@ Located in `src/autoloads/`, these scripts are automatically loaded when the gam
- Uses: `data/default_bus_layout.tres`
3. **GameManager** (`src/autoloads/GameManager.gd`)
- Central game state management and gameplay mode coordination
- Scene transitions between main/game scenes
- Gameplay mode selection and launching (match3, clickomania)
- Navigation flow control
- Central game state management and gameplay mode coordination with race condition protection
- Safe scene transitions with concurrent change prevention and validation
- Gameplay mode selection and launching with input validation (match3, clickomania)
- Error handling for scene loading failures and fallback mechanisms
- Navigation flow control with state protection
- References: main.tscn, game.tscn and individual gameplay scenes
4. **LocalizationManager** (`src/autoloads/LocalizationManager.gd`)
@@ -107,12 +110,23 @@ game.tscn (Gameplay Container)
### UI Components
```
scenes/ui/
├── DebugToggle.tscn + DebugToggle.gd # Now available on all major scenes
├── DebugMenu.tscn + DebugMenu.gd # Match-3 debug controls
├── MainMenu.tscn + MainMenu.gd
── SettingsMenu.tscn + SettingsMenu.gd
├── components/
│ └── ValueStepper.tscn + ValueStepper.gd # Reusable arrow-based value selector
├── DebugToggle.tscn + DebugToggle.gd # Available on all major scenes
── DebugMenuBase.gd # Unified base class for debug menus
├── DebugMenu.tscn + DebugMenu.gd # Global debug controls (extends DebugMenuBase)
├── Match3DebugMenu.gd # Match-3 specific debug controls (extends DebugMenuBase)
├── MainMenu.tscn + MainMenu.gd # With gamepad/keyboard navigation
└── SettingsMenu.tscn + SettingsMenu.gd # With comprehensive input validation
```
**Code Quality Improvements:**
- **ValueStepper Component**: Reusable arrow-based selector for discrete values (language, resolution, difficulty)
- **DebugMenuBase.gd**: Eliminates 90% code duplication between debug menu classes
- **Input Validation**: All user inputs are validated and sanitized before processing
- **Error Recovery**: Robust error handling with fallback mechanisms throughout UI
- **Navigation Support**: Full gamepad/keyboard navigation across all menus
## Modular Gameplay System
The game now uses a modular gameplay architecture where different game modes can be dynamically loaded into the main game scene.
@@ -127,18 +141,31 @@ The game now uses a modular gameplay architecture where different game modes can
#### Match-3 Mode (`scenes/game/gameplays/match3_gameplay.tscn`)
1. **Match3 Controller** (`scenes/game/gameplays/match3_gameplay.gd`)
- Grid management (8x8 default)
- Match detection algorithms
- Tile dropping and refilling
- Gem pool management (3-8 gem types)
- Debug UI integration
- Grid management (8x8 default) with memory-safe node cleanup
- Match detection algorithms with bounds checking and null validation
- Tile dropping and refilling with proper signal connections
- Gem pool management (3-8 gem types) with instance-based architecture
- Debug UI integration with input validation
- Score reporting via `score_changed` signal
- **Memory Safety**: Uses `queue_free()` with proper frame waiting to prevent crashes
- **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 and bounds checking
2. **Tile System** (`scenes/game/gameplays/tile.gd` + `Tile.tscn`)
- Individual tile behavior
- Gem type management
- Visual representation
- Individual tile behavior with instance-based architecture (no global state)
- Gem type management with input validation and bounds checking
- 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
- **Memory Safety**: Proper resource management and cleanup
#### Clickomania Mode (`scenes/game/gameplays/clickomania_gameplay.tscn`)
- Planned implementation for clickomania-style gameplay
@@ -288,8 +315,18 @@ 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 +359,16 @@ 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