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:
@@ -24,19 +24,28 @@ func set_gameplay_mode(mode: String) -> void:
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load_gameplay(mode)
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func load_gameplay(mode: String) -> void:
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DebugManager.log_debug("Loading gameplay mode: %s" % mode, "Game")
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# Clear existing gameplay
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for child in gameplay_container.get_children():
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DebugManager.log_debug("Removing existing child: %s" % child.name, "Game")
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child.queue_free()
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# Load new gameplay
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if GAMEPLAY_SCENES.has(mode):
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DebugManager.log_debug("Found scene path: %s" % GAMEPLAY_SCENES[mode], "Game")
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var gameplay_scene = load(GAMEPLAY_SCENES[mode])
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var gameplay_instance = gameplay_scene.instantiate()
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DebugManager.log_debug("Instantiated gameplay: %s" % gameplay_instance.name, "Game")
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gameplay_container.add_child(gameplay_instance)
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DebugManager.log_debug("Added gameplay to container, child count now: %d" % gameplay_container.get_child_count(), "Game")
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# Connect gameplay signals to shared systems
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if gameplay_instance.has_signal("score_changed"):
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gameplay_instance.score_changed.connect(_on_score_changed)
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DebugManager.log_debug("Connected score_changed signal", "Game")
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else:
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DebugManager.log_error("Gameplay mode '%s' not found in GAMEPLAY_SCENES" % mode, "Game")
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func set_global_score(value: int) -> void:
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global_score = value
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@@ -47,17 +56,17 @@ func _on_score_changed(points: int) -> void:
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self.global_score += points
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func _on_back_button_pressed() -> void:
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print("Back button pressed in game scene")
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DebugManager.log_debug("Back button pressed in game scene", "Game")
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AudioManager.play_ui_click()
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GameManager.save_game()
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GameManager.exit_to_main_menu()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_accept") and Input.is_action_pressed("ui_select"):
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# Debug: Switch to clickomania when Space+Enter pressed together
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if event.is_action_pressed("action_south") and Input.is_action_pressed("action_north"):
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# Debug: Switch to clickomania when primary+secondary actions pressed together
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if current_gameplay_mode == "match3":
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set_gameplay_mode("clickomania")
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print("Switched to clickomania gameplay")
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DebugManager.log_debug("Switched to clickomania gameplay", "Game")
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else:
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set_gameplay_mode("match3")
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print("Switched to match3 gameplay")
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DebugManager.log_debug("Switched to match3 gameplay", "Game")
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1
scenes/game/game.gd.uid
Normal file
1
scenes/game/game.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://bs4veuda3h358
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1
scenes/game/gameplays/GameplayInputHandler.gd.uid
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1
scenes/game/gameplays/GameplayInputHandler.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://cgkrsgxk0stw4
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1
scenes/game/gameplays/GridGameplay.gd.uid
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1
scenes/game/gameplays/GridGameplay.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://t8awjmas4wcg
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@@ -1,129 +1,36 @@
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extends Control
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@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
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@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
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@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
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@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
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@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
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@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
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@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
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var match3_scene: Node2D
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extends DebugMenuBase
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func _ready():
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print("Match3DebugMenu: _ready() called")
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DebugManager.debug_toggled.connect(_on_debug_toggled)
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# Initialize with current debug state
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# Set specific configuration for Match3DebugMenu
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log_category = "Match3"
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target_script_path = "res://scenes/game/gameplays/match3_gameplay.gd"
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# Call parent's _ready
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super._ready()
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DebugManager.log_debug("Match3DebugMenu _ready() completed", log_category)
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# Initialize with current debug state if enabled
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var current_debug_state = DebugManager.is_debug_enabled()
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print("Match3DebugMenu: Current debug state is ", current_debug_state)
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visible = current_debug_state
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print("Match3DebugMenu: Initial visibility set to ", visible)
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if current_debug_state:
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_on_debug_toggled(true)
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regenerate_button.pressed.connect(_on_regenerate_pressed)
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gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
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grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
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grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
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func _find_match3_scene():
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func _find_target_scene():
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# Debug menu is now: Match3 -> UILayer -> Match3DebugMenu
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# So we need to go up two levels: get_parent() = UILayer, get_parent().get_parent() = Match3
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var ui_layer = get_parent()
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if ui_layer and ui_layer is CanvasLayer:
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match3_scene = ui_layer.get_parent()
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if match3_scene and match3_scene.get_script():
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var script_path = match3_scene.get_script().resource_path
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if script_path == "res://scenes/game/gameplays/match3_gameplay.gd":
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print("Debug: Found match3 scene: ", match3_scene.name, " at path: ", match3_scene.get_path())
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var potential_match3 = ui_layer.get_parent()
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if potential_match3 and potential_match3.get_script():
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var script_path = potential_match3.get_script().resource_path
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if script_path == target_script_path:
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match3_scene = potential_match3
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DebugManager.log_debug("Found match3 scene: " + match3_scene.name + " at path: " + str(match3_scene.get_path()), log_category)
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_update_ui_from_scene()
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_stop_search_timer()
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return
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# If we couldn't find it, clear the reference
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# If we couldn't find it, clear the reference and continue searching
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match3_scene = null
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print("Debug: Could not find match3_gameplay scene")
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func _on_debug_toggled(enabled: bool):
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print("Match3DebugMenu: Debug toggled to ", enabled)
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visible = enabled
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print("Match3DebugMenu: Visibility set to ", visible)
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if enabled:
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# Always refresh match3 scene reference when debug menu opens
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if not match3_scene:
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_find_match3_scene()
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# Update display values
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if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
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gem_types_spinbox.value = match3_scene.TILE_TYPES
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gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
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# Update grid size display values
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if match3_scene and "GRID_SIZE" in match3_scene:
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var grid_size = match3_scene.GRID_SIZE
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grid_width_spinbox.value = grid_size.x
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grid_height_spinbox.value = grid_size.y
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grid_width_label.text = "Width: " + str(grid_size.x)
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grid_height_label.text = "Height: " + str(grid_size.y)
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func _on_regenerate_pressed():
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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print("Error: Could not find match3 scene for regeneration")
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return
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if match3_scene.has_method("regenerate_grid"):
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print("Debug: Calling regenerate_grid()")
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await match3_scene.regenerate_grid()
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else:
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print("Error: match3_scene does not have regenerate_grid method")
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func _on_gem_types_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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print("Error: Could not find match3 scene for gem types change")
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return
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var new_value = int(value)
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if match3_scene.has_method("set_tile_types"):
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print("Debug: Setting tile types to ", new_value)
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await match3_scene.set_tile_types(new_value)
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gem_types_label.text = "Gem Types: " + str(new_value)
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else:
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print("Error: match3_scene does not have set_tile_types method")
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func _on_grid_width_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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print("Error: Could not find match3 scene for grid width change")
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return
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var new_width = int(value)
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grid_width_label.text = "Width: " + str(new_width)
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# Get current height
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var current_height = int(grid_height_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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print("Debug: Setting grid size to ", new_width, "x", current_height)
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await match3_scene.set_grid_size(Vector2i(new_width, current_height))
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func _on_grid_height_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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print("Error: Could not find match3 scene for grid height change")
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return
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var new_height = int(value)
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grid_height_label.text = "Height: " + str(new_height)
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# Get current width
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var current_width = int(grid_width_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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print("Debug: Setting grid size to ", current_width, "x", new_height)
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await match3_scene.set_grid_size(Vector2i(current_width, new_height))
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DebugManager.log_error("Could not find match3_gameplay scene", log_category)
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_start_search_timer()
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1
scenes/game/gameplays/Match3DebugMenu.gd.uid
Normal file
1
scenes/game/gameplays/Match3DebugMenu.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://ccfms5oiub35j
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1
scenes/game/gameplays/SelectableItem.gd.uid
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1
scenes/game/gameplays/SelectableItem.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://bib676n6sm05v
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@@ -3,8 +3,8 @@ extends Node2D
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signal score_changed(points: int)
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func _ready():
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print("Clickomania gameplay loaded")
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DebugManager.log_info("Clickomania gameplay loaded", "Clickomania")
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# Example: Add some score after a few seconds to test the system
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await get_tree().create_timer(2.0).timeout
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score_changed.emit(100)
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print("Clickomania awarded 100 points")
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DebugManager.log_info("Clickomania awarded 100 points", "Clickomania")
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1
scenes/game/gameplays/clickomania_gameplay.gd.uid
Normal file
1
scenes/game/gameplays/clickomania_gameplay.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://bapywtqdghjqp
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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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@@ -9,19 +16,24 @@ 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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# 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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gem_indices.append(i)
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DebugManager.log_debug("Match3 _ready() started", "Match3")
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const TileScript = preload("res://scenes/game/gameplays/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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# Gem pool will be set individually on each tile during creation
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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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@@ -40,25 +52,30 @@ func _calculate_grid_layout():
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)
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func _initialize_grid():
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# Update gem pool BEFORE creating any tiles
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# Create gem pool for current tile types
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/game/gameplays/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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for y in range(GRID_SIZE.y):
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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 gem types for this tile
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tile.set_active_gem_types(gem_indices)
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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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@@ -126,10 +143,13 @@ func _clear_matches():
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if to_clear.size() == 0:
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return
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# Clear grid references first, then queue nodes for removal
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for tile in to_clear:
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grid[tile.grid_position.y][tile.grid_position.x] = null
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tile.queue_free()
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# Wait one frame for nodes to be queued properly
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await get_tree().process_frame
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_drop_tiles()
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await get_tree().create_timer(0.2).timeout
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_fill_empty_cells()
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@@ -153,16 +173,29 @@ func _drop_tiles():
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moved = true
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func _fill_empty_cells():
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# Create gem pool for current tile types
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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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 not grid[y][x]:
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var tile = TILE_SCENE.instantiate()
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tile.grid_position = Vector2i(x, y)
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tile.tile_type = randi() % TILE_TYPES
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tile.position = grid_offset + Vector2(x, y) * tile_size
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grid[y][x] = tile
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add_child(tile)
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# Set gem types for this tile
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tile.set_active_gem_types(gem_indices)
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# Set random tile type
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tile.tile_type = randi() % TILE_TYPES
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grid[y][x] = tile
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# Connect tile signals for new tiles
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tile.tile_selected.connect(_on_tile_selected)
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# Fixed: Add recursion protection to prevent stack overflow
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await get_tree().create_timer(0.1).timeout
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var max_iterations = 10
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@@ -176,7 +209,7 @@ 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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@@ -187,21 +220,21 @@ func regenerate_grid():
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if script_path == "res://scenes/game/gameplays/tile.gd":
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children_to_remove.append(child)
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# Remove all found tile children
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for child in children_to_remove:
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child.free()
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# Also clear grid array references
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# First clear grid array references to prevent access to nodes being freed
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for y in range(grid.size()):
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if grid[y] and grid[y] is Array:
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for x in range(grid[y].size()):
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# Set to null since we already freed the nodes above
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grid[y][x] = null
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# Clear the grid array
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grid.clear()
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# No need to wait for nodes to be freed since we used free()
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# Remove all found tile children using queue_free for safe cleanup
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for child in children_to_remove:
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child.queue_free()
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# Wait for nodes to be properly freed from the scene tree
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await get_tree().process_frame
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# Fixed: Recalculate grid layout before regenerating tiles
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_calculate_grid_layout()
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@@ -215,7 +248,238 @@ 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:
|
||||
# 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("action_east") 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("action_south"):
|
||||
if keyboard_navigation_enabled:
|
||||
_select_tile_at_cursor()
|
||||
|
||||
|
||||
func _move_cursor(direction: Vector2i) -> void:
|
||||
# Input validation for direction vector
|
||||
if abs(direction.x) > 1 or abs(direction.y) > 1:
|
||||
DebugManager.log_error("Invalid cursor direction vector: " + str(direction), "Match3")
|
||||
return
|
||||
|
||||
if direction.x != 0 and direction.y != 0:
|
||||
DebugManager.log_error("Diagonal cursor movement not supported: " + str(direction), "Match3")
|
||||
return
|
||||
|
||||
var old_pos = cursor_position
|
||||
var new_pos = cursor_position + direction
|
||||
|
||||
# Bounds checking
|
||||
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:
|
||||
# Validate old position before accessing grid
|
||||
if old_pos.x >= 0 and old_pos.y >= 0 and old_pos.x < GRID_SIZE.x and old_pos.y < GRID_SIZE.y:
|
||||
var old_tile = grid[cursor_position.y][cursor_position.x]
|
||||
if old_tile and not old_tile.is_selected:
|
||||
old_tile.is_highlighted = false
|
||||
|
||||
DebugManager.log_debug("Cursor moved from (%d,%d) to (%d,%d)" % [old_pos.x, old_pos.y, new_pos.x, new_pos.y], "Match3")
|
||||
cursor_position = new_pos
|
||||
|
||||
# Validate new position before accessing grid
|
||||
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 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")
|
||||
|
||||
1
scenes/game/gameplays/match3_gameplay.gd.uid
Normal file
1
scenes/game/gameplays/match3_gameplay.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://o8crf6688lan
|
||||
@@ -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
|
||||
|
||||
@@ -20,25 +25,20 @@ 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 = [] # Will be set from current_gem_pool
|
||||
var active_gem_types = [] # Will be set from TileManager
|
||||
|
||||
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))
|
||||
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
|
||||
@@ -46,71 +46,137 @@ 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:
|
||||
# Update static gem pool for new tiles
|
||||
current_gem_pool = gem_indices.duplicate()
|
||||
func set_active_gem_types(gem_indices: Array) -> void:
|
||||
if not gem_indices or gem_indices.is_empty():
|
||||
DebugManager.log_error("Empty gem indices array provided", "Tile")
|
||||
return
|
||||
|
||||
# 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)
|
||||
|
||||
func _update_active_gems(gem_indices: Array) -> void:
|
||||
active_gem_types = gem_indices.duplicate()
|
||||
|
||||
# Validate all gem indices are within bounds
|
||||
for gem_index in active_gem_types:
|
||||
if gem_index < 0 or gem_index >= all_gem_textures.size():
|
||||
DebugManager.log_error("Invalid gem index: %d (valid range: 0-%d)" % [gem_index, all_gem_textures.size() - 1], "Tile")
|
||||
# Use default fallback
|
||||
active_gem_types = [0, 1, 2, 3, 4]
|
||||
break
|
||||
|
||||
# Re-validate current tile type
|
||||
if tile_type >= active_gem_types.size():
|
||||
# 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 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
|
||||
func get_active_gem_count() -> int:
|
||||
return active_gem_types.size()
|
||||
|
||||
static func add_gem_to_pool(gem_index: int) -> void:
|
||||
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)
|
||||
func add_gem_type(gem_index: int) -> bool:
|
||||
if gem_index < 0 or gem_index >= all_gem_textures.size():
|
||||
DebugManager.log_error("Invalid gem index: %d" % gem_index, "Tile")
|
||||
return false
|
||||
|
||||
func _add_gem_type(gem_index: int) -> void:
|
||||
if gem_index >= 0 and gem_index < all_gem_textures.size():
|
||||
if not active_gem_types.has(gem_index):
|
||||
active_gem_types.append(gem_index)
|
||||
if not active_gem_types.has(gem_index):
|
||||
active_gem_types.append(gem_index)
|
||||
return true
|
||||
|
||||
static func remove_gem_from_pool(gem_index: int) -> void:
|
||||
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)
|
||||
return false
|
||||
|
||||
func _remove_gem_type(gem_index: int) -> void:
|
||||
func remove_gem_type(gem_index: int) -> bool:
|
||||
var type_index = active_gem_types.find(gem_index)
|
||||
if type_index != -1 and active_gem_types.size() > 2: # Keep at least 2 gem types
|
||||
active_gem_types.erase(gem_index)
|
||||
# Update tiles that were using removed type
|
||||
if tile_type >= active_gem_types.size():
|
||||
tile_type = 0
|
||||
_set_tile_type(tile_type)
|
||||
if type_index == -1:
|
||||
return false
|
||||
|
||||
if active_gem_types.size() <= 2: # Keep at least 2 gem types
|
||||
DebugManager.log_warn("Cannot remove gem type - minimum 2 types required", "Tile")
|
||||
return false
|
||||
|
||||
active_gem_types.erase(gem_index)
|
||||
|
||||
# Update tile if it was using the removed type
|
||||
if tile_type >= active_gem_types.size():
|
||||
tile_type = 0
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
return true
|
||||
|
||||
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()
|
||||
|
||||
# Initialize with default gem pool if not already set
|
||||
if active_gem_types.is_empty():
|
||||
active_gem_types = [0, 1, 2, 3, 4] # Default to first 5 gems
|
||||
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
1
scenes/game/gameplays/tile.gd.uid
Normal file
1
scenes/game/gameplays/tile.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ctdlvwin7q2cc
|
||||
Reference in New Issue
Block a user