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

@@ -24,19 +24,28 @@ func set_gameplay_mode(mode: String) -> void:
load_gameplay(mode)
func load_gameplay(mode: String) -> void:
DebugManager.log_debug("Loading gameplay mode: %s" % mode, "Game")
# Clear existing gameplay
for child in gameplay_container.get_children():
DebugManager.log_debug("Removing existing child: %s" % child.name, "Game")
child.queue_free()
# Load new gameplay
if GAMEPLAY_SCENES.has(mode):
DebugManager.log_debug("Found scene path: %s" % GAMEPLAY_SCENES[mode], "Game")
var gameplay_scene = load(GAMEPLAY_SCENES[mode])
var gameplay_instance = gameplay_scene.instantiate()
DebugManager.log_debug("Instantiated gameplay: %s" % gameplay_instance.name, "Game")
gameplay_container.add_child(gameplay_instance)
DebugManager.log_debug("Added gameplay to container, child count now: %d" % gameplay_container.get_child_count(), "Game")
# Connect gameplay signals to shared systems
if gameplay_instance.has_signal("score_changed"):
gameplay_instance.score_changed.connect(_on_score_changed)
DebugManager.log_debug("Connected score_changed signal", "Game")
else:
DebugManager.log_error("Gameplay mode '%s' not found in GAMEPLAY_SCENES" % mode, "Game")
func set_global_score(value: int) -> void:
global_score = value
@@ -47,17 +56,17 @@ func _on_score_changed(points: int) -> void:
self.global_score += points
func _on_back_button_pressed() -> void:
print("Back button pressed in game scene")
DebugManager.log_debug("Back button pressed in game scene", "Game")
AudioManager.play_ui_click()
GameManager.save_game()
GameManager.exit_to_main_menu()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_accept") and Input.is_action_pressed("ui_select"):
# Debug: Switch to clickomania when Space+Enter pressed together
if event.is_action_pressed("action_south") and Input.is_action_pressed("action_north"):
# Debug: Switch to clickomania when primary+secondary actions pressed together
if current_gameplay_mode == "match3":
set_gameplay_mode("clickomania")
print("Switched to clickomania gameplay")
DebugManager.log_debug("Switched to clickomania gameplay", "Game")
else:
set_gameplay_mode("match3")
print("Switched to match3 gameplay")
DebugManager.log_debug("Switched to match3 gameplay", "Game")

1
scenes/game/game.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://bs4veuda3h358

View File

@@ -0,0 +1 @@
uid://cgkrsgxk0stw4

View File

@@ -0,0 +1 @@
uid://t8awjmas4wcg

View File

@@ -1,129 +1,36 @@
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
extends DebugMenuBase
func _ready():
print("Match3DebugMenu: _ready() called")
DebugManager.debug_toggled.connect(_on_debug_toggled)
# Initialize with current debug state
# Set specific configuration for Match3DebugMenu
log_category = "Match3"
target_script_path = "res://scenes/game/gameplays/match3_gameplay.gd"
# Call parent's _ready
super._ready()
DebugManager.log_debug("Match3DebugMenu _ready() completed", log_category)
# Initialize with current debug state if enabled
var current_debug_state = DebugManager.is_debug_enabled()
print("Match3DebugMenu: Current debug state is ", current_debug_state)
visible = current_debug_state
print("Match3DebugMenu: Initial visibility set to ", visible)
if current_debug_state:
_on_debug_toggled(true)
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)
func _find_match3_scene():
func _find_target_scene():
# Debug menu is now: Match3 -> UILayer -> Match3DebugMenu
# So we need to go up two levels: get_parent() = UILayer, get_parent().get_parent() = Match3
var ui_layer = get_parent()
if ui_layer and ui_layer is CanvasLayer:
match3_scene = ui_layer.get_parent()
if match3_scene and match3_scene.get_script():
var script_path = match3_scene.get_script().resource_path
if script_path == "res://scenes/game/gameplays/match3_gameplay.gd":
print("Debug: Found match3 scene: ", match3_scene.name, " at path: ", match3_scene.get_path())
var potential_match3 = ui_layer.get_parent()
if potential_match3 and potential_match3.get_script():
var script_path = potential_match3.get_script().resource_path
if script_path == target_script_path:
match3_scene = potential_match3
DebugManager.log_debug("Found match3 scene: " + match3_scene.name + " at path: " + str(match3_scene.get_path()), log_category)
_update_ui_from_scene()
_stop_search_timer()
return
# If we couldn't find it, clear the reference
# If we couldn't find it, clear the reference and continue searching
match3_scene = null
print("Debug: Could not find match3_gameplay scene")
func _on_debug_toggled(enabled: bool):
print("Match3DebugMenu: Debug toggled to ", enabled)
visible = enabled
print("Match3DebugMenu: Visibility set to ", visible)
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")
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))
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))
DebugManager.log_error("Could not find match3_gameplay scene", log_category)
_start_search_timer()

View File

@@ -0,0 +1 @@
uid://ccfms5oiub35j

View File

@@ -0,0 +1 @@
uid://bib676n6sm05v

View File

@@ -3,8 +3,8 @@ extends Node2D
signal score_changed(points: int)
func _ready():
print("Clickomania gameplay loaded")
DebugManager.log_info("Clickomania gameplay loaded", "Clickomania")
# Example: Add some score after a few seconds to test the system
await get_tree().create_timer(2.0).timeout
score_changed.emit(100)
print("Clickomania awarded 100 points")
DebugManager.log_info("Clickomania awarded 100 points", "Clickomania")

View File

@@ -0,0 +1 @@
uid://bapywtqdghjqp

View File

@@ -2,6 +2,13 @@ extends Node2D
signal score_changed(points: int)
enum GameState {
WAITING, # Waiting for player input
SELECTING, # First tile selected
SWAPPING, # Animating tile swap
PROCESSING # Processing matches and cascades
}
var GRID_SIZE := Vector2i(8, 8)
var TILE_TYPES := 5
const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn")
@@ -9,19 +16,24 @@ const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn")
var grid := []
var tile_size: float = 48.0
var grid_offset: Vector2
var current_state: GameState = GameState.WAITING
var selected_tile: Node2D = null
var cursor_position: Vector2i = Vector2i(0, 0)
var keyboard_navigation_enabled: bool = false
func _ready():
# Set up initial gem pool
var gem_indices = []
for i in range(TILE_TYPES):
gem_indices.append(i)
DebugManager.log_debug("Match3 _ready() started", "Match3")
const TileScript = preload("res://scenes/game/gameplays/tile.gd")
TileScript.set_active_gem_pool(gem_indices)
# Gem pool will be set individually on each tile during creation
_calculate_grid_layout()
_initialize_grid()
DebugManager.log_debug("Match3 _ready() completed, calling debug structure check", "Match3")
# Debug: Check scene tree structure immediately
call_deferred("_debug_scene_structure")
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
@@ -40,25 +52,30 @@ func _calculate_grid_layout():
)
func _initialize_grid():
# Update gem pool BEFORE creating any tiles
# Create gem pool for current tile types
var gem_indices = []
for i in range(TILE_TYPES):
gem_indices.append(i)
const TileScript = preload("res://scenes/game/gameplays/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 = grid_offset + Vector2(x, y) * tile_size
var tile_position = grid_offset + Vector2(x, y) * tile_size
tile.position = tile_position
tile.grid_position = Vector2i(x, y)
add_child(tile)
# Set gem types for this tile
tile.set_active_gem_types(gem_indices)
# 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)
# Connect tile signals
tile.tile_selected.connect(_on_tile_selected)
DebugManager.log_debug("Created tile at grid(%d,%d) world_pos(%s) with type %d" % [x, y, tile_position, new_type], "Match3")
grid[y].append(tile)
func _has_match_at(pos: Vector2i) -> bool:
@@ -126,10 +143,13 @@ func _clear_matches():
if to_clear.size() == 0:
return
# Clear grid references first, then queue nodes for removal
for tile in to_clear:
grid[tile.grid_position.y][tile.grid_position.x] = null
tile.queue_free()
# Wait one frame for nodes to be queued properly
await get_tree().process_frame
_drop_tiles()
await get_tree().create_timer(0.2).timeout
_fill_empty_cells()
@@ -153,16 +173,29 @@ func _drop_tiles():
moved = true
func _fill_empty_cells():
# Create gem pool for current tile types
var gem_indices = []
for i in range(TILE_TYPES):
gem_indices.append(i)
for y in range(GRID_SIZE.y):
for x in range(GRID_SIZE.x):
if not grid[y][x]:
var tile = TILE_SCENE.instantiate()
tile.grid_position = Vector2i(x, y)
tile.tile_type = randi() % TILE_TYPES
tile.position = grid_offset + Vector2(x, y) * tile_size
grid[y][x] = tile
add_child(tile)
# Set gem types for this tile
tile.set_active_gem_types(gem_indices)
# Set random tile type
tile.tile_type = randi() % TILE_TYPES
grid[y][x] = tile
# Connect tile signals for new tiles
tile.tile_selected.connect(_on_tile_selected)
# Fixed: Add recursion protection to prevent stack overflow
await get_tree().create_timer(0.1).timeout
var max_iterations = 10
@@ -176,7 +209,7 @@ 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)
DebugManager.log_debug("Regenerating grid with seed: " + str(new_seed), "Match3")
# Fixed: Clear ALL tile children, not just ones in grid array
# This handles any orphaned tiles that might not be tracked in the grid
@@ -187,21 +220,21 @@ func regenerate_grid():
if script_path == "res://scenes/game/gameplays/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
# First clear grid array references to prevent access to nodes being freed
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()
# Remove all found tile children using queue_free for safe cleanup
for child in children_to_remove:
child.queue_free()
# Wait for nodes to be properly freed from the scene tree
await get_tree().process_frame
# Fixed: Recalculate grid layout before regenerating tiles
_calculate_grid_layout()
@@ -215,7 +248,238 @@ func set_tile_types(new_count: int):
await regenerate_grid()
func set_grid_size(new_size: Vector2i):
print("Debug: Changing grid size from ", GRID_SIZE, " to ", new_size)
DebugManager.log_debug("Changing grid size from " + str(GRID_SIZE) + " to " + str(new_size), "Match3")
GRID_SIZE = new_size
# Regenerate grid with new size
await regenerate_grid()
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")

View File

@@ -0,0 +1 @@
uid://o8crf6688lan

View File

@@ -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)

View File

@@ -0,0 +1 @@
uid://ctdlvwin7q2cc