saves and score are added

This commit is contained in:
2025-09-25 22:47:59 +04:00
parent ea8c85d7ad
commit f858f9b633
13 changed files with 1190 additions and 118 deletions

View File

@@ -16,20 +16,29 @@ func _ready() -> void:
if not back_button.pressed.is_connected(_on_back_button_pressed):
back_button.pressed.connect(_on_back_button_pressed)
# Default to match3 for now
set_gameplay_mode("match3")
# GameManager will set the gameplay mode, don't set default here
DebugManager.log_debug("Game _ready() completed, waiting for GameManager to set gameplay mode", "Game")
func set_gameplay_mode(mode: String) -> void:
DebugManager.log_info("set_gameplay_mode called with mode: %s" % mode, "Game")
current_gameplay_mode = mode
load_gameplay(mode)
await load_gameplay(mode)
DebugManager.log_info("set_gameplay_mode completed for mode: %s" % mode, "Game")
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()
# Clear existing gameplay and wait for removal
var existing_children = gameplay_container.get_children()
if existing_children.size() > 0:
DebugManager.log_debug("Removing %d existing children" % existing_children.size(), "Game")
for child in existing_children:
DebugManager.log_debug("Removing existing child: %s" % child.name, "Game")
child.queue_free()
# Wait for children to be properly removed from scene tree
await get_tree().process_frame
DebugManager.log_debug("Children removal complete, container count: %d" % gameplay_container.get_child_count(), "Game")
# Load new gameplay
if GAMEPLAY_SCENES.has(mode):
@@ -54,11 +63,32 @@ func set_global_score(value: int) -> void:
func _on_score_changed(points: int) -> void:
self.global_score += points
SaveManager.update_current_score(self.global_score)
func get_global_score() -> int:
return global_score
func _get_current_gameplay_instance() -> Node:
if gameplay_container.get_child_count() > 0:
return gameplay_container.get_child(0)
return null
func _on_back_button_pressed() -> void:
DebugManager.log_debug("Back button pressed in game scene", "Game")
AudioManager.play_ui_click()
GameManager.save_game()
# Save current grid state if we have an active match3 gameplay
var gameplay_instance = _get_current_gameplay_instance()
if gameplay_instance and gameplay_instance.has_method("save_current_state"):
DebugManager.log_info("Saving grid state before exit", "Game")
# Make sure the gameplay instance is still valid and not being destroyed
if is_instance_valid(gameplay_instance) and gameplay_instance.is_inside_tree():
gameplay_instance.save_current_state()
else:
DebugManager.log_warn("Gameplay instance invalid, skipping grid save on exit", "Game")
# Save the current score immediately before exiting
SaveManager.finish_game(global_score)
GameManager.exit_to_main_menu()
func _input(event: InputEvent) -> void: