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| 122b5cb55f | |||
| de68edb1b0 |
3
.gitignore
vendored
3
.gitignore
vendored
@@ -6,3 +6,6 @@
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|||||||
*.uid
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*.uid
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||||||
*.tmp
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*.tmp
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||||||
*.import~
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*.import~
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||||||
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||||||
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# hidden files
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.*
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||||||
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|||||||
112
docs/CLAUDE.md
112
docs/CLAUDE.md
@@ -4,38 +4,9 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
|
|||||||
|
|
||||||
## Project Overview
|
## Project Overview
|
||||||
|
|
||||||
"Skelly" is a Godot 4.4 mobile game project that features a match-3 puzzle game within a broader game framework. The project includes a menu system, settings management, audio handling, and localization support.
|
"Skelly" is a Godot 4.4 mobile game project featuring a match-3 puzzle game within a broader game framework. The project includes a menu system, settings management, audio handling, localization support, and a comprehensive debug system.
|
||||||
|
|
||||||
## Project Structure
|
**For detailed project architecture, see `docs/MAP.md`**
|
||||||
|
|
||||||
### Core Architecture
|
|
||||||
- **Autoloaded Singletons**: The project uses four global singletons (autoloads) defined in `project.godot`:
|
|
||||||
- `SettingsManager` - Handles game settings and configuration
|
|
||||||
- `AudioManager` - Manages music and sound effects with volume controls
|
|
||||||
- `GameManager` - Handles scene transitions and game state
|
|
||||||
- `LocalizationManager` - Manages multi-language support (English/Russian)
|
|
||||||
|
|
||||||
### Directory Structure
|
|
||||||
- `scripts/` - Global singleton scripts and utility classes
|
|
||||||
- `scenes/` - Game scenes including main game and match-3 components
|
|
||||||
- `match3/` - Specialized match-3 game implementation
|
|
||||||
- `ui/` - User interface scenes (MainMenu, SettingsMenu, PressAnyKeyScreen)
|
|
||||||
- `audio/` - Music and sound effect files
|
|
||||||
- `resources/` - Game assets (textures, sprites, animations)
|
|
||||||
- `localization/` - Translation files for internationalization
|
|
||||||
|
|
||||||
### Scene Management Flow
|
|
||||||
1. Main entry point: `scenes/main.tscn` with press-any-key screen
|
|
||||||
2. Menu navigation: MainMenu → SettingsMenu (with back navigation)
|
|
||||||
3. Game flow: MainMenu → Game scene → Match3 game integration
|
|
||||||
4. All scene transitions handled through `GameManager` singleton
|
|
||||||
|
|
||||||
### Match-3 Game System
|
|
||||||
- Located in `scenes/match3/`
|
|
||||||
- Grid-based (8x8) tile matching system
|
|
||||||
- Implements match detection, tile dropping, and grid refilling
|
|
||||||
- Uses tile instances with position-based grid management
|
|
||||||
- Automatic cascade matching after tile drops
|
|
||||||
|
|
||||||
## Development Commands
|
## Development Commands
|
||||||
|
|
||||||
@@ -43,44 +14,69 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
|
|||||||
- Open project in Godot Editor: Import `project.godot`
|
- Open project in Godot Editor: Import `project.godot`
|
||||||
- Run project: Press F5 in Godot Editor or use "Play" button
|
- Run project: Press F5 in Godot Editor or use "Play" button
|
||||||
- Debug: Use Godot's built-in debugger and remote inspector
|
- Debug: Use Godot's built-in debugger and remote inspector
|
||||||
|
- Debug UI: Press F12 in-game or use debug button to toggle debug panels
|
||||||
|
|
||||||
|
### Testing & Development
|
||||||
|
- Debug mode can be toggled with F12 key or debug button UI
|
||||||
|
- Match-3 debug controls include gem count adjustment and board reroll
|
||||||
|
- Difficulty presets: Easy (3 gems), Normal (5 gems), Hard (8 gems)
|
||||||
|
|
||||||
### Audio Configuration
|
### Audio Configuration
|
||||||
- Music: Located in `audio/` directory with loop configuration in AudioManager
|
- Music: Located in `assets/audio/music/` directory with loop configuration in AudioManager
|
||||||
- Sound effects: UI clicks and game audio managed through audio bus system
|
- Sound effects: UI clicks and game audio managed through audio bus system
|
||||||
- Audio buses: "Music" and "SFX" buses configured in `default_bus_layout.tres`
|
- Audio buses: "Music" and "SFX" buses configured in `data/default_bus_layout.tres`
|
||||||
|
|
||||||
### Localization
|
### Localization
|
||||||
- Translations stored in `localization/` as `.translation` files
|
- Translations stored in `localization/` as `.translation` files
|
||||||
- Currently supports English and Russian
|
- Currently supports English and Russian
|
||||||
- New translations: Add to `project.godot` internationalization section
|
- New translations: Add to `project.godot` internationalization section
|
||||||
|
|
||||||
## Key Components
|
## Key Development Guidelines
|
||||||
|
|
||||||
### AudioManager (`scripts/AudioManager.gd`)
|
### Scene Management
|
||||||
- Handles background music with looping
|
- **ALWAYS** use `GameManager` for scene transitions - never call `get_tree().change_scene_to_file()` directly
|
||||||
- Manages UI sound effects (click sounds)
|
- Scene paths are defined as constants in GameManager
|
||||||
- Volume control integration with SettingsManager
|
- Error handling is built into GameManager for failed scene loads
|
||||||
- Automatic audio bus configuration
|
|
||||||
|
|
||||||
### Match3 Game (`scenes/match3/match3.gd`)
|
### Autoload Usage
|
||||||
- 8x8 grid system with 5 tile types
|
- Use autoloads for global state management only
|
||||||
- Match detection in horizontal and vertical directions
|
- Prefer signals over direct access for loose coupling
|
||||||
- Tile dropping physics with position-based movement
|
- Don't access autoloads from deeply nested components
|
||||||
- Recursive match clearing and grid refilling
|
|
||||||
|
|
||||||
### Scene Navigation
|
### Debug System Integration
|
||||||
- All scene changes go through GameManager for consistency
|
- Connect to `DebugManager.debug_ui_toggled` signal for debug UI visibility
|
||||||
- Scene paths defined as constants in GameManager
|
- Use F12 key for global debug toggle
|
||||||
- Error handling for failed scene loads
|
- Remove debug prints before committing unless permanently useful
|
||||||
|
|
||||||
## Input System
|
## Important File References
|
||||||
- Custom input actions defined in `project.godot`:
|
|
||||||
- `ui_pause` - Space key or gamepad button
|
|
||||||
- `any_key` - Multiple inputs for menu progression
|
|
||||||
- `ui_menu_toggle` - Escape key or gamepad button
|
|
||||||
|
|
||||||
## Asset Attribution
|
### Documentation Structure
|
||||||
Asset sources documented in `sources.yaml` including:
|
- **`docs/MAP.md`** - Complete project architecture and structure
|
||||||
- Music from Clement Panchout
|
- **`docs/CODE_OF_CONDUCT.md`** - Coding standards and best practices
|
||||||
- Sound effects from Freesound
|
- **This file** - Claude Code specific development guidelines
|
||||||
- Sprites and textures from various itch.io creators
|
|
||||||
|
### Key Scripts to Understand
|
||||||
|
- `src/autoloads/GameManager.gd` - Scene transition patterns
|
||||||
|
- `src/autoloads/DebugManager.gd` - Debug system integration
|
||||||
|
- `scenes/match3/match3.gd` - Match-3 implementation reference
|
||||||
|
- `project.godot` - Input actions and autoload definitions
|
||||||
|
|
||||||
|
## Development Workflow
|
||||||
|
|
||||||
|
### Before Making Changes
|
||||||
|
1. Check `docs/MAP.md` for architecture understanding
|
||||||
|
2. Review `docs/CODE_OF_CONDUCT.md` for coding standards
|
||||||
|
3. Understand existing patterns before implementing new features
|
||||||
|
|
||||||
|
### Testing Changes
|
||||||
|
- Run project with F5 in Godot Editor
|
||||||
|
- Test debug UI with F12 toggle
|
||||||
|
- Verify scene transitions work correctly
|
||||||
|
- Check mobile compatibility if UI changes made
|
||||||
|
|
||||||
|
### Common Implementation Patterns
|
||||||
|
- Scene transitions: Use `GameManager.change_to_scene()` methods
|
||||||
|
- Debug integration: Connect to `DebugManager` signals
|
||||||
|
- Settings: Use `SettingsManager` for persistent configuration
|
||||||
|
- Audio: Use `AudioManager` for music and sound effects
|
||||||
|
- Localization: Use `LocalizationManager` for language switching
|
||||||
297
docs/CODE_OF_CONDUCT.md
Normal file
297
docs/CODE_OF_CONDUCT.md
Normal file
@@ -0,0 +1,297 @@
|
|||||||
|
# Code of Conduct - Skelly Project
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
This document establishes coding standards and development practices for the Skelly project. These guidelines are designed to help junior developers contribute effectively while maintaining code quality and project consistency.
|
||||||
|
|
||||||
|
## Core Principles
|
||||||
|
|
||||||
|
### 1. Code Clarity Over Cleverness
|
||||||
|
- Write code that is easy to read and understand
|
||||||
|
- Use descriptive variable and function names
|
||||||
|
- Prefer explicit code over implicit or "clever" solutions
|
||||||
|
- Comment complex logic and business rules
|
||||||
|
|
||||||
|
### 2. Consistency First
|
||||||
|
- Follow existing code patterns in the project
|
||||||
|
- Use the same naming conventions throughout
|
||||||
|
- Maintain consistent indentation and formatting
|
||||||
|
- Follow Godot's GDScript style guide
|
||||||
|
|
||||||
|
### 3. Incremental Development
|
||||||
|
- Make small, focused commits
|
||||||
|
- Test changes before committing
|
||||||
|
- Don't break existing functionality
|
||||||
|
- Use the debug system to verify your changes
|
||||||
|
|
||||||
|
## GDScript Coding Standards
|
||||||
|
|
||||||
|
### Naming Conventions
|
||||||
|
```gdscript
|
||||||
|
# Variables and functions: snake_case
|
||||||
|
var player_health: int = 100
|
||||||
|
func calculate_damage() -> int:
|
||||||
|
|
||||||
|
# Constants: SCREAMING_SNAKE_CASE
|
||||||
|
const MAX_HEALTH := 100
|
||||||
|
const TILE_SPACING := 54
|
||||||
|
|
||||||
|
# Classes: PascalCase
|
||||||
|
class_name PlayerController
|
||||||
|
|
||||||
|
# Signals: past_tense
|
||||||
|
signal health_changed
|
||||||
|
signal game_started
|
||||||
|
|
||||||
|
# Private functions: prefix with underscore
|
||||||
|
func _ready():
|
||||||
|
func _initialize_grid():
|
||||||
|
```
|
||||||
|
|
||||||
|
### File Organization
|
||||||
|
```gdscript
|
||||||
|
# 1. extends statement
|
||||||
|
extends Node2D
|
||||||
|
|
||||||
|
# 2. class_name (if applicable)
|
||||||
|
class_name Match3Controller
|
||||||
|
|
||||||
|
# 3. Constants
|
||||||
|
const GRID_SIZE := Vector2i(8, 8)
|
||||||
|
|
||||||
|
# 4. Signals
|
||||||
|
signal match_found(tiles: Array)
|
||||||
|
|
||||||
|
# 5. Variables
|
||||||
|
var grid := []
|
||||||
|
@onready var debug_ui = $DebugUI
|
||||||
|
|
||||||
|
# 6. Functions (lifecycle first, then custom)
|
||||||
|
func _ready():
|
||||||
|
func _process(delta):
|
||||||
|
func custom_function():
|
||||||
|
```
|
||||||
|
|
||||||
|
### Documentation Requirements
|
||||||
|
```gdscript
|
||||||
|
# Required for all public functions
|
||||||
|
func set_gem_pool(gem_indices: Array) -> void:
|
||||||
|
"""Set specific gem types as the active pool"""
|
||||||
|
_update_all_tiles_gem_pool(gem_indices)
|
||||||
|
print("Set gem pool to: ", gem_indices)
|
||||||
|
|
||||||
|
# Document complex algorithms
|
||||||
|
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
|
||||||
|
"""Find all matching tiles in a line from start position in given direction"""
|
||||||
|
var line = [grid[start.y][start.x]]
|
||||||
|
var type = grid[start.y][start.x].tile_type
|
||||||
|
# Implementation...
|
||||||
|
```
|
||||||
|
|
||||||
|
## Project-Specific Guidelines
|
||||||
|
|
||||||
|
### Scene Management
|
||||||
|
- All scene transitions MUST go through `GameManager`
|
||||||
|
- Never use `get_tree().change_scene_to_file()` directly
|
||||||
|
- Define scene paths as constants in GameManager
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct
|
||||||
|
GameManager.start_match3_game()
|
||||||
|
|
||||||
|
# ❌ Wrong
|
||||||
|
get_tree().change_scene_to_file("res://scenes/match3/match3.tscn")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Autoload Usage
|
||||||
|
- Use autoloads for global state only
|
||||||
|
- Don't access autoloads from deeply nested components
|
||||||
|
- Pass data through signals or direct references when possible
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct - using signals
|
||||||
|
signal settings_changed
|
||||||
|
SettingsManager.volume_changed.connect(_on_volume_changed)
|
||||||
|
|
||||||
|
# ✅ Also correct - direct access for global state
|
||||||
|
var current_language = SettingsManager.get_setting("language")
|
||||||
|
|
||||||
|
# ❌ Wrong - tight coupling
|
||||||
|
func some_deep_function():
|
||||||
|
SettingsManager.set_setting("volume", 0.5) # Too deep in call stack
|
||||||
|
```
|
||||||
|
|
||||||
|
### Debug System Integration
|
||||||
|
- Always connect to DebugManager signals for debug UI
|
||||||
|
- Use debug prints with clear prefixes
|
||||||
|
- Remove debug prints before committing (unless permanently useful)
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct debug integration
|
||||||
|
func _connect_to_global_debug() -> void:
|
||||||
|
DebugManager.debug_ui_toggled.connect(_on_debug_ui_toggled)
|
||||||
|
debug_ui.visible = DebugManager.is_debug_ui_visible()
|
||||||
|
|
||||||
|
# ✅ Good debug prints
|
||||||
|
print("Match3: Debug UI toggled to: ", visible)
|
||||||
|
print("TileSystem: Initialized ", tiles.size(), " tiles")
|
||||||
|
|
||||||
|
# ❌ Bad debug prints
|
||||||
|
print("test") # Not descriptive
|
||||||
|
print(some_variable) # No context
|
||||||
|
```
|
||||||
|
|
||||||
|
### Error Handling
|
||||||
|
- Always check if resources loaded successfully
|
||||||
|
- Use `push_error()` for critical failures
|
||||||
|
- Provide fallback behavior when possible
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct error handling
|
||||||
|
func load_scene(path: String) -> void:
|
||||||
|
var packed_scene := load(path)
|
||||||
|
if not packed_scene or not packed_scene is PackedScene:
|
||||||
|
push_error("Failed to load scene at: %s" % path)
|
||||||
|
return
|
||||||
|
get_tree().change_scene_to_packed(packed_scene)
|
||||||
|
```
|
||||||
|
|
||||||
|
## Git Workflow
|
||||||
|
|
||||||
|
### Commit Guidelines
|
||||||
|
- Use clear, descriptive commit messages
|
||||||
|
- Start with a verb in imperative mood
|
||||||
|
- Keep first line under 50 characters
|
||||||
|
- Add body if needed for complex changes
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# ✅ Good commit messages
|
||||||
|
Add gem pool management to match-3 system
|
||||||
|
Fix debug UI visibility toggle issue
|
||||||
|
Update documentation for new debug system
|
||||||
|
|
||||||
|
# ❌ Bad commit messages
|
||||||
|
fix bug
|
||||||
|
update
|
||||||
|
wip
|
||||||
|
```
|
||||||
|
|
||||||
|
### Branch Management
|
||||||
|
- Create feature branches for new functionality
|
||||||
|
- Use descriptive branch names: `feature/debug-ui`, `fix/tile-positioning`
|
||||||
|
- Keep branches focused on single features
|
||||||
|
- Delete branches after merging
|
||||||
|
|
||||||
|
### Before Committing
|
||||||
|
1. Test your changes in the Godot editor
|
||||||
|
2. Check that existing functionality still works
|
||||||
|
3. Use the debug system to verify your implementation
|
||||||
|
4. Run the project and navigate through affected areas
|
||||||
|
5. Remove temporary debug code
|
||||||
|
|
||||||
|
## Code Review Guidelines
|
||||||
|
|
||||||
|
### For Reviewers
|
||||||
|
- Focus on code clarity and maintainability
|
||||||
|
- Check for adherence to project patterns
|
||||||
|
- Verify that autoloads are used appropriately
|
||||||
|
- Ensure debug integration is properly implemented
|
||||||
|
- Test the changes yourself
|
||||||
|
|
||||||
|
### For Contributors
|
||||||
|
- Explain complex logic in commit messages or comments
|
||||||
|
- Provide context for why changes were made
|
||||||
|
- Test edge cases and error conditions
|
||||||
|
- Ask questions if project patterns are unclear
|
||||||
|
|
||||||
|
## Testing Approach
|
||||||
|
|
||||||
|
### Manual Testing Requirements
|
||||||
|
- Test in Godot editor with F5 run
|
||||||
|
- Verify debug UI works with F12 toggle
|
||||||
|
- Check scene transitions work correctly
|
||||||
|
- Test on different screen sizes (mobile target)
|
||||||
|
- Verify audio and settings integration
|
||||||
|
|
||||||
|
### Debug System Testing
|
||||||
|
- Ensure debug panels appear/disappear correctly
|
||||||
|
- Test all debug buttons and controls
|
||||||
|
- Verify debug state persists across scene changes
|
||||||
|
- Check that debug code doesn't affect release builds
|
||||||
|
|
||||||
|
## Common Mistakes to Avoid
|
||||||
|
|
||||||
|
### Architecture Violations
|
||||||
|
```gdscript
|
||||||
|
# ❌ Don't bypass GameManager
|
||||||
|
get_tree().change_scene_to_file("some_scene.tscn")
|
||||||
|
|
||||||
|
# ❌ Don't hardcode paths
|
||||||
|
var tile = load("res://scenes/match3/tile.tscn")
|
||||||
|
|
||||||
|
# ❌ Don't ignore null checks
|
||||||
|
var node = get_node("SomeNode")
|
||||||
|
node.do_something() # Could crash if node doesn't exist
|
||||||
|
|
||||||
|
# ❌ Don't create global state in random scripts
|
||||||
|
# Use autoloads instead
|
||||||
|
```
|
||||||
|
|
||||||
|
### Performance Issues
|
||||||
|
```gdscript
|
||||||
|
# ❌ Don't search nodes repeatedly
|
||||||
|
func _process(delta):
|
||||||
|
var ui = get_node("UI") # Expensive every frame
|
||||||
|
|
||||||
|
# ✅ Cache node references
|
||||||
|
@onready var ui = $UI
|
||||||
|
func _process(delta):
|
||||||
|
ui.update_display() # Much better
|
||||||
|
```
|
||||||
|
|
||||||
|
### Debug System Misuse
|
||||||
|
```gdscript
|
||||||
|
# ❌ Don't create separate debug systems
|
||||||
|
var my_debug_enabled = false
|
||||||
|
|
||||||
|
# ✅ Use the global debug system
|
||||||
|
if DebugManager.is_debug_enabled():
|
||||||
|
show_debug_info()
|
||||||
|
```
|
||||||
|
|
||||||
|
## Learning Resources
|
||||||
|
|
||||||
|
### Godot-Specific
|
||||||
|
- [GDScript Style Guide](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html)
|
||||||
|
- [Godot Best Practices](https://docs.godotengine.org/en/stable/tutorials/best_practices/index.html)
|
||||||
|
- Project documentation in `docs/map.md`
|
||||||
|
|
||||||
|
### General Programming
|
||||||
|
- Clean Code principles
|
||||||
|
- SOLID principles (adapted for game development)
|
||||||
|
- Git best practices
|
||||||
|
|
||||||
|
## Getting Help
|
||||||
|
|
||||||
|
### When Stuck
|
||||||
|
1. Check existing code for similar patterns
|
||||||
|
2. Review project documentation (`docs/`)
|
||||||
|
3. Use the debug system to understand current state
|
||||||
|
4. Ask specific questions about project architecture
|
||||||
|
5. Test your understanding with small experiments
|
||||||
|
|
||||||
|
### Code Review Process
|
||||||
|
- Submit pull requests early and often
|
||||||
|
- Ask for feedback on approach before implementing large features
|
||||||
|
- Be open to suggestions and alternative approaches
|
||||||
|
- Learn from review feedback for future contributions
|
||||||
|
|
||||||
|
## Summary
|
||||||
|
|
||||||
|
This code of conduct emphasizes:
|
||||||
|
- **Clarity**: Write code that others can understand
|
||||||
|
- **Consistency**: Follow established patterns
|
||||||
|
- **Integration**: Use the project's systems properly
|
||||||
|
- **Learning**: Continuously improve your skills
|
||||||
|
|
||||||
|
Remember: It's better to ask questions and write clear, simple code than to guess and create complex, hard-to-maintain solutions. The goal is to contribute effectively to a codebase that will grow and evolve over time.
|
||||||
209
docs/MAP.md
Normal file
209
docs/MAP.md
Normal file
@@ -0,0 +1,209 @@
|
|||||||
|
# Skelly - Project Structure Map
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
Skelly is a Godot 4.4 game project featuring a match-3 puzzle game with skeleton character themes. The project follows a modular architecture with clear separation between scenes, autoloads, assets, and data.
|
||||||
|
|
||||||
|
## Project Root Structure
|
||||||
|
|
||||||
|
```
|
||||||
|
skelly/
|
||||||
|
├── .claude/ # Claude Code configuration
|
||||||
|
├── .godot/ # Godot engine generated files (ignored)
|
||||||
|
├── assets/ # Game assets (sprites, audio, textures)
|
||||||
|
├── data/ # Game data and configuration files
|
||||||
|
├── docs/ # Documentation
|
||||||
|
├── localization/ # Internationalization files
|
||||||
|
├── scenes/ # Godot scenes (.tscn) and scripts (.gd)
|
||||||
|
├── src/ # Source code organization
|
||||||
|
├── project.godot # Main Godot project configuration
|
||||||
|
└── icon.svg # Project icon
|
||||||
|
```
|
||||||
|
|
||||||
|
## Core Architecture
|
||||||
|
|
||||||
|
### Autoloads (Global Singletons)
|
||||||
|
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
|
||||||
|
- Dependencies: `localization/languages.json`
|
||||||
|
|
||||||
|
2. **AudioManager** (`src/autoloads/AudioManager.gd`)
|
||||||
|
- Controls music and sound effects
|
||||||
|
- Manages audio bus configuration
|
||||||
|
- Uses: `data/default_bus_layout.tres`
|
||||||
|
|
||||||
|
3. **GameManager** (`src/autoloads/GameManager.gd`)
|
||||||
|
- Central game state management
|
||||||
|
- Scene transitions between main/game/match3
|
||||||
|
- Navigation flow control
|
||||||
|
- References: main.tscn, game.tscn, match3.tscn
|
||||||
|
|
||||||
|
4. **LocalizationManager** (`src/autoloads/LocalizationManager.gd`)
|
||||||
|
- Language switching functionality
|
||||||
|
- Works with Godot's built-in internationalization system
|
||||||
|
- Uses translation files in `localization/`
|
||||||
|
|
||||||
|
5. **DebugManager** (`src/autoloads/DebugManager.gd`)
|
||||||
|
- Global debug state management
|
||||||
|
- Debug UI visibility control
|
||||||
|
- F12 toggle functionality
|
||||||
|
- Signal-based debug system
|
||||||
|
|
||||||
|
## Scene Hierarchy & Flow
|
||||||
|
|
||||||
|
### Main Scenes
|
||||||
|
```
|
||||||
|
main.tscn (Entry Point)
|
||||||
|
├── PressAnyKeyScreen.tscn
|
||||||
|
├── MainMenu.tscn
|
||||||
|
└── SettingsMenu.tscn
|
||||||
|
```
|
||||||
|
|
||||||
|
### Game Flow
|
||||||
|
1. **Main Scene** (`scenes/main/main.tscn` + `Main.gd`)
|
||||||
|
- Application entry point
|
||||||
|
- Manages "Press Any Key" screen
|
||||||
|
- Transitions to main menu
|
||||||
|
- Dynamic menu loading system
|
||||||
|
|
||||||
|
2. **Press Any Key Screen** (`scenes/main/PressAnyKeyScreen.tscn` + `PressAnyKeyScreen.gd`)
|
||||||
|
- Initial splash screen
|
||||||
|
- Input detection for any key/button
|
||||||
|
- Signals to main scene for transition
|
||||||
|
|
||||||
|
3. **Main Menu** (`scenes/ui/MainMenu.tscn` + `MainMenu.gd`)
|
||||||
|
- Primary navigation hub
|
||||||
|
- Start game, settings, quit options
|
||||||
|
- Connected to GameManager for scene transitions
|
||||||
|
|
||||||
|
4. **Settings Menu** (`scenes/ui/SettingsMenu.tscn` + `SettingsMenu.gd`)
|
||||||
|
- User preferences interface
|
||||||
|
- Language selection
|
||||||
|
- Audio volume controls
|
||||||
|
- Connected to SettingsManager and AudioManager
|
||||||
|
|
||||||
|
5. **Game Scene** (`scenes/game/game.tscn` + `game.gd`)
|
||||||
|
- Main gameplay container
|
||||||
|
- Loads match-3 instance
|
||||||
|
- Back button for navigation
|
||||||
|
- Bridge between UI and game logic
|
||||||
|
|
||||||
|
6. **Match-3 Game** (`scenes/match3/match3.tscn` + `match3.gd`)
|
||||||
|
- Core puzzle game implementation
|
||||||
|
- Grid-based tile system
|
||||||
|
- Debug UI integration
|
||||||
|
- Gem management system
|
||||||
|
|
||||||
|
### UI Components
|
||||||
|
```
|
||||||
|
scenes/ui/
|
||||||
|
├── DebugButton.tscn + DebugButton.gd
|
||||||
|
├── MainMenu.tscn + MainMenu.gd
|
||||||
|
└── SettingsMenu.tscn + SettingsMenu.gd
|
||||||
|
```
|
||||||
|
|
||||||
|
## Match-3 Game System
|
||||||
|
|
||||||
|
### Core Components
|
||||||
|
1. **Match3 Controller** (`scenes/match3/match3.gd`)
|
||||||
|
- Grid management (8x8 default)
|
||||||
|
- Match detection algorithms
|
||||||
|
- Tile dropping and refilling
|
||||||
|
- Gem pool management (3-8 gem types)
|
||||||
|
- Debug UI integration
|
||||||
|
|
||||||
|
2. **Tile System** (`scenes/match3/tile.gd` + `Tile.tscn`)
|
||||||
|
- Individual tile behavior
|
||||||
|
- Gem type management
|
||||||
|
- Visual representation
|
||||||
|
- Group membership for coordination
|
||||||
|
|
||||||
|
### Debug System
|
||||||
|
- Global debug state via DebugManager
|
||||||
|
- Match-3 specific debug UI panel
|
||||||
|
- Gem count controls (+/- buttons)
|
||||||
|
- Difficulty presets (Easy: 3 gems, Normal: 5 gems, Hard: 8 gems)
|
||||||
|
- Reroll functionality
|
||||||
|
- F12 toggle support
|
||||||
|
|
||||||
|
## Asset Organization
|
||||||
|
|
||||||
|
### Audio (`assets/audio/`)
|
||||||
|
```
|
||||||
|
audio/
|
||||||
|
├── music/ # Background music files
|
||||||
|
└── sfx/ # Sound effects
|
||||||
|
```
|
||||||
|
|
||||||
|
### Visual Assets (`assets/`)
|
||||||
|
```
|
||||||
|
assets/
|
||||||
|
├── sprites/
|
||||||
|
│ ├── characters/skeleton/ # Character artwork
|
||||||
|
│ ├── gems/ # Match-3 gem sprites
|
||||||
|
│ └── ui/ # User interface elements
|
||||||
|
├── textures/
|
||||||
|
│ └── backgrounds/ # Background images
|
||||||
|
└── fonts/ # Custom fonts
|
||||||
|
```
|
||||||
|
|
||||||
|
## Data & Configuration
|
||||||
|
|
||||||
|
### Game Data (`data/`)
|
||||||
|
- `default_bus_layout.tres` - Audio bus configuration for Godot
|
||||||
|
|
||||||
|
### Localization (`localization/`)
|
||||||
|
- `languages.json` - Available language definitions
|
||||||
|
- `MainStrings.en.translation` - English translations
|
||||||
|
- `MainStrings.ru.translation` - Russian translations
|
||||||
|
|
||||||
|
### Project Configuration
|
||||||
|
- `project.godot` - Main Godot project settings
|
||||||
|
- Autoload definitions
|
||||||
|
- Input map configurations
|
||||||
|
- Rendering settings
|
||||||
|
- Audio bus references
|
||||||
|
|
||||||
|
## Key Dependencies & Connections
|
||||||
|
|
||||||
|
### Signal Connections
|
||||||
|
```
|
||||||
|
PressAnyKeyScreen --[any_key_pressed]--> Main
|
||||||
|
MainMenu --[open_settings]--> Main
|
||||||
|
SettingsMenu --[back_to_main_menu]--> Main
|
||||||
|
DebugManager --[debug_toggled, debug_ui_toggled]--> Match3
|
||||||
|
```
|
||||||
|
|
||||||
|
### Scene References
|
||||||
|
```
|
||||||
|
GameManager --> main.tscn, game.tscn, match3.tscn
|
||||||
|
Main --> MainMenu.tscn, SettingsMenu.tscn
|
||||||
|
Game --> match3.tscn (instantiated)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Asset Dependencies
|
||||||
|
```
|
||||||
|
AudioManager --> assets/audio/music/
|
||||||
|
SettingsManager --> localization/languages.json
|
||||||
|
AudioManager --> data/default_bus_layout.tres
|
||||||
|
```
|
||||||
|
|
||||||
|
## Development Notes
|
||||||
|
|
||||||
|
### Current Implementation Status
|
||||||
|
- Match-3 system with 8x8 grid and configurable gem pools
|
||||||
|
- Debug UI system with F12 toggle functionality
|
||||||
|
- Scene transition system via GameManager
|
||||||
|
- Internationalization support for English/Russian
|
||||||
|
|
||||||
|
### Architecture Patterns
|
||||||
|
1. **Autoload Pattern** - Global managers as singletons
|
||||||
|
2. **Signal-Based Communication** - Loose coupling between components
|
||||||
|
3. **Scene Composition** - Modular scene loading and management
|
||||||
|
4. **Data-Driven Configuration** - JSON for settings and translations
|
||||||
|
5. **Component Architecture** - Reusable UI and game components
|
||||||
|
|
||||||
|
This structure provides a clean separation of concerns, making the codebase maintainable and extensible for future features.
|
||||||
@@ -25,6 +25,7 @@ SettingsManager="*res://src/autoloads/SettingsManager.gd"
|
|||||||
AudioManager="*res://src/autoloads/AudioManager.gd"
|
AudioManager="*res://src/autoloads/AudioManager.gd"
|
||||||
GameManager="*res://src/autoloads/GameManager.gd"
|
GameManager="*res://src/autoloads/GameManager.gd"
|
||||||
LocalizationManager="*res://src/autoloads/LocalizationManager.gd"
|
LocalizationManager="*res://src/autoloads/LocalizationManager.gd"
|
||||||
|
DebugManager="*res://src/autoloads/DebugManager.gd"
|
||||||
|
|
||||||
[input]
|
[input]
|
||||||
|
|
||||||
@@ -55,4 +56,5 @@ locale/translations=PackedStringArray("res://localization/MainStrings.en.transla
|
|||||||
[rendering]
|
[rendering]
|
||||||
|
|
||||||
textures/canvas_textures/default_texture_filter=0
|
textures/canvas_textures/default_texture_filter=0
|
||||||
renderer/rendering_method="mobile"
|
renderer/rendering_method="gl_compatibility"
|
||||||
|
renderer/rendering_method.mobile="gl_compatibility"
|
||||||
|
|||||||
@@ -1,27 +1,17 @@
|
|||||||
extends Node
|
extends Node
|
||||||
|
|
||||||
@onready var back_button: Button = $BackButtonContainer/BackButton
|
@onready var back_button: Button = $BackButtonContainer/BackButton
|
||||||
const MATCH3_SCENE_PATH := "res://scenes/match3/match3.tscn"
|
# Fixed: Use static Match3 instance from scene instead of dynamic loading
|
||||||
var match3_instance: Node
|
@onready var match3_instance: Node = $Match3
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
if not back_button.pressed.is_connected(_on_back_button_pressed):
|
if not back_button.pressed.is_connected(_on_back_button_pressed):
|
||||||
back_button.pressed.connect(_on_back_button_pressed)
|
back_button.pressed.connect(_on_back_button_pressed)
|
||||||
_load_match3_scene()
|
# Fixed: No need to load match3 scene - it's already in the scene tree
|
||||||
|
|
||||||
|
|
||||||
func _on_back_button_pressed() -> void:
|
func _on_back_button_pressed() -> void:
|
||||||
AudioManager.play_ui_click()
|
AudioManager.play_ui_click()
|
||||||
GameManager.save_game()
|
GameManager.save_game()
|
||||||
if match3_instance and is_instance_valid(match3_instance):
|
# Fixed: Don't free the static instance, just exit
|
||||||
match3_instance.queue_free()
|
|
||||||
GameManager.exit_to_main_menu()
|
GameManager.exit_to_main_menu()
|
||||||
|
|
||||||
func _load_match3_scene() -> void:
|
|
||||||
var match3_scene := load(MATCH3_SCENE_PATH)
|
|
||||||
if not match3_scene or not match3_scene is PackedScene:
|
|
||||||
push_error("Failed to load Match3 scene at: %s" % MATCH3_SCENE_PATH)
|
|
||||||
return
|
|
||||||
|
|
||||||
match3_instance = match3_scene.instantiate()
|
|
||||||
add_child(match3_instance)
|
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://dmwkyeq2l7u04"]
|
[gd_scene load_steps=5 format=3 uid="uid://dmwkyeq2l7u04"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://bvtr6yhlyuv4v" path="res://scenes/game/game.gd" id="1_uwrxv"]
|
[ext_resource type="Script" uid="uid://b16jnk7w22mb" path="res://scenes/game/game.gd" id="1_uwrxv"]
|
||||||
[ext_resource type="PackedScene" uid="uid://b4kv7g7kllwgb" path="res://scenes/match3/match3.tscn" id="2_yqjtg"]
|
[ext_resource type="PackedScene" uid="uid://b4kv7g7kllwgb" path="res://scenes/match3/match3.tscn" id="2_yqjtg"]
|
||||||
|
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://fax5m4ywp1r3" path="res://scenes/ui/DebugMenu.tscn" id="4_debug_menu"]
|
||||||
|
|
||||||
[node name="Game" type="Node"]
|
[node name="Game" type="Node"]
|
||||||
script = ExtResource("1_uwrxv")
|
script = ExtResource("1_uwrxv")
|
||||||
@@ -19,3 +21,7 @@ offset_bottom = 31.0
|
|||||||
text = "back"
|
text = "back"
|
||||||
|
|
||||||
[node name="Match3" parent="." instance=ExtResource("2_yqjtg")]
|
[node name="Match3" parent="." instance=ExtResource("2_yqjtg")]
|
||||||
|
|
||||||
|
[node name="DebugToggle" parent="." instance=ExtResource("3_debug")]
|
||||||
|
|
||||||
|
[node name="DebugMenu" parent="." instance=ExtResource("4_debug_menu")]
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=15 format=3 uid="uid://gbe1jarrwqsi"]
|
[gd_scene load_steps=15 format=3 uid="uid://gbe1jarrwqsi"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://buak21ajgvevl" path="res://scenes/main/PressAnyKeyScreen.gd" id="1_0a4p2"]
|
[ext_resource type="Script" uid="uid://cxw2fjj5onja3" path="res://scenes/main/PressAnyKeyScreen.gd" id="1_0a4p2"]
|
||||||
[ext_resource type="Texture2D" uid="uid://bcr4bokw87m5n" path="res://assets/sprites/characters/skeleton/Skeleton Idle.png" id="2_rjjcb"]
|
[ext_resource type="Texture2D" uid="uid://bcr4bokw87m5n" path="res://assets/sprites/characters/skeleton/Skeleton Idle.png" id="2_rjjcb"]
|
||||||
|
|
||||||
[sub_resource type="AtlasTexture" id="AtlasTexture_l6pue"]
|
[sub_resource type="AtlasTexture" id="AtlasTexture_l6pue"]
|
||||||
|
|||||||
@@ -1,8 +1,9 @@
|
|||||||
[gd_scene load_steps=4 format=3 uid="uid://ci2gk11211n0d"]
|
[gd_scene load_steps=5 format=3 uid="uid://ci2gk11211n0d"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://cwlop1ettlqhg" path="res://scenes/main/Main.gd" id="1_0wfyh"]
|
[ext_resource type="Script" uid="uid://b0uwk2jlm6g08" path="res://scenes/main/Main.gd" id="1_0wfyh"]
|
||||||
[ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/PressAnyKeyScreen.tscn" id="1_o5qli"]
|
[ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/PressAnyKeyScreen.tscn" id="1_o5qli"]
|
||||||
[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="2_sugp2"]
|
[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="2_sugp2"]
|
||||||
|
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="4_v7g8d"]
|
||||||
|
|
||||||
[node name="main" type="Control"]
|
[node name="main" type="Control"]
|
||||||
layout_mode = 3
|
layout_mode = 3
|
||||||
@@ -25,3 +26,6 @@ stretch_mode = 1
|
|||||||
|
|
||||||
[node name="PressAnyKeyScreen" parent="." instance=ExtResource("1_o5qli")]
|
[node name="PressAnyKeyScreen" parent="." instance=ExtResource("1_o5qli")]
|
||||||
layout_mode = 1
|
layout_mode = 1
|
||||||
|
|
||||||
|
[node name="DebugToggle" parent="." instance=ExtResource("4_v7g8d")]
|
||||||
|
layout_mode = 1
|
||||||
|
|||||||
@@ -1,26 +1,71 @@
|
|||||||
extends Node2D
|
extends Node2D
|
||||||
|
|
||||||
const GRID_SIZE := Vector2i(8, 8)
|
var GRID_SIZE := Vector2i(8, 8)
|
||||||
const TILE_TYPES := 5
|
var TILE_TYPES := 5
|
||||||
const TILE_SCENE := preload("res://scenes/match3/tile.tscn")
|
const TILE_SCENE := preload("res://scenes/match3/tile.tscn")
|
||||||
|
|
||||||
var grid := []
|
var grid := []
|
||||||
|
var tile_size: float = 48.0
|
||||||
|
var grid_offset: Vector2
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
|
# Set up initial gem pool
|
||||||
|
var gem_indices = []
|
||||||
|
for i in range(TILE_TYPES):
|
||||||
|
gem_indices.append(i)
|
||||||
|
|
||||||
|
const TileScript = preload("res://scenes/match3/tile.gd")
|
||||||
|
TileScript.set_active_gem_pool(gem_indices)
|
||||||
|
|
||||||
|
_calculate_grid_layout()
|
||||||
_initialize_grid()
|
_initialize_grid()
|
||||||
|
|
||||||
|
func _calculate_grid_layout():
|
||||||
|
var viewport_size = get_viewport().get_visible_rect().size
|
||||||
|
var available_width = viewport_size.x * 0.8 # Use 80% of screen width
|
||||||
|
var available_height = viewport_size.y * 0.7 # Use 70% of screen height
|
||||||
|
|
||||||
|
# Calculate tile size based on available space
|
||||||
|
var max_tile_width = available_width / GRID_SIZE.x
|
||||||
|
var max_tile_height = available_height / GRID_SIZE.y
|
||||||
|
tile_size = min(max_tile_width, max_tile_height)
|
||||||
|
|
||||||
|
# Align grid to left side with some margin
|
||||||
|
var total_grid_height = tile_size * GRID_SIZE.y
|
||||||
|
grid_offset = Vector2(
|
||||||
|
50, # Left margin
|
||||||
|
(viewport_size.y - total_grid_height) / 2 + 50 # Vertically centered with top margin
|
||||||
|
)
|
||||||
|
|
||||||
func _initialize_grid():
|
func _initialize_grid():
|
||||||
|
# Update gem pool BEFORE creating any tiles
|
||||||
|
var gem_indices = []
|
||||||
|
for i in range(TILE_TYPES):
|
||||||
|
gem_indices.append(i)
|
||||||
|
|
||||||
|
const TileScript = preload("res://scenes/match3/tile.gd")
|
||||||
|
TileScript.set_active_gem_pool(gem_indices)
|
||||||
|
|
||||||
for y in range(GRID_SIZE.y):
|
for y in range(GRID_SIZE.y):
|
||||||
grid.append([])
|
grid.append([])
|
||||||
for x in range(GRID_SIZE.x):
|
for x in range(GRID_SIZE.x):
|
||||||
var tile = TILE_SCENE.instantiate()
|
var tile = TILE_SCENE.instantiate()
|
||||||
tile.position = Vector2(x, y) * 64 # Adjust to your tile size
|
tile.position = grid_offset + Vector2(x, y) * tile_size
|
||||||
tile.grid_position = Vector2i(x, y)
|
tile.grid_position = Vector2i(x, y)
|
||||||
tile.tile_type = randi() % TILE_TYPES
|
|
||||||
add_child(tile)
|
add_child(tile)
|
||||||
|
# Set tile type after adding to scene tree so sprite reference is available
|
||||||
|
var new_type = randi() % TILE_TYPES
|
||||||
|
tile.tile_type = new_type
|
||||||
|
print("Debug: Created tile at (", x, ",", y, ") with type ", new_type)
|
||||||
grid[y].append(tile)
|
grid[y].append(tile)
|
||||||
|
|
||||||
func _has_match_at(pos: Vector2i) -> bool:
|
func _has_match_at(pos: Vector2i) -> bool:
|
||||||
|
# Fixed: Add bounds and null checks
|
||||||
|
if pos.x < 0 or pos.y < 0 or pos.x >= GRID_SIZE.x or pos.y >= GRID_SIZE.y:
|
||||||
|
return false
|
||||||
|
if not grid[pos.y][pos.x]:
|
||||||
|
return false
|
||||||
|
|
||||||
var matches_horizontal = _get_match_line(pos, Vector2i(1, 0))
|
var matches_horizontal = _get_match_line(pos, Vector2i(1, 0))
|
||||||
if matches_horizontal.size() >= 3:
|
if matches_horizontal.size() >= 3:
|
||||||
return true
|
return true
|
||||||
@@ -28,15 +73,25 @@ func _has_match_at(pos: Vector2i) -> bool:
|
|||||||
var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
|
var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
|
||||||
return matches_vertical.size() >= 3
|
return matches_vertical.size() >= 3
|
||||||
|
|
||||||
|
# Fixed: Add missing function to check for any matches on the board
|
||||||
|
func _check_for_matches() -> bool:
|
||||||
|
for y in range(GRID_SIZE.y):
|
||||||
|
for x in range(GRID_SIZE.x):
|
||||||
|
if _has_match_at(Vector2i(x, y)):
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
|
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
|
||||||
var line = [grid[start.y][start.x]]
|
var line = [grid[start.y][start.x]]
|
||||||
var type = grid[start.y][start.x].tile_type
|
var type = grid[start.y][start.x].tile_type
|
||||||
|
|
||||||
|
# Fixed: Check in both directions separately to avoid infinite loops
|
||||||
for offset in [1, -1]:
|
for offset in [1, -1]:
|
||||||
var current = start + dir * offset
|
var current = start + dir * offset
|
||||||
while current.x >= 0 and current.y >= 0 and current.x < GRID_SIZE.x and current.y < GRID_SIZE.y:
|
while current.x >= 0 and current.y >= 0 and current.x < GRID_SIZE.x and current.y < GRID_SIZE.y:
|
||||||
var neighbor = grid[current.y][current.x]
|
var neighbor = grid[current.y][current.x]
|
||||||
if neighbor.tile_type != type:
|
# Fixed: Add null check to prevent crashes
|
||||||
|
if not neighbor or neighbor.tile_type != type:
|
||||||
break
|
break
|
||||||
line.append(neighbor)
|
line.append(neighbor)
|
||||||
current += dir * offset
|
current += dir * offset
|
||||||
@@ -48,6 +103,9 @@ func _clear_matches():
|
|||||||
|
|
||||||
for y in range(GRID_SIZE.y):
|
for y in range(GRID_SIZE.y):
|
||||||
for x in range(GRID_SIZE.x):
|
for x in range(GRID_SIZE.x):
|
||||||
|
# Fixed: Add null check before processing
|
||||||
|
if not grid[y][x]:
|
||||||
|
continue
|
||||||
var pos = Vector2i(x, y)
|
var pos = Vector2i(x, y)
|
||||||
var horiz = _get_match_line(pos, Vector2i(1, 0))
|
var horiz = _get_match_line(pos, Vector2i(1, 0))
|
||||||
if horiz.size() >= 3:
|
if horiz.size() >= 3:
|
||||||
@@ -62,6 +120,10 @@ func _clear_matches():
|
|||||||
unique_dict[tile] = true
|
unique_dict[tile] = true
|
||||||
to_clear = unique_dict.keys()
|
to_clear = unique_dict.keys()
|
||||||
|
|
||||||
|
# Fixed: Only proceed if there are matches to clear
|
||||||
|
if to_clear.size() == 0:
|
||||||
|
return
|
||||||
|
|
||||||
for tile in to_clear:
|
for tile in to_clear:
|
||||||
grid[tile.grid_position.y][tile.grid_position.x] = null
|
grid[tile.grid_position.y][tile.grid_position.x] = null
|
||||||
tile.queue_free()
|
tile.queue_free()
|
||||||
@@ -75,15 +137,17 @@ func _drop_tiles():
|
|||||||
while moved:
|
while moved:
|
||||||
moved = false
|
moved = false
|
||||||
for x in range(GRID_SIZE.x):
|
for x in range(GRID_SIZE.x):
|
||||||
for y in range(GRID_SIZE.y - 2, -1, -1):
|
# Fixed: Start from GRID_SIZE.y - 1 to avoid out of bounds
|
||||||
|
for y in range(GRID_SIZE.y - 1, -1, -1):
|
||||||
var tile = grid[y][x]
|
var tile = grid[y][x]
|
||||||
if tile and not grid[y + 1][x]:
|
# Fixed: Check bounds before accessing y + 1
|
||||||
|
if tile and y + 1 < GRID_SIZE.y and not grid[y + 1][x]:
|
||||||
grid[y + 1][x] = tile
|
grid[y + 1][x] = tile
|
||||||
grid[y][x] = null
|
grid[y][x] = null
|
||||||
tile.grid_position = Vector2i(x, y + 1)
|
tile.grid_position = Vector2i(x, y + 1)
|
||||||
# You can animate position here using Tween for smooth drop:
|
# You can animate position here using Tween for smooth drop:
|
||||||
# tween.interpolate_property(tile, "position", tile.position, Vector2(x, y + 1) * 64, 0.2)
|
# tween.interpolate_property(tile, "position", tile.position, grid_offset + Vector2(x, y + 1) * tile_size, 0.2)
|
||||||
tile.position = Vector2(x, y + 1) * 64
|
tile.position = grid_offset + Vector2(x, y + 1) * tile_size
|
||||||
moved = true
|
moved = true
|
||||||
|
|
||||||
func _fill_empty_cells():
|
func _fill_empty_cells():
|
||||||
@@ -93,10 +157,63 @@ func _fill_empty_cells():
|
|||||||
var tile = TILE_SCENE.instantiate()
|
var tile = TILE_SCENE.instantiate()
|
||||||
tile.grid_position = Vector2i(x, y)
|
tile.grid_position = Vector2i(x, y)
|
||||||
tile.tile_type = randi() % TILE_TYPES
|
tile.tile_type = randi() % TILE_TYPES
|
||||||
tile.position = Vector2(x, y) * 64
|
tile.position = grid_offset + Vector2(x, y) * tile_size
|
||||||
grid[y][x] = tile
|
grid[y][x] = tile
|
||||||
add_child(tile)
|
add_child(tile)
|
||||||
|
|
||||||
# Recheck matches
|
# Fixed: Add recursion protection to prevent stack overflow
|
||||||
await get_tree().create_timer(0.1).timeout
|
await get_tree().create_timer(0.1).timeout
|
||||||
_clear_matches()
|
var max_iterations = 10
|
||||||
|
var iteration = 0
|
||||||
|
while _check_for_matches() and iteration < max_iterations:
|
||||||
|
_clear_matches()
|
||||||
|
await get_tree().create_timer(0.1).timeout
|
||||||
|
iteration += 1
|
||||||
|
|
||||||
|
func regenerate_grid():
|
||||||
|
# Use time-based seed to ensure different patterns each time
|
||||||
|
var new_seed = Time.get_ticks_msec()
|
||||||
|
seed(new_seed)
|
||||||
|
print("Debug: Regenerating grid with seed: ", new_seed)
|
||||||
|
|
||||||
|
# Fixed: Clear ALL tile children, not just ones in grid array
|
||||||
|
# This handles any orphaned tiles that might not be tracked in the grid
|
||||||
|
var children_to_remove = []
|
||||||
|
for child in get_children():
|
||||||
|
if child.has_method("get_script") and child.get_script():
|
||||||
|
var script_path = child.get_script().resource_path
|
||||||
|
if script_path == "res://scenes/match3/tile.gd":
|
||||||
|
children_to_remove.append(child)
|
||||||
|
|
||||||
|
# Remove all found tile children
|
||||||
|
for child in children_to_remove:
|
||||||
|
child.free()
|
||||||
|
|
||||||
|
# Also clear grid array references
|
||||||
|
for y in range(grid.size()):
|
||||||
|
if grid[y] and grid[y] is Array:
|
||||||
|
for x in range(grid[y].size()):
|
||||||
|
# Set to null since we already freed the nodes above
|
||||||
|
grid[y][x] = null
|
||||||
|
|
||||||
|
# Clear the grid array
|
||||||
|
grid.clear()
|
||||||
|
|
||||||
|
# No need to wait for nodes to be freed since we used free()
|
||||||
|
|
||||||
|
# Fixed: Recalculate grid layout before regenerating tiles
|
||||||
|
_calculate_grid_layout()
|
||||||
|
|
||||||
|
# Regenerate the grid (gem pool is updated in _initialize_grid)
|
||||||
|
_initialize_grid()
|
||||||
|
|
||||||
|
func set_tile_types(new_count: int):
|
||||||
|
TILE_TYPES = new_count
|
||||||
|
# Regenerate grid with new tile types (gem pool is updated in regenerate_grid)
|
||||||
|
await regenerate_grid()
|
||||||
|
|
||||||
|
func set_grid_size(new_size: Vector2i):
|
||||||
|
print("Debug: Changing grid size from ", GRID_SIZE, " to ", new_size)
|
||||||
|
GRID_SIZE = new_size
|
||||||
|
# Regenerate grid with new size
|
||||||
|
await regenerate_grid()
|
||||||
|
|||||||
@@ -1,13 +1,8 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://b4kv7g7kllwgb"]
|
[gd_scene load_steps=2 format=3 uid="uid://b4kv7g7kllwgb"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://bvyiwvpepqfdu" path="res://scenes/match3/match3.gd" id="1_mvfdp"]
|
[ext_resource type="Script" uid="uid://bvyiwvpepqfdu" path="res://scenes/match3/match3.gd" id="1_mvfdp"]
|
||||||
[ext_resource type="Texture2D" uid="uid://ccprr0qrj3lgm" path="res://assets/sprites/gems/rg_19.png" id="2_0fhn8"]
|
|
||||||
|
|
||||||
[node name="Match3" type="Node2D"]
|
[node name="Match3" type="Node2D"]
|
||||||
script = ExtResource("1_mvfdp")
|
script = ExtResource("1_mvfdp")
|
||||||
|
|
||||||
[node name="GridContainer" type="Node2D" parent="."]
|
[node name="GridContainer" type="Node2D" parent="."]
|
||||||
|
|
||||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
|
||||||
position = Vector2(584, 317)
|
|
||||||
texture = ExtResource("2_0fhn8")
|
|
||||||
|
|||||||
@@ -1,33 +1,116 @@
|
|||||||
extends Node2D
|
extends Node2D
|
||||||
|
|
||||||
@export var tile_type: int = 0
|
@export var tile_type: int = 0 : set = _set_tile_type
|
||||||
var grid_position: Vector2i
|
var grid_position: Vector2i
|
||||||
|
|
||||||
@onready var sprite: Sprite2D = $Sprite2D
|
@onready var sprite: Sprite2D = $Sprite2D
|
||||||
|
|
||||||
# Target size for each tile to fit in the 64x64 grid cells
|
# Target size for each tile to fit in the 54x54 grid cells
|
||||||
const TILE_SIZE = 48 # Slightly smaller than 64 to leave some padding
|
const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding
|
||||||
|
|
||||||
var tile_textures = [
|
# All available gem textures
|
||||||
preload("res://assets/sprites/gems/bg_19.png"),
|
var all_gem_textures = [
|
||||||
preload("res://assets/sprites/gems/dg_19.png"),
|
preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem
|
||||||
preload("res://assets/sprites/gems/gg_19.png"),
|
preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem
|
||||||
preload("res://assets/sprites/gems/mg_19.png"),
|
preload("res://assets/sprites/gems/gg_19.png"), # 2 - Green gem
|
||||||
|
preload("res://assets/sprites/gems/mg_19.png"), # 3 - Magenta gem
|
||||||
|
preload("res://assets/sprites/gems/rg_19.png"), # 4 - Red gem
|
||||||
|
preload("res://assets/sprites/gems/yg_19.png"), # 5 - Yellow gem
|
||||||
|
preload("res://assets/sprites/gems/pg_19.png"), # 6 - Purple gem
|
||||||
|
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
|
||||||
|
|
||||||
func _set_tile_type(value: int) -> void:
|
func _set_tile_type(value: int) -> void:
|
||||||
tile_type = value
|
tile_type = value
|
||||||
if value >= 0 and value < tile_textures.size():
|
print("Debug: _set_tile_type called with value ", value, ", active_gem_types.size() = ", active_gem_types.size())
|
||||||
sprite.texture = tile_textures[value]
|
# 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()
|
_scale_sprite_to_fit()
|
||||||
|
else:
|
||||||
|
push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
|
||||||
|
|
||||||
func _scale_sprite_to_fit() -> void:
|
func _scale_sprite_to_fit() -> void:
|
||||||
if sprite.texture:
|
# Fixed: Add additional null checks
|
||||||
|
if sprite and sprite.texture:
|
||||||
var texture_size = sprite.texture.get_size()
|
var texture_size = sprite.texture.get_size()
|
||||||
var max_dimension = max(texture_size.x, texture_size.y)
|
var max_dimension = max(texture_size.x, texture_size.y)
|
||||||
var scale_factor = TILE_SIZE / max_dimension
|
var scale_factor = TILE_SIZE / max_dimension
|
||||||
sprite.scale = Vector2(scale_factor, scale_factor)
|
sprite.scale = Vector2(scale_factor, scale_factor)
|
||||||
|
|
||||||
|
# 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()
|
||||||
|
|
||||||
|
# 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()
|
||||||
|
# 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
|
||||||
|
|
||||||
|
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) -> 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)
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
func _remove_gem_type(gem_index: int) -> void:
|
||||||
|
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)
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
|
add_to_group("tiles") # Add to group for gem pool management
|
||||||
|
# Initialize with current static gem pool
|
||||||
|
active_gem_types = current_gem_pool.duplicate()
|
||||||
_set_tile_type(tile_type)
|
_set_tile_type(tile_type)
|
||||||
|
|||||||
25
scenes/ui/DebugButton.tscn
Normal file
25
scenes/ui/DebugButton.tscn
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
[gd_scene load_steps=2 format=3 uid="uid://dmjfgs6r4yfwl"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" uid="uid://bt6a8gpw1e31c" path="res://scenes/ui/DebugButton.gd" id="1_debug_script"]
|
||||||
|
|
||||||
|
[node name="DebugButton" type="Control"]
|
||||||
|
layout_mode = 3
|
||||||
|
anchors_preset = 3
|
||||||
|
anchor_left = 1.0
|
||||||
|
anchor_top = 1.0
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
offset_left = -80.0
|
||||||
|
offset_top = -40.0
|
||||||
|
grow_horizontal = 0
|
||||||
|
grow_vertical = 0
|
||||||
|
script = ExtResource("1_debug_script")
|
||||||
|
|
||||||
|
[node name="Button" type="Button" parent="."]
|
||||||
|
layout_mode = 1
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
text = "DEBUG"
|
||||||
203
scenes/ui/DebugMenu.gd
Normal file
203
scenes/ui/DebugMenu.gd
Normal file
@@ -0,0 +1,203 @@
|
|||||||
|
extends Control
|
||||||
|
|
||||||
|
@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
|
||||||
|
@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
|
||||||
|
@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
|
||||||
|
@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
|
||||||
|
@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
|
||||||
|
@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
|
||||||
|
@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
|
||||||
|
|
||||||
|
var match3_scene: Node2D
|
||||||
|
var search_timer: Timer
|
||||||
|
|
||||||
|
# Fixed: Add cleanup function
|
||||||
|
func _exit_tree():
|
||||||
|
if search_timer:
|
||||||
|
search_timer.queue_free()
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
visible = false
|
||||||
|
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||||
|
regenerate_button.pressed.connect(_on_regenerate_pressed)
|
||||||
|
gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
|
||||||
|
grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
|
||||||
|
grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
|
||||||
|
|
||||||
|
# Initialize gem types spinbox
|
||||||
|
gem_types_spinbox.min_value = 3
|
||||||
|
gem_types_spinbox.max_value = 8
|
||||||
|
gem_types_spinbox.step = 1
|
||||||
|
gem_types_spinbox.value = 5 # Default value
|
||||||
|
|
||||||
|
# Initialize grid size spinboxes
|
||||||
|
grid_width_spinbox.min_value = 4
|
||||||
|
grid_width_spinbox.max_value = 12
|
||||||
|
grid_width_spinbox.step = 1
|
||||||
|
grid_width_spinbox.value = 8 # Default value
|
||||||
|
|
||||||
|
grid_height_spinbox.min_value = 4
|
||||||
|
grid_height_spinbox.max_value = 12
|
||||||
|
grid_height_spinbox.step = 1
|
||||||
|
grid_height_spinbox.value = 8 # Default value
|
||||||
|
|
||||||
|
# Fixed: Create timer for periodic match3 scene search
|
||||||
|
search_timer = Timer.new()
|
||||||
|
search_timer.wait_time = 0.1
|
||||||
|
search_timer.timeout.connect(_find_match3_scene)
|
||||||
|
add_child(search_timer)
|
||||||
|
|
||||||
|
# Start searching immediately and continue until found
|
||||||
|
_find_match3_scene()
|
||||||
|
|
||||||
|
func _find_match3_scene():
|
||||||
|
# Fixed: Search more thoroughly for match3 scene
|
||||||
|
if match3_scene:
|
||||||
|
# Already found, stop searching
|
||||||
|
if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
|
||||||
|
search_timer.stop()
|
||||||
|
return
|
||||||
|
|
||||||
|
# Search in current scene tree
|
||||||
|
var current_scene = get_tree().current_scene
|
||||||
|
if current_scene:
|
||||||
|
# Try to find match3 by class name first
|
||||||
|
match3_scene = _find_node_by_script(current_scene, "res://scenes/match3/match3.gd")
|
||||||
|
|
||||||
|
# Fallback: search by common node names
|
||||||
|
if not match3_scene:
|
||||||
|
for possible_name in ["Match3", "match3", "Match3Game"]:
|
||||||
|
match3_scene = current_scene.find_child(possible_name, true, false)
|
||||||
|
if match3_scene:
|
||||||
|
break
|
||||||
|
|
||||||
|
if match3_scene:
|
||||||
|
print("Debug: Found match3 scene: ", match3_scene.name)
|
||||||
|
# Update UI with current values
|
||||||
|
if match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
|
||||||
|
gem_types_spinbox.value = match3_scene.TILE_TYPES
|
||||||
|
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
|
||||||
|
|
||||||
|
# Update grid size values
|
||||||
|
if "GRID_SIZE" in match3_scene:
|
||||||
|
var grid_size = match3_scene.GRID_SIZE
|
||||||
|
grid_width_spinbox.value = grid_size.x
|
||||||
|
grid_height_spinbox.value = grid_size.y
|
||||||
|
grid_width_label.text = "Width: " + str(grid_size.x)
|
||||||
|
grid_height_label.text = "Height: " + str(grid_size.y)
|
||||||
|
|
||||||
|
# Stop the search timer
|
||||||
|
if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
|
||||||
|
search_timer.stop()
|
||||||
|
else:
|
||||||
|
# Continue searching if not found
|
||||||
|
if search_timer and not search_timer.timeout.is_connected(_find_match3_scene):
|
||||||
|
search_timer.timeout.connect(_find_match3_scene)
|
||||||
|
search_timer.start()
|
||||||
|
|
||||||
|
func _find_node_by_script(node: Node, script_path: String) -> Node:
|
||||||
|
# Helper function to find node by its script path
|
||||||
|
if node.get_script():
|
||||||
|
var node_script = node.get_script()
|
||||||
|
if node_script.resource_path == script_path:
|
||||||
|
return node
|
||||||
|
|
||||||
|
for child in node.get_children():
|
||||||
|
var result = _find_node_by_script(child, script_path)
|
||||||
|
if result:
|
||||||
|
return result
|
||||||
|
|
||||||
|
return null
|
||||||
|
|
||||||
|
func _on_debug_toggled(enabled: bool):
|
||||||
|
visible = enabled
|
||||||
|
if enabled:
|
||||||
|
# Always refresh match3 scene reference when debug menu opens
|
||||||
|
if not match3_scene:
|
||||||
|
_find_match3_scene()
|
||||||
|
# Update display values
|
||||||
|
if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
|
||||||
|
gem_types_spinbox.value = match3_scene.TILE_TYPES
|
||||||
|
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
|
||||||
|
|
||||||
|
# Update grid size display values
|
||||||
|
if match3_scene and "GRID_SIZE" in match3_scene:
|
||||||
|
var grid_size = match3_scene.GRID_SIZE
|
||||||
|
grid_width_spinbox.value = grid_size.x
|
||||||
|
grid_height_spinbox.value = grid_size.y
|
||||||
|
grid_width_label.text = "Width: " + str(grid_size.x)
|
||||||
|
grid_height_label.text = "Height: " + str(grid_size.y)
|
||||||
|
|
||||||
|
func _on_regenerate_pressed():
|
||||||
|
if not match3_scene:
|
||||||
|
_find_match3_scene()
|
||||||
|
|
||||||
|
if not match3_scene:
|
||||||
|
print("Error: Could not find match3 scene for regeneration")
|
||||||
|
return
|
||||||
|
|
||||||
|
if match3_scene.has_method("regenerate_grid"):
|
||||||
|
print("Debug: Calling regenerate_grid()")
|
||||||
|
await match3_scene.regenerate_grid()
|
||||||
|
else:
|
||||||
|
print("Error: match3_scene does not have regenerate_grid method")
|
||||||
|
|
||||||
|
func _on_gem_types_changed(value: float):
|
||||||
|
if not match3_scene:
|
||||||
|
_find_match3_scene()
|
||||||
|
|
||||||
|
if not match3_scene:
|
||||||
|
print("Error: Could not find match3 scene for gem types change")
|
||||||
|
return
|
||||||
|
|
||||||
|
var new_value = int(value)
|
||||||
|
if match3_scene.has_method("set_tile_types"):
|
||||||
|
print("Debug: Setting tile types to ", new_value)
|
||||||
|
await match3_scene.set_tile_types(new_value)
|
||||||
|
gem_types_label.text = "Gem Types: " + str(new_value)
|
||||||
|
else:
|
||||||
|
print("Error: match3_scene does not have set_tile_types method")
|
||||||
|
# Fallback: try to set TILE_TYPES directly
|
||||||
|
if "TILE_TYPES" in match3_scene:
|
||||||
|
match3_scene.TILE_TYPES = new_value
|
||||||
|
gem_types_label.text = "Gem Types: " + str(new_value)
|
||||||
|
|
||||||
|
func _on_grid_width_changed(value: float):
|
||||||
|
if not match3_scene:
|
||||||
|
_find_match3_scene()
|
||||||
|
|
||||||
|
if not match3_scene:
|
||||||
|
print("Error: Could not find match3 scene for grid width change")
|
||||||
|
return
|
||||||
|
|
||||||
|
var new_width = int(value)
|
||||||
|
grid_width_label.text = "Width: " + str(new_width)
|
||||||
|
|
||||||
|
# Get current height
|
||||||
|
var current_height = int(grid_height_spinbox.value)
|
||||||
|
|
||||||
|
if match3_scene.has_method("set_grid_size"):
|
||||||
|
print("Debug: Setting grid size to ", new_width, "x", current_height)
|
||||||
|
await match3_scene.set_grid_size(Vector2i(new_width, current_height))
|
||||||
|
else:
|
||||||
|
print("Error: match3_scene does not have set_grid_size method")
|
||||||
|
|
||||||
|
func _on_grid_height_changed(value: float):
|
||||||
|
if not match3_scene:
|
||||||
|
_find_match3_scene()
|
||||||
|
|
||||||
|
if not match3_scene:
|
||||||
|
print("Error: Could not find match3 scene for grid height change")
|
||||||
|
return
|
||||||
|
|
||||||
|
var new_height = int(value)
|
||||||
|
grid_height_label.text = "Height: " + str(new_height)
|
||||||
|
|
||||||
|
# Get current width
|
||||||
|
var current_width = int(grid_width_spinbox.value)
|
||||||
|
|
||||||
|
if match3_scene.has_method("set_grid_size"):
|
||||||
|
print("Debug: Setting grid size to ", current_width, "x", new_height)
|
||||||
|
await match3_scene.set_grid_size(Vector2i(current_width, new_height))
|
||||||
|
else:
|
||||||
|
print("Error: match3_scene does not have set_grid_size method")
|
||||||
83
scenes/ui/DebugMenu.tscn
Normal file
83
scenes/ui/DebugMenu.tscn
Normal file
@@ -0,0 +1,83 @@
|
|||||||
|
[gd_scene load_steps=2 format=3 uid="uid://fax5m4ywp1r3"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" uid="uid://b4ppfg1tb0al0" path="res://scenes/ui/DebugMenu.gd" id="1_debug_menu"]
|
||||||
|
|
||||||
|
[node name="DebugMenu" type="Control"]
|
||||||
|
layout_mode = 3
|
||||||
|
anchors_preset = 1
|
||||||
|
anchor_left = 1.0
|
||||||
|
anchor_right = 1.0
|
||||||
|
offset_left = -201.0
|
||||||
|
offset_top = 59.0
|
||||||
|
offset_right = -11.0
|
||||||
|
offset_bottom = 169.0
|
||||||
|
grow_horizontal = 0
|
||||||
|
script = ExtResource("1_debug_menu")
|
||||||
|
|
||||||
|
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||||
|
layout_mode = 1
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
offset_left = 10.0
|
||||||
|
offset_top = 10.0
|
||||||
|
offset_right = -10.0
|
||||||
|
offset_bottom = -10.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
|
||||||
|
[node name="TitleLabel" type="Label" parent="VBoxContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "Debug Menu"
|
||||||
|
horizontal_alignment = 1
|
||||||
|
|
||||||
|
[node name="RegenerateButton" type="Button" parent="VBoxContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "Generate New Grid"
|
||||||
|
|
||||||
|
[node name="GemTypesContainer" type="HBoxContainer" parent="VBoxContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
|
||||||
|
[node name="GemTypesLabel" type="Label" parent="VBoxContainer/GemTypesContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "Gem Types: 5"
|
||||||
|
|
||||||
|
[node name="GemTypesSpinBox" type="SpinBox" parent="VBoxContainer/GemTypesContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
min_value = 3.0
|
||||||
|
max_value = 8.0
|
||||||
|
value = 5.0
|
||||||
|
|
||||||
|
[node name="GridSizeContainer" type="VBoxContainer" parent="VBoxContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
|
||||||
|
[node name="GridSizeLabel" type="Label" parent="VBoxContainer/GridSizeContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "Grid Size"
|
||||||
|
horizontal_alignment = 1
|
||||||
|
|
||||||
|
[node name="GridWidthContainer" type="HBoxContainer" parent="VBoxContainer/GridSizeContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
|
||||||
|
[node name="GridWidthLabel" type="Label" parent="VBoxContainer/GridSizeContainer/GridWidthContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "Width: 8"
|
||||||
|
|
||||||
|
[node name="GridWidthSpinBox" type="SpinBox" parent="VBoxContainer/GridSizeContainer/GridWidthContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
min_value = 4.0
|
||||||
|
max_value = 12.0
|
||||||
|
value = 8.0
|
||||||
|
|
||||||
|
[node name="GridHeightContainer" type="HBoxContainer" parent="VBoxContainer/GridSizeContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
|
||||||
|
[node name="GridHeightLabel" type="Label" parent="VBoxContainer/GridSizeContainer/GridHeightContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "Height: 8"
|
||||||
|
|
||||||
|
[node name="GridHeightSpinBox" type="SpinBox" parent="VBoxContainer/GridSizeContainer/GridHeightContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
min_value = 4.0
|
||||||
|
max_value = 12.0
|
||||||
|
value = 8.0
|
||||||
12
scenes/ui/DebugToggle.gd
Normal file
12
scenes/ui/DebugToggle.gd
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
extends Button
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
text = "Debug: OFF"
|
||||||
|
pressed.connect(_on_pressed)
|
||||||
|
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||||
|
|
||||||
|
func _on_pressed():
|
||||||
|
DebugManager.toggle_debug()
|
||||||
|
|
||||||
|
func _on_debug_toggled(enabled: bool):
|
||||||
|
text = "Debug: " + ("ON" if enabled else "OFF")
|
||||||
18
scenes/ui/DebugToggle.tscn
Normal file
18
scenes/ui/DebugToggle.tscn
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
[gd_scene load_steps=2 format=3 uid="uid://df2b4wn8j6cxl"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scenes/ui/DebugToggle.gd" id="1_gn2ol"]
|
||||||
|
|
||||||
|
[node name="DebugToggle" type="Button"]
|
||||||
|
anchors_preset = 3
|
||||||
|
anchor_left = 1.0
|
||||||
|
anchor_top = 1.0
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
offset_left = -110.0
|
||||||
|
offset_top = -40.0
|
||||||
|
offset_right = -10.0
|
||||||
|
offset_bottom = -10.0
|
||||||
|
grow_horizontal = 0
|
||||||
|
grow_vertical = 0
|
||||||
|
text = "Debug: OFF"
|
||||||
|
script = ExtResource("1_gn2ol")
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://m8lf3eh3al5j"]
|
[gd_scene load_steps=2 format=3 uid="uid://m8lf3eh3al5j"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://ctu58xq7btp1n" path="res://scenes/ui/MainMenu.gd" id="1_b00nv"]
|
[ext_resource type="Script" uid="uid://b2c35v0f6rymd" path="res://scenes/ui/MainMenu.gd" id="1_b00nv"]
|
||||||
|
|
||||||
[node name="MainMenu" type="Control"]
|
[node name="MainMenu" type="Control"]
|
||||||
layout_mode = 3
|
layout_mode = 3
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://57obmcwyos2g"]
|
[gd_scene load_steps=2 format=3 uid="uid://57obmcwyos2g"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://c8mlvlerv4y03" path="res://scenes/ui/SettingsMenu.gd" id="1_oqkcn"]
|
[ext_resource type="Script" uid="uid://bv56qwni68qo" path="res://scenes/ui/SettingsMenu.gd" id="1_oqkcn"]
|
||||||
|
|
||||||
[node name="SettingsMenu" type="Control" groups=["localizable"]]
|
[node name="SettingsMenu" type="Control" groups=["localizable"]]
|
||||||
layout_mode = 3
|
layout_mode = 3
|
||||||
|
|||||||
35
src/autoloads/DebugManager.gd
Normal file
35
src/autoloads/DebugManager.gd
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
extends Node
|
||||||
|
|
||||||
|
signal debug_toggled(enabled: bool)
|
||||||
|
|
||||||
|
var debug_enabled: bool = false
|
||||||
|
var debug_overlay_visible: bool = false
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
print("DebugManager loaded")
|
||||||
|
|
||||||
|
func toggle_debug():
|
||||||
|
debug_enabled = !debug_enabled
|
||||||
|
debug_toggled.emit(debug_enabled)
|
||||||
|
print("Debug mode: ", "ON" if debug_enabled else "OFF")
|
||||||
|
|
||||||
|
func set_debug_enabled(enabled: bool):
|
||||||
|
if debug_enabled != enabled:
|
||||||
|
debug_enabled = enabled
|
||||||
|
debug_toggled.emit(debug_enabled)
|
||||||
|
|
||||||
|
func is_debug_enabled() -> bool:
|
||||||
|
return debug_enabled
|
||||||
|
|
||||||
|
func toggle_overlay():
|
||||||
|
debug_overlay_visible = !debug_overlay_visible
|
||||||
|
|
||||||
|
func set_overlay_visible(visible: bool):
|
||||||
|
debug_overlay_visible = visible
|
||||||
|
|
||||||
|
func is_overlay_visible() -> bool:
|
||||||
|
return debug_overlay_visible
|
||||||
|
|
||||||
|
func log_debug(message: String, category: String = "DEBUG"):
|
||||||
|
if debug_enabled:
|
||||||
|
print("[", category, "] ", message)
|
||||||
Reference in New Issue
Block a user