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 # Target size for each tile to fit in the 54x54 grid cells const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding # All available gem textures var all_gem_textures = [ preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem 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: tile_type = 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() else: 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 if sprite and sprite.texture: var texture_size = sprite.texture.get_size() var max_dimension = max(texture_size.x, texture_size.y) var scale_factor = TILE_SIZE / max_dimension 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() # 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) 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() _set_tile_type(tile_type)