Files
skelly/scenes/game/gameplays/match3_gameplay.gd

1179 lines
33 KiB
GDScript

extends Node2D
signal score_changed(points: int)
signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING } # Waiting for player input # First tile selected # Animating tile swap # Processing matches and cascades
var GRID_SIZE := Vector2i(8, 8)
var TILE_TYPES := 5
const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn")
# Safety constants
const MAX_GRID_SIZE := 15
const MAX_TILE_TYPES := 10
const MAX_CASCADE_ITERATIONS := 20
const MIN_GRID_SIZE := 3
const MIN_TILE_TYPES := 3
# Layout constants (replacing magic numbers)
const SCREEN_WIDTH_USAGE := 0.8 # Use 80% of screen width
const SCREEN_HEIGHT_USAGE := 0.7 # Use 70% of screen height
const GRID_LEFT_MARGIN := 50.0
const GRID_TOP_MARGIN := 50.0
# Timing constants
const CASCADE_WAIT_TIME := 0.1
const SWAP_ANIMATION_TIME := 0.3
const TILE_DROP_WAIT_TIME := 0.2
var grid: Array[Array] = []
var tile_size: float = 48.0
var grid_offset: Vector2 = Vector2.ZERO
var current_state: GameState = GameState.WAITING
var selected_tile: Node2D = null
var cursor_position: Vector2i = Vector2i(0, 0)
var keyboard_navigation_enabled: bool = false
var grid_initialized: bool = false
var instance_id: String = ""
func _ready() -> void:
# Generate instance ID
instance_id = "Match3_%d" % get_instance_id()
if grid_initialized:
DebugManager.log_warn(
"[%s] Match3 _ready() called multiple times, skipping initialization" % instance_id,
"Match3"
)
return
DebugManager.log_debug("[%s] Match3 _ready() started" % instance_id, "Match3")
grid_initialized = true
# Calculate grid layout
_calculate_grid_layout()
# Try to load saved state, otherwise use default
var loaded_saved_state = await load_saved_state()
if not loaded_saved_state:
DebugManager.log_info("No saved state found, using default grid initialization", "Match3")
_initialize_grid()
else:
DebugManager.log_info("Successfully loaded saved grid state", "Match3")
DebugManager.log_debug("Match3 _ready() completed, calling debug structure check", "Match3")
# Notify UI that grid state is loaded
grid_state_loaded.emit(GRID_SIZE, TILE_TYPES)
# Debug: Check scene tree structure
call_deferred("_debug_scene_structure")
func _calculate_grid_layout():
var viewport_size = get_viewport().get_visible_rect().size
var available_width = viewport_size.x * SCREEN_WIDTH_USAGE
var available_height = viewport_size.y * SCREEN_HEIGHT_USAGE
# 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 margins
var total_grid_height = tile_size * GRID_SIZE.y
grid_offset = Vector2(
GRID_LEFT_MARGIN, (viewport_size.y - total_grid_height) / 2 + GRID_TOP_MARGIN
)
func _initialize_grid():
# Create gem pool for current tile types
var gem_indices: Array[int] = []
for i in range(TILE_TYPES):
gem_indices.append(i)
for y in range(GRID_SIZE.y):
grid.append([])
for x in range(GRID_SIZE.x):
var tile = TILE_SCENE.instantiate()
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
var new_type = randi() % TILE_TYPES
tile.tile_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:
# Bounds and null checks
if not _is_valid_grid_position(pos):
return false
if pos.y >= grid.size() or pos.x >= grid[pos.y].size():
DebugManager.log_error("Grid array bounds exceeded at (%d,%d)" % [pos.x, pos.y], "Match3")
return false
var tile = grid[pos.y][pos.x]
if not tile or not is_instance_valid(tile):
return false
# Check if tile has required properties
if not "tile_type" in tile:
DebugManager.log_warn(
"Tile at (%d,%d) missing tile_type property" % [pos.x, pos.y], "Match3"
)
return false
var matches_horizontal = _get_match_line(pos, Vector2i(1, 0))
if matches_horizontal.size() >= 3:
return true
var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
return matches_vertical.size() >= 3
# 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:
# Validate input parameters
if not _is_valid_grid_position(start):
DebugManager.log_error(
"Invalid start position for match line: (%d,%d)" % [start.x, start.y], "Match3"
)
return []
if abs(dir.x) + abs(dir.y) != 1 or (dir.x != 0 and dir.y != 0):
DebugManager.log_error(
"Invalid direction vector for match line: (%d,%d)" % [dir.x, dir.y], "Match3"
)
return []
# Check grid bounds and tile validity
if start.y >= grid.size() or start.x >= grid[start.y].size():
return []
var start_tile = grid[start.y][start.x]
if not start_tile or not is_instance_valid(start_tile):
return []
if not "tile_type" in start_tile:
return []
var line = [start_tile]
var type = start_tile.tile_type
# Check both directions with safety limits
for offset in [1, -1]:
var current = start + dir * offset
var steps = 0
while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current):
if current.y >= grid.size() or current.x >= grid[current.y].size():
break
var neighbor = grid[current.y][current.x]
if not neighbor or not is_instance_valid(neighbor):
break
if not "tile_type" in neighbor or neighbor.tile_type != type:
break
line.append(neighbor)
current += dir * offset
steps += 1
return line
func _clear_matches():
# Check grid integrity
if not _validate_grid_integrity():
DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3")
return
var match_groups := []
var processed_tiles := {}
for y in range(GRID_SIZE.y):
if y >= grid.size():
continue
for x in range(GRID_SIZE.x):
if x >= grid[y].size():
continue
# Safe tile access with validation
var tile = grid[y][x]
if not tile or not is_instance_valid(tile):
continue
if processed_tiles.has(tile):
continue
var pos = Vector2i(x, y)
var horiz = _get_match_line(pos, Vector2i(1, 0))
var vert = _get_match_line(pos, Vector2i(0, 1))
if horiz.size() >= 3:
match_groups.append(horiz)
for match_tile in horiz:
if is_instance_valid(match_tile):
processed_tiles[match_tile] = true
if vert.size() >= 3:
match_groups.append(vert)
for match_tile in vert:
if is_instance_valid(match_tile):
processed_tiles[match_tile] = true
# Calculate total score from all matches
# Formula: 3 gems = 3 points, 4 gems = 6 points, 5 gems = 8 points, etc.
# Pattern: n gems = n + (n-2) points for n >= 3, but 3 gems = exactly 3 points
var total_score := 0
for match_group in match_groups:
var match_size = match_group.size()
var match_score: int
if match_size == 3:
match_score = 3 # Exactly 3 points for 3 gems
else:
match_score = match_size + max(0, match_size - 2) # n + (n-2) for n >= 4
total_score += match_score
print("Debug: Match of ", match_size, " gems = ", match_score, " points")
# Remove duplicates from all matches combined
var to_clear := []
var unique_dict := {}
for match_group in match_groups:
for tile in match_group:
unique_dict[tile] = true
to_clear = unique_dict.keys()
# Fixed: Only proceed if there are matches to clear
if to_clear.size() == 0:
return
# Emit score before clearing tiles
if total_score > 0:
print("Debug: Total score for this turn: ", total_score)
score_changed.emit(total_score)
# Safe tile removal with validation
for tile in to_clear:
if not is_instance_valid(tile):
continue
# Validate tile has grid_position property
if not "grid_position" in tile:
DebugManager.log_warn("Tile missing grid_position during removal", "Match3")
tile.queue_free()
continue
var tile_pos = tile.grid_position
# Validate grid position before clearing reference
if (
_is_valid_grid_position(tile_pos)
and tile_pos.y < grid.size()
and tile_pos.x < grid[tile_pos.y].size()
):
grid[tile_pos.y][tile_pos.x] = null
else:
DebugManager.log_warn(
"Invalid grid position during tile removal: (%d,%d)" % [tile_pos.x, tile_pos.y],
"Match3"
)
tile.queue_free()
# Wait one frame for nodes to be queued properly
await get_tree().process_frame
_drop_tiles()
await get_tree().create_timer(TILE_DROP_WAIT_TIME).timeout
_fill_empty_cells()
func _drop_tiles():
var moved = true
while moved:
moved = false
for x in range(GRID_SIZE.x):
# 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]
# 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][x] = null
tile.grid_position = Vector2i(x, y + 1)
# You can animate position here using Tween for smooth drop:
# tween.interpolate_property(tile, "position", tile.position, grid_offset + Vector2(x, y + 1) * tile_size, 0.2)
tile.position = grid_offset + Vector2(x, y + 1) * tile_size
moved = true
func _fill_empty_cells():
# Safety check for grid integrity
if not _validate_grid_integrity():
DebugManager.log_error("Grid integrity check failed in _fill_empty_cells", "Match3")
return
# Create gem pool for current tile types
var gem_indices: Array[int] = []
for i in range(TILE_TYPES):
gem_indices.append(i)
var tiles_created = 0
for y in range(GRID_SIZE.y):
if y >= grid.size():
DebugManager.log_error("Grid row %d does not exist" % y, "Match3")
continue
for x in range(GRID_SIZE.x):
if x >= grid[y].size():
DebugManager.log_error("Grid column %d does not exist in row %d" % [x, y], "Match3")
continue
if not grid[y][x]:
var tile = TILE_SCENE.instantiate()
if not tile:
DebugManager.log_error(
"Failed to instantiate tile at (%d,%d)" % [x, y], "Match3"
)
continue
tile.grid_position = Vector2i(x, y)
tile.position = grid_offset + Vector2(x, y) * tile_size
add_child(tile)
# Set gem types for this tile with error handling
if tile.has_method("set_active_gem_types"):
tile.set_active_gem_types(gem_indices)
else:
DebugManager.log_warn("Tile missing set_active_gem_types method", "Match3")
# Set random tile type with bounds checking
if TILE_TYPES > 0:
tile.tile_type = randi() % TILE_TYPES
else:
DebugManager.log_error("TILE_TYPES is 0, cannot set tile type", "Match3")
tile.queue_free()
continue
grid[y][x] = tile
# Connect tile signals for new tiles with error handling
if tile.has_signal("tile_selected"):
tile.tile_selected.connect(_on_tile_selected)
else:
DebugManager.log_warn("Tile missing tile_selected signal", "Match3")
tiles_created += 1
DebugManager.log_debug("Created %d new tiles" % tiles_created, "Match3")
# Enhanced cascade protection with better limits
await get_tree().create_timer(CASCADE_WAIT_TIME).timeout
var iteration = 0
while _check_for_matches() and iteration < MAX_CASCADE_ITERATIONS:
_clear_matches()
await get_tree().create_timer(CASCADE_WAIT_TIME).timeout
iteration += 1
if iteration >= MAX_CASCADE_ITERATIONS:
DebugManager.log_warn(
(
"Maximum cascade iterations reached (%d), stopping to prevent infinite loop"
% MAX_CASCADE_ITERATIONS
),
"Match3"
)
# Save grid state after cascades complete
save_current_state()
func regenerate_grid():
# Validate grid size before regeneration
if (
GRID_SIZE.x < MIN_GRID_SIZE
or GRID_SIZE.y < MIN_GRID_SIZE
or GRID_SIZE.x > MAX_GRID_SIZE
or GRID_SIZE.y > MAX_GRID_SIZE
):
DebugManager.log_error(
"Invalid grid size for regeneration: %dx%d" % [GRID_SIZE.x, GRID_SIZE.y], "Match3"
)
return
if TILE_TYPES < 3 or TILE_TYPES > MAX_TILE_TYPES:
DebugManager.log_error(
"Invalid tile types count for regeneration: %d" % TILE_TYPES, "Match3"
)
return
# Use time-based seed to ensure different patterns each time
var new_seed = Time.get_ticks_msec()
seed(new_seed)
DebugManager.log_debug("Regenerating grid with seed: " + str(new_seed), "Match3")
# Safe tile cleanup with improved error handling
var children_to_remove = []
var removed_count = 0
for child in get_children():
if not is_instance_valid(child):
continue
# More robust tile detection
if child.has_method("get_script") and child.get_script():
var script_path = child.get_script().resource_path
if script_path == "res://scenes/game/gameplays/tile.gd":
children_to_remove.append(child)
removed_count += 1
elif "grid_position" in child: # Fallback detection
children_to_remove.append(child)
removed_count += 1
DebugManager.log_debug("Found %d tile children to remove" % removed_count, "Match3")
# First clear grid array references to prevent access to nodes being freed
for y in range(grid.size()):
if y < grid.size() and grid[y] and grid[y] is Array:
for x in range(grid[y].size()):
if x < grid[y].size():
grid[y][x] = null
# Clear the grid array safely
grid.clear()
# Remove all found tile children using queue_free for safe cleanup
for child in children_to_remove:
if is_instance_valid(child):
child.queue_free()
# Wait for nodes to be properly freed from the scene tree
await get_tree().process_frame
await get_tree().process_frame # Extra frame for complex hierarchies
# Recalculate grid layout before regenerating tiles
_calculate_grid_layout()
# Regenerate the grid with safety checks
_initialize_grid()
func set_tile_types(new_count: int):
# Input validation
if new_count < 3:
DebugManager.log_error("Tile types count too low: %d (minimum 3)" % new_count, "Match3")
return
if new_count > MAX_TILE_TYPES:
DebugManager.log_error(
"Tile types count too high: %d (maximum %d)" % [new_count, MAX_TILE_TYPES], "Match3"
)
return
if new_count == TILE_TYPES:
DebugManager.log_debug("Tile types count unchanged, skipping regeneration", "Match3")
return
DebugManager.log_debug("Changing tile types from %d to %d" % [TILE_TYPES, new_count], "Match3")
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):
# Comprehensive input validation
if new_size.x < MIN_GRID_SIZE or new_size.y < MIN_GRID_SIZE:
DebugManager.log_error(
(
"Grid size too small: %dx%d (minimum %dx%d)"
% [new_size.x, new_size.y, MIN_GRID_SIZE, MIN_GRID_SIZE]
),
"Match3"
)
return
if new_size.x > MAX_GRID_SIZE or new_size.y > MAX_GRID_SIZE:
DebugManager.log_error(
(
"Grid size too large: %dx%d (maximum %dx%d)"
% [new_size.x, new_size.y, MAX_GRID_SIZE, MAX_GRID_SIZE]
),
"Match3"
)
return
if new_size == GRID_SIZE:
DebugManager.log_debug("Grid size unchanged, skipping regeneration", "Match3")
return
DebugManager.log_debug("Changing grid size from %s to %s" % [GRID_SIZE, 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
# Validate grid integrity before cursor operations
if not _validate_grid_integrity():
DebugManager.log_error("Grid integrity check failed in cursor movement", "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:
# Safe access to old tile
var old_tile = _safe_grid_access(old_pos)
if old_tile and "is_selected" in old_tile and "is_highlighted" in old_tile:
if 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
# Safe access to new tile
var new_tile = _safe_grid_access(cursor_position)
if new_tile and "is_selected" in new_tile and "is_highlighted" in new_tile:
if not new_tile.is_selected:
new_tile.is_highlighted = true
func _select_tile_at_cursor() -> void:
# Validate cursor position and grid integrity
if not _is_valid_grid_position(cursor_position):
DebugManager.log_warn(
(
"Invalid cursor position for selection: (%d,%d)"
% [cursor_position.x, cursor_position.y]
),
"Match3"
)
return
var tile = _safe_grid_access(cursor_position)
if tile:
DebugManager.log_debug(
"Keyboard selection at cursor (%d,%d)" % [cursor_position.x, cursor_position.y],
"Match3"
)
_on_tile_selected(tile)
else:
DebugManager.log_warn(
"No valid tile at cursor position (%d,%d)" % [cursor_position.x, cursor_position.y],
"Match3"
)
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 and is_instance_valid(selected_tile):
# Safe access to tile properties
if "grid_position" in selected_tile:
DebugManager.log_debug(
(
"Deselecting tile at (%d,%d)"
% [selected_tile.grid_position.x, selected_tile.grid_position.y]
),
"Match3"
)
else:
DebugManager.log_debug("Deselecting tile (no grid position available)", "Match3")
# Safe property access for selection state
if "is_selected" in selected_tile:
selected_tile.is_selected = false
# Handle cursor highlighting for keyboard navigation
if keyboard_navigation_enabled:
# Clear highlighting on selected tile
if "is_highlighted" in selected_tile:
selected_tile.is_highlighted = false
# Re-highlight cursor position if it's different from the deselected tile
var cursor_tile = _safe_grid_access(cursor_position)
if cursor_tile and "is_highlighted" in 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
if "is_highlighted" in selected_tile:
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, SWAP_ANIMATION_TIME)
tween.tween_property(tile2, "position", target_pos2, SWAP_ANIMATION_TIME)
await tween.finished
DebugManager.log_trace("Tile swap animation completed", "Match3")
func serialize_grid_state() -> Array:
# Convert the current grid to a serializable 2D array
DebugManager.log_info(
(
"Starting serialization: grid.size()=%d, GRID_SIZE=(%d,%d)"
% [grid.size(), GRID_SIZE.x, GRID_SIZE.y]
),
"Match3"
)
if grid.size() == 0:
DebugManager.log_error("Grid array is empty during serialization!", "Match3")
return []
var serialized_grid = []
var valid_tiles = 0
var null_tiles = 0
for y in range(GRID_SIZE.y):
var row = []
for x in range(GRID_SIZE.x):
if y < grid.size() and x < grid[y].size() and grid[y][x]:
row.append(grid[y][x].tile_type)
valid_tiles += 1
# Only log first few for brevity
if valid_tiles <= 5:
DebugManager.log_debug(
"Serializing tile (%d,%d): type %d" % [x, y, grid[y][x].tile_type], "Match3"
)
else:
row.append(-1) # Invalid/empty tile
null_tiles += 1
# Only log first few nulls for brevity
if null_tiles <= 5:
DebugManager.log_debug(
"Serializing tile (%d,%d): NULL/empty (-1)" % [x, y], "Match3"
)
serialized_grid.append(row)
DebugManager.log_info(
(
"Serialized grid state: %dx%d grid, %d valid tiles, %d null tiles"
% [GRID_SIZE.x, GRID_SIZE.y, valid_tiles, null_tiles]
),
"Match3"
)
return serialized_grid
func get_active_gem_types() -> Array:
# Get active gem types from the first available tile
if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]:
return grid[0][0].active_gem_types.duplicate()
else:
# Fallback to default
var default_types = []
for i in range(TILE_TYPES):
default_types.append(i)
return default_types
func save_current_state():
# Save complete game state
var grid_layout = serialize_grid_state()
var active_gems = get_active_gem_types()
DebugManager.log_info(
(
"Saving match3 state: size(%d,%d), %d tile types, %d active gems"
% [GRID_SIZE.x, GRID_SIZE.y, TILE_TYPES, active_gems.size()]
),
"Match3"
)
SaveManager.save_grid_state(GRID_SIZE, TILE_TYPES, active_gems, grid_layout)
func load_saved_state() -> bool:
# Check if there's a saved grid state
if not SaveManager.has_saved_grid():
DebugManager.log_info("No saved grid state found, using default generation", "Match3")
return false
var saved_state = SaveManager.get_saved_grid_state()
# Restore grid settings
var saved_size = Vector2i(saved_state.grid_size.x, saved_state.grid_size.y)
TILE_TYPES = saved_state.tile_types_count
var saved_gems: Array[int] = []
for gem in saved_state.active_gem_types:
saved_gems.append(int(gem))
var saved_layout = saved_state.grid_layout
DebugManager.log_info(
(
"[%s] Loading saved grid state: size(%d,%d), %d tile types, layout_size=%d"
% [instance_id, saved_size.x, saved_size.y, TILE_TYPES, saved_layout.size()]
),
"Match3"
)
# Debug: Print first few rows of loaded layout
for y in range(min(3, saved_layout.size())):
var row_str = ""
for x in range(min(8, saved_layout[y].size())):
row_str += str(saved_layout[y][x]) + " "
DebugManager.log_debug("Loading row %d: %s" % [y, row_str], "Match3")
# Validate saved data
if saved_layout.size() != saved_size.y:
DebugManager.log_error(
(
"Saved grid layout height mismatch: expected %d, got %d"
% [saved_size.y, saved_layout.size()]
),
"Match3"
)
return false
if saved_layout.size() > 0 and saved_layout[0].size() != saved_size.x:
DebugManager.log_error(
(
"Saved grid layout width mismatch: expected %d, got %d"
% [saved_size.x, saved_layout[0].size()]
),
"Match3"
)
return false
# Apply the saved settings
var old_size = GRID_SIZE
GRID_SIZE = saved_size
# Recalculate layout if size changed
if old_size != saved_size:
DebugManager.log_info(
"Grid size changed from %s to %s, recalculating layout" % [old_size, saved_size],
"Match3"
)
_calculate_grid_layout()
await _restore_grid_from_layout(saved_layout, saved_gems)
DebugManager.log_info("Successfully loaded saved grid state", "Match3")
return true
func _restore_grid_from_layout(grid_layout: Array, active_gems: Array[int]) -> void:
DebugManager.log_info(
(
"[%s] Starting grid restoration: layout_size=%d, active_gems=%s"
% [instance_id, grid_layout.size(), active_gems]
),
"Match3"
)
# Clear ALL existing tile children, not just ones in grid array
# This ensures no duplicate layers are created
var all_tile_children = []
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/game/gameplays/tile.gd":
all_tile_children.append(child)
DebugManager.log_debug(
"Found %d existing tile children to remove" % all_tile_children.size(), "Match3"
)
# Remove all found tile children
for child in all_tile_children:
child.queue_free()
# Clear existing grid array
for y in range(grid.size()):
if grid[y] and grid[y] is Array:
for x in range(grid[y].size()):
grid[y][x] = null
# Clear grid array
grid.clear()
# Wait for nodes to be freed
await get_tree().process_frame
# Restore grid from saved layout
for y in range(GRID_SIZE.y):
grid.append([])
for x in range(GRID_SIZE.x):
var tile = TILE_SCENE.instantiate()
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(active_gems)
# Set the saved tile type
var saved_tile_type = grid_layout[y][x]
DebugManager.log_debug(
(
"Setting tile (%d,%d): saved_type=%d, TILE_TYPES=%d"
% [x, y, saved_tile_type, TILE_TYPES]
),
"Match3"
)
if saved_tile_type >= 0 and saved_tile_type < TILE_TYPES:
tile.tile_type = saved_tile_type
DebugManager.log_debug(
"✓ Restored tile (%d,%d) with saved type %d" % [x, y, saved_tile_type], "Match3"
)
else:
# Fallback for invalid tile types
tile.tile_type = randi() % TILE_TYPES
DebugManager.log_error(
(
"✗ Invalid saved tile type %d at (%d,%d), using random %d"
% [saved_tile_type, x, y, tile.tile_type]
),
"Match3"
)
# Connect tile signals
tile.tile_selected.connect(_on_tile_selected)
grid[y].append(tile)
DebugManager.log_info(
"Completed grid restoration: %d tiles restored" % [GRID_SIZE.x * GRID_SIZE.y], "Match3"
)
# Safety and validation helper functions
func _is_valid_grid_position(pos: Vector2i) -> bool:
return pos.x >= 0 and pos.y >= 0 and pos.x < GRID_SIZE.x and pos.y < GRID_SIZE.y
func _validate_grid_integrity() -> bool:
# Check if grid array structure is valid
if not grid is Array:
DebugManager.log_error("Grid is not an array", "Match3")
return false
if grid.size() != GRID_SIZE.y:
DebugManager.log_error(
"Grid height mismatch: %d vs %d" % [grid.size(), GRID_SIZE.y], "Match3"
)
return false
for y in range(grid.size()):
if not grid[y] is Array:
DebugManager.log_error("Grid row %d is not an array" % y, "Match3")
return false
if grid[y].size() != GRID_SIZE.x:
DebugManager.log_error(
"Grid row %d width mismatch: %d vs %d" % [y, grid[y].size(), GRID_SIZE.x], "Match3"
)
return false
return true
func _safe_grid_access(pos: Vector2i) -> Node2D:
# Safe grid access with comprehensive bounds checking
if not _is_valid_grid_position(pos):
return null
if pos.y >= grid.size() or pos.x >= grid[pos.y].size():
DebugManager.log_warn("Grid bounds exceeded: (%d,%d)" % [pos.x, pos.y], "Match3")
return null
var tile = grid[pos.y][pos.x]
if not tile or not is_instance_valid(tile):
return null
return tile
func _safe_tile_access(tile: Node2D, property: String):
# Safe property access on tiles
if not tile or not is_instance_valid(tile):
return null
if not property in tile:
DebugManager.log_warn("Tile missing property: %s" % property, "Match3")
return null
return tile.get(property)