1206 lines
34 KiB
GDScript
1206 lines
34 KiB
GDScript
extends Node2D
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signal score_changed(points: int)
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signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
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## Match-3 Game State Machine
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## WAITING: Idle state, accepting player input for tile selection
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## SELECTING: First tile selected, waiting for second tile to complete swap
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## SWAPPING: Animation in progress, input blocked during tile swap
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## PROCESSING: Detecting matches, clearing tiles, dropping new ones, checking cascades
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enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING }
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var GRID_SIZE := Vector2i(8, 8)
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var TILE_TYPES := 5
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const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn")
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# Safety constants
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const MAX_GRID_SIZE := 15
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const MAX_TILE_TYPES := 10
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const MAX_CASCADE_ITERATIONS := 20
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const MIN_GRID_SIZE := 3
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const MIN_TILE_TYPES := 3
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# Layout constants (replacing magic numbers)
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const SCREEN_WIDTH_USAGE := 0.8 # Use 80% of screen width
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const SCREEN_HEIGHT_USAGE := 0.7 # Use 70% of screen height
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const GRID_LEFT_MARGIN := 50.0
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const GRID_TOP_MARGIN := 50.0
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# Timing constants
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const CASCADE_WAIT_TIME := 0.1
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const SWAP_ANIMATION_TIME := 0.3
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const TILE_DROP_WAIT_TIME := 0.2
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var grid: Array[Array] = []
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var tile_size: float = 48.0
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var grid_offset: Vector2 = Vector2.ZERO
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var current_state: GameState = GameState.WAITING
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var selected_tile: Node2D = null
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var cursor_position: Vector2i = Vector2i(0, 0)
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var keyboard_navigation_enabled: bool = false
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var grid_initialized: bool = false
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var instance_id: String = ""
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func _ready() -> void:
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# Generate instance ID
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instance_id = "Match3_%d" % get_instance_id()
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if grid_initialized:
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DebugManager.log_warn(
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"[%s] Match3 _ready() called multiple times, skipping initialization" % instance_id,
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"Match3"
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)
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return
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DebugManager.log_debug("[%s] Match3 _ready() started" % instance_id, "Match3")
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grid_initialized = true
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# Calculate grid layout
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_calculate_grid_layout()
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# Try to load saved state, otherwise use default
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var loaded_saved_state = await load_saved_state()
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if not loaded_saved_state:
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DebugManager.log_info("No saved state found, using default grid initialization", "Match3")
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_initialize_grid()
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else:
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DebugManager.log_info("Successfully loaded saved grid state", "Match3")
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DebugManager.log_debug("Match3 _ready() completed, calling debug structure check", "Match3")
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# Notify UI that grid state is loaded
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grid_state_loaded.emit(GRID_SIZE, TILE_TYPES)
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# Debug: Check scene tree structure
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call_deferred("_debug_scene_structure")
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func _calculate_grid_layout():
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var viewport_size = get_viewport().get_visible_rect().size
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var available_width = viewport_size.x * SCREEN_WIDTH_USAGE
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var available_height = viewport_size.y * SCREEN_HEIGHT_USAGE
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# Calculate tile size based on available space
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var max_tile_width = available_width / GRID_SIZE.x
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var max_tile_height = available_height / GRID_SIZE.y
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tile_size = min(max_tile_width, max_tile_height)
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# Align grid to left side with margins
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var total_grid_height = tile_size * GRID_SIZE.y
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grid_offset = Vector2(
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GRID_LEFT_MARGIN, (viewport_size.y - total_grid_height) / 2 + GRID_TOP_MARGIN
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)
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func _initialize_grid():
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# Create gem pool for current tile types
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var gem_indices: Array[int] = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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for y in range(GRID_SIZE.y):
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grid.append([])
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for x in range(GRID_SIZE.x):
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var tile = TILE_SCENE.instantiate()
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var tile_position = grid_offset + Vector2(x, y) * tile_size
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tile.position = tile_position
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tile.grid_position = Vector2i(x, y)
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add_child(tile)
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# Set gem types for this tile
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tile.set_active_gem_types(gem_indices)
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# Set tile type after adding to scene tree
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var new_type = randi() % TILE_TYPES
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tile.tile_type = new_type
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# Connect tile signals
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tile.tile_selected.connect(_on_tile_selected)
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DebugManager.log_debug(
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(
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"Created tile at grid(%d,%d) world_pos(%s) with type %d"
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% [x, y, tile_position, new_type]
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),
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"Match3"
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)
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grid[y].append(tile)
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func _has_match_at(pos: Vector2i) -> bool:
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"""Check if tile at position is part of a 3+ match horizontally or vertically"""
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# Bounds and null checks
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if not _is_valid_grid_position(pos):
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return false
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if pos.y >= grid.size() or pos.x >= grid[pos.y].size():
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DebugManager.log_error("Grid array bounds exceeded at (%d,%d)" % [pos.x, pos.y], "Match3")
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return false
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var tile = grid[pos.y][pos.x]
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if not tile or not is_instance_valid(tile):
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return false
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# Check if tile has required properties
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if not "tile_type" in tile:
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DebugManager.log_warn(
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"Tile at (%d,%d) missing tile_type property" % [pos.x, pos.y], "Match3"
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)
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return false
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var matches_horizontal = _get_match_line(pos, Vector2i(1, 0))
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if matches_horizontal.size() >= 3:
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return true
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var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
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return matches_vertical.size() >= 3
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func _check_for_matches() -> bool:
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"""Scan entire grid to detect if any matches exist (used for cascade detection)"""
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for y in range(GRID_SIZE.y):
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for x in range(GRID_SIZE.x):
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if _has_match_at(Vector2i(x, y)):
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return true
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return false
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func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
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"""Find all consecutive matching tiles in a line from start position in given direction.
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Returns array of tile nodes that form a continuous match.
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Direction must be unit vector (1,0), (-1,0), (0,1), or (0,-1).
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Searches bidirectionally from start position.
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"""
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# Validate input parameters
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if not _is_valid_grid_position(start):
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DebugManager.log_error(
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"Invalid start position for match line: (%d,%d)" % [start.x, start.y], "Match3"
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)
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return []
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if abs(dir.x) + abs(dir.y) != 1 or (dir.x != 0 and dir.y != 0):
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DebugManager.log_error(
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"Invalid direction vector for match line: (%d,%d)" % [dir.x, dir.y], "Match3"
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)
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return []
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# Check grid bounds and tile validity
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if start.y >= grid.size() or start.x >= grid[start.y].size():
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return []
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var start_tile = grid[start.y][start.x]
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if not start_tile or not is_instance_valid(start_tile):
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return []
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if not "tile_type" in start_tile:
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return []
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var line = [start_tile] # Initialize with start tile
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var type = start_tile.tile_type # Type to match against
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# Check both directions from start position (bidirectional search)
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for offset in [1, -1]: # offset 1 = forward direction, -1 = backward direction
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var current = start + dir * offset
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var steps = 0
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# Safety limit prevents infinite loops in case of logic errors
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while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current):
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if current.y >= grid.size() or current.x >= grid[current.y].size():
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break
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var neighbor = grid[current.y][current.x]
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if not neighbor or not is_instance_valid(neighbor):
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break
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# Stop if tile type doesn't match (end of matching sequence)
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if not "tile_type" in neighbor or neighbor.tile_type != type:
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break
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line.append(neighbor) # Add matching tile to sequence
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current += dir * offset # Move to next position
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steps += 1 # Increment safety counter
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return line
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func _clear_matches() -> void:
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"""Find and remove all match groups of 3+ tiles, calculating score and triggering effects.
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Uses flood-fill approach to group connected matches, prevents double-counting tiles.
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Handles tile removal, score calculation, and visual effects.
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"""
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# Check grid integrity
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if not _validate_grid_integrity():
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DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3")
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return
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var match_groups := []
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var processed_tiles := {}
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for y in range(GRID_SIZE.y):
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if y >= grid.size():
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continue
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for x in range(GRID_SIZE.x):
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if x >= grid[y].size():
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continue
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# Safe tile access with validation
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var tile = grid[y][x]
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if not tile or not is_instance_valid(tile):
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continue
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if processed_tiles.has(tile):
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continue
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var pos = Vector2i(x, y)
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var horiz = _get_match_line(pos, Vector2i(1, 0))
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var vert = _get_match_line(pos, Vector2i(0, 1))
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if horiz.size() >= 3:
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match_groups.append(horiz)
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for match_tile in horiz:
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if is_instance_valid(match_tile):
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processed_tiles[match_tile] = true
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if vert.size() >= 3:
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match_groups.append(vert)
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for match_tile in vert:
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if is_instance_valid(match_tile):
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processed_tiles[match_tile] = true
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# Calculate total score from all matches
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# Formula: 3 gems = 3 points, 4 gems = 6 points, 5 gems = 8 points, etc.
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# Pattern: n gems = n + (n-2) points for n >= 3, but 3 gems = exactly 3 points
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var total_score := 0
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for match_group in match_groups:
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var match_size = match_group.size()
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var match_score: int
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if match_size == 3:
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match_score = 3 # Exactly 3 points for 3 gems
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else:
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match_score = match_size + max(0, match_size - 2) # n + (n-2) for n >= 4
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total_score += match_score
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print("Debug: Match of ", match_size, " gems = ", match_score, " points")
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# Remove duplicates from all matches combined
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var to_clear := []
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var unique_dict := {}
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for match_group in match_groups:
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for tile in match_group:
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unique_dict[tile] = true
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to_clear = unique_dict.keys()
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# Fixed: Only proceed if there are matches to clear
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if to_clear.size() == 0:
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return
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# Emit score before clearing tiles
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if total_score > 0:
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print("Debug: Total score for this turn: ", total_score)
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score_changed.emit(total_score)
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# Safe tile removal with validation
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for tile in to_clear:
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if not is_instance_valid(tile):
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continue
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# Validate tile has grid_position property
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if not "grid_position" in tile:
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DebugManager.log_warn("Tile missing grid_position during removal", "Match3")
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tile.queue_free()
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continue
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var tile_pos = tile.grid_position
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# Validate grid position before clearing reference
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if (
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_is_valid_grid_position(tile_pos)
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and tile_pos.y < grid.size()
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and tile_pos.x < grid[tile_pos.y].size()
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):
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grid[tile_pos.y][tile_pos.x] = null
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else:
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DebugManager.log_warn(
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"Invalid grid position during tile removal: (%d,%d)" % [tile_pos.x, tile_pos.y],
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"Match3"
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)
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tile.queue_free()
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# Wait one frame for nodes to be queued properly
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await get_tree().process_frame
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_drop_tiles()
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await get_tree().create_timer(TILE_DROP_WAIT_TIME).timeout
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_fill_empty_cells()
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func _drop_tiles():
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var moved = true
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while moved:
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moved = false
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for x in range(GRID_SIZE.x):
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# Fixed: Start from GRID_SIZE.y - 1 to avoid out of bounds
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for y in range(GRID_SIZE.y - 1, -1, -1):
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var tile = grid[y][x]
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# Fixed: Check bounds before accessing y + 1
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if tile and y + 1 < GRID_SIZE.y and not grid[y + 1][x]:
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grid[y + 1][x] = tile
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grid[y][x] = null
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tile.grid_position = Vector2i(x, y + 1)
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# You can animate position here using Tween for smooth drop:
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# tween.interpolate_property(tile, "position", tile.position, grid_offset + Vector2(x, y + 1) * tile_size, 0.2)
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tile.position = grid_offset + Vector2(x, y + 1) * tile_size
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moved = true
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func _fill_empty_cells():
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# Safety check for grid integrity
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if not _validate_grid_integrity():
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DebugManager.log_error("Grid integrity check failed in _fill_empty_cells", "Match3")
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return
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# Create gem pool for current tile types
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var gem_indices: Array[int] = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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var tiles_created = 0
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for y in range(GRID_SIZE.y):
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if y >= grid.size():
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DebugManager.log_error("Grid row %d does not exist" % y, "Match3")
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continue
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for x in range(GRID_SIZE.x):
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if x >= grid[y].size():
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DebugManager.log_error("Grid column %d does not exist in row %d" % [x, y], "Match3")
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continue
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if not grid[y][x]:
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var tile = TILE_SCENE.instantiate()
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if not tile:
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DebugManager.log_error(
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"Failed to instantiate tile at (%d,%d)" % [x, y], "Match3"
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)
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continue
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tile.grid_position = Vector2i(x, y)
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tile.position = grid_offset + Vector2(x, y) * tile_size
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add_child(tile)
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# Set gem types for this tile with error handling
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if tile.has_method("set_active_gem_types"):
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tile.set_active_gem_types(gem_indices)
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else:
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DebugManager.log_warn("Tile missing set_active_gem_types method", "Match3")
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# Set random tile type with bounds checking
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if TILE_TYPES > 0:
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tile.tile_type = randi() % TILE_TYPES
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else:
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DebugManager.log_error("TILE_TYPES is 0, cannot set tile type", "Match3")
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tile.queue_free()
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continue
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grid[y][x] = tile
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# Connect tile signals for new tiles with error handling
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if tile.has_signal("tile_selected"):
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tile.tile_selected.connect(_on_tile_selected)
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else:
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DebugManager.log_warn("Tile missing tile_selected signal", "Match3")
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tiles_created += 1
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DebugManager.log_debug("Created %d new tiles" % tiles_created, "Match3")
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# Enhanced cascade protection with better limits
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await get_tree().create_timer(CASCADE_WAIT_TIME).timeout
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var iteration = 0
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while _check_for_matches() and iteration < MAX_CASCADE_ITERATIONS:
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_clear_matches()
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await get_tree().create_timer(CASCADE_WAIT_TIME).timeout
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iteration += 1
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if iteration >= MAX_CASCADE_ITERATIONS:
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DebugManager.log_warn(
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(
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"Maximum cascade iterations reached (%d), stopping to prevent infinite loop"
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% MAX_CASCADE_ITERATIONS
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),
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"Match3"
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)
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# Save grid state after cascades complete
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save_current_state()
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func regenerate_grid():
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# Validate grid size before regeneration
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if (
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GRID_SIZE.x < MIN_GRID_SIZE
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or GRID_SIZE.y < MIN_GRID_SIZE
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or GRID_SIZE.x > MAX_GRID_SIZE
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or GRID_SIZE.y > MAX_GRID_SIZE
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):
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DebugManager.log_error(
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"Invalid grid size for regeneration: %dx%d" % [GRID_SIZE.x, GRID_SIZE.y], "Match3"
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)
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return
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if TILE_TYPES < 3 or TILE_TYPES > MAX_TILE_TYPES:
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DebugManager.log_error(
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"Invalid tile types count for regeneration: %d" % TILE_TYPES, "Match3"
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)
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return
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# Use time-based seed to ensure different patterns each time
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var new_seed = Time.get_ticks_msec()
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seed(new_seed)
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DebugManager.log_debug("Regenerating grid with seed: " + str(new_seed), "Match3")
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# Safe tile cleanup with improved error handling
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var children_to_remove = []
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var removed_count = 0
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for child in get_children():
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if not is_instance_valid(child):
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continue
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# More robust tile detection
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if child.has_method("get_script") and child.get_script():
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var script_path = child.get_script().resource_path
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if script_path == "res://scenes/game/gameplays/tile.gd":
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children_to_remove.append(child)
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removed_count += 1
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elif "grid_position" in child: # Fallback detection
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children_to_remove.append(child)
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removed_count += 1
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DebugManager.log_debug("Found %d tile children to remove" % removed_count, "Match3")
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# First clear grid array references to prevent access to nodes being freed
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for y in range(grid.size()):
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if y < grid.size() and grid[y] and grid[y] is Array:
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for x in range(grid[y].size()):
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if x < grid[y].size():
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grid[y][x] = null
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# Clear the grid array safely
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grid.clear()
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# Remove all found tile children using queue_free for safe cleanup
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for child in children_to_remove:
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if is_instance_valid(child):
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child.queue_free()
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# Wait for nodes to be properly freed from the scene tree
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await get_tree().process_frame
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await get_tree().process_frame # Extra frame for complex hierarchies
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# Recalculate grid layout before regenerating tiles
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_calculate_grid_layout()
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# Regenerate the grid with safety checks
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_initialize_grid()
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|
|
|
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:
|
|
"""Handle tile selection with state machine logic for match-3 gameplay.
|
|
|
|
State transitions:
|
|
WAITING -> SELECTING: First tile selected
|
|
SELECTING -> WAITING: Same tile clicked (deselect)
|
|
SELECTING -> SWAPPING: Different tile clicked (attempt swap)
|
|
"""
|
|
# Block tile selection during busy states
|
|
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 # State transition: WAITING -> 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 # State transition: SELECTING -> SWAPPING
|
|
await _swap_tiles(tile1, tile2) # Animate tile swap
|
|
|
|
# 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)
|