use proper logging everywhere add gamepad and keyboard control on match3 gameplay
207 lines
7.3 KiB
GDScript
207 lines
7.3 KiB
GDScript
extends Control
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@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
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@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
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@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
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@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
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@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
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@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
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@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
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var match3_scene: Node2D
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var search_timer: Timer
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# Fixed: Add cleanup function
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func _exit_tree():
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if search_timer:
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search_timer.queue_free()
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func _ready():
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DebugManager.debug_toggled.connect(_on_debug_toggled)
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# Initialize with current debug state
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var current_debug_state = DebugManager.is_debug_enabled()
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visible = current_debug_state
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regenerate_button.pressed.connect(_on_regenerate_pressed)
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gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
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grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
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grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
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# Initialize gem types spinbox
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gem_types_spinbox.min_value = 3
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gem_types_spinbox.max_value = 8
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gem_types_spinbox.step = 1
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gem_types_spinbox.value = 5 # Default value
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# Initialize grid size spinboxes
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grid_width_spinbox.min_value = 4
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grid_width_spinbox.max_value = 12
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grid_width_spinbox.step = 1
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grid_width_spinbox.value = 8 # Default value
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grid_height_spinbox.min_value = 4
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grid_height_spinbox.max_value = 12
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grid_height_spinbox.step = 1
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grid_height_spinbox.value = 8 # Default value
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# Fixed: Create timer for periodic match3 scene search
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search_timer = Timer.new()
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search_timer.wait_time = 0.1
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search_timer.timeout.connect(_find_match3_scene)
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add_child(search_timer)
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# Start searching immediately and continue until found
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_find_match3_scene()
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func _find_match3_scene():
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# Fixed: Search more thoroughly for match3 scene
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if match3_scene:
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# Already found, stop searching
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if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
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search_timer.stop()
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return
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# Search in current scene tree
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var current_scene = get_tree().current_scene
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if current_scene:
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# Try to find match3 by class name first
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match3_scene = _find_node_by_script(current_scene, "res://scenes/game/gameplays/match3_gameplay.gd")
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# Fallback: search by common node names
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if not match3_scene:
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for possible_name in ["Match3", "match3", "Match3Game"]:
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match3_scene = current_scene.find_child(possible_name, true, false)
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if match3_scene:
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break
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if match3_scene:
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DebugManager.log_debug("Found match3 scene: " + match3_scene.name, "DebugMenu")
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# Update UI with current values
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if match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
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gem_types_spinbox.value = match3_scene.TILE_TYPES
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gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
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# Update grid size values
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if "GRID_SIZE" in match3_scene:
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var grid_size = match3_scene.GRID_SIZE
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grid_width_spinbox.value = grid_size.x
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grid_height_spinbox.value = grid_size.y
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grid_width_label.text = "Width: " + str(grid_size.x)
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grid_height_label.text = "Height: " + str(grid_size.y)
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# Stop the search timer
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if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
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search_timer.stop()
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else:
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# Continue searching if not found
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if search_timer and not search_timer.timeout.is_connected(_find_match3_scene):
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search_timer.timeout.connect(_find_match3_scene)
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search_timer.start()
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func _find_node_by_script(node: Node, script_path: String) -> Node:
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# Helper function to find node by its script path
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if node.get_script():
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var node_script = node.get_script()
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if node_script.resource_path == script_path:
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return node
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for child in node.get_children():
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var result = _find_node_by_script(child, script_path)
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if result:
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return result
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return null
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func _on_debug_toggled(enabled: bool):
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visible = enabled
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if enabled:
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# Always refresh match3 scene reference when debug menu opens
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if not match3_scene:
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_find_match3_scene()
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# Update display values
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if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
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gem_types_spinbox.value = match3_scene.TILE_TYPES
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gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
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# Update grid size display values
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if match3_scene and "GRID_SIZE" in match3_scene:
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var grid_size = match3_scene.GRID_SIZE
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grid_width_spinbox.value = grid_size.x
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grid_height_spinbox.value = grid_size.y
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grid_width_label.text = "Width: " + str(grid_size.x)
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grid_height_label.text = "Height: " + str(grid_size.y)
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func _on_regenerate_pressed():
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for regeneration", "DebugMenu")
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return
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if match3_scene.has_method("regenerate_grid"):
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DebugManager.log_debug("Calling regenerate_grid()", "DebugMenu")
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await match3_scene.regenerate_grid()
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else:
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DebugManager.log_error("match3_scene does not have regenerate_grid method", "DebugMenu")
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func _on_gem_types_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for gem types change", "DebugMenu")
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return
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var new_value = int(value)
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if match3_scene.has_method("set_tile_types"):
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DebugManager.log_debug("Setting tile types to " + str(new_value), "DebugMenu")
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await match3_scene.set_tile_types(new_value)
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gem_types_label.text = "Gem Types: " + str(new_value)
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else:
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DebugManager.log_error("match3_scene does not have set_tile_types method", "DebugMenu")
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# Fallback: try to set TILE_TYPES directly
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if "TILE_TYPES" in match3_scene:
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match3_scene.TILE_TYPES = new_value
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gem_types_label.text = "Gem Types: " + str(new_value)
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func _on_grid_width_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for grid width change", "DebugMenu")
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return
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var new_width = int(value)
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grid_width_label.text = "Width: " + str(new_width)
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# Get current height
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var current_height = int(grid_height_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), "DebugMenu")
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await match3_scene.set_grid_size(Vector2i(new_width, current_height))
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else:
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DebugManager.log_error("match3_scene does not have set_grid_size method", "DebugMenu")
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func _on_grid_height_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for grid height change", "DebugMenu")
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return
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var new_height = int(value)
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grid_height_label.text = "Height: " + str(new_height)
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# Get current width
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var current_width = int(grid_width_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), "DebugMenu")
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await match3_scene.set_grid_size(Vector2i(current_width, new_height))
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else:
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DebugManager.log_error("match3_scene does not have set_grid_size method", "DebugMenu")
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