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skelly/scenes/game/gameplays/tile.gd
Vladimir nett00n Budylnikov 77971497a4
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move scale factors to constraints
2025-09-27 21:20:15 +04:00

281 lines
7.9 KiB
GDScript

extends Node2D
signal tile_selected(tile: Node2D)
@export var tile_type: int = 0:
set = _set_tile_type
var grid_position: Vector2i
var is_selected: bool = false:
set = _set_selected
var is_highlighted: bool = false:
set = _set_highlighted
var original_scale: Vector2 = Vector2.ONE # Store the original scale for the board
@onready var sprite: Sprite2D = $Sprite2D
# Target size for each tile to fit in the 54x54 grid cells
const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding
# All available gem textures
var all_gem_textures: Array[Texture2D] = [
preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem
preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem
preload("res://assets/sprites/gems/gg_19.png"), # 2 - Green gem
preload("res://assets/sprites/gems/mg_19.png"), # 3 - Magenta gem
preload("res://assets/sprites/gems/rg_19.png"), # 4 - Red gem
preload("res://assets/sprites/gems/yg_19.png"), # 5 - Yellow gem
preload("res://assets/sprites/gems/pg_19.png"), # 6 - Purple gem
preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem
]
# Currently active gem types (indices into all_gem_textures)
var active_gem_types: Array[int] = [] # Will be set from TileManager
func _set_tile_type(value: int) -> void:
tile_type = value
# Fixed: Add sprite null check to prevent crashes during initialization
if not sprite:
return
if value >= 0 and value < active_gem_types.size():
var texture_index = active_gem_types[value]
sprite.texture = all_gem_textures[texture_index]
_scale_sprite_to_fit()
else:
DebugManager.log_error(
(
"Invalid tile type: "
+ str(value)
+ ". Available types: 0-"
+ str(active_gem_types.size() - 1)
),
"Match3"
)
func _scale_sprite_to_fit() -> void:
# Fixed: Add additional null checks
if sprite and sprite.texture:
var texture_size = sprite.texture.get_size()
var max_dimension = max(texture_size.x, texture_size.y)
var scale_factor = TILE_SIZE / max_dimension
original_scale = Vector2(scale_factor, scale_factor)
sprite.scale = original_scale
DebugManager.log_debug(
(
"Set original scale to %s for tile (%d,%d)"
% [original_scale, grid_position.x, grid_position.y]
),
"Match3"
)
func set_active_gem_types(gem_indices: Array[int]) -> void:
if not gem_indices or gem_indices.is_empty():
DebugManager.log_error("Empty gem indices array provided", "Tile")
return
active_gem_types = gem_indices.duplicate()
# Validate all gem indices are within bounds
for gem_index in active_gem_types:
if gem_index < 0 or gem_index >= all_gem_textures.size():
DebugManager.log_error(
(
"Invalid gem index: %d (valid range: 0-%d)"
% [gem_index, all_gem_textures.size() - 1]
),
"Tile"
)
# Use default fallback
active_gem_types = [0, 1, 2, 3, 4]
break
# Re-validate current tile type
if tile_type >= active_gem_types.size():
# Generate a new random tile type within valid range
tile_type = randi() % active_gem_types.size()
_set_tile_type(tile_type)
func get_active_gem_count() -> int:
return active_gem_types.size()
func add_gem_type(gem_index: int) -> bool:
if gem_index < 0 or gem_index >= all_gem_textures.size():
DebugManager.log_error("Invalid gem index: %d" % gem_index, "Tile")
return false
if not active_gem_types.has(gem_index):
active_gem_types.append(gem_index)
return true
return false
func remove_gem_type(gem_index: int) -> bool:
var type_index = active_gem_types.find(gem_index)
if type_index == -1:
return false
if active_gem_types.size() <= 2: # Keep at least 2 gem types
DebugManager.log_warn("Cannot remove gem type - minimum 2 types required", "Tile")
return false
active_gem_types.erase(gem_index)
# Update tile if it was using the removed type
if tile_type >= active_gem_types.size():
tile_type = 0
_set_tile_type(tile_type)
return true
func _set_selected(value: bool) -> void:
var old_value = is_selected
is_selected = value
DebugManager.log_debug(
(
"Tile (%d,%d) selection changed: %s -> %s"
% [grid_position.x, grid_position.y, old_value, value]
),
"Match3"
)
_update_visual_feedback()
func _set_highlighted(value: bool) -> void:
var old_value = is_highlighted
is_highlighted = value
DebugManager.log_debug(
(
"Tile (%d,%d) highlight changed: %s -> %s"
% [grid_position.x, grid_position.y, old_value, value]
),
"Match3"
)
_update_visual_feedback()
func _update_visual_feedback() -> void:
if not sprite:
return
# Determine target values based on priority: selected > highlighted > normal
var target_modulate: Color
var target_scale: Vector2
var scale_multiplier: float
if is_selected:
# Selected: bright and larger than original board size
target_modulate = Color(1.2, 1.2, 1.2, 1.0)
scale_multiplier = UIConstants.TILE_SELECTED_SCALE
DebugManager.log_debug(
(
"SELECTING tile (%d,%d): target scale %.2fx, current scale %s"
% [grid_position.x, grid_position.y, scale_multiplier, sprite.scale]
),
"Match3"
)
elif is_highlighted:
# Highlighted: subtle glow and larger than original board size
target_modulate = Color(1.1, 1.1, 1.1, 1.0)
scale_multiplier = UIConstants.TILE_HIGHLIGHTED_SCALE
DebugManager.log_debug(
(
"HIGHLIGHTING tile (%d,%d): target scale %.2fx, current scale %s"
% [grid_position.x, grid_position.y, scale_multiplier, sprite.scale]
),
"Match3"
)
else:
# Normal state: white and original board size
target_modulate = Color.WHITE
scale_multiplier = UIConstants.TILE_NORMAL_SCALE
DebugManager.log_debug(
(
"NORMALIZING tile (%d,%d): target scale %.2fx, current scale %s"
% [grid_position.x, grid_position.y, scale_multiplier, sprite.scale]
),
"Match3"
)
# Calculate target scale relative to original board scale
target_scale = original_scale * scale_multiplier
# Apply modulate immediately
sprite.modulate = target_modulate
# Only animate scale if it's actually changing
if sprite.scale != target_scale:
DebugManager.log_debug(
(
"Animating scale from %s to %s for tile (%d,%d)"
% [sprite.scale, target_scale, grid_position.x, grid_position.y]
),
"Match3"
)
var tween = create_tween()
tween.tween_property(sprite, "scale", target_scale, 0.15)
# Add completion callback for debugging
tween.tween_callback(_on_scale_animation_completed.bind(target_scale))
else:
DebugManager.log_debug(
"No scale change needed for tile (%d,%d)" % [grid_position.x, grid_position.y], "Match3"
)
func _on_scale_animation_completed(expected_scale: Vector2) -> void:
DebugManager.log_debug(
(
"Scale animation completed for tile (%d,%d): expected %s, actual %s"
% [grid_position.x, grid_position.y, expected_scale, sprite.scale]
),
"Match3"
)
func force_reset_visual_state() -> void:
# Force reset all visual states - debug function
is_selected = false
is_highlighted = false
if sprite:
sprite.modulate = Color.WHITE
sprite.scale = original_scale # Reset to original board scale, not 1.0
DebugManager.log_debug(
(
"Forced visual reset on tile (%d,%d) to original scale %s"
% [grid_position.x, grid_position.y, original_scale]
),
"Match3"
)
# Handle input for tile selection
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
# Check if the mouse click is within the tile's bounds
var local_position = to_local(get_global_mouse_position())
var sprite_rect = Rect2(-TILE_SIZE / 2.0, -TILE_SIZE / 2.0, TILE_SIZE, TILE_SIZE)
if sprite_rect.has_point(local_position):
tile_selected.emit(self)
get_viewport().set_input_as_handled()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_to_group("tiles") # Add to group for gem pool management
# Initialize with default gem pool if not already set
if active_gem_types.is_empty():
active_gem_types = [0, 1, 2, 3, 4] # Default to first 5 gems
_set_tile_type(tile_type)