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Copy pathGame.gd
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923 lines (745 loc) · 29.3 KB
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class_name Game
extends Node2D
var COLS = 8
const ROWS = 8
const TILE_SIZE = 70
var GRID_OFFSET = Vector2(100, 100)
#region Scene References
@export var TileScene: PackedScene = preload("res://Tile.tscn")
@export var MatchParticlesScene: PackedScene = preload("res://MatchParticles.tscn")
@onready var board_container: Node2D = $BoardContainer
@export var SettingsScene: PackedScene = preload("res://Settings.tscn")
# UI References
@onready var ui_container: Control = $HUD/UIContainer
@onready var level_label: Label = $HUD/UIContainer/RightPanel/VBox/LevelLabel
@onready var score_bar: ProgressBar = $HUD/UIContainer/RightPanel/VBox/ScoreProgressBar
@onready var score_text: Label = $HUD/UIContainer/RightPanel/VBox/ScoreProgressBar/OverlayLabel
@onready var turns_label: Label = $HUD/UIContainer/RightPanel/VBox/TurnsLabel
@onready var multi_label: Label = $HUD/UIContainer/RightPanel/VBox/MultiLabel
@onready var gold_label: Label = $HUD/UIContainer/Header/GoldContainer/GoldLabel
@onready var diam_label: Label = $HUD/UIContainer/Header/DiamondContainer/DiamondLabel
@onready var mana_label: Label = $HUD/UIContainer/SpellDock/HBox/ManaContainer/ManaLabel
@onready var mana_bar: ProgressBar = $HUD/UIContainer/SpellDock/HBox/ManaContainer/ManaBar
@onready var spell_button: Button = $HUD/UIContainer/SpellDock/HBox/SpellButton
@onready var harvest_button: Button = $HUD/UIContainer/SpellDock/HBox/HarvestButton
@onready var shop_button: TextureButton = $HUD/UIContainer/Header/Buttons/ShopButton
@onready var settings_button: TextureButton = $HUD/UIContainer/Header/Buttons/SettingsButton
@onready var reset_button: Button = $HUD/UIContainer/RightPanel/VBox/ResetButton
@onready var log_label: RichTextLabel = $HUD/UIContainer/RightPanel/VBox/LogPanel/LogLabel
#endregion
#region State Variables
@export var level_manager: LevelManager # Injected or created in ready
var sound_manager: SoundManager
var board_manager: BoardManager
var input_handler: InputHandler
var score: Big = Big.zero()
var turns: int = 20
var multiplier: Big = Big.of(1.0)
var mana: float = 0
var green_matched_this_turn: bool = false
var input_locked: bool = false # Processing flag
var auto_match_timer: float = 0.0
# Legend UI
var legend_labels: Dictionary = {}
var legend_box: GridContainer
# Shake constants and vars
var game_camera: Camera2D
var shake_strength: float = 0.0
var shake_decay: float = 5.0
const TILE_COLORS = {
Tile.Type.RED: Color(1.0, 0.4, 0.4),
Tile.Type.YELLOW: Color(1.0, 0.9, 0.2),
Tile.Type.GREEN: Color(0.4, 1.0, 0.5),
Tile.Type.BLUE: Color(0.4, 0.7, 1.0),
Tile.Type.BLACK: Color(0.9, 0.9, 0.9), # White text for black tiles
Tile.Type.PURPLE: Color(0.8, 0.5, 1.0),
Tile.Type.ORANGE: Color(1.0, 0.7, 0.2),
Tile.Type.DIAMOND: Color(0.8, 0.95, 1.0)
}
#endregion
func is_relax_active() -> bool:
if not level_manager or not level_manager.save_manager: return false
var relax_level = level_manager.save_manager.get_upgrade_level("relax")
var auto = level_manager.save_manager.get_setting("auto_match_enabled", true)
return relax_level > 0 and auto
func _process(delta):
if shake_strength > 0:
shake_strength = lerp(shake_strength, 0.0, shake_decay * delta)
if game_camera:
game_camera.offset = Vector2(
randf_range(-shake_strength, shake_strength),
randf_range(-shake_strength, shake_strength)
)
# Relax / Auto Match Logic
if level_manager and level_manager.save_manager:
var relax_level = level_manager.save_manager.get_upgrade_level("relax")
var auto_enabled = level_manager.save_manager.get_setting("auto_match_enabled", true)
if relax_level > 0 and auto_enabled:
auto_match_timer += delta
if auto_match_timer >= 0.5:
auto_match_timer = 0.0
if not input_locked and turns > 0 and not ui_container.has_node("LevelComplete") and not ui_container.has_node("GameOver"):
perform_auto_match()
func perform_auto_match():
# Call Helper
var move = AutoMatcher.find_best_move(board_manager, level_manager, ROWS, COLS)
var start = move.get("start", Vector2i(-1, -1))
var end = move.get("end", Vector2i(-1, -1))
if start != Vector2i(-1, -1):
attempt_move(start, end)
func setup_camera():
game_camera = Camera2D.new()
game_camera.anchor_mode = Camera2D.ANCHOR_MODE_FIXED_TOP_LEFT
add_child(game_camera)
func shake_screen(intensity: float):
shake_strength = max(shake_strength, intensity)
func spawn_floating_text(pos: Vector2, text: String, color: Color, txt_scale: float = 1.0, outline_color: Color = Color.BLACK):
var ft = preload("res://FloatingText.tscn").instantiate()
get_parent().add_child(ft)
# Add slight random jitter to prevent perfect stacking
var jitter = Vector2(randf_range(-15, 15), randf_range(-15, 15))
ft.global_position = pos + jitter
ft.setup(text, color, txt_scale, outline_color)
func _ready():
level_manager = LevelManager.new()
add_child(level_manager)
level_manager.setup_run()
setup_managers()
setup_camera() # Keep valid ones, ensure no duplicates above
# Handle Resizing First (Sets Grid Offset)
get_tree().root.size_changed.connect(resize_game)
resize_game()
setup_background_grid()
start_next_level()
get_window().move_to_center()
setup_ui_connections()
update_ui() # Initial UI Set
setup_legend_ui()
update_legend()
func get_upgrade_key(type: Tile.Type) -> String:
match type:
Tile.Type.RED: return "mult_red"
Tile.Type.YELLOW: return "mult_yellow"
Tile.Type.PURPLE: return "mult_purple"
Tile.Type.ORANGE: return "mult_orange"
Tile.Type.GREEN: return "mult_green"
Tile.Type.BLUE: return "mult_blue"
return ""
func setup_managers():
# Audio
sound_manager = SoundManager.new()
add_child(sound_manager)
# Apply Settings
if level_manager and level_manager.save_manager:
# sound_manager.sound_enabled = level_manager.save_manager.get_setting("sound_enabled", true)
sound_manager.sfx_volume = level_manager.save_manager.get_setting("sfx_volume", 0.5)
sound_manager.music_volume = level_manager.save_manager.get_setting("music_volume", 0.5)
sound_manager.set_music_volume(sound_manager.music_volume)
# Board
board_manager = BoardManager.new()
add_child(board_manager)
# Update COLS based on upgrades
if level_manager and level_manager.save_manager:
var extra = level_manager.save_manager.get_upgrade_level("columns")
COLS = 8 + int(extra)
board_manager.setup(board_container, TileScene, level_manager, GRID_OFFSET)
# Input
input_handler = InputHandler.new()
add_child(input_handler)
input_handler.setup(board_manager, level_manager, board_container)
# Connect Signals
input_handler.move_requested.connect(_on_move_requested)
input_handler.spell_cast_requested.connect(_on_spell_cast_requested)
input_handler.harvest_requested.connect(_on_harvest_requested)
func setup_ui_connections():
if spell_button:
spell_button.pressed.connect(activate_spell_mode.bind("catalyst"))
spell_button.pressed.connect(func(): if sound_manager: sound_manager.play_tone(440, 0.1))
if harvest_button:
harvest_button.pressed.connect(activate_spell_mode.bind("harvest"))
harvest_button.pressed.connect(func(): if sound_manager: sound_manager.play_tone(440, 0.1))
if shop_button: shop_button.pressed.connect(open_shop)
if settings_button: settings_button.pressed.connect(open_settings)
if reset_button:
reset_button.pressed.connect(restart_full_game)
reset_button.visible = false
#region Resize Handling
func resize_game():
var vp_size = get_viewport_rect().size
var target_width = 1280.0
var margin_x = max(0, (vp_size.x - target_width) / 2.0)
# Update Board Visual
var board_frame = $BoardFrame
if board_frame:
board_frame.size.x = (COLS * TILE_SIZE) + 40 # 20 padding each side
board_frame.position.x = 45.0 + margin_x
# Update Logic Offset
# Revert to original Logic Offset causing "good alignment"
GRID_OFFSET.x = 100.0 + margin_x
# Propagate to Board Manager
if board_manager:
board_manager.GRID_OFFSET = GRID_OFFSET
# Only try to reposition if board is initialized
if not board_manager.board.is_empty() and board_manager.board.size() == ROWS:
# Reposition existing tiles
for r in range(ROWS):
# Use actual array size to prevent crash if COLS increased but board not resized yet
var row_size = board_manager.board[r].size()
for c in range(row_size):
var tile = board_manager.get_tile(r, c)
if tile: tile.position = board_manager.grid_to_pixel(r, c)
update_dock_layout()
func update_dock_layout():
var dock = $HUD/UIContainer/SpellDock
var board_frame = $BoardFrame
if dock and board_frame:
# Reset size constraints to allow shrinking
dock.custom_minimum_size.x = 0
dock.size.x = 0 # Force reset to min size
var frame_center = board_frame.position.x + (board_frame.size.x / 2.0)
var dock_width = dock.get_combined_minimum_size().x
# Center based on actual content width
dock.position.x = frame_center - (dock_width / 2.0)
# Keep Y at bottom
var vp_size = get_viewport_rect().size
dock.position.y = vp_size.y - 80
#endregion
func start_next_level():
var target = level_manager.get_current_target()
turns = 20
input_locked = false
input_handler.set_state(InputHandler.State.IDLE)
score = Big.zero()
multiplier = Big.of(1.0)
mana = 0
# Check for grid expansion
if level_manager and level_manager.save_manager:
var extra = level_manager.save_manager.get_upgrade_level("columns")
COLS = 8 + int(extra)
if board_manager:
board_manager.COLS = COLS
setup_background_grid()
resize_game()
if log_label:
log_label.text = "Welcome to ColorPop!"
if score_bar:
# Bar runs on the score/target ratio so Big values never touch it
score_bar.max_value = 1.0
score_bar.value = 0.0
board_manager.initialize_board()
update_ui()
add_log("Level %d Start! Target: %s" % [level_manager.current_level, target.format(1000000000.0)])
func reset_game():
level_manager.setup_run()
start_next_level()
reset_button.visible = false
if turns_label: turns_label.text = "Turns: %d" % turns
#region Input Signals
func _on_move_requested(start: Vector2i, end: Vector2i):
attempt_move(start, end)
func _on_spell_cast_requested(grid_pos: Vector2i):
try_cast_spell(grid_pos)
func _on_harvest_requested(row_idx: int):
try_cast_harvest(row_idx)
func activate_spell_mode(mode: String = "catalyst"):
if turns <= 0: return
# Toggle Off logic
if input_handler.current_state == InputHandler.State.CASTING and input_handler.active_spell_type == mode:
input_handler.set_state(InputHandler.State.IDLE)
add_log("Spell Cancelled.")
update_ui() # Ensure UI reflects cancelled state
return
var cost = 0
if mode == "catalyst": cost = get_spell_cost()
elif mode == "harvest": cost = get_harvest_cost()
if mana >= cost:
input_handler.set_spell_mode(mode)
if mode == "catalyst":
add_log("Select a BLACK tile!")
elif mode == "harvest":
add_log("Select Row to Harvest!")
update_ui() # Update visuals for active state
#endregion
#region Core Mechanics (Delegated)
func attempt_move(start: Vector2i, end: Vector2i):
input_locked = true
input_handler.set_state(InputHandler.State.LOCKED)
# 1. Tentative Shift
board_manager.perform_shift(start, end, sound_manager)
# 2. Check matches
var matches = MatchUtils.find_matches(board_manager.board, ROWS, COLS)
if matches.is_empty():
# Invalid Move
if sound_manager: sound_manager.play_error()
add_log("Invalid Move! No matches.")
await get_tree().create_timer(0.25, false).timeout
# Revert
board_manager.perform_shift(end, start, null) # No sound on revert
await get_tree().create_timer(0.25, false).timeout
input_locked = false
input_handler.set_state(InputHandler.State.IDLE)
else:
# Valid Move
if not is_relax_active():
turns -= 1
green_matched_this_turn = false
await get_tree().create_timer(0.3, false).timeout
resolve_matches()
func resolve_matches():
var matched_tiles = MatchUtils.find_matches(board_manager.board, ROWS, COLS)
if matched_tiles.is_empty():
end_turn_processing()
return
var groups = MatchUtils.get_match_groups(matched_tiles, board_manager.board, ROWS, COLS)
for group in groups:
process_match_group(group)
update_ui()
await get_tree().create_timer(0.2, false).timeout
board_manager.apply_gravity()
await get_tree().create_timer(0.1, false).timeout
board_manager.refill_board()
# Reset Spawn Flags for next cascade step
for r in range(ROWS):
for c in range(COLS):
var t = board_manager.get_tile(r, c)
if t: t.is_newly_spawned = false
await get_tree().create_timer(0.6, false).timeout
resolve_matches()
func end_turn_processing():
input_locked = false
input_handler.set_state(InputHandler.State.IDLE)
update_ui()
check_game_over()
func process_match_group(group: Array):
if group.is_empty(): return
var match_count = group.size()
# Robust Type Detection: Find first non-diamond
var type = Tile.Type.DIAMOND # Default to Diamond if all are diamonds
var has_concrete_type = false
for t in group:
if t.tile_type != Tile.Type.DIAMOND:
type = t.tile_type
has_concrete_type = true
break
var type_name = Tile.Type.keys()[type]
var efficiency = max(1.0, (1.25) ** (match_count - 3))
# Calculate center position for effects
var center_pos = Vector2.ZERO
if not group.is_empty():
for t in group: center_pos += t.global_position
center_pos /= group.size()
# Discovery
if has_concrete_type and level_manager:
level_manager.mark_discovered(type)
# Scoring
var match_score: Big = Big.zero()
var base_score = 10.0
if level_manager: base_score = level_manager.get_tile_score(type)
var group_upgrade_mult = 1.0
if has_concrete_type:
var t_key = get_upgrade_key(type)
if t_key != "" and level_manager:
var t_level = level_manager.save_manager.get_upgrade_level(t_key)
group_upgrade_mult = (1.0 + (t_level * 0.1))
# 2x Multiplier per Diamond
var diamond_count = 0
for t in group:
if t.tile_type == Tile.Type.DIAMOND:
diamond_count += 1
var diamond_mult = 1.0
if diamond_count > 0:
diamond_mult = pow(2, diamond_count)
for t in group:
var tile_pts: Big
var is_diamond = (t.tile_type == Tile.Type.DIAMOND)
# Diamond Reward Logic (Log +1)
if is_diamond:
if level_manager and level_manager.save_manager:
level_manager.save_manager.add_diamonds(Big.of(1.0))
spawn_floating_text(t.global_position, "+1 Diamond!", Color(0, 1, 1), 0.8)
if not has_concrete_type:
tile_pts = Big.of(300.0)
else:
# Chained so no float product overflows before Big absorbs it
tile_pts = multiplier.mul_f(base_score).mul_f(efficiency).mul_f(group_upgrade_mult)
match_score = match_score.add(tile_pts)
# Apply Diamond Multiplier to TOTAL match score
match_score = match_score.mul_f(diamond_mult)
# Check if Visual Effects are enabled
var fx_enabled = true
if level_manager and level_manager.save_manager:
fx_enabled = level_manager.save_manager.get_setting("visual_effects_enabled", true)
# Side Effects (Green/Blue/Black)
if has_concrete_type:
if type == Tile.Type.BLACK:
# Black tiles are negative points or just penalties?
# Assuming they have a score value defined in LevelManager (usually negative)
# Show the score text specifically for Black
if fx_enabled:
spawn_floating_text(center_pos, "%s" % match_score.format(100000.0), Color.BLACK, 1.2, Color.WHITE) # White outline for black text
if type == Tile.Type.GREEN:
green_matched_this_turn = true
var gain = 0.1 * match_count * efficiency
if level_manager:
var up_level = level_manager.save_manager.get_upgrade_level("mult_green")
gain = gain * (1.0 + (up_level * 0.1))
multiplier = multiplier.add(Big.of(gain))
if gain < 1000.0:
add_log("Matched %d GREEN! Mult +%.2f x -> %s x" % [match_count, gain, multiplier.format(1000000.0)])
else:
add_log("Matched %d GREEN! Mult +%s x -> %s x" % [match_count, Utils.format_currency(gain, 1000000.0), multiplier.format(1000000.0)])
if fx_enabled:
if gain < 1000.0:
spawn_floating_text(center_pos + Vector2(0, -20), "+%.2f x Mult" % gain, Color.GREEN)
else:
spawn_floating_text(center_pos + Vector2(0, -20), "+%s x Mult" % Utils.format_currency(gain, 100000.0), Color.GREEN)
if type == Tile.Type.BLUE:
var gain = match_count * 5 * efficiency
if level_manager:
var up_level = level_manager.save_manager.get_upgrade_level("mult_blue")
gain *= (1.0 + (up_level * 0.1))
mana = min(get_max_mana(), mana + gain)
add_log("Matched %d BLUE! +%s Mana" % [match_count, Utils.format_currency(gain, 1000000.0)])
if fx_enabled:
spawn_floating_text(center_pos + Vector2(0, 20), "+%s Mana" % Utils.format_currency(gain, 100000.0), Color.BLUE, 1.0, Color.WHITE)
score = score.add(match_score)
if score.signum() < 0: score = Big.zero()
if fx_enabled:
# FX: Screen Shake
if match_count >= 4:
var shake = 0.0
if match_count == 4: shake = 5.0
else: shake = 5.0 + ((match_count - 4) * 4.0)
shake_screen(min(shake, 35.0))
# FX: Particles
if MatchParticlesScene:
var parts = MatchParticlesScene.instantiate()
add_child(parts)
parts.global_position = center_pos
var p_color = TILE_COLORS.get(type, Color.WHITE)
if parts is CPUParticles2D:
parts.color = p_color
elif parts is GPUParticles2D and parts.process_material is ParticleProcessMaterial:
parts.process_material.color = p_color
# FX: Main Score Text (Skip for Black since we handled it above specially, OR ensure we don't double dip)
if not match_score.is_zero() and type != Tile.Type.BLACK: # Black uses special negative formatting above
var txt_color = TILE_COLORS.get(type, Color.WHITE)
if match_score.signum() < 0:
spawn_floating_text(center_pos, "%s" % match_score.format(), txt_color, 1.2)
else:
spawn_floating_text(center_pos, "+%s" % match_score.format(100000.0), txt_color, 1.2)
if not match_score.is_zero():
var log_msg = "Matched %d %s! Pts: %s" % [match_count, type_name, match_score.format()]
if diamond_count > 0:
log_msg += "\n(Diamond Bonus: x%d! +%d Diamond)" % [int(diamond_mult), diamond_count]
add_log(log_msg)
if sound_manager: sound_manager.play_match(match_count, type)
# Default Removal / Spawn Logic
var diamond_level = 0
if level_manager:
diamond_level = level_manager.save_manager.get_upgrade_level("super_diamond")
var spawn_chance = diamond_level * 0.01 # 1% per level
var can_spawn = (match_count > 3)
for tile in group:
var spawned = false
if can_spawn and diamond_level > 0 and tile.tile_type != Tile.Type.DIAMOND:
if randf() < spawn_chance:
tile.tile_type = Tile.Type.DIAMOND
tile.update_visuals()
spawned = true
if sound_manager: sound_manager.play_cast()
add_log("SUPER DIAMOND SPAWNED!")
spawn_floating_text(tile.global_position, "Super Diamond!", Color(0, 1, 1), 1.5)
if not spawned:
if is_instance_valid(tile) and not tile.is_queued_for_deletion():
board_manager.remove_tile_at(tile.coordinates)
#endregion
#region Spells
func try_cast_spell(grid_pos: Vector2i):
var tile = board_manager.get_tile(grid_pos.x, grid_pos.y)
if not tile: return
if tile.tile_type != Tile.Type.BLACK:
if sound_manager: sound_manager.play_error()
add_log("Must select a BLACK tile!")
return
var cost = get_spell_cost()
if mana >= cost:
mana -= cost
if sound_manager: sound_manager.play_cast()
# Convert to High Value Tile
var target_type = Tile.Type.RED
if level_manager:
target_type = level_manager.get_highest_value_tile_type()
level_manager.mark_discovered(target_type)
tile.tile_type = target_type
tile.update_visuals()
add_log("Catalyst! Black -> %s!" % [Tile.Type.keys()[target_type]])
await get_tree().create_timer(0.3, false).timeout
resolve_matches()
else:
if sound_manager: sound_manager.play_error()
add_log("Not enough Mana!")
input_handler.set_state(InputHandler.State.IDLE)
func try_cast_harvest(row_idx: int):
var cost = get_harvest_cost()
if mana >= cost:
mana -= cost
# Immediately lock input to clear highlight and prevent interaction
input_handler.set_state(InputHandler.State.LOCKED)
if sound_manager: sound_manager.play_cast()
add_log("Harvesting Row %d!" % row_idx)
# Collect and Group tiles by type
var tiles_to_remove = []
var type_groups = {}
var diamonds = []
# First Pass: Collect Tiles and Separate Diamonds
for c in range(COLS):
var t = board_manager.get_tile(row_idx, c)
if t:
if t.tile_type == Tile.Type.DIAMOND:
diamonds.append(t)
elif t.tile_type != Tile.Type.BLACK:
if not type_groups.has(t.tile_type):
type_groups[t.tile_type] = []
type_groups[t.tile_type].append(t)
tiles_to_remove.append(t)
# Second Pass: Distribute Diamonds to ALL groups (Wildcard behavior)
if type_groups.is_empty():
# Special Case: Only Diamonds (or Diamonds + Black)
if not diamonds.is_empty():
type_groups[Tile.Type.DIAMOND] = diamonds
else:
# Add every diamond to every existing color group
for type in type_groups:
for d in diamonds:
type_groups[type].append(d)
# Process each group as a match
for type in type_groups:
var group = type_groups[type]
# Process Group
process_match_group(group)
# Remove all tiles in row
for t in tiles_to_remove:
board_manager.remove_tile_at(t.coordinates)
update_ui()
await get_tree().create_timer(0.2, false).timeout
board_manager.apply_gravity()
board_manager.refill_board()
await get_tree().create_timer(0.5, false).timeout
resolve_matches()
else:
if sound_manager: sound_manager.play_error()
add_log("Not enough Mana!")
input_handler.set_state(InputHandler.State.IDLE)
func get_max_mana() -> float:
var base = 50.0
if level_manager:
base += (level_manager.save_manager.get_upgrade_level("mana_cap") * 10.0)
return base if is_finite(base) else 1.7976e308
func get_spell_cost() -> int:
var base = 50
if level_manager:
base -= int(min(level_manager.save_manager.get_upgrade_level("spell_cost"), 8.0)) * 5
return max(10, base)
func get_harvest_cost() -> int:
return 50 # Rebalanced 100 -> 50
#endregion
# Helpers
func add_log(msg: String):
if log_label:
log_label.text += "\n" + msg
func setup_background_grid():
var grid_bg = $BoardFrame/GridBackground
if not grid_bg: return
# Update columns to match dynamic grid
grid_bg.columns = COLS
for child in grid_bg.get_children():
child.queue_free()
for i in range(ROWS * COLS):
var cell = ColorRect.new()
cell.custom_minimum_size = Vector2(TILE_SIZE, TILE_SIZE)
var r = i / COLS
var c = i % COLS
if (r + c) % 2 == 0:
cell.color = Color(0.15, 0.15, 0.15, 0.8)
else:
cell.color = Color(0.2, 0.2, 0.2, 0.8)
grid_bg.add_child(cell)
#endregion
#region UI (Settings/Shop/Flow)
func open_shop():
var shop = preload("res://Shop.tscn").instantiate()
add_child(shop)
shop.setup(level_manager, sound_manager)
if sound_manager: sound_manager.play_tone(400, 0.05)
get_tree().paused = true
shop.upgrade_purchased.connect(func(_key, _cost): update_ui())
shop.close_requested.connect(func():
shop.queue_free()
get_tree().paused = false
update_ui()
)
func open_settings():
var settings = SettingsScene.instantiate()
add_child(settings)
settings.setup(level_manager, sound_manager)
if sound_manager: sound_manager.play_tone(400, 0.05)
get_tree().paused = true
settings.close_requested.connect(func():
settings.queue_free()
get_tree().paused = false
# Volume is updated live in Settings.gd, no need to re-apply here
)
func check_game_over():
if ui_container.has_node("LevelComplete"): return
if level_manager and score.gte(level_manager.get_current_target()):
var turns_left = turns
# Calculate and Save Rewards
var rewards = level_manager.complete_level(score, turns_left)
# Calculate Skips
var excess = score.sub(level_manager.get_current_target())
var skips = level_manager.calculate_level_skips(excess)
var next_lvl = level_manager.current_level + 1 + skips
# Show Screen
var complete_scn = preload("res://LevelComplete.tscn").instantiate()
complete_scn.name = "LevelComplete"
ui_container.add_child(complete_scn)
complete_scn.setup(rewards, score, turns_left, level_manager.current_level, next_lvl, sound_manager)
# Lock Board Input
input_handler.set_state(InputHandler.State.LOCKED)
complete_scn.continued.connect(func():
level_manager.advance_level(1 + skips)
complete_scn.queue_free()
start_next_level()
)
if is_relax_active():
complete_scn.animation_completed.connect(func():
if not is_instance_valid(complete_scn): return
get_tree().create_timer(5.0, false).timeout.connect(func():
if is_instance_valid(complete_scn) and ui_container.has_node("LevelComplete"):
level_manager.advance_level(1 + skips)
complete_scn.queue_free()
start_next_level()
)
)
elif turns <= 0:
# Game Over Logic
if sound_manager: sound_manager.play_error()
input_handler.set_state(InputHandler.State.LOCKED)
# Update High Score
if level_manager and level_manager.save_manager:
level_manager.save_manager.update_highest_level(level_manager.current_level)
# Award Gold for Failure (Consolation)
var rewards = {"gold": Big.zero()}
if level_manager:
rewards = level_manager.complete_level(score, 0) # 0 turns left
# Show Game Over Screen
var game_over_scn = preload("res://GameOver.tscn").instantiate()
game_over_scn.name = "GameOver"
ui_container.add_child(game_over_scn)
var best_lvl = 1
if level_manager and level_manager.save_manager:
best_lvl = level_manager.save_manager.get_highest_level()
game_over_scn.setup(level_manager.current_level, best_lvl, "Out of Turns!", rewards.get("gold", Big.zero()))
game_over_scn.restart_requested.connect(func():
game_over_scn.queue_free()
restart_full_game()
)
func restart_full_game():
if level_manager:
level_manager.setup_run() # Reset to Level 1
start_next_level()
func update_ui():
if level_label and level_manager: level_label.text = "Level: %d" % level_manager.current_level
if score_text and level_manager:
score_text.text = "%s / %s" % [score.format(1000000000.0), level_manager.get_current_target().format(1000000000.0)]
if score_bar and level_manager: score_bar.value = score.ratio(level_manager.get_current_target())
if turns_label: turns_label.text = "Turns: %d" % turns
if multi_label:
if multiplier.lt(Big.of(1000.0)):
multi_label.text = "Multiplier: %.2f x" % multiplier.to_float()
else:
multi_label.text = "Multiplier: %s x" % multiplier.format(1000000000.0)
if gold_label and level_manager:
gold_label.text = level_manager.save_manager.get_gold().format()
if diam_label and level_manager:
diam_label.text = level_manager.save_manager.get_diamonds().format()
var max_mana = get_max_mana()
if mana_label: mana_label.text = "Mana: %s/%s" % [Utils.format_currency(floor(mana), 100000.0), Utils.format_currency(max_mana, 100000.0)]
if mana_bar:
mana_bar.max_value = max_mana
mana_bar.value = mana
# Determine Active State (Green if casting this specific spell)
var is_casting = (input_handler.current_state == InputHandler.State.CASTING)
var active_spell = input_handler.active_spell_type if is_casting else ""
# Catalyst Button
if spell_button:
var cost = get_spell_cost()
spell_button.text = "Catalyst (%d)" % cost
style_spell_button(spell_button, active_spell == "catalyst", mana >= cost)
# Harvest Button
if harvest_button:
if level_manager and level_manager.save_manager.get_upgrade_level("harvest") > 0:
harvest_button.visible = true
var h_cost = get_harvest_cost()
harvest_button.text = "Harvest (%d)" % h_cost
style_spell_button(harvest_button, active_spell == "harvest", mana >= h_cost)
else:
harvest_button.visible = false
update_legend()
update_dock_layout()
func style_spell_button(button: Button, is_active: bool, affordable: bool):
const FONT_PROPS = ["font_color", "font_hover_color", "font_pressed_color", "font_focus_color"]
if is_active:
button.disabled = false
button.modulate = Color(0.6, 1.0, 0.6) # Green
for prop in FONT_PROPS:
button.remove_theme_color_override(prop)
elif affordable:
button.disabled = false
button.modulate = Color(1, 1, 1)
for prop in FONT_PROPS:
button.add_theme_color_override(prop, Color.GREEN)
else:
button.disabled = true
button.modulate = Color(1, 1, 1) # Normal dimming handled by disabled
for prop in FONT_PROPS:
button.remove_theme_color_override(prop)
func setup_legend_ui():
var vbox = $HUD/UIContainer/RightPanel/VBox
if not vbox: return
# Only create if not exists (checked by legend_box usually but let's be safe)
if legend_box: return
legend_box = GridContainer.new()
legend_box.columns = 2
legend_box.add_theme_constant_override("h_separation", 10)
vbox.add_child(legend_box)
vbox.move_child(legend_box, 4)
var types = [Tile.Type.RED, Tile.Type.YELLOW, Tile.Type.PURPLE, Tile.Type.ORANGE]
for type in types:
var hbox = HBoxContainer.new()
hbox.add_theme_constant_override("separation", 5)
var icon = TextureRect.new()
icon.custom_minimum_size = Vector2(32, 32)
icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
var path = Tile.TEXTURE_PATHS.get(type, "")
if path != "": icon.texture = load(path)
hbox.add_child(icon)
var lbl = Label.new()
lbl.add_theme_font_size_override("font_size", 16)
lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
hbox.add_child(lbl)
legend_box.add_child(hbox)
legend_labels[type] = lbl
func update_legend():
if legend_labels.is_empty() or not level_manager: return
for type in legend_labels:
var lbl = legend_labels[type]
var val_text = "???"
if level_manager.is_type_discovered(type):
var s = level_manager.get_tile_score(type)
val_text = level_manager.get_score_text(s)
lbl.text = val_text
lbl.modulate = Color.WHITE
#endregion