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2 commits

Author SHA1 Message Date
8040d708e7 cleanup 2025-03-04 12:07:14 -06:00
b74b472573 allowed path backtracking (Map) 2025-03-04 12:05:16 -06:00
6 changed files with 21 additions and 44 deletions

View file

@ -154,7 +154,6 @@ func _on_request_timeout():
# Clean up timer
request_timer.queue_free()
request_timer = null
# Call your secondary processing function here
write_log("HTTP Request failed, starting server process")
write_log(server_path + "/index.js")
server_process_id = OS.create_process("node", [server_path + "/index.js"])

View file

@ -1,54 +1,37 @@
class_name Game extends Node
# This script can be attached to your main Game node that contains both
# the menu and the chess game components
@onready var menuContainer = $MenuContainer
@onready var chessGame = $ChessGame
@onready var stateMachine = $StateMachine
func _ready():
# Show menu on startup
if menuContainer:
menuContainer.visible = true
# Hide chess game initially
if chessGame:
chessGame.visible = false
# Connect menu signals
if menuContainer and menuContainer.has_signal("new_game_requested"):
menuContainer.connect("new_game_requested", Callable(self, "_on_new_game_started"))
func _on_new_game_started():
print("Starting new game...")
# Show chess game
if chessGame:
chessGame.visible = true
# You can add additional game initialization logic here if needed
# For example, configuring game options based on menu selections
# Ensure the chess game is properly initialized
if !chessGame.is_inside_tree():
await chessGame.ready
# Start game logic
_start_game_logic()
func _start_game_logic():
# If StateMachine is already initialized in the Chess game, this may not be needed
if stateMachine and stateMachine.has_method("transitionToNextState"):
stateMachine.transitionToNextState(Constants.WHITE_TURN)
# Add any additional game start logic here
# If you need to open a specific scene or create nodes dynamically:
# var chess_scene = load("res://Scenes/ChessGame.tscn").instantiate()
# add_child(chess_scene)
# Handle escape key to show menu during game
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.keycode == KEY_ESCAPE:
@ -58,7 +41,5 @@ func _toggle_menu():
if menuContainer:
menuContainer.visible = !menuContainer.visible
# Optional: Pause game when menu is visible
if menuContainer.visible and chessGame:
# You might want to pause the game or disable input
pass

View file

@ -103,7 +103,6 @@ func distance_to_line_segment(point: Vector2, line_start: Vector2, line_end: Vec
# Return distance from point to projection
return (point - projection).length()
# Call this when the map changes to update dot highlights
func update_dots():
if highlight_dots and map_screen != null:
generate_dots()

View file

@ -11,39 +11,33 @@ enum RoomType {
EVENT
}
# Configuration
var min_levels = 6
var max_levels = 12
var max_levels = 15
var min_nodes_per_level = 2
var max_nodes_per_level = 4
var positions_per_level = 7 # How many horizontal positions are available (0-6)
var max_nodes_per_level = 6
var positions_per_level = 6
var starting_elo = 1000
var final_elo = 2100
# Internal variables
var _rng = RandomNumberGenerator.new()
var _next_id = 0
func _init(seed_value = null):
# Set seed for reproducible maps if needed
# Set seed for reproducible maps
if seed_value != null:
_rng.seed = seed_value
else:
_rng.randomize()
# Main function to generate the map
func generate_map():
var nodes = []
var connections = []
_next_id = 0
# Determine the number of levels
var num_levels = _rng.randi_range(min_levels, max_levels)
# Calculate ELO for each level
var elo_step = float(final_elo - starting_elo) / (num_levels - 1)
# Create starting node (always at position 3, level 0)
var start_node = {
"id": _get_next_id(),
"type": RoomType.STARTING,
@ -63,25 +57,18 @@ func generate_map():
}
nodes.append(final_node)
# Generate intermediate levels
var levels_nodes = {0: [start_node], (num_levels - 1): [final_node]}
for level in range(1, num_levels - 1):
var level_nodes = []
# Calculate ELO for this level
var level_elo = starting_elo + (elo_step * level)
# Determine number of nodes for this level
var num_nodes = _rng.randi_range(min_nodes_per_level, max_nodes_per_level)
# Generate available positions and shuffle them
var available_positions = []
for pos in range(positions_per_level):
available_positions.append(pos)
available_positions.shuffle()
# Create nodes for this level
for i in range(num_nodes):
var node_type = _get_random_room_type(level, num_levels)
var node = {
@ -186,7 +173,6 @@ func _get_random_room_type(level, total_levels):
boss_chance += 0.3
var roll = _rng.randf()
print("_get_random_room_type ", roll, " ", boss_chance, " ", shop_chance, " ", event_chance)
if roll < boss_chance:
return RoomType.BOSS
elif roll < boss_chance + shop_chance:

View file

@ -301,7 +301,7 @@ func highlight_current_node(button):
button.add_theme_stylebox_override("normal", style)
func _on_node_pressed(node_data):
if is_node_accessible(node_data):
if is_node_accessible(node_data) || is_node_path_accessible(node_data):
# Update current node
current_node = node_data
traversed_node(node_data)
@ -316,6 +316,19 @@ func _on_node_pressed(node_data):
func traversed_node(node_data):
traversed_map.append(node_data.id)
func is_node_path_accessible(node_data):
if current_node == null:
return node_data.type == RoomType.STARTING
# Check if there's a direct connection from current node to the path travelled
for id in traversed_map:
var cur = get_node_by_id(id)
for connection in map_connections:
if connection.from == cur.id and connection.to == node_data.id:
return true
return false
func is_node_accessible(node_data):
if current_node == null:
return node_data.type == RoomType.STARTING

View file

@ -35,7 +35,6 @@ static func convert_algebraic_to_location(square: String) -> String:
file_num = file_num
var rank_num = 8 - rank
# Return location in your game's format
return "%d-%d" % [file_num, rank_num]