foitin/engine/core/match_engine.gd
m3ultra 4e2004e740 Settings page, pause menu, menu navigation; fix packed-app portraits
- select screen portraits load via pck-safe loader (the blank-cards bug
  in the shipped build)
- Settings (title menu + persisted user://settings.json): fullscreen,
  hitbox viewer default, master volume
- Esc: pause menu in fights (resume/rematch/select/menu), back-to-title
  from select/editor/settings
- FOITIN_SHOT env hook smoke-tests exported builds end-to-end

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 21:31:16 +10:00

377 lines
11 KiB
GDScript

extends Node2D
## Match root: owns two fighters, drives the fixed 60Hz tick, resolves
## hits, renders HUD. Scene tree is built in code so the .tscn stays
## trivial. P1: WASD + J/K. P2: arrows + O/P. F1 hitboxes, R reset.
const BoxOverlay := preload("res://engine/debug/box_overlay.gd")
var p1: Fighter
var p2: Fighter
var roster: Array = []
var overlay: Node2D
var hud_p1: ColorRect
var hud_p2: ColorRect
var hud_label_1: Label
var hud_label_2: Label
var msg_label: Label
var darken: ColorRect
var tick_count := 0
var match_over := false
var paused := false
var pause_ui: Node2D
var finish_window := -1 # >0: loser dizzy, finisher available
var finisher_running := false
# screenshot/demo mode for CI-style verification: godot --path . -- --shot out.png
var shot_path := ""
func _ready() -> void:
for arg in OS.get_cmdline_user_args():
if arg.begins_with("--shot="):
shot_path = arg.trim_prefix("--shot=")
if shot_path == "" and OS.get_environment("FOITIN_SHOT") != "":
shot_path = ProjectSettings.globalize_path("user://shot.png")
_build_stage()
_load_fighters()
_build_hud()
if shot_path != "" and p2 != null:
p2.hp = 60 # demo: one special KOs -> exercises the finisher flow
overlay = BoxOverlay.new()
overlay.engine = self
overlay.visible = shot_path != "" or Settings.show_boxes
add_child(overlay)
_build_pause_ui()
func _build_pause_ui() -> void:
pause_ui = Node2D.new()
pause_ui.visible = false
pause_ui.z_index = 100
add_child(pause_ui)
var dim := ColorRect.new()
dim.color = Color(0, 0, 0, 0.6)
dim.size = Vector2(1280, 720)
pause_ui.add_child(dim)
var lab := Label.new()
lab.text = "PAUSED"
lab.add_theme_font_size_override("font_size", 52)
lab.position = Vector2(555, 200)
pause_ui.add_child(lab)
var entries := [
["RESUME (Esc)", func(): _set_paused(false)],
["REMATCH", func(): get_tree().reload_current_scene()],
["CHARACTER SELECT", func(): get_tree().change_scene_to_file("res://engine/scenes/Select.tscn")],
["MAIN MENU", func(): get_tree().change_scene_to_file("res://engine/scenes/Title.tscn")],
]
for i in entries.size():
var b := Button.new()
b.text = entries[i][0]
b.position = Vector2(510, 300 + i * 66)
b.size = Vector2(260, 50)
b.add_theme_font_size_override("font_size", 22)
b.pressed.connect(entries[i][1])
pause_ui.add_child(b)
func _set_paused(v: bool) -> void:
paused = v
pause_ui.visible = v
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_ESCAPE and shot_path == "":
_set_paused(not paused)
func _build_stage() -> void:
var bg := ColorRect.new()
bg.color = Color("#181a20")
bg.size = Vector2(1280, 720)
add_child(bg)
# stage backgrounds: random image from user://stages (editor-managed)
var stages: Array = []
for f in DirAccess.get_files_at("user://stages"):
if f.get_extension().to_lower() in ["png", "jpg", "jpeg", "webp"]:
stages.append("user://stages/" + f)
if not stages.is_empty():
var tex = MoveData.load_texture_any(stages[randi() % stages.size()])
if tex:
var spr := Sprite2D.new()
spr.texture = tex
spr.centered = false
var ts: Vector2 = tex.get_size()
var k: float = maxf(1280.0 / ts.x, 720.0 / ts.y)
spr.scale = Vector2(k, k)
spr.modulate = Color(0.8, 0.8, 0.85) # dim so fighters pop
add_child(spr)
var floor_rect := ColorRect.new()
floor_rect.color = Color("#2a2e3a")
floor_rect.position = Vector2(0, CFG.GROUND_Y)
floor_rect.size = Vector2(1280, 720 - CFG.GROUND_Y)
add_child(floor_rect)
# fatality mood lighting: sits above the stage, below the fighters
darken = ColorRect.new()
darken.color = Color(0, 0, 0, 0.55)
darken.size = Vector2(1280, 720)
darken.visible = false
add_child(darken)
func _load_fighters() -> void:
roster = CharacterData.scan_roster()
if roster.size() < 1:
push_error("No characters found under characters/")
return
# picks come from the select screen; CLI --p1=/--p2= override for testing
var want := {"p1": GameState.p1_pick, "p2": GameState.p2_pick}
for arg in OS.get_cmdline_user_args():
for k in want:
if arg.begins_with("--%s=" % k):
want[k] = arg.trim_prefix("--%s=" % k)
var path1: String = roster[0]
var path2: String = roster[mini(1, roster.size() - 1)]
for r in roster:
if want.p1 != "" and r.get_file() == want.p1:
path1 = r
if want.p2 != "" and r.get_file() == want.p2:
path2 = r
var d1 := CharacterData.load_dir(path1)
var d2 := CharacterData.load_dir(path2)
# fighters live in stage space; the stage node centres it on screen
var stage := Node2D.new()
stage.position = Vector2(640, 0)
add_child(stage)
p1 = Fighter.new()
p2 = Fighter.new()
stage.add_child(p1)
stage.add_child(p2)
p1.setup(d1, -180.0, 1)
p2.setup(d2, 180.0, -1)
func _build_hud() -> void:
var bar_bg1 := ColorRect.new()
bar_bg1.color = Color("#3a1020")
bar_bg1.position = Vector2(40, 30)
bar_bg1.size = Vector2(500, 26)
add_child(bar_bg1)
var bar_bg2 := ColorRect.new()
bar_bg2.color = Color("#3a1020")
bar_bg2.position = Vector2(740, 30)
bar_bg2.size = Vector2(500, 26)
add_child(bar_bg2)
hud_p1 = ColorRect.new()
hud_p1.color = Color("#e8c840")
hud_p1.position = Vector2(40, 30)
hud_p1.size = Vector2(500, 26)
add_child(hud_p1)
hud_p2 = ColorRect.new()
hud_p2.color = Color("#e8c840")
hud_p2.position = Vector2(740, 30)
hud_p2.size = Vector2(500, 26)
add_child(hud_p2)
hud_label_1 = Label.new()
hud_label_1.position = Vector2(40, 60)
add_child(hud_label_1)
hud_label_2 = Label.new()
hud_label_2.position = Vector2(1100, 60)
add_child(hud_label_2)
msg_label = Label.new()
msg_label.position = Vector2(560, 120)
msg_label.add_theme_font_size_override("font_size", 40)
add_child(msg_label)
var help := Label.new()
help.text = "P1: WASD + J/K (QCF+J special) P2: arrows + O/P F1: hitboxes R: reset"
help.position = Vector2(320, 690)
help.modulate = Color(1, 1, 1, 0.4)
add_child(help)
if p1:
hud_label_1.text = p1.data.display_name
if p2:
hud_label_2.text = p2.data.display_name
## ---------------------------------------------------------------- input
func _poll_p1() -> int:
var m := 0
if Input.is_key_pressed(KEY_W): m |= InputBuffer.UP
if Input.is_key_pressed(KEY_S): m |= InputBuffer.DOWN
if Input.is_key_pressed(KEY_A): m |= 1 << 8 # raw left
if Input.is_key_pressed(KEY_D): m |= 1 << 9 # raw right
if Input.is_key_pressed(KEY_J): m |= InputBuffer.P
if Input.is_key_pressed(KEY_K): m |= InputBuffer.K
return m
func _poll_p2() -> int:
var m := 0
if Input.is_key_pressed(KEY_UP): m |= InputBuffer.UP
if Input.is_key_pressed(KEY_DOWN): m |= InputBuffer.DOWN
if Input.is_key_pressed(KEY_LEFT): m |= 1 << 8
if Input.is_key_pressed(KEY_RIGHT): m |= 1 << 9
if Input.is_key_pressed(KEY_O): m |= InputBuffer.P
if Input.is_key_pressed(KEY_P): m |= InputBuffer.K
return m
## Convert raw left/right bits into facing-relative FWD/BACK.
static func _relative(mask: int, facing: int) -> int:
var out := mask & (InputBuffer.UP | InputBuffer.DOWN | InputBuffer.P | InputBuffer.K)
var left := (mask & (1 << 8)) != 0
var right := (mask & (1 << 9)) != 0
if right and not left:
out |= InputBuffer.FWD if facing == 1 else InputBuffer.BACK
elif left and not right:
out |= InputBuffer.BACK if facing == 1 else InputBuffer.FWD
return out
## ---------------------------------------------------------------- tick
func _physics_process(_delta: float) -> void:
if p1 == null or p2 == null or paused:
return
if Input.is_key_pressed(KEY_R) and match_over:
get_tree().reload_current_scene()
return
if Input.is_physical_key_pressed(KEY_F1):
overlay.visible = true
tick_count += 1
var m1 := _poll_p1()
var m2 := _poll_p2()
if shot_path != "":
m1 = _demo_input(tick_count)
m2 = 0
if not match_over:
var r1 := _relative(m1, p1.facing)
var r2 := _relative(m2, p2.facing)
p1.tick(r1)
p2.tick(r2)
_update_facing()
_separate_pushboxes()
_resolve_hits(p1, p2, r2)
_resolve_hits(p2, p1, r1)
_tick_finish_flow()
_update_hud()
overlay.queue_redraw()
if shot_path != "" and tick_count == 260:
_save_screenshot()
## Scripted input for screenshot mode: walk in, QCF+P special (KOs the
## 60hp demo dummy), then QCF+K finisher during the FINISH window.
func _demo_input(t: int) -> int:
if t < 66:
return 1 << 9
if t in [68, 69]:
return InputBuffer.DOWN
if t in [70, 71]:
return InputBuffer.DOWN | (1 << 9)
if t in [72, 73]:
return 1 << 9
if t in [74, 75]:
return (1 << 9) | InputBuffer.P
if t in [150, 151]:
return InputBuffer.DOWN
if t in [152, 153]:
return InputBuffer.DOWN | (1 << 9)
if t in [154, 155]:
return 1 << 9
if t in [156, 157]:
return (1 << 9) | InputBuffer.K
return 0
func _update_facing() -> void:
for pair in [[p1, p2], [p2, p1]]:
var f: Fighter = pair[0]
var o: Fighter = pair[1]
if f.can_act():
f.facing = 1 if o.pos_x >= f.pos_x else -1
func _separate_pushboxes() -> void:
if p1.airborne() or p2.airborne():
return
for f in [p1, p2]:
if f.state in [Fighter.St.KNOCKDOWN, Fighter.St.KO, Fighter.St.DYING]:
return
var dist := absf(p1.pos_x - p2.pos_x)
if dist < CFG.PUSHBOX_W:
var push := minf((CFG.PUSHBOX_W - dist) / 2.0, CFG.PUSHBOX_SEP_SPEED)
var sign_dir := 1.0 if p1.pos_x <= p2.pos_x else -1.0
p1.pos_x = clampf(p1.pos_x - push * sign_dir, -CFG.STAGE_HALF, CFG.STAGE_HALF)
p2.pos_x = clampf(p2.pos_x + push * sign_dir, -CFG.STAGE_HALF, CFG.STAGE_HALF)
func _resolve_hits(attacker: Fighter, defender: Fighter, defender_mask: int) -> void:
var hits := attacker.world_hitboxes()
if hits.is_empty():
return
for hb in hits:
for hurt in defender.world_hurtboxes():
if hb.intersects(hurt):
attacker.has_hit = true
defender.take_hit(attacker.attack_move, defender.blocking_high(defender_mask))
return
## KO -> dizzy loser -> FINISH! window -> finisher cinematic or collapse.
func _tick_finish_flow() -> void:
if match_over:
return
for pair in [[p1, p2, "P2"], [p2, p1, "P1"]]:
var loser: Fighter = pair[0]
var winner: Fighter = pair[1]
var wname: String = pair[2]
if loser.state == Fighter.St.DYING:
if not finisher_running:
finisher_running = true
darken.visible = true
msg_label.text = ""
if loser.anim_tick >= loser.current_move().total and winner.state != Fighter.St.ATTACK:
match_over = true
msg_label.text = "%s WINS — FINISHER" % wname
return
if loser.state == Fighter.St.KO:
match_over = true
darken.visible = false
msg_label.text = "%s WINS" % wname
return
if loser.state == Fighter.St.DIZZY:
if finish_window < 0:
finish_window = 300
finish_window -= 1
msg_label.text = "FINISH!" if (tick_count / 15) % 2 == 0 else ""
var in_range: bool = absf(winner.pos_x - loser.pos_x) < 280.0
winner.finisher_ok = in_range
if finish_window == 0:
loser._enter(Fighter.St.KO) # window expired: collapse
return
# nobody down
p1.finisher_ok = false
p2.finisher_ok = false
func _update_hud() -> void:
hud_p1.size.x = 500.0 * p1.hp / p1.data.health
hud_p2.size.x = 500.0 * p2.hp / p2.data.health
hud_p2.position.x = 740 + (500 - hud_p2.size.x)
func _save_screenshot() -> void:
await RenderingServer.frame_post_draw
var img := get_viewport().get_texture().get_image()
img.save_png(shot_path)
get_tree().quit()