Split Color Game into digit and color modes with up to 16 pods.
Add menu entries for both variants, use eight high-contrast colors with allowed duplicates, and turn wrong-guess pods off after a red blink until the next round. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -115,6 +115,12 @@ theme_override_font_sizes/font_size = 140
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horizontal_alignment = 1
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text = "—"
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[node name="TargetSwatch" type="ColorRect" parent="UiLayer/Center"]
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custom_minimum_size = Vector2(220, 220)
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layout_mode = 2
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size_flags_horizontal = 4
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color = Color(0.2, 0.22, 0.28, 1)
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[node name="TimerLabel" type="Label" parent="UiLayer/Center"]
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layout_mode = 2
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theme_override_colors/font_color = Color(1, 0.88, 0.4, 1)
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+12
-5
@@ -29,12 +29,12 @@ anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -180.0
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offset_top = -280.0
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offset_top = -320.0
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offset_right = 180.0
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offset_bottom = 280.0
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offset_bottom = 320.0
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grow_horizontal = 2
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grow_vertical = 2
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theme_override_constants/separation = 16
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theme_override_constants/separation = 14
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alignment = 1
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[node name="Title" type="Label" parent="CenterBox"]
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@@ -76,12 +76,19 @@ size_flags_horizontal = 4
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theme_override_font_sizes/font_size = 18
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text = "Pong"
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[node name="ColorGameButton" type="Button" parent="CenterBox"]
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[node name="DigitsGameButton" type="Button" parent="CenterBox"]
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custom_minimum_size = Vector2(280, 48)
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layout_mode = 2
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size_flags_horizontal = 4
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theme_override_font_sizes/font_size = 18
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text = "Color Game"
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text = "Zahlen-Spiel"
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[node name="ColorsGameButton" type="Button" parent="CenterBox"]
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custom_minimum_size = Vector2(280, 48)
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layout_mode = 2
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size_flags_horizontal = 4
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theme_override_font_sizes/font_size = 18
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text = "Farben-Spiel"
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[node name="SpaceShooterButton" type="Button" parent="CenterBox"]
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custom_minimum_size = Vector2(280, 48)
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+177
-27
@@ -5,11 +5,31 @@ const MENU_SCENE := "res://scenes/menu.tscn"
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const STREAM_INTERVAL_MS := 16
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const NEXT_ROUND_DELAY_SEC := 2.5
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const DEFAULT_DIGIT_INTENSITY := 180
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const MAX_PODS := 16
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const MIN_PODS := 2
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enum GameMode { DIGITS, COLORS }
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enum Phase { IDLE, WAITING, PLAYING, WON }
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## Set by the menu before opening this scene.
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static var start_mode: GameMode = GameMode.DIGITS
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## Max 8 high-contrast colors; duplicates across pods are intentional when N > 8.
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const COLOR_PALETTE: Array[Dictionary] = [
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{"name": "Rot", "color": Color(1.0, 0.12, 0.12)},
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{"name": "Orange", "color": Color(1.0, 0.45, 0.05)},
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{"name": "Gelb", "color": Color(1.0, 0.92, 0.1)},
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{"name": "Grün", "color": Color(0.1, 0.85, 0.2)},
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{"name": "Türkis", "color": Color(0.05, 0.85, 0.9)},
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{"name": "Blau", "color": Color(0.15, 0.35, 1.0)},
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{"name": "Lila", "color": Color(0.75, 0.2, 1.0)},
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{"name": "Weiß", "color": Color(0.95, 0.95, 1.0)},
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]
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@onready var status_label: Label = $UiLayer/TopBar/StatusLabel
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@onready var title_label: Label = $UiLayer/TopBar/Title
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@onready var target_label: Label = $UiLayer/Center/TargetLabel
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@onready var target_swatch: ColorRect = $UiLayer/Center/TargetSwatch
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@onready var subtitle_label: Label = $UiLayer/Center/SubtitleLabel
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@onready var timer_label: Label = $UiLayer/Center/TimerLabel
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@onready var hint_label: Label = $UiLayer/HintLabel
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@@ -17,22 +37,29 @@ enum Phase { IDLE, WAITING, PLAYING, WON }
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@onready var intensity_slider: HSlider = $UiLayer/SettingsPanel/IntensitySlider
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@onready var intensity_value_label: Label = $UiLayer/SettingsPanel/IntensityValueLabel
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var _mode: GameMode = GameMode.DIGITS
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var _socket := WebSocketPeer.new()
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var _connected := false
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var _phase := Phase.IDLE
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var _pod_ids: PackedInt32Array = PackedInt32Array()
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var _pod_digits: Dictionary = {}
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var _target_digit := -1
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## digit (int) or palette index (int), depending on mode
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var _pod_values: Dictionary = {}
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## client_id → true for pods that guessed wrong this round (LED off after red blink)
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var _eliminated: Dictionary = {}
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var _target_value := -1
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var _target_cid := -1
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var _round_start_ms := 0
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var _round_token := 0
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const WRONG_BLINK_SEC := 0.5
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func _ready() -> void:
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_mode = start_mode
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back_button.pressed.connect(_return_to_menu)
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intensity_slider.value = DEFAULT_DIGIT_INTENSITY
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intensity_slider.value_changed.connect(_on_intensity_changed)
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_on_intensity_changed(intensity_slider.value)
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_apply_mode_chrome()
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_set_phase(Phase.IDLE, "Verbinde…")
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_connect_ws()
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@@ -41,6 +68,18 @@ func _exit_tree() -> void:
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_cleanup_streams()
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func _apply_mode_chrome() -> void:
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if _mode == GameMode.DIGITS:
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title_label.text = "Zahlen-Spiel"
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target_label.visible = true
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target_swatch.visible = false
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else:
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title_label.text = "Farben-Spiel"
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target_label.visible = false
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target_swatch.visible = true
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target_swatch.color = Color(0.2, 0.22, 0.28)
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func _return_to_menu() -> void:
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_cleanup_streams()
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get_tree().change_scene_to_file(MENU_SCENE)
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@@ -115,7 +154,7 @@ func _on_client_list(data: Dictionary) -> void:
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_set_phase(Phase.IDLE, "Client-Liste fehlgeschlagen: %s" % data.get("error", "?"))
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return
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_pod_ids = PackedInt32Array()
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var all_ids := PackedInt32Array()
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for entry in data.get("clients", []):
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if typeof(entry) != TYPE_DICTIONARY:
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continue
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@@ -123,47 +162,126 @@ func _on_client_list(data: Dictionary) -> void:
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continue
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var cid := int(entry.get("id", 0))
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if cid > 0:
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_pod_ids.append(cid)
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all_ids.append(cid)
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_pod_ids.sort()
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all_ids.sort()
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_pod_ids = PackedInt32Array()
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for i in mini(all_ids.size(), MAX_PODS):
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_pod_ids.append(all_ids[i])
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if _pod_ids.size() < 2:
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_set_phase(Phase.WAITING, "Mindestens 2 online Pods nötig (aktuell: %d)" % _pod_ids.size())
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target_label.text = "—"
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if _pod_ids.size() < MIN_PODS:
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_set_phase(
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Phase.WAITING,
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"Mindestens %d online Pods nötig (aktuell: %d)" % [MIN_PODS, _pod_ids.size()]
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)
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_clear_target_display()
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timer_label.text = ""
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return
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_start_round()
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func _start_round() -> void:
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_round_token += 1
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_pod_digits.clear()
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func _clear_target_display() -> void:
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target_label.text = "—"
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target_swatch.color = Color(0.2, 0.22, 0.28)
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func _build_value_pool(count: int) -> Array:
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var pool: Array = []
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if _mode == GameMode.DIGITS:
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for d in range(10):
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pool.append(d)
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pool.shuffle()
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# With >10 pods, reuse digits but keep the first `count` slots unique
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# where possible; remaining slots get shuffled leftovers with duplicates.
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while pool.size() < count:
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var extra: Array = []
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for d in range(10):
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extra.append(d)
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extra.shuffle()
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pool.append_array(extra)
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return pool.slice(0, count)
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for i in COLOR_PALETTE.size():
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pool.append(i)
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pool.shuffle()
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while pool.size() < count:
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var extra: Array = []
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for i in COLOR_PALETTE.size():
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extra.append(i)
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extra.shuffle()
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pool.append_array(extra)
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return pool.slice(0, count)
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func _start_round() -> void:
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_round_token += 1
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_pod_values.clear()
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_eliminated.clear()
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var pool := _build_value_pool(_pod_ids.size())
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for i in _pod_ids.size():
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_pod_digits[_pod_ids[i]] = int(pool[i])
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_pod_values[_pod_ids[i]] = int(pool[i])
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# Ensure the chosen target value appears on exactly one pod when possible
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# (digits can collide above 10 pods; re-roll until unique or give up).
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var pick_idx := randi() % _pod_ids.size()
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_target_cid = _pod_ids[pick_idx]
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_target_digit = int(_pod_digits[_target_cid])
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_target_value = int(_pod_values[_target_cid])
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if _mode == GameMode.DIGITS and _pod_ids.size() > 10:
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_ensure_unique_target_digit()
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for cid in _pod_ids:
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_send_led_digit(cid, int(_pod_digits[cid]))
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_apply_pod_display(cid, int(_pod_values[cid]))
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_enable_input_stream()
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_round_start_ms = Time.get_ticks_msec()
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_set_phase(Phase.PLAYING, "%d Pods bereit" % _pod_ids.size())
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target_label.text = str(_target_digit)
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subtitle_label.text = "Drücke den Pod mit dieser Zahl"
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_show_target()
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timer_label.text = "0,00 s"
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hint_label.text = ""
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func _ensure_unique_target_digit() -> void:
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# Make sure only the target pod shows `_target_value`.
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for cid in _pod_ids:
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if cid == _target_cid:
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continue
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if int(_pod_values[cid]) != _target_value:
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continue
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var replacement := (_target_value + 1 + randi() % 9) % 10
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_pod_values[cid] = replacement
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func _show_target() -> void:
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if _mode == GameMode.DIGITS:
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target_label.visible = true
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target_swatch.visible = false
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target_label.text = str(_target_value)
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target_label.add_theme_color_override("font_color", Color(0.35, 0.92, 1, 1))
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subtitle_label.text = "Drücke den Pod mit dieser Zahl"
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else:
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target_label.visible = false
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target_swatch.visible = true
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var entry: Dictionary = COLOR_PALETTE[_target_value]
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var c: Color = entry["color"]
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target_swatch.color = c
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subtitle_label.text = "Drücke den Pod mit dieser Farbe · %s" % str(entry["name"])
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func _value_label(value: int) -> String:
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if _mode == GameMode.DIGITS:
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return str(value)
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return str(COLOR_PALETTE[value]["name"])
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func _apply_pod_display(cid: int, value: int) -> void:
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if _mode == GameMode.DIGITS:
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_send_led_digit(cid, value)
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else:
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_send_led_color(cid, COLOR_PALETTE[value]["color"])
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func _enable_input_stream() -> void:
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for cid in _pod_ids:
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_send({
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@@ -186,18 +304,35 @@ func _on_input(data: Dictionary) -> void:
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if str(client.get("tap_kind", "none")) == "none":
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continue
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var cid := int(client.get("client_id", 0))
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if not _pod_digits.has(cid):
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if not _pod_values.has(cid):
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continue
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if cid == _target_cid:
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if _eliminated.has(cid):
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continue
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if int(_pod_values[cid]) == _target_value:
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_target_cid = cid
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_on_correct_tap()
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else:
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hint_label.text = "Falsch! Pod #%d hat %d — versuch es nochmal." % [cid, int(_pod_digits[cid])]
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_eliminate_pod(cid)
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func _eliminate_pod(cid: int) -> void:
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if _eliminated.has(cid):
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return
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_eliminated[cid] = true
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var wrong_value := int(_pod_values[cid])
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hint_label.text = "Falsch! Pod #%d hatte %s — ausgeschieden." % [
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cid, _value_label(wrong_value)
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]
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_send_led_blink(cid, Color(1.0, 0.2, 0.2))
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var wrong_digit := int(_pod_digits[cid])
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get_tree().create_timer(0.5).timeout.connect(
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var token := _round_token
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get_tree().create_timer(WRONG_BLINK_SEC).timeout.connect(
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func() -> void:
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if _phase == Phase.PLAYING and _pod_digits.has(cid):
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_send_led_digit(cid, wrong_digit),
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if not is_inside_tree():
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return
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if _round_token != token:
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return
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if _eliminated.has(cid):
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_send_led_clear(cid),
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CONNECT_ONE_SHOT
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)
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@@ -215,7 +350,7 @@ func _on_correct_tap() -> void:
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func() -> void:
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if _round_token != token or not is_inside_tree():
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return
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if _pod_ids.size() >= 2:
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if _pod_ids.size() >= MIN_PODS:
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_start_round(),
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CONNECT_ONE_SHOT
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)
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@@ -240,10 +375,13 @@ func _digit_intensity() -> int:
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func _on_intensity_changed(_value: float) -> void:
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intensity_value_label.text = str(_digit_intensity())
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if _pod_digits.is_empty():
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if _pod_values.is_empty() or _phase != Phase.PLAYING:
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return
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for cid in _pod_digits:
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_send_led_digit(cid, int(_pod_digits[cid]))
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for cid in _pod_values:
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if _eliminated.has(cid):
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continue
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_apply_pod_display(cid, int(_pod_values[cid]))
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func _send_led_digit(cid: int, digit: int) -> void:
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@@ -259,6 +397,18 @@ func _send_led_digit(cid: int, digit: int) -> void:
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})
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func _send_led_color(cid: int, color: Color) -> void:
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_send({
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"type": "set_led_ring",
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"client_id": cid,
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"mode": "color",
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"r": int(color.r * 255),
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"g": int(color.g * 255),
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"b": int(color.b * 255),
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"intensity": _digit_intensity(),
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})
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func _send_led_clear(cid: int) -> void:
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_send({"type": "set_led_ring", "client_id": cid, "mode": "clear"})
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+15
-2
@@ -5,11 +5,13 @@ const CONFIG_SCENE := "res://scenes/config.tscn"
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const PONG_SCENE := "res://scenes/pong.tscn"
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const COLOR_GAME_SCENE := "res://scenes/color_game.tscn"
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const SPACE_SHOOTER_SCENE := "res://scenes/space_shooter.tscn"
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const ColorGameScript = preload("res://scripts/color_game.gd")
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@onready var demo_button: Button = $CenterBox/DemoButton
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@onready var config_button: Button = $CenterBox/ConfigButton
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@onready var pong_button: Button = $CenterBox/PongButton
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@onready var color_game_button: Button = $CenterBox/ColorGameButton
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@onready var digits_game_button: Button = $CenterBox/DigitsGameButton
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@onready var colors_game_button: Button = $CenterBox/ColorsGameButton
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@onready var space_shooter_button: Button = $CenterBox/SpaceShooterButton
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@onready var exit_button: Button = $CenterBox/ExitButton
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@@ -18,11 +20,22 @@ func _ready() -> void:
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demo_button.pressed.connect(func(): _open_scene(DEMO_SCENE))
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config_button.pressed.connect(func(): _open_scene(CONFIG_SCENE))
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pong_button.pressed.connect(func(): _open_scene(PONG_SCENE))
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color_game_button.pressed.connect(func(): _open_scene(COLOR_GAME_SCENE))
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digits_game_button.pressed.connect(_open_digits_game)
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colors_game_button.pressed.connect(_open_colors_game)
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space_shooter_button.pressed.connect(func(): _open_scene(SPACE_SHOOTER_SCENE))
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exit_button.pressed.connect(_exit_game)
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func _open_digits_game() -> void:
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ColorGameScript.start_mode = ColorGameScript.GameMode.DIGITS
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_open_scene(COLOR_GAME_SCENE)
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func _open_colors_game() -> void:
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ColorGameScript.start_mode = ColorGameScript.GameMode.COLORS
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_open_scene(COLOR_GAME_SCENE)
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func _open_scene(path: String) -> void:
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get_tree().change_scene_to_file(path)
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Reference in New Issue
Block a user