Files
room_glitch/games/pacman/pacman.gd
T
Jeff Luke c1b2195834 Expand Glitch operations hub, cabinet authoring, deployment, and RFID support
Operator hub
- Introduce Escape Gallery branding and Glitch: the Dark Machine room views
- Add cabinet illustrations, Pac-Man marquee/gameplay artwork, and waiting states
- Add device feedback panels with RFID readings, input/output states, and stale status
- Add logged operator hardware interventions with request deduplication

Room and cabinet authoring
- Add a visual custom-PCB connection editor with per-cabinet device inventory
- Support device IDs, bindings, wiring notes, input polarity, and validation
- Add physical-room label/dimension toggles and editable doorway annotations
- Preserve doorway changes through undo, save, and revert
- Expand cabinet profiles, room layout, and Glitch scenario resources

Scenarios and gameplay
- Add per-assignment game configuration and runtime feature validation
- Add timed test wins and Frogger individual-home objectives
- Add the three-cabinet timed/score/Frogger test scenario
- Add Cabinet 1 Pac-Man RFID credits, credit sound, and CREDIT 0/1 display
- Require physical Start after an accepted scan and prevent duplicate credits

Pi hardware and deployment
- Add GPIO feedback sampling and a separate multiplexed RFID helper
- Validate reader pin ownership and input/output conflicts
- Add SSH cabinet startup and Pi desktop-session service support
- Add master packaging, site setup, SSH enrollment, and staged cabinet releases
- Verify deployment manifests and support explicit activation/status/log commands

Documentation and verification
- Consolidate the root README around the current architecture and setup workflow
- Add the complete master/Pi/RFID export and deployment walkthrough
- Document network isolation, credentials, card identification, and rollback
- Add PCB, room-editor, feedback, credit, deployment, and controller tests
- Isolate protocol tests from designer-edited cabinet configurations

Known limitations
- RFID helper compilation and physical Pi commissioning remain unverified
- Fleet provisioning does not yet configure RFID-only installations completely
- Broader Pac-Man tests retain a ghost-capture assertion failure
- Staged exports must be rebuilt and checked before deploying runtime 2.3
2026-10-17 14:53:54 -07:00

128 lines
4.3 KiB
GDScript

extends ArcadeGame
const Model = preload("res://games/pacman/pacman_model.gd")
const View = preload("res://games/pacman/pacman_view.gd")
const Sound = preload("res://games/pacman/pacman_audio.gd")
@export_group("Room Objective")
## Zero means unlimited boards. Set a score target or use arcade mode.
@export_range(0, 100, 1) var boards_to_win: int = 1
@export_range(0, 1000000, 100) var score_to_win: int = 0
@export_range(1, 9, 1) var starting_lives: int = 3
@export var extra_life_score: int = 10000
var model = Model.new()
var view
var audio
var accumulator := 0.0
var credits := 0
var rfid_seen: Dictionary = {}
var rfid_initialized := false
func receive_device_feedback(feedback: Dictionary) -> void:
var events: Array = feedback.get("events", [])
if not rfid_initialized:
if not bool(feedback.get("fresh", false)): return
for entry in events: rfid_seen[str(entry.get("id", ""))] = true
rfid_initialized = true
return
if not bool(feedback.get("fresh", false)): return
var device_id := str(run_config.get("rfid_credit_device", ""))
for entry in events:
var ident := str(entry.get("id", ""))
if ident.is_empty() or rfid_seen.has(ident): continue
rfid_seen[ident] = true
if device_id.is_empty() or is_running or credits > 0 or model.state != "idle": continue
if entry.get("device") != device_id or entry.get("kind") != "rfid" or not str(entry.get("error", "")).is_empty(): continue
var uid := str(entry.get("value", "")).to_upper()
if uid.is_empty(): continue
var allowed: Array = run_config.get("rfid_allowed_uids", [])
if not allowed.is_empty() and not allowed.has(uid): continue
for sample in feedback.get("devices", []):
if sample.get("id") == device_id and int(sample.get("age_ms", 999999)) < 2000 and sample.get("value") == entry.get("value") and str(sample.get("error", "")).is_empty():
credits = 1
view.credits = credits
audio.play_effect("credit")
break
# The bridge retains only its last 64 events. Keep deduplication bounded too.
if rfid_seen.size() > 256:
rfid_seen.clear()
for entry in events: rfid_seen[str(entry.get("id", ""))] = true
func _ready() -> void:
view = View.new()
view.model = model
add_child(view)
audio = Sound.new()
add_child(audio)
model.sound_requested.connect(audio.play_effect)
model.finished.connect(_on_finished)
_apply_config()
func configure(config: Dictionary = {}) -> void:
super.configure(config)
credits = 0
rfid_seen.clear()
rfid_initialized = false
_apply_config()
func _apply_config() -> void:
if view != null:
view.credit_required = not str(run_config.get("rfid_credit_device", "")).is_empty()
view.credits = credits
model.boards_to_win = maxi(0, int(run_config.get("boards_to_win", boards_to_win)))
model.score_to_win = maxi(0, int(run_config.get("score_to_win", score_to_win)))
model.initial_lives = clampi(int(run_config.get("starting_lives", starting_lives)), 1, 9)
model.extra_life_score = maxi(0, int(run_config.get("extra_life_score", extra_life_score)))
func start_game() -> bool:
if is_running: return false
if not str(run_config.get("rfid_credit_device", "")).is_empty():
if credits < 1: return false
credits -= 1
_apply_config()
audio.stop_all()
model.start()
accumulator = 0.0
return super.start_game()
func reset_game() -> void:
credits = 0
if view != null: view.credits = 0
audio.stop_all()
model.reset()
accumulator = 0.0
super.reset_game()
func win_game() -> void:
if not is_running: return
model.state = "won"
audio.stop_all()
super.win_game()
func lose_game() -> void:
if not is_running: return
model.state = "lost"
audio.stop_all()
super.lose_game()
func _on_finished(won: bool) -> void:
if won: win_game()
else: lose_game()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("arcade_start"):
start_game()
get_viewport().set_input_as_handled()
for pair in [["arcade_up", Vector2i.UP], ["arcade_left", Vector2i.LEFT], ["arcade_down", Vector2i.DOWN], ["arcade_right", Vector2i.RIGHT]]:
if event.is_action_pressed(pair[0]): model.requested = pair[1]
func _physics_process(delta: float) -> void:
if not is_running:
model.clock += delta
if is_running:
accumulator += minf(delta, 0.25)
while accumulator >= 1.0 / 60.0 and is_running:
model.update(1.0 / 60.0)
accumulator -= 1.0 / 60.0
if audio != null: audio.set_background(model.background_sound() if is_running else "")