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
151 lines
7.0 KiB
GDScript
151 lines
7.0 KiB
GDScript
@tool
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extends Node2D
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const Maze = preload("res://games/pacman/pacman_maze.gd")
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const Rules = preload("res://games/pacman/pacman_rules.gd")
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const SHEET = preload("res://games/pacman/art/sprites.png")
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const MAZE_RECT := Rect2(0, 24, 224, 248)
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const GAME_RECT := Rect2(0, 0, 224, 288)
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const FONT = preload("res://games/pacman/art/text.png")
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const DEATH_ANIMATION_SECONDS := 1.55
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const DEATH_POP_SECONDS := 0.24
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var model
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var debug_grid := false
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var credit_required := false
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var credits := 0
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func _ready() -> void:
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texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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func _process(_dt: float) -> void:
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if Engine.is_editor_hint(): return
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var available := get_viewport_rect().size
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var factor := minf(available.x / 224.0, available.y / 288.0)
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if factor >= 1.0: factor = floorf(factor)
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scale = Vector2.ONE * factor
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position = ((available - Vector2(224, 288) * factor) * 0.5).floor()
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queue_redraw()
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func _draw() -> void:
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draw_rect(_viewport_bounds(), Color.BLACK)
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if model == null: return
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if model.state == "intermission":
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_intermission()
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_draw_edge_mask(GAME_RECT)
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return
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var flash: bool = model.state == "clear" and int(model.phase_time * 5) % 2 == 0
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draw_texture_rect_region(SHEET, MAZE_RECT, Rect2(228, 0, 224, 248), Color(0.7, 0.7, 1.0) if flash else Color.WHITE)
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for tile in model.dots:
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var center := _pixel(Vector2(tile))
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if model.dots[tile]:
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if int(model.clock * 4) % 2 == 0: draw_circle(center, 3.5, Color("ffb8ae"))
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else: draw_rect(Rect2(center - Vector2.ONE, Vector2(2, 2)), Color("ffb8ae"))
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if model.fruit_time > 0:
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_sprite(Rect2(504 + Rules.fruit_index(model.level) * 16, 48, 16, 16), _actor_pixel(Vector2(13.5, 17)))
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if model.state not in ["ready", "dying", "death_pop", "lost", "won", "clear"]:
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for i in range(4): _ghost(i)
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if model.state not in ["ready", "death_pop", "lost", "won", "clear"]: _player()
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if model.state == "death_pop":
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_sprite(Rect2(664, 0, 16, 16), _actor_pixel(Maze.position(model.player)))
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if model.popup_time > 0: _text(model.popup_text, _pixel(model.popup_position) - Vector2(12, 4), Color.CYAN)
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_draw_edge_mask(MAZE_RECT)
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_text("1UP", Vector2(24, 0))
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_text("HIGH SCORE", Vector2(80, 0))
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_text(str(model.score).pad_zeros(2), Vector2(8, 8))
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_text(str(model.high_score).pad_zeros(2), Vector2(88, 8))
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if credit_required: _text("CREDIT %d" % credits, Vector2(120, 280))
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for i in range(mini(model.lives - 1, 5)):
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_sprite(Rect2(600, 16, 16, 16), Vector2(16 + i * 16, 280))
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if not credit_required: _text("L%d" % model.level, Vector2(192, 276), Color("ffb852"))
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match model.state:
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"idle":
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_banner("SCAN CARD" if credit_required and credits == 0 else "PRESS START", Color.YELLOW)
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_text("ARROWS TO MOVE", Vector2(56, 256))
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"ready":
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_banner("READY!", Color.YELLOW)
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_text("PLAYER ONE", Vector2(72, 112), Color("33aaff"))
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"won": _banner("YOU WIN!", Color.CYAN)
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"lost": _banner("GAME OVER", Color.RED)
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if debug_grid:
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for y in range(31):
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for x in range(28):
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if Maze.walkable(Vector2i(x,y)):
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draw_rect(Rect2(x * 8, y * 8 + 24, 8, 8), Color(0, 1, 0, 0.25), false)
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func _viewport_bounds() -> Rect2:
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if Engine.is_editor_hint(): return GAME_RECT
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return get_global_transform_with_canvas().affine_inverse() * get_viewport_rect()
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func _draw_edge_mask(visible_area: Rect2) -> void:
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var outer := _viewport_bounds().merge(visible_area)
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draw_rect(Rect2(outer.position, Vector2(visible_area.position.x - outer.position.x, outer.size.y)), Color.BLACK)
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draw_rect(Rect2(Vector2(visible_area.end.x, outer.position.y), Vector2(outer.end.x - visible_area.end.x, outer.size.y)), Color.BLACK)
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draw_rect(Rect2(Vector2(visible_area.position.x, outer.position.y), Vector2(visible_area.size.x, visible_area.position.y - outer.position.y)), Color.BLACK)
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draw_rect(Rect2(Vector2(visible_area.position.x, visible_area.end.y), Vector2(visible_area.size.x, outer.end.y - visible_area.end.y)), Color.BLACK)
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func _pixel(tile: Vector2) -> Vector2:
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return Vector2(4, 28) + tile * 8.0
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func _actor_pixel(tile: Vector2) -> Vector2:
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return _pixel(tile)
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func _intermission() -> void:
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var elapsed: float = 5.28 - model.phase_time
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var frame := int(model.clock * 12) % 2
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if elapsed < 2.64:
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var x := 240.0 - elapsed * 105.0
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_sprite(Rect2(456 + frame * 16, 16, 16, 16), Vector2(x, 144))
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_sprite(Rect2(488 + frame * 16, 64, 16, 16), Vector2(x + 40, 144))
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else:
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var x := -40.0 + (elapsed - 2.64) * 110.0
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_sprite(Rect2(584 + frame * 16, 64, 16, 16), Vector2(x + 55, 144))
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draw_texture_rect_region(SHEET, Rect2(x - 16, 128, 32, 32), Rect2(504 + frame * 32, 16, 32, 32))
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_text("LEVEL %d CLEAR" % model.level, Vector2(56, 200), Color.YELLOW)
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func _sprite(region: Rect2, center: Vector2) -> void:
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draw_texture_rect_region(SHEET, Rect2(center.round() - Vector2(8, 8), Vector2(16, 16)), region)
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if center.x < 8: draw_texture_rect_region(SHEET, Rect2(center.round() + Vector2(216, -8), Vector2(16, 16)), region)
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elif center.x > 216: draw_texture_rect_region(SHEET, Rect2(center.round() - Vector2(232, 8), Vector2(16, 16)), region)
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func _player() -> void:
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var p: Dictionary = model.player
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var region := Rect2(456, 0, 16, 16)
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if model.state == "dying":
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var elapsed: float = DEATH_ANIMATION_SECONDS - model.phase_time
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var frame := clampi(int(elapsed / DEATH_ANIMATION_SECONDS * 11.0), 0, 10)
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region = Rect2(488 + frame * 16, 0, 16, 16)
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else:
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var row: int = {Vector2i.RIGHT: 0, Vector2i.LEFT: 1, Vector2i.UP: 2, Vector2i.DOWN: 3}.get(p.dir, 0)
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var frame: int = [0, 1, 2, 1][int(model.player_anim_time * 12.0) % 4] if p.tile != p.next else 1
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region = Rect2(456 + frame * 16, row * 16, 16, 16)
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_sprite(region, _actor_pixel(Maze.position(p)))
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func _ghost(index: int) -> void:
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var g: Dictionary = model.ghosts[index]
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var direction: int = {Vector2i.RIGHT: 0, Vector2i.LEFT: 1, Vector2i.UP: 2, Vector2i.DOWN: 3}.get(g.dir, 0)
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var frame := int(model.clock * 8) % 2
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var region := Rect2(456 + direction * 32 + frame * 16, 64 + index * 16, 16, 16)
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if g.status in ["eyes", "entering"]: region = Rect2(584 + direction * 16, 80, 16, 16)
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elif g.frightened:
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var white: bool = model.fright_time < 2.0 and int(model.fright_time * 6) % 2 == 0
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region = Rect2(584 + frame * 16 + (32 if white else 0), 64, 16, 16)
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var center := _actor_pixel(Maze.position(g))
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if g.status == "house": center.y += sin(model.clock * 6 + index) * 2
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_sprite(region, center)
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func _banner(message: String, color: Color) -> void:
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var width := message.length() * 8
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draw_rect(Rect2(112 - width / 2 - 4, 160, width + 8, 12), Color.BLACK)
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_text(message, Vector2(112 - width / 2, 162), color)
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func _text(message: String, at: Vector2, color := Color.WHITE) -> void:
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for i in range(message.length()):
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var c := message[i]
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var region := Rect2()
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var code := c.unicode_at(0)
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if code >= 65 and code <= 79: region = Rect2((code - 65) * 8, 0, 8, 8)
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elif code >= 80 and code <= 90: region = Rect2((code - 80) * 8, 8, 8, 8)
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elif code >= 48 and code <= 57: region = Rect2((code - 48) * 8, 16, 8, 8)
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elif c == "!": region = Rect2(88, 8, 8, 8)
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else: continue
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draw_texture_rect_region(FONT, Rect2(at + Vector2(i * 8, 0), Vector2(8, 8)), region, color)
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