fix(gameplay): escape pause menu + block placement collision + perf optim render_distance/throttling

This commit is contained in:
Floppyrj45
2026-04-19 17:32:59 +02:00
parent 3fa02492a2
commit 9546fcd96b
8 changed files with 164 additions and 21 deletions

View File

@@ -7,6 +7,9 @@ extends Node3D
var inventory: Inventory = Inventory.new()
var _inventory_ui: CanvasLayer = null
var _pause_menu: Control = null
var _last_chunk_update_pos: Vector3 = Vector3(99999, 99999, 99999)
func _ready() -> void:
@@ -29,6 +32,12 @@ func _ready() -> void:
else:
push_error("Main: could not load InventoryUI.tscn")
# Load and attach PauseMenu
var pause_scene: PackedScene = preload("res://scenes/PauseMenu.tscn")
_pause_menu = pause_scene.instantiate() as Control
add_child(_pause_menu)
_pause_menu.hide()
AudioManager.play_ambient_loop("underwater_ambient")
AudioManager.play_music("underwater_theme")
AudioManager.play_whale_call_random()
@@ -51,10 +60,30 @@ func _ready() -> void:
func _process(_delta: float) -> void:
world.update_player_position(dolphin.global_position)
# Throttle chunk updates: only when dolphin moved > 4m
if dolphin.global_position.distance_to(_last_chunk_update_pos) > 4.0:
world.update_player_position(dolphin.global_position)
_last_chunk_update_pos = dolphin.global_position
plankton_follower.global_position = dolphin.global_position
func _unhandled_input(event: InputEvent) -> void:
if not event.is_action_pressed("escape"):
return
# Priority: close inventory first if open
if _inventory_ui != null and _inventory_ui.get("_is_open"):
_inventory_ui.call("_toggle_inventory")
get_viewport().set_input_as_handled()
return
# Toggle pause menu
if is_instance_valid(_pause_menu):
if _pause_menu.visible:
_pause_menu.hide_pause()
else:
_pause_menu.show_pause()
get_viewport().set_input_as_handled()
func _on_block_break(hit_position: Vector3, _normal: Vector3) -> void:
var broken_id: int = world.break_block(hit_position)
if broken_id > 0:
@@ -68,7 +97,17 @@ func _on_block_place(hit_position: Vector3, normal: Vector3) -> void:
return
if not ItemDatabase.is_placeable(selected["item_id"]):
return
var place_pos := hit_position + normal * 0.5
var block_coord := Vector3(floor(place_pos.x), floor(place_pos.y), floor(place_pos.z))
var block_center := block_coord + Vector3(0.5, 0.5, 0.5)
# Refuse if bloc overlaps player AABB (CapsuleShape3D r=0.4 h=2.0)
var dolphin_pos: Vector3 = dolphin.global_position
var dist := block_center - dolphin_pos
if abs(dist.x) < 1.0 and abs(dist.y) < 1.8 and abs(dist.z) < 1.0:
return # too close to player, silent refuse
if world.place_block(place_pos, selected["item_id"]):
inventory.remove_item_from_slot(inventory.selected_hotbar, 1)