experimental: remove Tekton Doors entirely
- Delete portal_mode_manager.gd, portal_door.gd, portal_door.tscn - Strip all Tekton Doors logic from main.gd, player.gd, lobby.gd, lobby_room.gd, lobby_manager.gd, camera_context_manager.gd, music_manager.gd, tekton.gd, enhanced_gridmap.gd, playerboard_manager.gd, special_tiles_manager.gd - Remove TK enum (TEKTON_DOORS=2), mode_config schema, arena area - Update tests: 3 modes instead of 4 - Strip HowToPlay tab from main.tscn
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@@ -1767,14 +1767,7 @@ func start_movement_along_path(path: Array, clear_visual: bool = true, force: bo
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if sng_manager and sng_manager.has_method("check_win_condition"):
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if sng_manager.check_win_condition(name.to_int(), current_position):
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sng_main.rpc("sync_game_end_stop_n_go", name.to_int())
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# Tekton Doors Win Check
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elif LobbyManager.game_mode == "Tekton Doors":
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var main_node = get_tree().root.get_node_or_null("Main")
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if main_node and main_node.portal_mode_manager:
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if main_node.portal_mode_manager.check_win_condition(name.to_int(), current_position):
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main_node.rpc("sync_game_end_portal_mode", name.to_int())
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# FORCE SNAP: Update target visual position to the perfect grid center
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# This ensures that when interpolation resumes (in _process), it pulls to the correct spot
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target_visual_position = grid_to_world(current_position)
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