feat: Implement player movement manager with grid-based movement, rotation, and advanced 'SUPER PUSH' mechanics.
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@@ -151,7 +151,12 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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if main:
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var gcm = main.get_node_or_null("GoalsCycleManager")
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if gcm:
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gcm.rpc("request_add_score", 200)
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if multiplayer.is_server():
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# Server/Bot: Directly add score to specific player ID
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gcm.add_score(player.name.to_int(), 200)
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else:
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# Client: Request score add (sender ID used)
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gcm.rpc("request_add_score", 200)
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NotificationManager.send_message(player, "Successful Attack! +200 Pts", NotificationManager.MessageType.GOAL)
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# 5. Attack Mode Persistence
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@@ -7,8 +7,8 @@ var player: Node3D
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var enhanced_gridmap: Node
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# Goals and Playerboard (core functionality retained)
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var goals: Array[int] = [0, 0, 0, 0, 0, 0, 0, 0, 0]
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var playerboard: Array[int] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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var goals: Array[int] = [-1, -1, -1, -1, -1, -1, -1, -1, -1]
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var playerboard: Array[int] = [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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# DEPRECATED: Lap system removed - keeping stubs for compatibility
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var can_finish: bool = false # No longer used
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