feat: Implement player movement manager with grid-based movement, rotation, and advanced 'SUPER PUSH' mechanics.
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+4
-5
@@ -1905,10 +1905,10 @@ transform = Transform2D(1.11, 0, 0.105, 1.025, 15, 50)
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anchors_preset = 4
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anchors_preset = 4
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anchor_top = 0.5
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anchor_top = 0.5
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anchor_bottom = 0.5
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anchor_bottom = 0.5
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offset_left = 217.0
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offset_left = 261.0
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offset_top = -20.0
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offset_top = -113.0
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offset_right = 257.0
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offset_right = 301.0
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offset_bottom = 3.0
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offset_bottom = -68.0
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grow_vertical = 2
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grow_vertical = 2
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theme_override_font_sizes/font_size = 32
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theme_override_font_sizes/font_size = 32
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text = "X0"
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text = "X0"
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@@ -10544,7 +10544,6 @@ text = "3:00"
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horizontal_alignment = 1
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horizontal_alignment = 1
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[node name="TouchControls" type="CanvasLayer" parent="." unique_id=1390485948]
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[node name="TouchControls" type="CanvasLayer" parent="." unique_id=1390485948]
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visible = false
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script = ExtResource("touch_manager")
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script = ExtResource("touch_manager")
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[node name="TouchControls" type="Control" parent="TouchControls" unique_id=1539594058]
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[node name="TouchControls" type="Control" parent="TouchControls" unique_id=1539594058]
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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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if main:
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var gcm = main.get_node_or_null("GoalsCycleManager")
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var gcm = main.get_node_or_null("GoalsCycleManager")
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if gcm:
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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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NotificationManager.send_message(player, "Successful Attack! +200 Pts", NotificationManager.MessageType.GOAL)
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# 5. Attack Mode Persistence
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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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var enhanced_gridmap: Node
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# Goals and Playerboard (core functionality retained)
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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 goals: Array[int] = [-1, -1, -1, -1, -1, -1, -1, -1, -1]
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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 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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# DEPRECATED: Lap system removed - keeping stubs for compatibility
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var can_finish: bool = false # No longer used
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var can_finish: bool = false # No longer used
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