feat: Implement tile scarcity model for tile generation and power-up inventory UI for player interaction.
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@@ -89,14 +89,24 @@ func handle_unhandled_input(event):
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# --- Keyboard Shortcuts (Event-based) ---
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if event is InputEventKey and event.pressed and not event.echo:
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match event.keycode:
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KEY_KP_1, KEY_1:
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player.activate_powerup(0) # FASTER_SPEED
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KEY_KP_2, KEY_2:
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player.activate_powerup(2) # BLOCK_FLOOR
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KEY_KP_3, KEY_3:
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player.activate_powerup(1) # AREA_FREEZE
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KEY_KP_4, KEY_4:
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player.activate_powerup(3) # INVISIBLE_MODE
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KEY_KP_1, KEY_1, KEY_KP_2, KEY_2, KEY_KP_3, KEY_3, KEY_KP_4, KEY_4:
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var is_sng = LobbyManager.game_mode == "Stop n Go"
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match event.keycode:
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KEY_KP_1, KEY_1:
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player.activate_powerup(0) # FASTER_SPEED
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KEY_KP_2, KEY_2:
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if is_sng:
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player.activate_powerup(1) # AREA_FREEZE (StopNGo)
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else:
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player.activate_powerup(2) # BLOCK_FLOOR (Free)
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KEY_KP_3, KEY_3:
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if is_sng:
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player.activate_powerup(3) # INVISIBLE_MODE (StopNGo)
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else:
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player.activate_powerup(1) # AREA_FREEZE (Free)
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KEY_KP_4, KEY_4:
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if not is_sng:
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player.activate_powerup(3) # INVISIBLE_MODE (Free)
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# KEY_R:
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# player.auto_put_item()
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KEY_Q:
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