feat: Implement core player movement with advanced pushing mechanics, define game modes, and introduce various new managers and UI components.

This commit is contained in:
Yogi Wiguna
2026-03-11 09:56:10 +08:00
parent 884ce60cf1
commit 4b7a64a119
25 changed files with 65 additions and 76 deletions
+8 -8
View File
@@ -143,10 +143,10 @@ func _get_device_id() -> String:
# Try to load saved device ID for consistent guest identity
var id_file := "user://device_id.txt"
if FileAccess.file_exists(id_file):
var file := FileAccess.open(id_file, FileAccess.READ)
if file:
var saved_id := file.get_as_text().strip_edges()
file.close()
var file_read := FileAccess.open(id_file, FileAccess.READ)
if file_read:
var saved_id := file_read.get_as_text().strip_edges()
file_read.close()
if not saved_id.is_empty():
return saved_id
@@ -156,10 +156,10 @@ func _get_device_id() -> String:
device_id = str(randi()) + str(Time.get_ticks_msec())
# Save for future use
var file := FileAccess.open(id_file, FileAccess.WRITE)
if file:
file.store_string(device_id)
file.close()
var file_write := FileAccess.open(id_file, FileAccess.WRITE)
if file_write:
file_write.store_string(device_id)
file_write.close()
return device_id
@@ -1,5 +1,7 @@
extends Node
# CameraContextManager - Smoothly follows player and clamps to arena edges
var camera: Camera3D
+2
View File
@@ -1,5 +1,7 @@
extends Node
# LobbyManager - Manages room/lobby state across scenes
# Signals
+1 -1
View File
@@ -38,7 +38,7 @@ const MESSAGES = {
"USED_SPECIAL_POWER": "Used a special power!"
}
static func send_message(target: Node, message: String, type: int = MessageType.NORMAL):
static func send_message(target: Node, message: String, _type: int = MessageType.NORMAL):
if is_instance_valid(target) and target.has_method("rpc"):
# Check if the text is empty, do nothing
if message.is_empty():
+6
View File
@@ -1,5 +1,7 @@
extends Node
var player: Node3D
var movement_manager: Node
var race_manager: Node
@@ -98,6 +100,10 @@ func handle_unhandled_input(event):
var mode = LobbyManager.get_game_mode()
var is_sng = mode == GameMode.Mode.STOP_N_GO
# Safety check for SettingsManager
if not SettingsManager:
return
# Get dynamic keybinds
var key_p1 = SettingsManager.get_control_keycode("powerup_1")
var key_p2 = SettingsManager.get_control_keycode("powerup_2")
@@ -1,5 +1,7 @@
extends Node
var player: Node3D
var enhanced_gridmap: Node
+2
View File
@@ -1,5 +1,7 @@
extends Node
# PlayerboardManager - Handles all playerboard operations including grab, put, arrange
var player: Node3D
@@ -1,5 +1,7 @@
extends Node
# SpecialTilesManager - Handles special effects triggered by holo tile pickups
# Holo tile indices (11-14) trigger special effects
+2 -2
View File
@@ -31,8 +31,8 @@ func _ready() -> void:
auth.auth_completed.connect(_on_auth_completed)
auth.logged_out.connect(_on_logged_out)
func _on_auth_completed(_success: bool, user_data: Dictionary) -> void:
if _success:
func _on_auth_completed(success: bool, _user_data: Dictionary) -> void:
if success:
await load_profile()
func _on_logged_out() -> void: