feat: Implement core player movement with advanced pushing mechanics, define game modes, and introduce various new managers and UI components.
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@@ -162,11 +162,11 @@ func _load_existing_patches() -> void:
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var patches: Array[String] = []
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dir.list_dir_begin()
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var file := dir.get_next()
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while file != "":
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if file.ends_with(".pck"):
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patches.append(file)
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file = dir.get_next()
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var patch_file := dir.get_next()
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while patch_file != "":
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if patch_file.ends_with(".pck"):
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patches.append(patch_file)
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patch_file = dir.get_next()
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dir.list_dir_end()
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# Sort patches by version (filename includes version)
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@@ -1,5 +1,7 @@
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extends Control
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# PowerUpInventoryUI - Displays stored powerups and handles selection
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# UI References
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@@ -146,6 +148,12 @@ func _update_btn_shortcut(effect_id: int, btn: Button):
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var is_sng = mode == GameMode.Mode.STOP_N_GO
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var key_text = ""
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# Safety check for SettingsManager (Autoload)
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if not SettingsManager:
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sc_lbl.text = ""
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return
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if is_sng:
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match effect_id:
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0: key_text = SettingsManager.get_control_text("powerup_1")
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@@ -26,7 +26,9 @@ var listening_action: String = "" # Set when waiting for a keypress
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func _ready():
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# Theme inheritance is broken by CanvasLayer root, no need for theme = null
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_load_ui_values()
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_connect_signals()
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if SettingsManager:
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_connect_signals()
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# Initial visibility
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visible = false
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@@ -165,7 +167,7 @@ func _update_all_key_labels():
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func _update_key_label(action_name: String):
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var btn = get_node_or_null("%" + action_name.to_pascal_case() + "Btn")
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if btn:
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if btn and SettingsManager:
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btn.text = SettingsManager.get_control_text(action_name)
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btn.modulate = Color.WHITE
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