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
+5 -5
View File
@@ -162,11 +162,11 @@ func _load_existing_patches() -> void:
var patches: Array[String] = []
dir.list_dir_begin()
var file := dir.get_next()
while file != "":
if file.ends_with(".pck"):
patches.append(file)
file = dir.get_next()
var patch_file := dir.get_next()
while patch_file != "":
if patch_file.ends_with(".pck"):
patches.append(patch_file)
patch_file = dir.get_next()
dir.list_dir_end()
# Sort patches by version (filename includes version)
+8
View File
@@ -1,5 +1,7 @@
extends Control
# PowerUpInventoryUI - Displays stored powerups and handles selection
# UI References
@@ -146,6 +148,12 @@ func _update_btn_shortcut(effect_id: int, btn: Button):
var is_sng = mode == GameMode.Mode.STOP_N_GO
var key_text = ""
# Safety check for SettingsManager (Autoload)
if not SettingsManager:
sc_lbl.text = ""
return
if is_sng:
match effect_id:
0: key_text = SettingsManager.get_control_text("powerup_1")
+4 -2
View File
@@ -26,7 +26,9 @@ var listening_action: String = "" # Set when waiting for a keypress
func _ready():
# Theme inheritance is broken by CanvasLayer root, no need for theme = null
_load_ui_values()
_connect_signals()
if SettingsManager:
_connect_signals()
# Initial visibility
visible = false
@@ -165,7 +167,7 @@ func _update_all_key_labels():
func _update_key_label(action_name: String):
var btn = get_node_or_null("%" + action_name.to_pascal_case() + "Btn")
if btn:
if btn and SettingsManager:
btn.text = SettingsManager.get_control_text(action_name)
btn.modulate = Color.WHITE