feat: Implement player input and movement managers for grid-based interaction and movement.

This commit is contained in:
Yogi Wiguna
2026-02-12 12:11:38 +08:00
parent 5cf77c19ab
commit 5275c4acd8
4 changed files with 71 additions and 7 deletions
+41 -2
View File
@@ -1951,7 +1951,40 @@ func sync_throw_tekton(target_pos: Vector2i):
print("[Player %s] Threw Tekton to %s (Dist: %s)" % [name, target_pos, target_pos.distance_to(tekton.current_position)])
# is_attack_mode is already declared at top of file (or inherited?)
# Keeping is_knock_mode here for now or moving it up would be better, but let's just fix the error first.
var is_knock_mode: bool = false # Yellow mode for knocking Tekton
func enter_attack_mode():
if not is_multiplayer_authority(): return
is_attack_mode = true
is_knock_mode = false # Mutually exclusive
NotificationManager.send_message(self, "Attack Mode ACTIVATED (Red)", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
func enter_knock_mode():
if not is_multiplayer_authority(): return
is_knock_mode = true
is_attack_mode = false # Mutually exclusive
NotificationManager.send_message(self, "Knock Mode ACTIVATED (Yellow)", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
func update_active_player_indicator():
var color = Color.WHITE
if is_attack_mode:
color = Color.RED
elif is_knock_mode:
color = Color.YELLOW
# Apply visual tint to character model across network
rpc("sync_modulate", color)
func knock_tekton():
# ... legacy or helper function ...
pass
if not is_multiplayer_authority() or is_frozen:
return
@@ -1967,13 +2000,19 @@ func knock_tekton():
if is_multiplayer_authority():
rpc("sync_knock_tekton", tekton.get_path())
# Reset Knock Mode after successful hit
is_knock_mode = false
NotificationManager.send_message(self, "Knock Successful!", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
@rpc("any_peer", "call_local", "reliable")
func sync_knock_tekton(tekton_path: NodePath):
var tekton = get_node_or_null(tekton_path)
if tekton:
# Intensity 2.0 for knock (drops 200% tiles)
tekton.on_hit(self , 2.0)
# Intensity 2.0 for knock (drops 200% tiles) + Shrink/Recover
# Use on_thrown_landing to trigger shrink animation and floor freeze
tekton.on_thrown_landing(self, 2.0)
print("[Player %s] Knocked Tekton %s" % [name, tekton.name])
# Visual feedback (Juice)
+12 -1
View File
@@ -102,7 +102,15 @@ func handle_unhandled_input(event):
KEY_Q:
if player.powerup_manager:
# Attack Mode (formerly Special)
# Now we want "Straight to Attack Mode" style
player.powerup_manager.use_special_effect()
# Force visual update / mutual exclusivity manually if powerup manager doesn't do it yet
if player.is_attack_mode and player.has_method("enter_attack_mode"):
# Re-triggering enter_attack_mode might be redundant but safely ensures visuals/Knock=False
player.enter_attack_mode()
KEY_E:
if player.powerup_manager:
# Spawn Boost
@@ -117,7 +125,10 @@ func handle_unhandled_input(event):
else:
player.grab_tekton()
KEY_B:
player.knock_tekton()
if player.has_method("enter_knock_mode"):
player.enter_knock_mode()
else:
player.knock_tekton()
# Handle spawn point selection if not yet selected
@@ -81,6 +81,18 @@ func simple_move_to(grid_position: Vector2i) -> bool:
var push_dir = grid_position - player.current_position
if not try_push(grid_position, push_dir):
return false
# Check for Tekton interaction (Knock Mode)
# If moving into a Tekton's space while in Knock Mode, trigger knock
if player.get("is_knock_mode"):
# Find Tekton at grid_position
var tektons = player.get_tree().get_nodes_in_group("Tektons")
for t in tektons:
if t.current_position == grid_position and not t.is_carried:
# Trigger Knock
player.knock_tekton()
return false # Don't move into the tile, just knock
rotate_towards_target(grid_position)
+6 -4
View File
@@ -148,9 +148,11 @@ func _flash_damage():
var is_recovering: bool = false # True when shrunk/waiting
@rpc("any_peer", "call_local", "reliable")
func on_thrown_landing(attacker: Node = null):
"""Called when Tekton lands after being thrown."""
print("[Tekton] Landed! Shrinking and waiting...")
func on_thrown_landing(attacker: Node = null, intensity: float = 1.0):
"""Called when Tekton lands after being thrown or knocked."""
print("[Tekton] Landed/Knocked! Shrinking and waiting... (Intensity: %.1f)" % intensity)
_flash_damage() # Add visual flash too? Why not.
is_recovering = true
@@ -194,7 +196,7 @@ func on_thrown_landing(attacker: Node = null):
# Spawn tiles (as requested "tekton will spawn a tiles around that floor also")
if is_multiplayer_authority():
spawn_tiles_around(8) # Standard amount
spawn_tiles_around(int(8 * intensity))
# Floor Freeze (Visual/Instant - Run on all clients locally)
temporarily_change_floor(current_position, 1, 6, 3.0)