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
+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