feat: Implement player input and movement managers for grid-based interaction and movement.
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+6
-4
@@ -148,9 +148,11 @@ func _flash_damage():
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var is_recovering: bool = false # True when shrunk/waiting
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@rpc("any_peer", "call_local", "reliable")
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func on_thrown_landing(attacker: Node = null):
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"""Called when Tekton lands after being thrown."""
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print("[Tekton] Landed! Shrinking and waiting...")
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func on_thrown_landing(attacker: Node = null, intensity: float = 1.0):
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"""Called when Tekton lands after being thrown or knocked."""
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print("[Tekton] Landed/Knocked! Shrinking and waiting... (Intensity: %.1f)" % intensity)
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_flash_damage() # Add visual flash too? Why not.
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is_recovering = true
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@@ -194,7 +196,7 @@ func on_thrown_landing(attacker: Node = null):
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# Spawn tiles (as requested "tekton will spawn a tiles around that floor also")
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if is_multiplayer_authority():
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spawn_tiles_around(8) # Standard amount
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spawn_tiles_around(int(8 * intensity))
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# Floor Freeze (Visual/Instant - Run on all clients locally)
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temporarily_change_floor(current_position, 1, 6, 3.0)
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