rename gauntlet→candy_survival + rewrite Candy Survival per boss design
- Rename enum GAUNTLET→CANDY_SURVIVAL, all gauntlet_*→candy_survival_* - Rename files: gauntlet_manager→candy_survival_manager, candy_cannon→candy_survival_npc, gauntlet.tscn→candy_survival.tscn - Rewrite candy_survival_manager.gd: blueprints, candy stack, Mekton delivery, Sugar Rush, knock/ghost charges, sticky-as-wall - Update player_movement_manager.gd: smack→knock system, ghost integration - All Candy Survival issues (#54-57, #65-70) retitled per boss design - Shared managers (goals_cycle, goal, player_race, playerboard, turn) untouched
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@@ -1,7 +1,7 @@
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extends RefCounted
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class_name GameMode
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enum Mode { FREEMODE = 0, STOP_N_GO = 1, GAUNTLET = 2 }
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enum Mode { FREEMODE = 0, STOP_N_GO = 1, CANDY_SURVIVAL = 2 }
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static func from_string(mode: String) -> Mode:
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match mode:
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@@ -9,8 +9,8 @@ static func from_string(mode: String) -> Mode:
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return Mode.FREEMODE
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"Stop n Go":
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return Mode.STOP_N_GO
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"Candy Pump Survival":
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return Mode.GAUNTLET
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"Candy Survival":
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return Mode.CANDY_SURVIVAL
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return Mode.FREEMODE
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static func mode_to_string(mode: Mode) -> String:
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@@ -19,13 +19,13 @@ static func mode_to_string(mode: Mode) -> String:
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return "Freemode"
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Mode.STOP_N_GO:
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return "Stop n Go"
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Mode.GAUNTLET:
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return "Candy Pump Survival"
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Mode.CANDY_SURVIVAL:
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return "Candy Survival"
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_:
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return "Freemode"
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static func is_restricted(mode: Mode) -> bool:
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return mode == Mode.STOP_N_GO or mode == Mode.GAUNTLET
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return mode == Mode.STOP_N_GO or mode == Mode.CANDY_SURVIVAL
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static func get_all_modes() -> Array[String]:
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return ["Freemode", "Stop n Go", "Candy Pump Survival"]
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return ["Freemode", "Stop n Go", "Candy Survival"]
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