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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@@ -12,7 +12,7 @@ var player: Node3D
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@export var z_offset: float = 12.0
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@export var default_y: float = 19.636
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var bounds_gauntlet = { "min_x": 0.0, "max_x": 20.0, "min_z": 10.0, "max_z": 32.0 }
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var bounds_candy_survival = { "min_x": 0.0, "max_x": 20.0, "min_z": 10.0, "max_z": 32.0 }
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# Bounds Definitions { min_x, max_x, min_z, max_z }
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var bounds_freemode = { "min_x": 3.0, "max_x": 11.0, "min_z": 13.0, "max_z": 22.5 }
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@@ -48,8 +48,8 @@ func _calculate_target_position() -> Vector3:
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# Apply Mode-Specific Clamping
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var bounds = bounds_freemode # Default
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if mode == GameMode.Mode.GAUNTLET:
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bounds = bounds_gauntlet
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if mode == GameMode.Mode.CANDY_SURVIVAL:
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bounds = bounds_candy_survival
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elif mode == GameMode.Mode.STOP_N_GO:
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bounds = bounds_stop_n_go
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