feat: Introduce special tile power-up system, managing inventory, levels, cooldowns, and targeted effects like area freeze and block floor.
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@@ -380,6 +380,11 @@ func _execute_block_floor(target_pos: Vector2i):
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for n in neighbors:
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var pos = n.position
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# PHYSICS CHECK
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if _is_position_blocked_by_stand(pos):
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continue
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var block_pos = Vector3i(pos.x, 0, pos.y)
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# Check current item first
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@@ -437,6 +442,10 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = center + Vector2i(x, y)
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if _is_position_blocked_by_stand(pos):
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continue
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if enhanced_gridmap.is_position_valid(pos):
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# Random chance to spawn ANYTHING at this spot (keep density reasonable)
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if rng.randf() > 0.5: continue
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@@ -640,4 +649,24 @@ func _create_unfreeze_timer(target_player: Node3D, duration: float):
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# Reset visuals
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if target_player.has_method("sync_modulate"):
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target_player.rpc("sync_modulate", Color.WHITE)
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NotificationManager.send_message(target_player, NotificationManager.MESSAGES.UNFROZEN, NotificationManager.MessageType.NORMAL)
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NotificationManager.send_message(target_player, "You are no longer frozen!", NotificationManager.MessageType.NORMAL)
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func _is_position_blocked_by_stand(target_pos: Vector2i) -> bool:
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if not player: return false
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# Raycast check for Static Tekton Stand
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# Check CENTER of tile (x+0.5) at LOW height (0.3)
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var from = Vector3(target_pos.x + 0.5, 0.3, target_pos.y + 0.5) + Vector3.UP * 2.0
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var to = Vector3(target_pos.x + 0.5, 0.3, target_pos.y + 0.5) + Vector3.DOWN * 2.0
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var query = PhysicsRayQueryParameters3D.create(from, to)
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query.collide_with_areas = false
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query.collide_with_bodies = true
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var space_state = player.get_world_3d().direct_space_state
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var result = space_state.intersect_ray(query)
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if result:
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if result.collider != player:
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return true
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return false
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