feat: Introduce special tile power-up system, managing inventory, levels, cooldowns, and targeted effects like area freeze and block floor.
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@@ -283,6 +283,10 @@ func temporarily_change_floor(center: Vector2i, radius: int, new_id: int, durati
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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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var cell_3d = Vector3i(pos.x, 0, pos.y)
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var original = enhanced_gridmap.get_cell_item(cell_3d)
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@@ -355,6 +359,10 @@ func spawn_tiles_around(count: int = 4):
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# Maybe avoid center.
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if x == 0 and y == 0: continue
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# PHYSICS CHECK: Block spawning on Static Stands
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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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# 50% chance to spawn something
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if rng.randf() > 0.5: continue
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@@ -425,3 +433,24 @@ func play_animation(anim_name: String):
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print_tree_pretty()
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else:
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print("[Tekton] Animation '%s' NOT FOUND in AnimationPlayer!" % anim_name)
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func _is_position_blocked_by_stand(target_pos: Vector2i) -> bool:
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# Raycast check for Static Tekton Stand (Layer 1, Body)
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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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# We perform a vertical raycast through the potential stand volume
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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 = 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 we hit something not ourselves/player, assume it's a stand/blocker
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if result.collider != self:
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return true
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return false
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