edit special power up
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+1
-50
@@ -6,7 +6,6 @@ extends Node3D
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# Manager references
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var ui_manager
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var obstacle_manager
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var goals_cycle_manager
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var screen_shake_manager
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var touch_controls
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@@ -31,7 +30,6 @@ func _ready():
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ui_manager.setup_timer_labels(self)
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ui_manager.setup_leaderboard_ui(self)
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ui_manager.setup_powerup_bar_ui(self)
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_setup_obstacle_ui()
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# GlobalMatchTimer is now static in main.tscn - no setup needed
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# NetworkPanel is visible during gameplay
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@@ -48,11 +46,6 @@ func _init_managers():
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add_child(ui_manager)
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ui_manager.initialize(self)
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obstacle_manager = load("res://scripts/managers/obstacle_manager.gd").new()
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obstacle_manager.name = "ObstacleManager"
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add_child(obstacle_manager)
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obstacle_manager.initialize($EnhancedGridMap)
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# Goals cycle manager for 60-second timer and scoring
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goals_cycle_manager = load("res://scripts/managers/goals_cycle_manager.gd").new()
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goals_cycle_manager.name = "GoalsCycleManager"
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@@ -184,25 +177,6 @@ func add_message_to_bar(player_name: String, message: String, type: int = Messag
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func broadcast_message(player_name: String, message: String):
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add_message_to_bar(player_name, message)
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func _setup_obstacle_ui():
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var obstacle_button = Button.new()
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obstacle_button.text = "Place Obstacle"
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obstacle_button.pressed.connect(func(): _set_action_state(ui_manager.ActionState.PLACING_OBSTACLE))
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$ActionMenu/ActionButtonContainer.add_child(obstacle_button)
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var orientation_button = Button.new()
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orientation_button.text = "Direction: North"
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orientation_button.pressed.connect(func():
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orientation_button.text = obstacle_manager.cycle_obstacle_orientation()
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)
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$ActionMenu/ActionButtonContainer.add_child(orientation_button)
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var type_button = Button.new()
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type_button.text = "Type: 1"
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type_button.pressed.connect(func():
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type_button.text = obstacle_manager.cycle_obstacle_type()
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)
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$ActionMenu/ActionButtonContainer.add_child(type_button)
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func _setup_global_match_timer_ui():
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"""Create the global match timer display at the top of the screen."""
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@@ -608,8 +582,7 @@ func _set_action_state(new_state):
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ui_manager.ActionState.ARRANGING:
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_show_arrangement_ui()
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local_player.highlight_occupied_playerboard_slots()
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ui_manager.ActionState.PLACING_OBSTACLE:
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local_player.highlight_valid_obstacle_cells()
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func _show_arrangement_ui():
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if ui_manager.playerboard_ui:
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@@ -626,28 +599,6 @@ func _on_playerboard_slot_clicked(event, slot_index):
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ui_manager.ActionState.ARRANGING:
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local_player.arrange_playerboard_item(slot_index)
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# =============================================================================
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# Obstacle Management
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# =============================================================================
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func place_obstacle(grid_position: Vector2i) -> bool:
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var local_player = GameStateManager.local_player_character
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var success = obstacle_manager.place_obstacle(grid_position, local_player)
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if success:
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local_player.clear_highlights()
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_set_action_state(ui_manager.ActionState.NONE)
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if is_multiplayer_authority():
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rpc("sync_place_obstacle", grid_position.x, grid_position.y, 3,
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obstacle_manager.current_obstacle_item, obstacle_manager.current_obstacle_orientation)
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return success
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@rpc("any_peer", "call_local")
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func sync_place_obstacle(x: int, y: int, floor_index: int, item_index: int, orientation: int):
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$EnhancedGridMap.place_obstacle(Vector3i(x, floor_index, y), item_index, orientation)
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# =============================================================================
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# Goal & Playerboard Sync
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# =============================================================================
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