feat: Implement cycle timer toggle, refactor continuous input, and improve movement synchronization.
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[ ADT's Report ]
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Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
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**Movement & Responsiveness**
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✅ **Smooth Grid Movement** - Replaced "jittery" `EASE_IN_OUT` tweening with `TRANS_LINEAR` for fluid, constant-speed movement. Introduced input buffering to allow players to queue their next move seamlessly, eliminating "stop-start" delays between tiles.
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✅ **Precise Control** - Refined the movement logic to enforce a strict "One-Tap = One-Tile" rule, preventing accidental double-movements while maintaining the ability to hold keys for continuous motion.
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✅ **Rotation Fix** - Unlocked character rotation during movement animations. Characters now naturally face their intended direction immediately, even when chaining rapid turns.
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**Lobby UI & Settings**
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✅ **Disable Reset Timer** - Added a host-controlled option to disable the automatic 30-second playerboard shuffle. This allows for "endless" rounds that only reset upon goal completion.
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✅ **UI Refactor** - Updated the Lobby UI to use cleaner, static scene-based components (`.tscn`) for settings, replacing legacy dynamic code. The "Enable Timer" toggle now sits correctly alongside other room settings.
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**Bug Fixes & Stability**
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✅ **'Put' Action Fix** - Fixed a critical bug where the 'Put' action (S key) failed in Real-Time mode due to incorrect Action Point calculations. It now functions correctly regardless of game mode.
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✅ **Crash Prevention** - Patched a potential crash in `player.gd` by guarding `clear_highlights()` calls. This prevents runtime errors when the player script is running in contexts without a full game environment (like the Lobby character preview).
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