implement auto tile pickup and visual candy stacking on player head
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@@ -253,7 +253,17 @@ func _give_candy(pid: int, color: int) -> void:
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func _update_candy_badge(pid: int) -> void:
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var count = player_candies.get(pid, 0)
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var mult = 1.0 + count * MULTI_STEP
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var color = player_candy_color.get(pid, -1)
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rpc("sync_candy_badge", pid, count, mult)
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# Update the 3D meshes on the player's head across all clients
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var all_players = get_tree().get_nodes_in_group("Players")
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for player in all_players:
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var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
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if curr_pid == pid:
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if player.has_method("sync_candy_stack"):
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player.rpc("sync_candy_stack", count, color)
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break
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func get_multiplier(pid: int) -> float:
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var count = player_candies.get(pid, 0)
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@@ -420,8 +430,8 @@ func setup_mission_tiles() -> void:
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func get_spawn_points(count: int) -> Array:
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var points = []
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var corners = [
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Vector2i(2, 2), Vector2i(ARENA_COLS - 3, 2),
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Vector2i(2, ARENA_ROWS - 3), Vector2i(ARENA_COLS - 3, ARENA_ROWS - 3)
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Vector2i(2, 2), Vector2i(ARENA_COLS - 2, 2),
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Vector2i(2, ARENA_ROWS - 2), Vector2i(ARENA_COLS - 2, ARENA_ROWS - 2)
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]
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for i in range(count):
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points.append(corners[i % corners.size()])
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