feat: add Candy Cannon Survival game mode with collectible tiles

Version bump to 2.3.6. New game mode features 20×20 arena with central cannon obstacle, three escalating phases (Open Arena, Route Pressure, Survival), and collectible tiles (Hearts, Diamonds, Stars, Coins) with pattern-matching missions. Players dodge candy volleys while completing collection goals.

Updated export paths and version strings across all platforms (Windows, Android, Web, Linux).
This commit is contained in:
2026-05-24 06:56:57 +08:00
parent 01ff0d4434
commit 7380161743
17 changed files with 3434 additions and 101 deletions
+29 -1
View File
@@ -16,6 +16,7 @@ var portal_mode_winner_id: int = -1
var is_match_ended: bool = false
var obstacle_manager
var portal_mode_manager
var gauntlet_manager
var vfx_manager
# Minimal local state
@@ -147,6 +148,9 @@ func _apply_arena_background():
_hide_ground_tiles()
"Tekton Doors Arena":
texture_path = "res://assets/graphics/level_bg/placeholder_tekton_doors.jpg"
"Gauntlet Arena":
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
_hide_ground_tiles()
"Classic", _:
texture_path = "res://assets/graphics/level_bg/placeholder_classic.jpg"
@@ -247,6 +251,13 @@ func _init_managers():
add_child(portal_mode_manager)
portal_mode_manager.initialize(self , $EnhancedGridMap)
# Gauntlet manager for Candy Cannon Survival mode
if LobbyManager.game_mode == "Candy Cannon Survival":
gauntlet_manager = load("res://scripts/managers/gauntlet_manager.gd").new()
gauntlet_manager.name = "GauntletManager"
add_child(gauntlet_manager)
gauntlet_manager.initialize(self, $EnhancedGridMap)
# Screen shake manager for impact feedback
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
screen_shake_manager.name = "ScreenShakeManager"
@@ -609,6 +620,8 @@ func _setup_host_game():
stop_n_go_manager._setup_arena()
elif LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager.setup_arena_locally()
elif LobbyManager.game_mode == "Candy Cannon Survival" and gauntlet_manager:
gauntlet_manager._setup_arena()
else:
# Randomize grid first to ensure Floor 0 is walkable for pre-calculation
randomize_game_grid()
@@ -715,6 +728,10 @@ func _setup_client_game():
if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager.setup_arena_locally()
# Initialize arena locally for Candy Cannon Survival
if LobbyManager.game_mode == "Candy Cannon Survival" and gauntlet_manager:
gauntlet_manager._apply_arena_setup()
# Ensure local player setup (UI, controls) is verified
var player_character = get_node_or_null(str(my_id))
if player_character:
@@ -809,10 +826,14 @@ func _start_game():
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
stop_n_go_manager.setup_mission_tiles()
stop_n_go_manager.spawn_initial_powerups() # Ensure power-ups exist before 1,2,3 Go
# Gauntlet: Spawn mission tiles across 20x20 arena BEFORE countdown
if LobbyManager.game_mode == "Candy Cannon Survival" and gauntlet_manager:
gauntlet_manager.setup_mission_tiles()
# Spawn Static Tektons and random tiles BEFORE countdown (Free Mode Only)
# Exclude for Stop n Go and Tekton Doors
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors":
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors" and LobbyManager.game_mode != "Candy Cannon Survival":
spawn_static_tektons()
# Tekton Doors: Randomize connections BEFORE countdown so colors show
@@ -851,6 +872,13 @@ func _start_game():
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))
elif LobbyManager.game_mode == "Candy Cannon Survival":
if gauntlet_manager:
gauntlet_manager.start_game_mode()
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration), true) # Enable cycles for 3x3 pattern missions
elif goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))