feat: Implement core game managers for power-ups, UI, goals, and player actions, and establish initial game scene and player.
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+69
-11
@@ -62,41 +62,99 @@ func _init_managers():
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# Message Bar Configuration
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const MAX_MESSAGES := 5
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const MESSAGE_DURATION := 3.0
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const MESSAGE_DURATION := 4.0
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@onready var message_bar: PanelContainer = $MessageBar
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@onready var message_container: VBoxContainer = $MessageBar/MarginContainer/MessageContainer
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func add_message_to_bar(player_name: String, message: String):
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# Message types for different styling
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enum MessageType {NORMAL, POWERUP, GOAL, CYCLE, WARNING}
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func add_message_to_bar(player_name: String, message: String, type: int = MessageType.NORMAL):
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if not message_container:
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return
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# Create message label
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# Create message label with rich styling
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var label = Label.new()
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label.text = "[%s] %s" % [player_name, message]
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.add_theme_color_override("font_color", Color.WHITE)
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label.add_theme_font_size_override("font_size", 14)
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label.add_theme_font_size_override("font_size", 16)
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label.modulate.a = 0.0 # Start invisible for fade-in
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# Style based on message type
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var icon = ""
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var color = Color.WHITE
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match type:
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MessageType.POWERUP:
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icon = "⚡ "
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color = Color(0.4, 1.0, 0.4) # Bright green
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MessageType.GOAL:
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icon = "🎯 "
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color = Color(1.0, 0.85, 0.2) # Gold
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MessageType.CYCLE:
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icon = "⏱️ "
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color = Color(0.4, 0.8, 1.0) # Light blue
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MessageType.WARNING:
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icon = "⚠️ "
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color = Color(1.0, 0.5, 0.3) # Orange
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_:
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icon = "💬 "
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color = Color(0.9, 0.9, 0.9) # Light gray
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label.text = "%s%s" % [icon, message]
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label.add_theme_color_override("font_color", color)
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# Add shadow for better visibility
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label.add_theme_constant_override("shadow_offset_x", 2)
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label.add_theme_constant_override("shadow_offset_y", 2)
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label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.7))
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# Add to container
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message_container.add_child(label)
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# Show the message bar
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message_bar.visible = true
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# Show the message bar with fade
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if not message_bar.visible:
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message_bar.visible = true
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message_bar.modulate.a = 0.0
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var bar_tween = create_tween()
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bar_tween.tween_property(message_bar, "modulate:a", 1.0, 0.2)
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# Animate label entrance (slide in + fade)
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label.position.x = -50
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var entrance_tween = create_tween()
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entrance_tween.set_parallel(true)
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entrance_tween.tween_property(label, "modulate:a", 1.0, 0.3)
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entrance_tween.tween_property(label, "position:x", 0.0, 0.3).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
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# Powerup gets extra pulse effect
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if type == MessageType.POWERUP:
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await entrance_tween.finished
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var pulse_tween = create_tween()
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pulse_tween.set_loops(2)
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pulse_tween.tween_property(label, "scale", Vector2(1.1, 1.1), 0.15).set_trans(Tween.TRANS_SINE)
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pulse_tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.15).set_trans(Tween.TRANS_SINE)
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# Remove oldest messages if over limit
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while message_container.get_child_count() > MAX_MESSAGES:
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var oldest = message_container.get_child(0)
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oldest.queue_free()
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# Auto-remove after duration
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# Auto-remove after duration with fade-out
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await get_tree().create_timer(MESSAGE_DURATION).timeout
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if is_instance_valid(label):
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label.queue_free()
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var exit_tween = create_tween()
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exit_tween.set_parallel(true)
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exit_tween.tween_property(label, "modulate:a", 0.0, 0.3)
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exit_tween.tween_property(label, "position:x", 50.0, 0.3)
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await exit_tween.finished
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if is_instance_valid(label):
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label.queue_free()
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# Hide bar when empty
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# Hide bar when empty with fade
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await get_tree().process_frame
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if message_container.get_child_count() == 0:
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var hide_tween = create_tween()
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hide_tween.tween_property(message_bar, "modulate:a", 0.0, 0.3)
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await hide_tween.finished
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message_bar.visible = false
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@rpc("any_peer", "call_local")
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