feat: Implement core game managers for power-ups, UI, goals, and player actions, and establish initial game scene and player.
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@@ -47,7 +47,8 @@ func _add_bar():
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emit_signal("bar_filled")
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emit_signal("points_changed", current_points, MAX_POINTS)
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player.rpc("display_message", "Power-up bar filled!")
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# Type 1 = POWERUP message for special styling
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player.rpc("display_message", "Power-up bar filled!", 1)
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print("[PowerUp] Player %s gained 1 bar! Total: %d/%d points" % [player.name, current_points, MAX_POINTS])
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# =============================================================================
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@@ -74,7 +75,8 @@ func get_bars() -> int:
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func use_special_effect():
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"""Consume 1 bar and trigger a random special effect."""
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if not can_use_special():
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player.rpc("display_message", "Not enough power-up!")
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# Type 3 = WARNING message
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player.rpc("display_message", "Not enough power-up!", 3)
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return false
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# Consume 1 bar
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