feat: Implement initial game structure with core logic, various managers, player scene, and project configuration.
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# Game Mechanics Refactor Task
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## Summary
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Refactor game mechanics to replace the lap-based racing system with a cycle-based goals system, add power-up points, live leaderboard, and enhanced special tiles handling.
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## Tasks
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### Phase 1: Core System Changes
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- [x] Create `GoalsCycleManager` (new manager for 60-second goal cycles with timer)
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- [ ] Modify `player_race_manager.gd` to remove lap/finish logic
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- [ ] Remove `can_finish`, `finish_race`, `start_new_lap` logic from player
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- [x] Add score tracking system to player
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### Phase 2: Power-up System
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- [x] Create `PowerUpManager` (new manager for power-up points)
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- [x] Modify `special_tiles_manager.gd` to track holo tile pickups (4 = 1 bar)
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- [x] Change holo tiles to give power-up points instead of auto-triggering effects
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- [/] Add hotkey for using special effect (project.godot input action)
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### Phase 3: Goal Completion Logic
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- [x] Implement goal completion detection → award 1 power-up point
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- [x] Implement score calculation (early completion = more points)
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- [x] Implement 9-tile randomization around player on goal complete
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- [x] Implement timer end logic: clear playerboard, convert matches to score
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### Phase 4: UI Components
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- [x] Add timer display to each player's goals panel in AllPlayerGoals
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- [x] Create power-up bar UI (battery-style, 4 bars max)
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- [x] Create live leaderboard UI on right side of main.tscn
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- [x] Wire up leaderboard to update dynamically based on scores
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### Phase 5: Input Mapping & Cleanup
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- [x] Add `use_powerup` input action to project.godot
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- [x] Remove/deprecate lap-related code paths
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- [ ] Test multiplayer synchronization of new systems
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