feat: Add Tekton character model, implement in-game message bar, global match timer UI, and camera context manager.
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+1
-12
@@ -785,7 +785,7 @@ func drop_random_item():
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rpc("sync_playerboard", playerboard)
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# Sync grid item
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var cell = Vector3i(drop_pos.x, 0, drop_pos.y)
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var cell = Vector3i(drop_pos.x, 1, drop_pos.y)
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rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
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NotificationManager.send_message(self , NotificationManager.MESSAGES.DROPPED_ITEM, NotificationManager.MessageType.WARNING)
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@@ -1891,13 +1891,6 @@ func sync_throw_tekton(target_pos: Vector2i):
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var tween = create_tween()
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tween.set_parallel(true)
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# We can use a curve or just simple jump logic.
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# For a nice arc in 3D: Tween X/Z linearly, Tween Y with ease out/in (bounce-like)?
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# Or use a method that interpolates a curve.
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# Simple approach: Tween 'position' effectively? No, linear pos is straight line.
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# Let's use a value tween and update position manually, or just use a parabolic path helper?
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# Easiest readable way: likely just tweening horizontal and vertical separately if we could.
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# Let's stick to a simple "Jump" tween:
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# 1. Move X/Z linearly to target
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tween.tween_property(tekton, "global_position:x", end_world_pos.x, 0.6).set_trans(Tween.TRANS_LINEAR)
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@@ -1933,10 +1926,6 @@ func sync_throw_tekton(target_pos: Vector2i):
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if p.has_method("apply_stagger"):
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print("[Throw] Applying stagger to %s" % p.name)
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p.apply_stagger(3.0)
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# Apply floor freeze around the stunned player (Radius 0 or 1? "change to 6" implies under them)
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if tekton.has_method("temporarily_change_floor"):
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tekton.temporarily_change_floor(Vector2i(p.current_position.x, p.current_position.y), 1, 6, 3.0)
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NotificationManager.send_message(self , "Stunned " + p.name + "!", NotificationManager.MessageType.WARNING)
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# 2. Tekton drops tiles (Spawn tiles around) AND shrinks
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