feat: Introduce core game systems for special tile effects, power-up management, player movement, and initial UI screens.
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+9
-1
@@ -2241,6 +2241,10 @@ var is_knock_mode: bool = false # Yellow mode for knocking Tekton
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func enter_attack_mode():
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if not is_multiplayer_authority(): return
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if is_invisible:
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NotificationManager.send_message(self , "Cannot enter Attack Mode while in Ghost mode!", NotificationManager.MessageType.WARNING)
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return
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is_attack_mode = true
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is_knock_mode = false # Mutually exclusive
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NotificationManager.send_message(self , "Attack Mode ACTIVATED (Red)", NotificationManager.MessageType.POWERUP)
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@@ -2249,6 +2253,10 @@ func enter_attack_mode():
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func enter_knock_mode():
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if not is_multiplayer_authority(): return
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if is_invisible:
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NotificationManager.send_message(self , "Cannot enter Knock Mode while in Ghost mode!", NotificationManager.MessageType.WARNING)
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return
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is_knock_mode = true
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is_attack_mode = false # Mutually exclusive
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NotificationManager.send_message(self , "Knock Mode ACTIVATED (Yellow)", NotificationManager.MessageType.POWERUP)
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@@ -2289,7 +2297,7 @@ func sync_bump(target_pos: Vector2i, is_soft: bool = false):
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tween.tween_property(self, "global_position", original_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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func knock_tekton():
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if not is_multiplayer_authority() or is_frozen or is_stop_frozen:
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if not is_multiplayer_authority() or is_frozen or is_stop_frozen or is_invisible:
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return
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# Requirement: Full Powerup Bar (or we are already in knock mode)
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