feat: Introduce core game systems for special tile effects, power-up management, player movement, and initial UI screens.
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@@ -156,10 +156,10 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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NotificationManager.send_message(player, "Target is Immune!", NotificationManager.MessageType.WARNING)
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return false
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# === NEW LOGIC: Only allow push if in ATTACK MODE ===
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if not player.get("is_attack_mode"):
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# === NEW LOGIC: Only allow push if in ATTACK MODE and NOT GHOST ===
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if not player.get("is_attack_mode") or player.get("is_invisible"):
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# Standard bumping effect (Visual only)
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print("[Move] Push blocked: Not in attack mode (%s trying to push %s)" % [player.name, other_player.name])
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print("[Move] Push blocked: Not in attack mode or is Ghost (%s trying to push %s)" % [player.name, other_player.name])
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if _can_rpc():
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player.rpc("sync_bump", target_pos, true) # Soft bump
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elif player.has_method("sync_bump"):
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