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# Godot 4+ specific ignores
.godot/
.vscode/
.agent
.agent/
_daily_basis/
/android/
.tmp
.vscode/settings.json
daily_report_2024-12-04.md
daily_report_2025-12-06.md
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{
"godotTools.editorPath.godot4": "/home/beng/Documents/Godots/Godot_v4.4.1-stable_linux.x86_64"
"godotTools.editorPath.godot4": "/home/beng/Documents/GodotProjects/Godot_v4.5.1-stable_linux.x86_64"
}
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# Game Mechanics Refactor Implementation Plan
This plan transforms the game from a lap-based racing system to a cycle-based goals system with power-ups, scoring, and a live leaderboard.
## User Review Required
> [!IMPORTANT]
> **Major Breaking Change**: This removes the entire lap/finish line mechanic. Players will no longer race to a finish line. The game becomes purely score-based with timed goal cycles.
> [!WARNING]
> **UI Changes**: The AllPlayerGoals panels will be modified to add timers. A new leaderboard panel will be added to the right side of main.tscn.
---
## Proposed Changes
### GoalsCycleManager (New Manager)
#### [NEW] [goals_cycle_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/goals_cycle_manager.gd)
New autoload manager handling:
- 60-second countdown timer for goal cycles
- Broadcasting timer sync across multiplayer
- Goal regeneration on cycle end
- Score calculation (early completion = bonus points)
- Playerboard clear on timer end with match-to-score conversion
```gdscript
# Key properties:
var cycle_duration: float = 60.0
var current_cycle_timer: float = 0.0
var player_scores: Dictionary = {} # peer_id -> score
# Key methods:
func start_cycle()
func _process_timer(delta)
func on_goal_completed(player, time_remaining: float) # More time = more score
func on_cycle_end() # Clear playerboards, convert matches to score
func regenerate_goals_for_player(player)
```
---
### PowerUpManager (New Manager)
#### [NEW] [powerup_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/powerup_manager.gd)
New manager (attached to player) handling:
- Power-up points tracking (max 12 points = 4 bars)
- Holo tile pickup tracking (4 pickups = 1 bar = 4 points)
- Goal completion awards 1 bar (4 points)
- Using special effect consumes 1 bar (4 points)
```gdscript
const MAX_POINTS: int = 12
const POINTS_PER_BAR: int = 4
const MAX_BARS: int = 4
var current_points: int = 0
var holo_pickup_count: int = 0
func add_holo_pickup() # Called when picking holo tile
func add_goal_completion_reward() # Called when goal completed
func can_use_special() -> bool # True if >= 4 points
func use_special_effect() # Consume 4 points, trigger random effect
```
---
### Player Modifications
#### [MODIFY] [player.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scenes/player.gd)
- Add `score: int` property
- Add `powerup_manager` reference
- Remove/deprecate references to `can_finish`, `finish_race`, lap tracking
- Add input handling for `use_powerup` action
- Add `on_goal_completed()` method that triggers tile randomization
---
### Special Tiles Manager Modifications
#### [MODIFY] [special_tiles_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/special_tiles_manager.gd)
- Remove auto `trigger_random_effect()` call on holo tile pickup
- Instead, call `player.powerup_manager.add_holo_pickup()`
- Move `trigger_random_effect()` to be called by PowerUpManager
---
### Playerboard Manager Modifications
#### [MODIFY] [playerboard_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/playerboard_manager.gd)
- In `grab_item()`: Change holo tile handling to add power-up points instead of triggering effect
- Add `check_goal_completion()` method that detects if current playerboard matches goals
- Add `clear_and_convert_to_score()` method for cycle end
---
### Race Manager Modifications (Heavy Refactor)
#### [MODIFY] [player_race_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/player_race_manager.gd)
- Remove: `current_lap`, `lap1_finishers`, `lap2_finishers`, `finish_locations`, `spawn_locations`
- Remove: `finish_race()`, `start_new_lap()`, `get_current_finish_locations()`
- Keep: `goals`, `playerboard`, `check_pattern_match()` (renamed to `check_goal_completion()`)
- Add: `on_goal_completed()` → triggers 9-tile randomization around player
---
### Main Scene Modifications
#### [MODIFY] [main.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scenes/main.gd)
- Initialize `GoalsCycleManager` (as autoload or child)
- Add leaderboard UI update logic in `_process()`
- Add timer sync RPCs
- Remove lap/finish related code paths
#### [MODIFY] [main.tscn](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scenes/main.tscn)
- Add `TimerLabel` to each panel in `AllPlayerGoals` (shows countdown)
- Add `LeaderboardPanel` (VBoxContainer on right side with 4 player entries)
- Add `PowerUpBar` UI (battery-style visualization)
---
### Project Settings
#### [MODIFY] [project.godot](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/project.godot)
Add new input action:
```ini
use_powerup={
"deadzone": 0.5,
"events": [Object(InputEventKey,"physical_keycode":70,...)] # F key
}
```
---
### UI Manager Modifications
#### [MODIFY] [ui_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/ui_manager.gd)
- Add `update_timer_display(player_idx, time_remaining)` method
- Add `update_leaderboard(scores_dict)` method
- Add `update_powerup_bar(current_points, max_points)` method
---
## Diagram: New Game Flow
```mermaid
flowchart TD
A[Game Start] --> B[Cycle Begins - 60s Timer]
B --> C{Player Actions}
C --> D[Grab Tile]
D --> E{Holo Tile?}
E -->|Yes| F[Add to Holo Counter]
F --> G{4 Holo Pickups?}
G -->|Yes| H[+1 Bar Power-up]
G -->|No| C
H --> C
E -->|No| I[Place in Playerboard]
I --> J{Goal Complete?}
J -->|Yes| K[+Score based on time left]
K --> L[+1 Bar Power-up]
L --> M[Randomize 9 tiles around player]
M --> N[Regenerate Goals]
N --> C
J -->|No| C
C --> O[Use Power-up Hotkey]
O --> P{Has 1 Bar?}
P -->|Yes| Q[Trigger Random Special Effect]
P -->|No| C
Q --> C
B --> R{Timer = 0?}
R -->|Yes| S[Clear Playerboard]
S --> T[Convert Matching Tiles to Score]
T --> U[New Cycle Begins]
U --> B
```
---
## Verification Plan
### Manual Testing (User Required)
Since this is a Godot game with multiplayer networking, automated testing is limited. The following manual tests are required:
#### Test 1: Goal Cycle Timer
1. Launch the game from `res://scenes/lobby.tscn`
2. Create a lobby and start the game
3. **Verify**: A 60-second timer appears next to each player's goals panel
4. **Verify**: Timer counts down in real-time
5. **Verify**: When timer reaches 0, playerboard is cleared and new goals appear
#### Test 2: Goal Completion & Scoring
1. Play until you complete a goal pattern (match 3x3 in playerboard to goals)
2. **Verify**: Score increases (formula: base + time_remaining_bonus)
3. **Verify**: 1 bar of power-up is added
4. **Verify**: 9 tiles around your player position are randomized
5. **Verify**: New goals are generated immediately
#### Test 3: Power-up Points (Holo Tiles)
1. Pick up 4 holo tiles (indices 11-14)
2. **Verify**: No automatic special effect triggers
3. **Verify**: Power-up bar shows +1 bar (4 points accumulated)
4. **Verify**: Power-up bar UI shows battery-style visualization
#### Test 4: Using Special Effects
1. Accumulate at least 1 bar of power-up (4 points)
2. Press the `F` key (use_powerup action)
3. **Verify**: A random special effect triggers
4. **Verify**: Power-up bar decreases by 1 bar
#### Test 5: Live Leaderboard
1. Play with multiple players or bots
2. **Verify**: Leaderboard appears on right side of screen
3. Complete goals to gain score
4. **Verify**: Leaderboard reorders dynamically based on score
5. **Verify**: Position shows 1st, 2nd, 3rd, 4th correctly
#### Test 6: Multiplayer Sync
1. Host a game with 2+ players
2. **Verify**: Timer is synchronized across all clients
3. **Verify**: Score updates appear for all players on all clients
4. **Verify**: Leaderboard shows same order for all clients
5. **Verify**: Power-up usage effects are visible to all players
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# Nakama Local Development Setup Checklist
## Prerequisites
- [ ] Docker Desktop installed (Windows/Mac)
- [ ] Docker Desktop running
- [ ] SSH client available (for localhost.run tunneling)
## Setup Steps
### 1. Create docker-compose.yaml
- [ ] Create `server/docker-compose.yaml` in project root
- [ ] Configure Nakama service (port 7350)
- [ ] Configure PostgreSQL service (port 5432)
- [ ] Set up persistent volumes for PostgreSQL data
### 2. Start Nakama Locally
- [ ] Open terminal in `server/` directory
- [ ] Run `docker-compose up -d`
- [ ] Verify Nakama console at http://localhost:7351
- [ ] Test API endpoint at http://localhost:7350
### 3. Tunnel for Remote Testing
- [ ] Run: `ssh -R 80:localhost:7350 nokey@localhost.run`
- [ ] Copy the generated public URL (e.g., `https://xxxxx.lhr.life`)
- [ ] Update `nakama_manager.gd` with tunnel URL for testing
### 4. Configure Godot Client
- [ ] Update `NAKAMA_HOST` in `nakama_manager.gd`
- [ ] For local: `localhost`, port `7350`, scheme `http`
- [ ] For tunnel: use tunnel hostname, port `443`, scheme `https`
### 5. PostgreSQL Learning Notes
- [ ] Database: `nakama` (created by Nakama on startup)
- [ ] Access via: `docker exec -it nakama-postgres psql -U postgres -d nakama`
- [ ] Key tables: `users`, `user_edge`, `storage`, `leaderboard`, `wallet_ledger`
## Quick Commands
```bash
# Start services
docker-compose up -d
# Stop services
docker-compose down
# View logs
docker-compose logs -f nakama
# Access PostgreSQL
docker exec -it nakama-postgres psql -U postgres -d nakama
# Tunnel port 7350
ssh -R 80:localhost:7350 nokey@localhost.run
```
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# [ ADT's Report ]
## Date: 2025-12-16
---
## ✅ main.tscn - Changes
- Added **PowerUpBar** GUI panel (center-top, 4 battery segments)
- Added **LeaderboardPanel** GUI panel (right side, 4 player entries)
- Added **GoalsTimer** GUI panel (top-left, standalone timer with background)
---
## ✅ main.gd - Changes
- Updated `_on_timer_updated()` to use standalone GoalsTimer
- Added `_deferred_init_leaderboard()` for delayed leaderboard initialization
- Added `request_leaderboard_sync()` RPC for client-server leaderboard sync
- Added `sync_leaderboard_data()` RPC to receive leaderboard from server
- Updated `_on_leaderboard_updated()` to broadcast leaderboard to all clients
- Updated `sync_game_start()` to call deferred leaderboard init
- Added `initialize_leaderboard_with_players()` call in `_start_game()`
---
## ✅ ui_manager.gd - Changes
- Changed `setup_powerup_bar_ui()` to get node reference instead of creating
- Changed `setup_leaderboard_ui()` to get node reference instead of creating
- Added `_connect_powerup_manager_deferred()` with 0.3s delay for signal connection
- Updated `setup_timer_labels()` to style standalone GoalsTimer
- Fixed `powerup_bar` variable type from `HBoxContainer` to `PanelContainer`
---
## ✅ playerboard_manager.gd - Changes
- Added `_normalize_tile()` helper (converts holo tiles 11-14 → 7-10)
- Applied normalization to `find_best_goal_slot_for_item()`
- Applied normalization to `auto_put_item()` for junk detection
---
## ✅ player_race_manager.gd - Changes
- Added `_normalize_tile()` helper for holo tile equivalence
- Applied normalization to `check_3x3_section()` for goal completion detection
---
## ✅ goals_cycle_manager.gd - Changes
- Added `_initialize_player_scores()` to init all players with score 0 at cycle start
---
## Summary of Features
### 1. Power-up Bar & Leaderboard GUI
- Moved from script-instantiated to scene-based nodes
- Power-up bar displays 4 battery segments (12 points max)
- Leaderboard shows 4 player entries with rank, name, score
### 2. Standalone Timer
- Timer moved from PlayerGoals panels to top-left corner
- Styled with gold border and large font
### 3. Holo Tile Equivalence
- Holo tiles (11-14) now treated same as normal tiles (7-10)
- Works for auto-grab, auto-put, and goal completion
### 4. Leaderboard Client Sync Fix
- Server now broadcasts leaderboard data via RPC
- Clients request and receive authoritative player list from server
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[ ADT's Daily Report - 2025-12-17 ]
✅ Action Points Non-Turn-Based Mode - Removed auto-reset behavior for action points in non-turn-based mode. Action points are now unlimited in real-time fast-paced mode, meaning `player_action_manager.gd` no longer deducts points when `TurnManager.turn_based_mode` is false.
✅ Player Goals on Playerboard - Moved the 3x3 player goals visual to the center of the playerboard. Goals now display in slots 6,7,8,11,12,13,16,17,18 of the 5x5 grid. Hidden the `AllPlayerGoals` UI in `main.tscn` since goals are now shown on the playerboard.
✅ Goal Dimming for Uncollected Tiles - Goals that aren't collected yet appear dimmed (dark gray `Color(0.3, 0.3, 0.3, 1.0)`) in the playerboard center. Collected tiles display at full brightness.
✅ Goal Completion Rewards - After completing goals, all tiles on the playerboard are now cleared (`player.playerboard.fill(-1)`) and converted into one powerup bar. New random goals are regenerated via `regenerate_goals_for_player()`.
✅ Enhanced Message Bar - Upgraded `add_message_to_bar()` in `main.gd` with animations and styling. Added color-coded messages with emojis: ⚡ Powerup (green), 🎯 Goal (gold), ⏱️ Cycle (blue), ⚠️ Warning (orange), 💬 Normal (gray). Messages now have fade-in/out animations, slide-in entrance effects, and pulse animation for powerup messages.
✅ Powerup Bar Visual Effects - Added pulse animation to `ui_manager.gd` when powerup bar segments fill. The `_pulse_segment()` function scales the segment to 1.3x with a bounce effect.
✅ Powerup Bar Repositioning - Moved `PowerUpBar` to be directly above the playerboard in `main.tscn`. Changed label text from "POWER" to "⚡" emoji. Reduced segment size from 36x20 to 20x16 pixels for a more compact look.
✅ Playerboard Background Panel - Added `PlayerboardPanel` as a dark semi-transparent background (rgba 0.08, 0.08, 0.12, 0.9) with 8px rounded corners and subtle border. Created `StyleBoxFlat_playerboard` subresource for consistent styling.
✅ GUI Margin Consistency - Aligned all left-side UI elements with 10px margin from screen edge. PowerUpBar and PlayerboardUI are now vertically aligned within the background panel.
🚧 Cycle Duration - User manually changed `CYCLE_DURATION` from 60.0 to 30.0 seconds in `goals_cycle_manager.gd`.
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[ ADT's Daily Report - 2025-12-18 ]
✅ Global Match Timer System - Added configurable match duration that can be set by host in lobby (1, 2, 3, 5, or 10 minutes). The timer displays at the top center of the screen in mm:ss format and syncs across all clients via RPC. Modified lobby_manager.gd, lobby.tscn, lobby.gd, and goals_cycle_manager.gd.
✅ Game Over Screen - When global timer reaches 0, the match ends and displays a full-screen "TIME'S UP!" overlay with final leaderboard showing 🥇🥈🥉 rankings for all players. Player controls are disabled when match ends.
✅ Back to Main Menu - Added "BACK TO MAIN MENU" button on the game over screen that properly cleans up game state (GameStateManager.end_game(), LobbyManager.reset()) and transitions back to lobby.tscn.
✅ Goals Cycle Integration - Extended goals_cycle_manager.gd with global match timer (start_match, match_ended signal). The 30-second goal cycles continue until the global match timer expires, at which point no new cycles start.
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[ ADT's Daily Report - 2025-12-19 ]
## Bug Fixes
**GDScript Parse Errors Fixed** - Resolved type inference errors in `boot_screen.gd` and `admin_panel.gd` by using explicit type annotations instead of inferred typing for variables where the type couldn't be determined (e.g., `await` returns, `Dictionary.get()` comparisons).
## Lobby UI Redesign
**Match Duration Sync** - Added client-side read-only display for match duration. Host sees OptionButton to change, clients see Label text that updates via RPC when host changes duration.
**Character Selection System** - Implemented in `lobby_manager.gd`:
- 4 characters available: Bob, Gatot, Masbro, Oldpop
- `cycle_character(direction)` with ◀ ▶ buttons
- RPC sync via `sync_character()` to broadcast selections to all players
- Character expression textures used as preview images
**Area Selection System** - Host-only area selector:
- 4 placeholder areas: Desert, Forest, City, Factory
- `cycle_area(direction)` with ◀ ▶ buttons (disabled for clients)
- RPC sync via `sync_area()` to show current area to all players
**New Lobby Layout** (`lobby.tscn` redesign):
- Top bar: Profile, Logout, Match ID + Copy, Duration setting
- Host banner (yellow "HOST" label)
- 4 player slots with: character preview image, ◀ ▶ nav buttons, ready status
- Area selector at bottom-left
- Bottom bar: Leave, Ready, Match buttons
**Player Slot Character Navigation** - Fixed client character selector arrows missing by adding CharacterNav (◀ ▶) to all 4 player slots. Local player sees navigation buttons, other players see just character name label.
## Files Modified
- `scripts/ui/boot_screen.gd` - Type annotation fix
- `scripts/ui/admin_panel.gd` - Type annotation fixes
- `scripts/managers/lobby_manager.gd` - Character/area selection data, signals, RPCs
- `scenes/lobby.tscn` - Complete UI redesign with player slots
- `scenes/lobby.gd` - New UI logic for character/area selection
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[ ADT's Daily Report - 2025-12-21 ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
you can test also, if theres any bug, please report it to me, also try build the project on android to see if theres any bug on touch controls
**General Fixes**
**Fixed "Invalid packet received" Errors** - The error `Failed to get path from RPC: Main/1` was caused by `player.rpc()` calls trying to find the same node path on clients. Fixed by routing all sync calls through `main.gd` RPCs which look up players by ID.
**sync_playerboard RPC Fix** - Updated `main.gd` `sync_playerboard(player_id, new_playerboard)` to actually update `player.playerboard` data, not just UI.
**sync_player_goals RPC Fix** - Changed `goals_cycle_manager.gd` `regenerate_goals_for_player()` to use `main_scene.rpc("sync_player_goals", peer_id, int_goals)` instead of `player.rpc("sync_goals")`.
**Randomized Spawn System Fixes**
**Spawn Rollback Fix** - Restructured `_setup_host_game()` in `main.gd` to add all players synchronously first, then call `_assign_random_spawn_positions()` BEFORE the 0.3s await. This ensures spawn positions are set before player `_ready()` runs position initialization.
**Client-Side Spawn Init** - Modified `player.gd` (lines 200, 212) to check `LobbyManager.get_randomize_spawn()` before running position initialization. When random spawn is enabled, clients skip position init entirely and wait for host RPC.
**RPC Node Path Fixes**
**Fixed "Invalid packet received" Errors** - The error `Failed to get path from RPC: Main/1` was caused by `player.rpc()` calls trying to find the same node path on clients. Fixed by routing all sync calls through `main.gd` RPCs which look up players by ID.
**sync_playerboard RPC Fix** - Updated `main.gd` `sync_playerboard(player_id, new_playerboard)` to actually update `player.playerboard` data, not just UI.
**sync_player_goals RPC Fix** - Changed `goals_cycle_manager.gd` `regenerate_goals_for_player()` to use `main_scene.rpc("sync_player_goals", peer_id, int_goals)` instead of `player.rpc("sync_goals")`.
**Goal Completion Sync**
**Client Goal Completion Detection** - Added `_check_goal_completion()` call to server-side `_execute_grab()` in `playerboard_manager.gd`. This was the missing piece - client grabs were validated by server but goal check was never called server-side, so client goal completions weren't triggering regeneration.
**Special Ability Cooldown**
**4-Second Cooldown for F Key** - Added `SPECIAL_COOLDOWN = 4.0` constant, `special_cooldown_timer` variable, and `_process()` to tick down cooldown in `powerup_manager.gd`. Shows "Special on cooldown! (X.Xs)" message if trying to use too soon.
**Animation**
**AnimationTimeline** - added animation for player movement
**AnimationTimeline** - added animation for player special ability
**AnimationTimeline** - added animation for pickup, put
**Character selection**
**Character selection** - added character selection for player
**Message Display Improvements**
**Player Names in Messages** - Updated `add_message_to_bar()` in `main.gd` to display messages in format: `[PlayerName] message` (e.g., "⚡ [Player1] Power-up bar filled!").
**Touch Controls**
**Settings Button Functionality** - Implemented `_on_settings_pressed()` in `touch_controls.gd` to open `SettingsPanel` from main.tscn when pressed.
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[ ADT's Daily Report - 2025-12-23 ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Touch Controls Enhancement**
**Touch Button Settings** - Added `touch_buttons_enabled` and `joystick_enabled` toggles to `touch_controls.gd`. Settings now persist to `user://touch_controls_settings.cfg` using ConfigFile.
**Position Mapping API** - Added public methods `set_touch_buttons_enabled()`, `set_joystick_enabled()`, `set_button_position()`, and `get_settings()` for controlling touch UI programmatically.
**Player Collision Fix**
**Prevent Player-to-Player Collision** - Modified `player.tscn` CharacterBody3D to use `collision_layer = 2`. Players now only collide with world objects, not each other, preventing desync issues when walking into same space.
**Profile Access Improvement**
**Profile Button on All Screens** - Added PROFILE button to MainMenuPanel and RoomListPanel in `lobby.tscn`. Connected buttons to `_on_profile_btn_pressed()` in `lobby.gd`.
**Multiplayer Disconnect Fix**
**Proper Nakama Match Cleanup** - Added `_cleanup_multiplayer()` function in `main.gd` that calls `NakamaManager.bridge.leave()`, clears `current_match_id`, and resets multiplayer peer. Called from both `_on_quit_match_pressed()` and `_on_back_to_menu_pressed()`.
**Bug Fixes**
**Game Over Panel Fix** - Fixed duplicate parent error in `_show_game_over_panel()` where BackToMenuBtn was being added to two parents. Button now correctly added only to centered HBoxContainer.
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[ ADT's Daily Report - 2025-12-27 ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Screen Shake Implementation**
**Dependency Injection** - Refactored `screen_shake.gd` to accept camera instance via `initialize()` method instead of searching scene tree. Updated `main.gd` to inject `$Camera3D` on creation.
**Touch Controls Visibility Fix**
**Unified Toggle Logic** - Fixed `main.gd` `_on_joystick_toggled()` to call `set_joystick_enabled()` instead of directly setting visibility, ensuring all touch controls hide/show together.
**Anchor Offset Fix** - Fixed touch buttons being invisible by switching from `.position` to proper `.offset_left/top/right/bottom` for anchored controls. Buttons now correctly appear in bottom-right corner.
**Layer Z-Order** - Reduced `CanvasLayer.layer` from 100 to 10 so pause menu renders above touch controls.
**Settings Panel Sync** - Updated `_on_settings_pressed()` in `main.gd` to sync JoystickToggle and sliders with current `TouchControlsManager` state when settings panel opens.
**Special Tile Effects**
**Pickup Animation** - Added pulse and flash effect to playerboard slots when special tiles (Heart, Diamond, Star, Coin) are collected. Implemented in `ui_manager.gd` via `_pulse_slot_effect()`.
**State Tracking** - Added `_previous_playerboard_state` to detect newly placed tiles and trigger effects only on changes.
**Playerboard Display Fix**
**Modulate Logic** - Fixed `update_playerboard_ui()` in `ui_manager.gd` where broken if/else structure caused non-center slots to inherit wrong modulate values. Now center slots show goals dimmed, collected tiles bright, and non-center slots always at full brightness.
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[ ADT's Report ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Network Animation Synchronization**
**Animation RPC Functions** - Added `sync_walk_animation()`, `sync_pickup_animation()`, `sync_put_animation()`, and `sync_special_animation()` RPC functions to `player.gd` for network-synced animations.
**Manager Updates** - Updated `player_movement_manager.gd`, `playerboard_manager.gd`, and `powerup_manager.gd` to call RPC animation sync functions instead of local-only animation methods. Now all players see each other's walking, grab, put, and power-up animations.
**Username Synchronization**
**Display Name Variable** - Added `display_name` variable to `player.gd` that stores the player's actual username from their profile.
**Lobby Name Sync** - Updated `lobby_manager.gd` to send the client's username and character to the host when requesting room info via `request_room_info()`. Host now correctly displays client usernames instead of "Player 12345".
**Auto-Use Profile Name** - Updated `lobby.gd` to hide the name input field for logged-in users and automatically use `UserProfileManager.get_display_name()`. Only guest users see and can edit the name input.
**In-Game Name Display** - Updated `player.gd` `_ready()` to look up display name from `LobbyManager.get_players()` and sync via `sync_display_name()` RPC. Player name labels and message bar now show actual usernames.
**Leaderboard Name Fix**
**Display Name Usage** - Updated `main.gd` to use `player.display_name` instead of `player.name` (peer ID) in 6 locations: `_on_leaderboard_updated()`, `_show_game_over_panel()`, `request_leaderboard_sync()`, `sync_leaderboard_data()`, and `_update_leaderboard_display()`.
**Player Rotation Sync**
**Rotation RPC** - Updated `player_movement_manager.gd` to call `rpc("sync_rotation", target_rotation)` when player rotates toward a target. Other clients now see correct facing direction.
**Smooth Interpolation** - Updated `sync_rotation()` RPC in `player.gd` to also set `movement_manager.target_rotation` for smooth rotation interpolation on remote clients.
---
**Nakama Local Development Checklist** (Next Steps)
**Docker Compose Setup** - Create `server/docker-compose.yaml` with Nakama + PostgreSQL services for local development on Docker Desktop (Windows/Mac).
**Run Locally** - Start Nakama on localhost:7350 via `docker-compose up -d`.
**Tunnel with localhost.run** - Use `ssh -R 80:localhost:7350 nokey@localhost.run` to expose port 7350 for remote device testing.
**PostgreSQL Learning** - Study the Nakama PostgreSQL schema and flow for managing user data, storage, and leaderboards. Goal: Make the online dedicated server more flexible with PostgreSQL.
-21
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@@ -1,21 +0,0 @@
[ ADT's Report ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Bot System Refactor**
**Standalone Bot Controller** - Replaced the heavy `Beehave` dependency with a procedural, lightweight `BotController.gd`. This makes bot logic modular, easier to debug, and strictly separates it from human player logic.
**Bot Identity Fixes** - Fixed an issue where Bots would overwrite their unique IDs with the Server ID (1), causing them to mimic the Host. Bots now correctly maintain their own identities (Bot 2, Bot 3, etc.) and names ("Bot", "Alpha", "Beta"...).
**Idle Bot Fix** - Resolved an issue where bots would stop moving after 2 actions in real-time mode. Bots now ignore Action Point limits when `TurnManager.turn_based_mode` is disabled, ensuring continuous gameplay.
**Host UI Protection** - Implemented robust guards in `player.gd` and `player_action_manager.gd` to prevent Bot actions (which run on the Host) from updating the Host's personal UI (Playerboard, Highlights). The Host's screen is now clean.
**Memory Optimization** - Added explicit `_exit_tree()` cleanups and `is_instance_valid()` guards to `BotController`. This ensures bots don't leak memory or crash if the game is restarted while they are performing an action.
**Visual & Pathfinding**
**Movement Fixes** - Bots now correctly use the `EnhancedGridMap` pathfinding to navigate around obstacles and reach goal tiles.
**Character Determinism** - Bots now predictably select character models based on their ID, matching the Lobby preview and ensuring distinct visuals on the race track.
-25
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@@ -1,25 +0,0 @@
[ ADT's Report ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Bot Humanization**
**Direct Movement Control** - Refactored bot movement to use single-step `simple_move_to` logic instead of sliding along pre-calculated paths. This gives bots the same "tap-to-move" feel and responsiveness as human players.
**Player-Mimicry Grabbing** - Bots now utilize the core `Player.grab_item()` function directly. This ensures they follow all game rules (like specific slot targeting) and trigger the correct animations and sounds, indistinguishable from a human player.
**Visual Alignment** - Suppressed artificial floor highlighting for bot actions, ensuring they control their character cleanly without polluting the view with debug visuals.
**Bot AI & Stability**
**Inactive Bot Fix** - Resolved the "passive bot" issue where multiple bots would freeze or mirror each other. Implemented unique RNG seeding per bot and a "Direct Move" fallback for when pathfinding is too complex for simple adjacent steps.
**Stuck Prevention** - Added a safety watchdog that force-resets bots if they remain in a "moving" state for too long (2s), preventing soft-locks during gameplay.
**Power-Up Logic Fix** - Fixed a bug in `PowerUpManager` where bots would spam "Effect on Cooldown" warnings. Bots (and the manager) now correctly respect the `special_cooldown_timer`.
**System Cleanup**
**Nakama Log Cleanup** - Silenced verbose debug logging in `NakamaLogger` to prevent console overflow and improve performance.
**Game Over Sync** - Fixed score synchronization issues to ensure the End Game Leaderboard accurately reflects the server state for all clients.
-23
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@@ -1,23 +0,0 @@
[ ADT's Report ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Movement & Responsiveness**
**Smooth Grid Movement** - Replaced "jittery" `EASE_IN_OUT` tweening with `TRANS_LINEAR` for fluid, constant-speed movement. Introduced input buffering to allow players to queue their next move seamlessly, eliminating "stop-start" delays between tiles.
**Precise Control** - Refined the movement logic to enforce a strict "One-Tap = One-Tile" rule, preventing accidental double-movements while maintaining the ability to hold keys for continuous motion.
**Rotation Fix** - Unlocked character rotation during movement animations. Characters now naturally face their intended direction immediately, even when chaining rapid turns.
**Lobby UI & Settings**
**Disable Reset Timer** - Added a host-controlled option to disable the automatic 30-second playerboard shuffle. This allows for "endless" rounds that only reset upon goal completion.
**UI Refactor** - Updated the Lobby UI to use cleaner, static scene-based components (`.tscn`) for settings, replacing legacy dynamic code. The "Enable Timer" toggle now sits correctly alongside other room settings.
**Bug Fixes & Stability**
**'Put' Action Fix** - Fixed a critical bug where the 'Put' action (S key) failed in Real-Time mode due to incorrect Action Point calculations. It now functions correctly regardless of game mode.
**Crash Prevention** - Patched a potential crash in `player.gd` by guarding `clear_highlights()` calls. This prevents runtime errors when the player script is running in contexts without a full game environment (like the Lobby character preview).
-41
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@@ -1,41 +0,0 @@
[ ADT's Report ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Special Tile Enhancements**
**Block Floor Effect** - Upgraded to create a "wall" or line of blocked tiles instead of a single tile.
* **Behavior**: Generates a line of 3 to 9 blocked tiles.
* **Direction**: Randomly chooses Horizontal, Vertical, or Diagonal.
* **Origin**: Starts propagation from a random adjacent cell.
**Spawn Tiles Effect** - Enhanced to spawn tiles in a wider area.
* **Area**: Increased radius to 2 (covering a 5x5 zone).
* **Density**: Randomly fills 3 to 8 empty spots within this radius.
* **Logic**: Prioritizes immediate neighbor spaces for better accessibility.
**Burn Tiles Effect** - Reworked into a "Knockback / Disarm" mechanic.
* **Target**: Selects a random opponent.
* **Action**: Strips 3-6 random tiles from their playerboard.
* **Result**: Scatters them back onto the grid near the opponent (radius 2). If no space exists, it forces a replacement of existing nearby tiles.
**Invisible Mode** - Tweaked for balance and stability.
* **Balance**: Removed "Auto-Grab" mechanic; it was deemed too powerful.
* **Buff**: Retains invisibility and the +2 tile movement speed boost.
* **Stability**: Refactored timer logic to prevent runtime errors during hot-reloading.
**Visual Feedback** - Improved clarity for combat and special effects.
* **Notifications**: Messages now explicitly state WHO used an ability and WHO was targeted (including usernames).
* **Freeze Visual**: Frozen players are now tinted **Ice Blue** for the duration of the effect.
* **Implementation**: Added recursion logic to apply material overlays to 3D character meshes since `modulate` is not supported on Node3D.
**Refactoring & Cleanup**
**Obstacle Manager Removal** - Completely removed the unused `ObstacleManager` system to streamline the codebase.
* Deleted `obstacle_manager.gd`.
* Stripped all references and logic from `Main.gd`, `EnhancedGridMap.gd`, `UIManager.gd`.
* Cleaned up Player-related managers (`Movement`, `Input`, `Action`).
**Bug Fixes**
**Special Tiles Parser Fix** - Resolved a critical parser error in `special_tiles_manager.gd` caused by a duplicate `_process` function declaration, ensuring correct compilation.
-33
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@@ -1,33 +0,0 @@
[ ADT's Report ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Network & Desync Fixes**
**Visual Interpolation** - Fixed player position desynchronization.
* Implemented client-side smoothing using `target_visual_position` to fix jitter and snapping.
* Resolved conflicts between unreliable RPC network updates and grid-based logic.
**Bot Synchronization** - Eliminated "Node not found" RPC errors on client join.
* **Fix**: Modified `main.gd` to pre-spawn potential bot nodes (IDs 2-4) on the client before receiving full sync.
* **Result**: Prevents crash/error spam when Host sends updates for bots before the Client has fully processed the player list.
**Bot AI Improvements**
**Stuck Prevention** - Fixed bots getting stuck in "Idle" loops.
* **Problem**: Bots would sometimes enter a state where they had AP (Action Points) but couldn't pathfind or act, effectively freezing the game in turn-based mode.
* **Fix**: Added logic to `BotController` to detect this state and automatically skip the turn (consume remaining AP) to keep the game flow moving.
* **Logging**: Added bot identification to logs for better diagnosis.
**Touch Controls Refactoring**
**Scene-Based Instantiation** - Refactored `TouchControls` for easier editing.
* **Logic**: Updated `touch_controls.gd` to look for existing UI nodes (`VirtualJoystick`, `GrabBtn`, etc.) instead of forcing programmatic creation.
* **Implementation**: Moved the entire Touch Control node hierarchy directly into `main.tscn`.
* **Benefit**: Allows visual editing and customization of touch controls directly in the Godot Editor.
**UI & Lobby Enhancements**
**Optional Timer Display** - Tuned HUD based on lobby settings.
* **Feature**: The "Global Match Timer" (GoalsTimer) in the main game is now hidden if "Enable Timer Check" is disabled in the Lobby.
* **Default**: Changed "Enable Timer Check" default to `false` in `LobbyManager`.
-16
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@@ -1,16 +0,0 @@
[ ADT's Report ]
Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
**Gameplay & Level Design**
**Smart Tile Randomization** - Implemented advanced shuffling for game board.
* **Logic**: Instead of random noise, Floor 1 (Item Layer) now performs a "Shuffle" operation on game start.
* **Benefit**: Preserves the exact count and type of special tiles (Hearts, Diamonds, Shield, etc.) designed in the editor, while randomizing their locations for fresh gameplay every match.
* **Safety**: Floor 0 (Ground/Path) remains untouched to ensure map navigability.
**Network & Desync Fixes**
**Idle Position Correction** - Eliminated client-side drift when idle.
* **Fix**: Modified `player.gd` to disable network interpolation while local movement animations (Tweens) are active, preventing "fight-for-control" jitter.
* **Improvement**: Added force-snapping to the exact grid center when movement finishes to correct any floating-point drift from unreliable network packets.
-35
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@@ -1,35 +0,0 @@
# Game Mechanics Refactor Task
## Summary
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.
## Tasks
### Phase 1: Core System Changes
- [x] Create `GoalsCycleManager` (new manager for 60-second goal cycles with timer)
- [ ] Modify `player_race_manager.gd` to remove lap/finish logic
- [ ] Remove `can_finish`, `finish_race`, `start_new_lap` logic from player
- [x] Add score tracking system to player
### Phase 2: Power-up System
- [x] Create `PowerUpManager` (new manager for power-up points)
- [x] Modify `special_tiles_manager.gd` to track holo tile pickups (4 = 1 bar)
- [x] Change holo tiles to give power-up points instead of auto-triggering effects
- [/] Add hotkey for using special effect (project.godot input action)
### Phase 3: Goal Completion Logic
- [x] Implement goal completion detection → award 1 power-up point
- [x] Implement score calculation (early completion = more points)
- [x] Implement 9-tile randomization around player on goal complete
- [x] Implement timer end logic: clear playerboard, convert matches to score
### Phase 4: UI Components
- [x] Add timer display to each player's goals panel in AllPlayerGoals
- [x] Create power-up bar UI (battery-style, 4 bars max)
- [x] Create live leaderboard UI on right side of main.tscn
- [x] Wire up leaderboard to update dynamically based on scores
### Phase 5: Input Mapping & Cleanup
- [x] Add `use_powerup` input action to project.godot
- [x] Remove/deprecate lap-related code paths
- [ ] Test multiplayer synchronization of new systems
-54
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@@ -1,54 +0,0 @@
# Game Mechanics Refactor - Walkthrough
## Summary
Successfully refactored the game from a **lap-based racing system** to a **cycle-based goals system** with power-ups, scoring, and a live leaderboard.
---
## Changes Made
### New Files Created
| File | Purpose |
|------|---------|
| [goals_cycle_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/goals_cycle_manager.gd) | 60-sec timer, scoring (base+time bonus), goal regeneration, 9-tile randomization |
| [powerup_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/powerup_manager.gd) | Power-up points (4 bars max), holo tile tracking, special effect activation |
### Modified Files
| File | Changes |
|------|---------|
| [player.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scenes/player.gd) | Added `powerup_manager`, `score`, use_powerup input, removed finish checks |
| [playerboard_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/playerboard_manager.gd) | Holo tiles → powerup points, goal completion check |
| [player_race_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/player_race_manager.gd) | Deprecated lap system, kept pattern matching |
| [main.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scenes/main.gd) | GoalsCycleManager init, UI setups, signal handlers |
| [ui_manager.gd](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/scripts/managers/ui_manager.gd) | Power-up bar, leaderboard panel, timer labels |
| [project.godot](file:///c:/Users/ADT/Documents/GodotProjects/tekton-enet/project.godot) | Added `use_powerup` input (F key) |
---
## New Game Flow
```mermaid
flowchart LR
A[60s Cycle] --> B[Grab Tiles]
B --> C{Holo?}
C -->|Yes| D[+Powerup]
C -->|No| E[Check Goal]
E -->|Match| F[+Score +Powerup +Randomize 9 tiles]
F --> G[New Goals]
A --> H{Timer End}
H --> I[Clear Board → Score Matching]
```
---
## Manual Testing Required
1. **Timer Test**: Verify 60-sec countdown on goal panels
2. **Goal Completion**: Complete pattern → score + powerup + tile randomization
3. **Holo Tiles**: Pick 4 → 1 powerup bar (no auto effect)
4. **F Key**: Use powerup → triggers random special effect
5. **Leaderboard**: Updates dynamically with score rankings
6. **Multiplayer Sync**: Timer and scores sync across clients
@@ -0,0 +1,10 @@
@tool
extends EditorPlugin
func _enter_tree():
add_autoload_singleton("Nakama", "res://addons/com.heroiclabs.nakama/Nakama.gd")
add_autoload_singleton("Satori", "res://addons/com.heroiclabs.nakama/Satori.gd")
func _exit_tree():
remove_autoload_singleton("Nakama")
remove_autoload_singleton("Satori")
@@ -0,0 +1 @@
uid://7lohybdl60lo
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View File
@@ -0,0 +1,7 @@
[plugin]
name="Nakama"
description="Nakama Client SDK for Godot."
author="Heroic Labs"
version="2.0.0"
script="NakamaPlugin.gd"
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.png-55ce7476be277fe78f056db0afa06b3b.cte
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
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nodes/root_type=""
nodes/root_name=""
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nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
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animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
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compress/rdo_quality_loss=0.0
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compress/normal_map=0
compress/channel_pack=0
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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nodes/root_name=""
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nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
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meshes/generate_lods=true
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animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
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compress/hdr_compression=1
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compress/channel_pack=0
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
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compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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nodes/root_type=""
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nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
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animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
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compress/channel_pack=0
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -22,6 +22,8 @@ dest_files=["res://.godot/imported/Masbro_masbro-tex.png-7e985454b7edc93fd47db30
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compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -29,6 +31,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
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nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
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animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
"nodes": {
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compress/hdr_compression=1
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compress/channel_pack=0
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process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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@@ -22,6 +22,8 @@ dest_files=["res://.godot/imported/Oldpop_oldpop-tex.png-2caa5a81b501017c039cb84
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@@ -32,6 +34,9 @@ animation/trimming=false
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import_script/path=""
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@@ -26,6 +28,10 @@ mipmaps/generate=true
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@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/block_1.png-6b8ced44f05f806f44a7a813843484f3.
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@@ -26,6 +28,10 @@ mipmaps/generate=true
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@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/block_2.png-412f753f19be298d13d0f199fdd970a5.
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@@ -26,6 +28,10 @@ mipmaps/generate=true
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@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/block_3.png-a61521fcb1bdbdec39cb720b2b8601e6.
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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process/channel_remap/green=1
process/channel_remap/blue=2
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/board_slot_line_01.png-e150be22fc438d0d86d664
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
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compress/uastc_level=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/board_slot_line_03.png-4fb371c91ac788b01a7260
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/mission_player_1.png-ec64fedfd2e73a0241fa9e70
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compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/item_tiles_24px.png-705d02268218d8f14183cd41d
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/tiles_hologram.png-f24488bf20b1c49c03f0b2f505
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/tiles_null.png-6f85709d461b04e0754de2baef7b18
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/tiles_null_24px.png-86f9203edef5894ea42e989f2
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/ribbon_player_2.png-7c150a96362068ac1a2574d44
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/ribbon_player_3.png-03ccf8e8ac79978045a152ca2
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/ribbon_player_4.png-5d0b71f17dd42b0ac6adbd80e
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/ribbon_player_hover.png-7180b601d3b8d1ee00994
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/ribbon_player_unselected.png-86a04498fe6c83ca
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
+6
View File
@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/tile_coin.png-07bdc9862d055beeb72a967a0094a5c
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/tile_coin_holo.png-6a443a1d36bcd3bf79f0210c25
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
+6
View File
@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/tile_diamond.png-dcc41e91b1a4ca15d0db8287ce80
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/tile_diamond_holo.png-e0c28a726d94831c5180dcc
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
+6
View File
@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/tile_heart.png-deeef50755ca225f028608dfd16900
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/tile_heart_holo.png-5c92e04305de5aaa054336f0e
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
+6
View File
@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/tile_star.png-a6668e97668152283af0c5d51d85939
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/tile_star_holo.png-4aade3ef0db71672f9bd2143ab
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
+6
View File
@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.cte
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
+2 -1
View File
@@ -1,4 +1,5 @@
extends Node
class_name Config
## Global configuration for the Tekton Launcher
# itch.io Configuration
@@ -14,7 +15,7 @@ const LOCAL_VERSION_FILE := "user://version.txt"
const BACKUP_DIRECTORY := "user://backup/"
# Platform detection
enum Platform { WINDOWS, LINUX, MACOS }
enum Platform {WINDOWS, LINUX, MACOS}
static func get_current_platform() -> Platform:
var os_name := OS.get_name()
+1 -1
View File
@@ -12,7 +12,7 @@ config_version=5
config/name="tekton-local"
run/main_scene="res://scenes/lobby.tscn"
config/features=PackedStringArray("4.4", "Forward Plus")
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
Binary file not shown.