feat: Implement core game managers, player movement logic, and initial UI scenes.
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@@ -139,6 +139,12 @@ func _execute_burn_tiles():
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if main:
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main.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
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# Trigger screen shake on the targeted opponent
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if opponent.is_multiplayer_authority():
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opponent.rpc("trigger_screen_shake", "targeted")
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else:
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opponent.rpc_id(opponent.get_multiplayer_authority(), "trigger_screen_shake", "targeted")
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print("[SpecialTiles] BURN_TILES: Removed %d tiles around %s" % [positions.size(), opponent.name])
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player.rpc("display_message", "Burned tiles near opponent!")
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@@ -177,6 +183,12 @@ func _execute_freeze_player():
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opponent.set("is_frozen", true)
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_create_unfreeze_timer(opponent, FREEZE_DURATION)
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# Trigger screen shake on the frozen opponent
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if opponent.is_multiplayer_authority():
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opponent.rpc("trigger_screen_shake", "targeted")
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else:
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opponent.rpc_id(opponent.get_multiplayer_authority(), "trigger_screen_shake", "targeted")
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print("[SpecialTiles] FREEZE_PLAYER: Froze %s for %ds" % [opponent.name, FREEZE_DURATION])
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player.rpc("display_message", "Froze an opponent!")
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opponent.rpc("display_message", "You are frozen!")
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