update feature & bugfix

This commit is contained in:
2026-01-23 22:26:44 +08:00
parent 89a3beb2b2
commit d262bb8dc0
12 changed files with 198 additions and 87 deletions
+1
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@@ -3,6 +3,7 @@
.vscode/ .vscode/
.agent/ .agent/
_daily_basis/ _daily_basis/
_daily_changes/
/android/ /android/
.tmp .tmp
Binary file not shown.

Before

Width:  |  Height:  |  Size: 29 KiB

@@ -1,41 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dq75sm8vwoei0"
path.s3tc="res://.godot/imported/modal.png-43ddf0c61a3419805cffadd2ed5d63ce.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/graphics/pop_up_window/modal.png"
dest_files=["res://.godot/imported/modal.png-43ddf0c61a3419805cffadd2ed5d63ce.s3tc.ctex"]
[params]
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
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
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
-1
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@@ -23,7 +23,6 @@ ssao_intensity = 0.5
ssao_power = 100.0 ssao_power = 100.0
ssao_horizon = 0.1 ssao_horizon = 0.1
sdfgi_cascades = 1 sdfgi_cascades = 1
sdfgi_max_distance = 25.6
sdfgi_energy = 0.5 sdfgi_energy = 0.5
glow_levels/2 = 0.6 glow_levels/2 = 0.6
glow_levels/3 = 0.6 glow_levels/3 = 0.6
+16 -3
View File
@@ -1,7 +1,9 @@
[gd_scene load_steps=3 format=3 uid="uid://cyfjwldknv8m6"] [gd_scene load_steps=5 format=3 uid="uid://cyfjwldknv8m6"]
[ext_resource type="Script" uid="uid://vgyrq5y5p7jw" path="res://scripts/ui/boot_screen.gd" id="1"] [ext_resource type="Script" uid="uid://vgyrq5y5p7jw" path="res://scripts/ui/boot_screen.gd" id="1"]
[ext_resource type="Theme" uid="uid://da337sh5qxi0s" path="res://assets/themes/ui_theme.tres" id="2"] [ext_resource type="Theme" uid="uid://da337sh5qxi0s" path="res://assets/themes/ui_theme.tres" id="2"]
[ext_resource type="Texture2D" uid="uid://40tlo0mda3wr" path="res://assets/graphics/main_menu/result_bg.png" id="3_v46t4"]
[ext_resource type="Texture2D" uid="uid://dvp0as6yyudco" path="res://assets/graphics/main_menu/bg_illust.png" id="4_okh44"]
[node name="BootScreen" type="Control"] [node name="BootScreen" type="Control"]
layout_mode = 3 layout_mode = 3
@@ -13,14 +15,25 @@ grow_vertical = 2
theme = ExtResource("2") theme = ExtResource("2")
script = ExtResource("1") script = ExtResource("1")
[node name="Background" type="ColorRect" parent="."] [node name="Background" type="TextureRect" parent="."]
layout_mode = 1 layout_mode = 1
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
color = Color(0.12, 0.1, 0.08, 1) texture = ExtResource("3_v46t4")
expand_mode = 2
[node name="Background2" type="TextureRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("4_okh44")
expand_mode = 3
[node name="CenterContainer" type="CenterContainer" parent="."] [node name="CenterContainer" type="CenterContainer" parent="."]
layout_mode = 1 layout_mode = 1
+12 -1
View File
@@ -1,8 +1,9 @@
[gd_scene load_steps=4 format=3 uid="uid://b7nxt2hc4kqp8"] [gd_scene load_steps=5 format=3 uid="uid://b7nxt2hc4kqp8"]
[ext_resource type="Script" uid="uid://b5q6yekyk0tld" path="res://scenes/lobby.gd" id="1_lp6xi"] [ext_resource type="Script" uid="uid://b5q6yekyk0tld" path="res://scenes/lobby.gd" id="1_lp6xi"]
[ext_resource type="Theme" uid="uid://da337sh5qxi0s" path="res://assets/themes/ui_theme.tres" id="2_theme"] [ext_resource type="Theme" uid="uid://da337sh5qxi0s" path="res://assets/themes/ui_theme.tres" id="2_theme"]
[ext_resource type="Texture2D" uid="uid://2d1ks5pmblc7" path="res://assets/graphics/main_menu/bg_back.png" id="3_q60fs"] [ext_resource type="Texture2D" uid="uid://2d1ks5pmblc7" path="res://assets/graphics/main_menu/bg_back.png" id="3_q60fs"]
[ext_resource type="Texture2D" uid="uid://dvp0as6yyudco" path="res://assets/graphics/main_menu/bg_illust.png" id="4_nqcc7"]
[node name="Lobby" type="Control"] [node name="Lobby" type="Control"]
layout_mode = 3 layout_mode = 3
@@ -24,6 +25,16 @@ grow_vertical = 2
texture = ExtResource("3_q60fs") texture = ExtResource("3_q60fs")
expand_mode = 2 expand_mode = 2
[node name="Background2" type="TextureRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("4_nqcc7")
expand_mode = 2
[node name="MainMenuPanel" type="PanelContainer" parent="."] [node name="MainMenuPanel" type="PanelContainer" parent="."]
layout_mode = 1 layout_mode = 1
anchors_preset = 8 anchors_preset = 8
+23 -11
View File
@@ -367,15 +367,17 @@ func _setup_client_game():
add_player_character(p_id) add_player_character(p_id)
print("Client: Pre-spawned player ", p_id) print("Client: Pre-spawned player ", p_id)
# Pre-spawn potential bots (IDs 2 to MaxPlayers) to prevent RPC "Node not found" errors # Pre-spawn potential bots (IDs from count+1 to MaxPlayers) to prevent RPC "Node not found" errors
# Bots use small integer IDs (2, 3, 4...) while clients use large unique IDs # Bots use small integer IDs (e.g. 2, 3, 4...) while clients use large unique IDs
if GameStateManager.enable_bots: if GameStateManager.enable_bots:
for i in range(2, GameStateManager.max_players + 1): # Server spawns bots starting after the last human player index
# So if we have 2 humans, bots start at ID 3.
var start_bot_id = lobby_players.size() + 1
for i in range(start_bot_id, GameStateManager.max_players + 1):
# Only spawn if not already existing (e.g. if a human somehow got this ID, though unlikely) # Only spawn if not already existing (e.g. if a human somehow got this ID, though unlikely)
if not has_node(str(i)): if not has_node(str(i)):
add_player_character(i) # Spawning as BOT
get_node(str(i)).is_bot = true # Assume bot initially add_player_character(i, true)
get_node(str(i)).add_to_group("Bots", true)
print("Client: Pre-spawned potential bot ", i) print("Client: Pre-spawned potential bot ", i)
# Ensure local player setup (UI, controls) is verified # Ensure local player setup (UI, controls) is verified
@@ -488,18 +490,28 @@ func create_bot(bot_id: int):
var goal_index = bot_id - 1 var goal_index = bot_id - 1
if goal_index < GoalManager.preset_goals.size(): if goal_index < GoalManager.preset_goals.size():
# Wait for bot managers to be ready # Wait for bot managers to be ready (race_manager is created at T=0.5)
await get_tree().create_timer(0.2).timeout await get_tree().create_timer(0.75).timeout
bot_character.goals = GoalManager.preset_goals[goal_index].duplicate() bot_character.goals = GoalManager.preset_goals[goal_index].duplicate()
# Use deferred goals sync to avoid timing issues # Use deferred goals sync to avoid timing issues
call_deferred("_deferred_set_player_goals", bot_id, bot_character.goals) call_deferred("_deferred_set_player_goals", bot_id, bot_character.goals)
@rpc("any_peer", "call_local") @rpc("any_peer", "call_local")
func add_player_character(peer_id: int): func add_player_character(peer_id: int, is_bot: bool = false):
if has_node(str(peer_id)): if has_node(str(peer_id)):
return return
var player_character = PlayerManager.add_player_character(peer_id) var player_character
if is_bot:
player_character = PlayerManager.create_bot(peer_id)
player_character.add_to_group("Bots", true)
else:
player_character = PlayerManager.add_player_character(peer_id)
# Set properties BEFORE adding to tree (ensure _ready sees correct state)
# create_bot already sets is_bot=true, but we ensure consistency
player_character.is_bot = is_bot
add_child(player_character) add_child(player_character)
player_character.add_to_group("Players", true) player_character.add_to_group("Players", true)
@@ -1037,7 +1049,7 @@ func _show_game_over_panel():
for p in get_tree().get_nodes_in_group("Players"): for p in get_tree().get_nodes_in_group("Players"):
player_scores.append({ player_scores.append({
"name": p.display_name if not p.display_name.is_empty() else str(p.name), "name": p.display_name if not p.display_name.is_empty() else str(p.name),
"score": goals_cycle_manager.get_player_score(p.get_multiplayer_authority()) if goals_cycle_manager else 0 "score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
}) })
player_scores.sort_custom(func(a, b): return a.score > b.score) player_scores.sort_custom(func(a, b): return a.score > b.score)
+107 -9
View File
@@ -173,9 +173,6 @@ func _ready():
# ========================================================================= # =========================================================================
# BOT-SPECIFIC SETUP - BotController handles bot AI, we just disable input # BOT-SPECIFIC SETUP - BotController handles bot AI, we just disable input
# ========================================================================= # =========================================================================
# =========================================================================
# BOT-SPECIFIC SETUP - BotController handles bot AI
# =========================================================================
if is_bot == true or is_in_group("Bots"): if is_bot == true or is_in_group("Bots"):
# Disable input processing for bots # Disable input processing for bots
set_process_input(false) set_process_input(false)
@@ -183,10 +180,11 @@ func _ready():
# Set initial position for bots # Set initial position for bots
if enhanced_gridmap: if enhanced_gridmap:
current_position = _find_random_spawn_position()
update_player_position(current_position)
spawn_point_selected = true
if is_multiplayer_authority(): if is_multiplayer_authority():
current_position = _find_random_spawn_position()
update_player_position(current_position)
spawn_point_selected = true
rpc("set_spawn_position", current_position)
rpc("notify_spawn_selected", current_position) rpc("notify_spawn_selected", current_position)
# Assign bot character (deterministic based on ID to match lobby preview) # Assign bot character (deterministic based on ID to match lobby preview)
@@ -603,6 +601,96 @@ func _apply_tint_recursive(node: Node, color: Color):
for child in node.get_children(): for child in node.get_children():
_apply_tint_recursive(child, color) _apply_tint_recursive(child, color)
var immunity_timer: float = 0.0
@rpc("any_peer", "call_local")
func apply_stagger(duration: float = 1.5):
if immunity_timer > 0:
return # Immune!
if is_frozen:
return # Already staggered
is_frozen = true
_apply_tint_recursive(self, Color.BLUE) # Visual feedback
# Set immunity (3 seconds as requested)
immunity_timer = 3.0
print("Player %s staggered for %.1f seconds" % [name, duration])
if is_multiplayer_authority():
rpc("display_message", "C R U S H E D !", 4) # MessageType.WARNING
drop_random_item()
# Grant "Smashed" Bonus (1 bar, max 2)
if powerup_manager:
powerup_manager.acquire_smash_bonus()
await get_tree().create_timer(duration).timeout
is_frozen = false
# If still immune, show immunity tint (Green?), otherwise White
if immunity_timer > 0:
_apply_tint_recursive(self, Color(0.5, 1.0, 0.5)) # Light Green for immunity
else:
_apply_tint_recursive(self, Color.WHITE) # Remove tint
func drop_random_item():
if playerboard_is_empty():
return
# Find occupied slots
var occupied_indices = []
for i in range(playerboard.size()):
if playerboard[i] != -1:
occupied_indices.append(i)
if occupied_indices.size() == 0:
return
# Pick random slot
var slot_index = occupied_indices.pick_random()
var item_id = playerboard[slot_index]
# Try to find empty spot on grid near player
var drop_pos = _find_valid_drop_position()
if drop_pos != Vector2i(-1, -1):
# Drop it
playerboard[slot_index] = -1
rpc("sync_playerboard", playerboard)
# Sync grid item
var cell = Vector3i(drop_pos.x, 0, drop_pos.y)
rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
rpc("display_message", "Dropped item!", 4)
print("Player %s dropped item %d at %s" % [name, item_id, drop_pos])
func playerboard_is_empty() -> bool:
for item in playerboard:
if item != -1:
return false
return true
func _find_valid_drop_position() -> Vector2i:
# Try random adjacent cells
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
neighbors.shuffle()
for neighbor in neighbors:
var pos = neighbor.position
if enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y)) == -1: # Empty floor? No, 0 is floor. -1 is void?
# Wait, items are on layer 1 usually?
# Check logic: grab_item uses y=1?
var item_cell = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(item_cell) == -1:
if not is_position_occupied(pos):
return pos
return Vector2i(-1, -1)
func _process(delta): func _process(delta):
if is_multiplayer_authority(): if is_multiplayer_authority():
@@ -629,6 +717,13 @@ func _process(delta):
if movement_manager: if movement_manager:
movement_manager._process(delta) movement_manager._process(delta)
# Immunity Timer Logic
if immunity_timer > 0:
immunity_timer -= delta
if immunity_timer <= 0:
immunity_timer = 0
_apply_tint_recursive(self, Color.WHITE) # Remove immunity tint
@rpc("any_peer", "call_local") @rpc("any_peer", "call_local")
func ping_existence(): func ping_existence():
# This just lets other clients know this player exists # This just lets other clients know this player exists
@@ -876,7 +971,8 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
# Clear visuals for everyone including bots # Clear visuals for everyone including bots
if clear_visual: if clear_visual:
enhanced_gridmap.clear_path_visualization() if enhanced_gridmap:
enhanced_gridmap.clear_path_visualization()
# Check for buffered input # Check for buffered input
if movement_manager and movement_manager.has_method("_on_movement_finished"): if movement_manager and movement_manager.has_method("_on_movement_finished"):
@@ -1429,8 +1525,10 @@ func sync_position(pos: Vector2i):
current_position.y * cell_size.z + cell_size.z * 0.5 current_position.y * cell_size.z + cell_size.z * 0.5
) + cell_offset ) + cell_offset
global_position = new_pos # Only snap visual if not moving (moving players will tween to destination)
target_visual_position = new_pos # Reset smoothing target to prevent fighting if not is_player_moving:
global_position = new_pos
target_visual_position = new_pos # Reset smoothing target to prevent fighting
@rpc("any_peer", "call_local", "reliable") @rpc("any_peer", "call_local", "reliable")
func set_spawn_position(pos: Vector2i): func set_spawn_position(pos: Vector2i):
+17 -4
View File
@@ -51,8 +51,8 @@ func _ready():
queue_free() queue_free()
return return
# Wait for actor to be fully ready # Wait for actor to be fully ready (player._ready awaits 0.5s then creates managers)
await get_tree().create_timer(1.0).timeout await get_tree().create_timer(1.5).timeout
enhanced_gridmap = actor.enhanced_gridmap enhanced_gridmap = actor.enhanced_gridmap
if not enhanced_gridmap: if not enhanced_gridmap:
@@ -335,10 +335,23 @@ func _try_move() -> bool:
_is_processing_action = true _is_processing_action = true
_current_action = "moving" _current_action = "moving"
# Wait for movement to finish (signal from movement manager) # Wait for movement to finish or timeout (safety)
await actor.movement_manager.movement_finished # Race: Signal vs Timeout
# Since Godot 4 doesn't support 'await' racing easily without helper,
# we'll just wait for the signal but ensure movement manager emits it.
# safer approach: check if is_moving goes false
# Safety timeout to prevent infinite loop
var max_wait_time = 2.0
var elapsed = 0.0
while actor.is_player_moving and is_instance_valid(self):
await get_tree().process_frame
elapsed += get_process_delta_time()
if elapsed > max_wait_time:
print("[BotController] Movement timed out!")
break
if not is_instance_valid(self): return true if not is_instance_valid(self): return true
_is_processing_action = false _is_processing_action = false
_current_action = "idle" _current_action = "idle"
+7 -16
View File
@@ -42,10 +42,7 @@ func rotate_towards_target(target_pos: Vector2i):
func simple_move_to(grid_position: Vector2i) -> bool: func simple_move_to(grid_position: Vector2i) -> bool:
if is_moving: if is_moving:
# Calculate direction for buffering
var direction = grid_position - player.current_position var direction = grid_position - player.current_position
# FIX: Only buffer if direction is DIFFERENT from current move (prevents overshoot)
if direction != current_move_direction: if direction != current_move_direction:
buffer_move_input(direction) buffer_move_input(direction)
return false return false
@@ -53,11 +50,9 @@ func simple_move_to(grid_position: Vector2i) -> bool:
if not player.is_multiplayer_authority(): if not player.is_multiplayer_authority():
return false return false
# Check if player is frozen
if player.get("is_frozen"): if player.get("is_frozen"):
return false return false
# Check if target is within 1-tile range
var distance: int var distance: int
if use_diagonal_movement: if use_diagonal_movement:
distance = max(abs(grid_position.x - player.current_position.x), abs(grid_position.y - player.current_position.y)) distance = max(abs(grid_position.x - player.current_position.x), abs(grid_position.y - player.current_position.y))
@@ -67,32 +62,23 @@ func simple_move_to(grid_position: Vector2i) -> bool:
if distance != 1: if distance != 1:
return false # Only single-step moves allowed return false # Only single-step moves allowed
# Check if target position is within grid bounds
if not enhanced_gridmap.is_position_valid(grid_position): if not enhanced_gridmap.is_position_valid(grid_position):
return false return false
# Check for finish line logic (delegated back to player or race manager)
if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position): if player.has_method("can_move_to_finish") and not player.can_move_to_finish(grid_position):
return false return false
# Check walkability and obstacles
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y)) var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items: if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items:
return false return false
# Check for player collision and try to push
if player.is_position_occupied(grid_position): if player.is_position_occupied(grid_position):
# Direction for the push
var push_dir = grid_position - player.current_position var push_dir = grid_position - player.current_position
if not try_push(grid_position, push_dir): if not try_push(grid_position, push_dir):
return false return false
# If push succeeded, the tile is now technically free (or will be processed as free)
# proceed to move into it
# All checks passed, perform move
rotate_towards_target(grid_position) rotate_towards_target(grid_position)
# Play walk animation (synced across network)
if player.is_multiplayer_authority() and player.has_method("sync_walk_animation"): if player.is_multiplayer_authority() and player.has_method("sync_walk_animation"):
player.rpc("sync_walk_animation") player.rpc("sync_walk_animation")
@@ -101,7 +87,6 @@ func simple_move_to(grid_position: Vector2i) -> bool:
current_move_direction = grid_position - player.current_position current_move_direction = grid_position - player.current_position
# Use the existing RPC to move
player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots"))) player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots")))
return true return true
@@ -119,15 +104,21 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
# Check if pushed destination is valid # Check if pushed destination is valid
if not enhanced_gridmap.is_position_valid(pushed_to_pos): if not enhanced_gridmap.is_position_valid(pushed_to_pos):
# Blocked by world bounds -> Double Push!
other_player.rpc("apply_stagger", 1.5)
return false return false
# Check walkability of pushed destination # Check walkability of pushed destination
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(pushed_to_pos.x, 0, pushed_to_pos.y)) var cell_item = enhanced_gridmap.get_cell_item(Vector3i(pushed_to_pos.x, 0, pushed_to_pos.y))
if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items: if cell_item == -1 or cell_item in enhanced_gridmap.non_walkable_items:
# Blocked by obstacle -> Double Push!
other_player.rpc("apply_stagger", 1.5)
return false return false
# Check if pushed destination is ALREADY occupied (no daisy chaining) # Check if pushed destination is ALREADY occupied (Double Push / Crush)
if player.is_position_occupied(pushed_to_pos): if player.is_position_occupied(pushed_to_pos):
# Blocked by another player -> Double Push!
other_player.rpc("apply_stagger", 1.5)
return false return false
# Check if other player is currently moving (don't push moving players to avoid sync issues) # Check if other player is currently moving (don't push moving players to avoid sync issues)
+11
View File
@@ -58,11 +58,22 @@ func _add_bar():
# Type 1 = POWERUP message for special styling # Type 1 = POWERUP message for special styling
player.rpc("display_message", "Power-up bar filled!", 1) player.rpc("display_message", "Power-up bar filled!", 1)
print("[PowerUp] Player %s gained 1 bar! Total: %d/%d points" % [player.name, current_points, MAX_POINTS]) print("[PowerUp] Player %s gained 1 bar! Total: %d/%d points" % [player.name, current_points, MAX_POINTS])
if player.is_multiplayer_authority():
player.get_node("PowerUpManager").rpc("sync_points", current_points)
# ============================================================================= # =============================================================================
# Goal Completion Reward # Goal Completion Reward
# ============================================================================= # =============================================================================
func acquire_smash_bonus():
"""Called when player is smashed. Grants 1 bar up to a max of 2 bars."""
if get_bars() < 2:
_add_bar()
print("[PowerUp] Player %s gained smash bonus bar! Total: %d/%d" % [player.name, current_points, MAX_POINTS])
else:
print("[PowerUp] Player %s smash bonus capped (already has >= 2 bars)" % player.name)
func add_goal_completion_reward(): func add_goal_completion_reward():
"""Called when player completes a goal pattern. Awards 1 bar.""" """Called when player completes a goal pattern. Awards 1 bar."""
_add_bar() _add_bar()
+4 -1
View File
@@ -205,7 +205,8 @@ func set_local_player(player):
func _connect_powerup_manager_deferred(player): func _connect_powerup_manager_deferred(player):
"""Wait for PowerUpManager to be initialized before connecting.""" """Wait for PowerUpManager to be initialized before connecting."""
await player.get_tree().create_timer(0.3).timeout # player._ready waits 0.5s before creating managers, so wait longer
await player.get_tree().create_timer(0.8).timeout
var powerup_manager = player.get_node_or_null("PowerUpManager") var powerup_manager = player.get_node_or_null("PowerUpManager")
if powerup_manager: if powerup_manager:
@@ -213,6 +214,8 @@ func _connect_powerup_manager_deferred(player):
powerup_manager.points_changed.connect(_on_powerup_points_changed) powerup_manager.points_changed.connect(_on_powerup_points_changed)
# Initialize bar with current values # Initialize bar with current values
update_powerup_bar(powerup_manager.get_points(), powerup_manager.get_max_points()) update_powerup_bar(powerup_manager.get_points(), powerup_manager.get_max_points())
else:
push_warning("[UIManager] PowerUpManager not found on player after 0.8s wait")
# ============================================================================= # =============================================================================
# Power-Up Bar UI (Battery Style) # Power-Up Bar UI (Battery Style)