feat: Add dynamic camera context manager, initial main scene setup with gridmap and UI, and player script.
This commit is contained in:
+1
-1
@@ -106,7 +106,7 @@ current = true
|
||||
fov = 35.5
|
||||
|
||||
[node name="Camera3D200" type="Camera3D" parent="." unique_id=1763366951]
|
||||
transform = Transform3D(1, 0, 0, 0, 0.5077037, 0.86153173, 0, -0.86153173, 0.5077037, 7, 19.636, 22.5)
|
||||
transform = Transform3D(1, 0, 0, 0, 0.5077037, 0.86153173, 0, -0.86153173, 0.5077037, 9, 19.636, 22.5)
|
||||
environment = ExtResource("4_ky38j")
|
||||
current = true
|
||||
fov = 21.0
|
||||
|
||||
+2
-12
@@ -463,18 +463,8 @@ func sync_special_animation() -> void:
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func trigger_screen_shake(shake_type: String) -> void:
|
||||
"""Trigger screen shake effect. Called via RPC when targeted or completing goals."""
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main:
|
||||
var screen_shake_manager = main.get_node_or_null("ScreenShakeManager")
|
||||
if screen_shake_manager:
|
||||
match shake_type:
|
||||
"targeted":
|
||||
screen_shake_manager.shake_targeted()
|
||||
"goal":
|
||||
screen_shake_manager.shake_goal_complete()
|
||||
_:
|
||||
screen_shake_manager.shake_light()
|
||||
# Shake disabled by user request. Camera movement now handled by CameraContextManager.
|
||||
pass
|
||||
|
||||
# Add function to check if position is at finish line
|
||||
func is_at_finish_line() -> bool:
|
||||
|
||||
Reference in New Issue
Block a user