Integrate Nakama managers and enhance powerup system

Added Nakama and related manager scripts to autoload in project.godot and updated input mappings. Improved powerup_manager.gd with new methods and aliases for compatibility and gameplay rewards. Refactored ui_manager.gd to better initialize UI elements and removed unused code. Added playerboard_is_empty to player.gd for board state checks. Minor formatting changes in Nakama C# utility files for consistency.
This commit is contained in:
Yogi Wiguna
2026-01-29 15:45:06 +08:00
parent e66ba7542c
commit d9025128e0
8 changed files with 189 additions and 84 deletions
+34
View File
@@ -13,6 +13,16 @@ var goal_manager: Node
# Boost State
var current_boost: float = 0.0
# Alias for compatibility with BotStrategicPlanner
var current_points: float:
get:
return current_boost
set(value):
current_boost = value
# Also alias MAX_POINTS
const MAX_POINTS = MAX_BOOST
signal points_changed(current: int, max_points: int) # Reused for UI (int casting)
signal bar_filled()
signal boost_reset()
@@ -93,3 +103,27 @@ func get_max_points() -> int:
func get_fill_percentage() -> float:
return current_boost / MAX_BOOST
func can_use_special() -> bool:
return current_boost >= MAX_BOOST
func use_special_effect() -> bool:
if not can_use_special():
return false
# Consume boost
reset_boost()
return true
func acquire_smash_bonus():
current_boost += 25.0 # Add 25% boost
current_boost = min(current_boost, MAX_BOOST)
emit_signal("points_changed", int(current_boost), int(MAX_BOOST))
if current_boost >= MAX_BOOST:
_on_boost_full()
func add_goal_completion_reward():
current_boost += 50.0 # Reward for completing goal
current_boost = min(current_boost, MAX_BOOST)
emit_signal("points_changed", int(current_boost), int(MAX_BOOST))
if current_boost >= MAX_BOOST:
_on_boost_full()