feat: Implement core player character logic and input handling, including movement, actions, and manager integration.

This commit is contained in:
Yogi Wiguna
2026-02-04 15:44:33 +08:00
parent 4b39a4cfcb
commit d9cdd9068e
2 changed files with 48 additions and 44 deletions
+28
View File
@@ -828,6 +828,34 @@ func attempt_target_action(target_index: int):
st_manager.activate_effect(effect, target_player)
inventory_ui.deselect()
func activate_powerup(effect_id: int):
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.ui_manager:
return
# Try to find the UI button directly if possible, or simulate the click
# The goal is to Select it (if it requires targeting) OR Activate it (if instant)
# Since PowerUpInventoryUI manages selection state, we should route through it if possible
# or directly tell SpecialTilesManager to prepare?
# Let's try to mimic the button press
var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI") # Or wherever it lives
if not inventory_ui:
# Fallback: Find it in scene
inventory_ui = main.get_node_or_null("PowerUpInventoryUI")
if inventory_ui:
# Inventory UI handles: "activate_effect(effect_id)" on click
# Which then calls SpecialTilesManager.activate_effect
# This handles both "Instant" effects (Speed) and "Targeting" effects (Wall)
inventory_ui._on_btn_pressed(effect_id)
else:
# Fallback if UI not found
var st_manager = get_node_or_null("SpecialTilesManager")
if st_manager:
st_manager.activate_effect(effect_id)
func _process(delta):
if is_multiplayer_authority():
+20 -44
View File
@@ -46,50 +46,7 @@ func _process(delta):
if target_position != player.current_position:
movement_manager.simple_move_to(target_position)
# === KEYBOARD SHORTCUTS (User Request) ===
# Numpad 1: Speed (Enum 0)
if Input.is_key_pressed(KEY_KP_1):
player.attempt_target_action(0) # FASTER_SPEED
# Numpad 2: Wall (Enum 2)
elif Input.is_key_pressed(KEY_KP_2):
player.attempt_target_action(2) # BLOCK_FLOOR
# Numpad 3: Freeze (Enum 1)
elif Input.is_key_pressed(KEY_KP_3):
player.attempt_target_action(1) # AREA_FREEZE
# Numpad 4: Ghost (Enum 3)
elif Input.is_key_pressed(KEY_KP_4):
player.attempt_target_action(3) # INVISIBLE_MODE
# C: Special Attack (Attack Mode) - Boost
elif Input.is_key_pressed(KEY_C):
if player.powerup_manager:
player.powerup_manager.use_special_effect()
# V: Spawn Boost Item
elif Input.is_key_pressed(KEY_V):
if player.powerup_manager:
# Verify the method exists first (it was added recently/confirmed available)
if player.powerup_manager.has_method("spawn_boost_reward"):
player.powerup_manager.spawn_boost_reward()
else:
# Fallback if method missing
player.powerup_manager.use_special_effect()
# Original 1-4 keys (Succession order 0-3) - Keeping as fallback?
# User didn't ask to remove them, but new Numpad bindings are specific.
# We can leave them for now unless they conflict.
if Input.is_key_pressed(KEY_1):
player.attempt_target_action(0)
elif Input.is_key_pressed(KEY_2):
player.attempt_target_action(1)
elif Input.is_key_pressed(KEY_3):
player.attempt_target_action(2)
elif Input.is_key_pressed(KEY_4):
player.attempt_target_action(3)
# Targeting Mode Preview
var main = player.get_node_or_null("/root/Main")
@@ -130,7 +87,26 @@ func handle_unhandled_input(event):
if not player.is_multiplayer_authority() or (TurnManager.turn_based_mode and (not player.is_my_turn or movement_manager.is_moving)):
return
# --- Real-time Keyboard/Touch Input moved to _process ---
# --- Keyboard Shortcuts (Event-based) ---
if event is InputEventKey and event.pressed and not event.echo:
match event.keycode:
KEY_KP_1, KEY_1:
player.activate_powerup(0) # FASTER_SPEED
KEY_KP_2, KEY_2:
player.activate_powerup(2) # BLOCK_FLOOR
KEY_KP_3, KEY_3:
player.activate_powerup(1) # AREA_FREEZE
KEY_KP_4, KEY_4:
player.activate_powerup(3) # INVISIBLE_MODE
KEY_C:
if player.powerup_manager:
player.powerup_manager.use_special_effect()
KEY_V:
if player.powerup_manager:
if player.powerup_manager.has_method("spawn_boost_reward"):
player.powerup_manager.spawn_boost_reward()
else:
player.powerup_manager.use_special_effect()
# Handle spawn point selection if not yet selected