feat: Implement the Stop 'n' Go game mode, including phase management, player missions, movement penalties, and associated player movement logic.

This commit is contained in:
Yogi Wiguna
2026-02-23 10:17:06 +08:00
parent 0e4d69f7b9
commit dc719e4c52
2 changed files with 18 additions and 11 deletions
+11 -4
View File
@@ -120,17 +120,24 @@ func simple_move_to(grid_position: Vector2i) -> bool:
rotate_towards_target(grid_position)
if player.is_multiplayer_authority() and _can_rpc():
if player.is_multiplayer_authority():
if player.has_method("sync_walk_animation"):
player.rpc("sync_walk_animation")
if _can_rpc():
player.rpc("sync_walk_animation")
else:
player.sync_walk_animation()
var path = [Vector2(player.current_position.x, player.current_position.y), Vector2(grid_position.x, grid_position.y)]
path.pop_front()
current_move_direction = grid_position - player.current_position
if player.is_multiplayer_authority() and _can_rpc():
player.rpc("start_movement_along_path", path, not (player.is_bot or player.is_in_group("Bots")))
if player.is_multiplayer_authority():
var is_bot = player.is_bot or player.is_in_group("Bots")
if _can_rpc():
player.rpc("start_movement_along_path", path, not is_bot)
else:
player.start_movement_along_path(path, not is_bot)
return true