feat: Add PlayerActionManager for handling player actions and highlights, and SpecialTilesManager for managing special tile effects and powerups.

This commit is contained in:
Yogi Wiguna
2026-02-05 11:06:18 +08:00
parent 18128288d2
commit e2675d782a
2 changed files with 32 additions and 7 deletions
+13 -4
View File
@@ -312,8 +312,12 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
var pos = center_pos + Vector2i(x, y)
if enhanced_gridmap.is_position_valid(pos):
var main = player.get_tree().get_root().get_node_or_null("Main")
# Use Item 12 (Blue Freeze Tile) on Layer 0 (Floor)
if main: main.rpc("sync_grid_item", pos.x, 0, pos.y, 12)
if main:
# CHECK: Don't overwrite Wall Block (Item 4)
var current_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if current_item != 4: # 4 is Wall Block
# Use Item 12 (Blue Freeze Tile) on Layer 0 (Floor)
main.rpc("sync_grid_item", pos.x, 0, pos.y, 12)
# Cleanup visual timer (managed locally by author)
get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
@@ -322,8 +326,13 @@ func _execute_area_freeze(center_pos: Vector2i = Vector2i.ZERO):
var pos = center_pos + Vector2i(x, y)
if enhanced_gridmap.is_position_valid(pos):
var main = player.get_tree().get_root().get_node_or_null("Main")
# Restore to Item 0 (Standard Floor)
if main: main.rpc("sync_grid_item", pos.x, 0, pos.y, 0)
if main:
# CHECK: Only restore if it is STILL Ice (Item 12)
# This prevents removing a Wall that was placed AFTER the freeze started
var current_check = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if current_check == 12:
# Restore to Item 0 (Standard Floor)
main.rpc("sync_grid_item", pos.x, 0, pos.y, 0)
)
func toggle_wall_orientation():