feat: Add initial main game scene with grid and cameras, and implement player movement manager.
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+9
-5
@@ -80,7 +80,7 @@ current = true
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fov = 35.5
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[node name="Camera3D200" type="Camera3D" parent="." unique_id=1763366951]
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transform = Transform3D(1, 0, 0, 0, 0.5581796, 0.8297202, 0, -0.8297202, 0.5581796, 7, 16.774572, 19.035084)
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transform = Transform3D(1, 0, 0, 0, 0.5077037, 0.86153173, 0, -0.86153173, 0.5077037, 7, 19.635756, 19.007332)
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environment = ExtResource("4_ky38j")
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current = true
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fov = 35.5
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@@ -9585,10 +9585,14 @@ text = "00"
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horizontal_alignment = 1
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[node name="GlobalMatchTimer" type="PanelContainer" parent="." unique_id=1714357974]
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offset_left = 48.0
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offset_top = 64.0
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offset_right = 208.0
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offset_bottom = 114.0
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -75.0
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offset_top = 18.0
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offset_right = 85.0
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offset_bottom = 68.0
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grow_horizontal = 2
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[node name="VBox" type="VBoxContainer" parent="GlobalMatchTimer" unique_id=24429117]
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layout_mode = 2
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@@ -133,6 +133,9 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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other_player.rpc("start_movement_along_path", push_path, false)
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other_player.target_position = pushed_to_pos # Logical update
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# Apply stun/freeze effect as requested (same as wall stagger)
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other_player.rpc("apply_stagger", 1.5)
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else:
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# Wall/Blocked -> Stagger in place
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other_player.rpc("apply_stagger", 1.5)
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