feat: Introduce core game managers and main scene, implementing player UI for board, actions, and power-ups.
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@@ -142,6 +142,15 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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# Consume all available boost to force a full recharge cycle
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player.powerup_manager.consume_boost(100.0)
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# SCORING: 200 Points for successful attack
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if player.is_multiplayer_authority():
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var main = player.get_tree().get_root().get_node_or_null("Main")
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if main:
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var gcm = main.get_node_or_null("GoalsCycleManager")
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if gcm:
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gcm.rpc("request_add_score", 200)
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NotificationManager.send_message(player, "Successful Attack! +200 Pts", NotificationManager.MessageType.GOAL)
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# 5. Attack Mode Persistence
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# logic moved to consume_boost: checks if <= 0 then disables.
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# So we do NOT force disable here.
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