This commit is contained in:
2026-03-06 04:06:15 +08:00
parent 14331c222e
commit edd5051106
4 changed files with 16 additions and 19 deletions
+14 -13
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@@ -10046,11 +10046,10 @@ text = "[b]Basic Controls[/b]
• [b]Movement:[/b] W/A/S/D, Arrow Keys, or Virtual Joystick. • [b]Movement:[/b] W/A/S/D, Arrow Keys, or Virtual Joystick.
• [b]Interact:[/b] Click or tap on game elements. • [b]Interact:[/b] Click or tap on game elements.
• [b]ATTACK:[/b] Strike an adjacent Tekton to make it drop items. • [b]GRAB TILE:[/b] Spacebar (in some modes) or Click to pick up a tile.
• [b]GRAB:[/b] Pick up a nearby tile. • [b]GRAB TEKTON (G):[/b] Grab a nearby Tekton to carry it.
• [b]ARRANGE:[/b] Insert a carried tile into your 3x3 Player Board. • [b]SPAWN TILES (E):[/b] While carrying a Tekton, spawn 5 common tiles around you.
• [b]THROW:[/b] Toss a carried item away. • [b]ARRANGE:[/b] Insert a carried tile into your 3x3 Player Board."
• [b]KNOCK:[/b] Stun a Tekton temporarily."
[node name="The Grid" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456807] [node name="The Grid" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456807]
visible = false visible = false
@@ -10085,8 +10084,10 @@ layout_mode = 2
bbcode_enabled = true bbcode_enabled = true
text = "[b]Tektons[/b] text = "[b]Tektons[/b]
• [b]Dynamic Tektons:[/b] Roaming metallic entities. [color=orange]ATTACK[/color] them to force them to drop a valuable Tile. • [b]Dynamic Tektons:[/b] Roaming metallic entities. Grab them to gain special benefits!
• [b]Static Tektons:[/b] Stationary sentry turrets that occupy a large 3x3 space. They periodically throw tiles and obstacles around themselves. Stay alert when navigating near them!" • [b]Grab & Hold (G):[/b] While holding a Tekton, you are [color=green][b]IMMUNE[/b][/color] to being knocked or staggered by others.
• [b]Tile Generation (E):[/b] Use your boost to force a carried Tekton to spawn 5 [b]Common Tiles[/b] instantly. The Tekton is released after spawning.
• [b]Static Tektons:[/b] Stationary sentry turrets that occupy a 3x3 space. They periodically throw tiles and obstacles around themselves. Stay alert!"
[node name="Skills" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456811] [node name="Skills" type="MarginContainer" parent="HowToPlayPanel/Panel/VBox/TabContainer" unique_id=123456811]
visible = false visible = false
@@ -10102,14 +10103,14 @@ layout_mode = 2
bbcode_enabled = true bbcode_enabled = true
text = "[b]Skills & Power-ups[/b] text = "[b]Skills & Power-ups[/b]
Earn powerups by matching Goal tiles (in Free Mode and Tekton Doors) or finding them in the arena. Earn powerups by matching Goal tiles or finding them in the arena.
• [color=yellow][b]Speed Boost:[/b][/color] Gain a temporary burst of movement speed. • [color=yellow][b]Speed Boost (Tile 11):[/b][/color] Gain +50% movement speed for 5 seconds.
• [color=gray][b]Wall Build:[/b][/color] Place a temporary wall to block enemies or safely trap other players. • [color=gray][b]Wall Build (Tile 13):[/b][/color] Block paths with a temporary wall for 9 seconds.
• [color=aqua][b]Freeze Area:[/b][/color] Create a frozen zone on the grid that freezes anyone who steps on it. • [color=aqua][b]Freeze Area (Tile 12):[/b][/color] Create a slow zone that traps opponents for 15 seconds.
• [color=purple][b]Ghost Mode:[/b][/color] Become temporarily invisible and invincible, allowing you to phase past blockades and opponents safely. • [color=purple][b]Ghost Mode (Tile 14):[/b][/color] Become invisible and phase past blocks for 6 seconds.
[i]*Note: In Stop n Go, focus primarily on movement and avoiding the Red phase![/i]" *Note: In Stop n Go, power-ups spawn specifically during the STOP transitions!*"
[node name="Spacer" type="Control" parent="HowToPlayPanel/Panel/VBox" unique_id=123456801] [node name="Spacer" type="Control" parent="HowToPlayPanel/Panel/VBox" unique_id=123456801]
custom_minimum_size = Vector2(0, 10) custom_minimum_size = Vector2(0, 10)
+1 -3
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@@ -32,7 +32,6 @@ func _process(delta):
elif Input.is_action_pressed("move_northwest"): move_vec = Vector2i(-1, -1) elif Input.is_action_pressed("move_northwest"): move_vec = Vector2i(-1, -1)
# Action inputs (still momentary) # Action inputs (still momentary)
if Input.is_action_just_pressed("action_grab"): if Input.is_action_just_pressed("action_grab"):
player.grab_item(player.current_position) player.grab_item(player.current_position)
@@ -103,7 +102,6 @@ func handle_unhandled_input(event):
if player.powerup_manager: if player.powerup_manager:
# Attack Mode (formerly Special) # Attack Mode (formerly Special)
# Now we want "Straight to Attack Mode" style # Now we want "Straight to Attack Mode" style
player.powerup_manager.use_special_effect() player.powerup_manager.use_special_effect()
# Force visual update / mutual exclusivity manually if powerup manager doesn't do it yet # Force visual update / mutual exclusivity manually if powerup manager doesn't do it yet
@@ -119,7 +117,7 @@ func handle_unhandled_input(event):
KEY_G: KEY_G:
if not player.is_carrying_tekton and player.powerup_manager: if not player.is_carrying_tekton and player.powerup_manager:
if player.powerup_manager.can_use_special(): if player.powerup_manager.can_use_special():
player.grab_tekton() player.grab_tekton()
# Handle spawn point selection if not yet selected # Handle spawn point selection if not yet selected
-2
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@@ -107,7 +107,6 @@ func sync_boost_level(level: int):
print("[PowerUp] Difficulty synced: Level %d (Fill Time: %.1fs)" % [current_level, FILL_TIMES[level_idx]]) print("[PowerUp] Difficulty synced: Level %d (Fill Time: %.1fs)" % [current_level, FILL_TIMES[level_idx]])
# ============================================================================= # =============================================================================
# Getters # Getters
# ============================================================================= # =============================================================================
@@ -221,4 +220,3 @@ func add_goal_completion_reward():
if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc(): if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
rpc("sync_boost_level", current_level) rpc("sync_boost_level", current_level)