# Game Mechanics Refactor Task ## Summary Refactor game mechanics to replace the lap-based racing system with a cycle-based goals system, add power-up points, live leaderboard, and enhanced special tiles handling. ## Tasks ### Phase 1: Core System Changes - [x] Create `GoalsCycleManager` (new manager for 60-second goal cycles with timer) - [ ] Modify `player_race_manager.gd` to remove lap/finish logic - [ ] Remove `can_finish`, `finish_race`, `start_new_lap` logic from player - [x] Add score tracking system to player ### Phase 2: Power-up System - [x] Create `PowerUpManager` (new manager for power-up points) - [x] Modify `special_tiles_manager.gd` to track holo tile pickups (4 = 1 bar) - [x] Change holo tiles to give power-up points instead of auto-triggering effects - [/] Add hotkey for using special effect (project.godot input action) ### Phase 3: Goal Completion Logic - [x] Implement goal completion detection → award 1 power-up point - [x] Implement score calculation (early completion = more points) - [x] Implement 9-tile randomization around player on goal complete - [x] Implement timer end logic: clear playerboard, convert matches to score ### Phase 4: UI Components - [x] Add timer display to each player's goals panel in AllPlayerGoals - [x] Create power-up bar UI (battery-style, 4 bars max) - [x] Create live leaderboard UI on right side of main.tscn - [x] Wire up leaderboard to update dynamically based on scores ### Phase 5: Input Mapping & Cleanup - [x] Add `use_powerup` input action to project.godot - [x] Remove/deprecate lap-related code paths - [ ] Test multiplayer synchronization of new systems