1.7 KiB
[ ADT's Daily Report - 2025-12-27 ]
Updated the tekton-enet ( Armageddon Multiplayer ) on branch launcher
Screen Shake Implementation
✅ Dependency Injection - Refactored screen_shake.gd to accept camera instance via initialize() method instead of searching scene tree. Updated main.gd to inject $Camera3D on creation.
Touch Controls Visibility Fix
✅ Unified Toggle Logic - Fixed main.gd _on_joystick_toggled() to call set_joystick_enabled() instead of directly setting visibility, ensuring all touch controls hide/show together.
✅ Anchor Offset Fix - Fixed touch buttons being invisible by switching from .position to proper .offset_left/top/right/bottom for anchored controls. Buttons now correctly appear in bottom-right corner.
✅ Layer Z-Order - Reduced CanvasLayer.layer from 100 to 10 so pause menu renders above touch controls.
✅ Settings Panel Sync - Updated _on_settings_pressed() in main.gd to sync JoystickToggle and sliders with current TouchControlsManager state when settings panel opens.
Special Tile Effects
✅ Pickup Animation - Added pulse and flash effect to playerboard slots when special tiles (Heart, Diamond, Star, Coin) are collected. Implemented in ui_manager.gd via _pulse_slot_effect().
✅ State Tracking - Added _previous_playerboard_state to detect newly placed tiles and trigger effects only on changes.
Playerboard Display Fix
✅ Modulate Logic - Fixed update_playerboard_ui() in ui_manager.gd where broken if/else structure caused non-center slots to inherit wrong modulate values. Now center slots show goals dimmed, collected tiles bright, and non-center slots always at full brightness.