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tekton/_daily_basis/report_2025-12-27.md
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[ 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.