28 lines
1.7 KiB
Markdown
28 lines
1.7 KiB
Markdown
[ ADT's Daily Report - 2025-12-27 ]
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Updated the `tekton-enet` ( Armageddon Multiplayer ) on branch `launcher`
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**Screen Shake Implementation**
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✅ **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.
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**Touch Controls Visibility Fix**
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✅ **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.
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✅ **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.
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✅ **Layer Z-Order** - Reduced `CanvasLayer.layer` from 100 to 10 so pause menu renders above touch controls.
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✅ **Settings Panel Sync** - Updated `_on_settings_pressed()` in `main.gd` to sync JoystickToggle and sliders with current `TouchControlsManager` state when settings panel opens.
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**Special Tile Effects**
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✅ **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()`.
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✅ **State Tracking** - Added `_previous_playerboard_state` to detect newly placed tiles and trigger effects only on changes.
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**Playerboard Display Fix**
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✅ **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.
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