systems rework: buffs, prestige graph, research, modular architecture
Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content. Key changes: - Prestige: node-based buff tech tree, graph panel, progress bar - Research: multi-worker system, per-generator research, xp generation - Ascension: meta-currency layer via multi-currency prestige resets - Buffs: refactored as generator-independent via catalogues - UI: currency panel, edge-scrolling camera + zoom, current-goal panel - Alchemy Tower: crafting building with recipe/cost system - Testing: 7 test suites (ascension, prestige, research, goals) - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
This commit was merged in pull request #1.
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core/prestige/prestige_progress_bar.tscn
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core/prestige/prestige_progress_bar.tscn
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[gd_scene format=3]
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[ext_resource type="Script" path="res://core/prestige/prestige_progress_bar.gd" id="1_pbg"]
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[node name="PrestigeProgressBar" type="HBoxContainer"]
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offset_right = 298.0
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offset_bottom = 49.0
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alignment = 1
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script = ExtResource("1_pbg")
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[node name="LabelStart" type="Label" parent="."]
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layout_mode = 2
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text = "0"
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[node name="ProgressBar" type="ProgressBar" parent="."]
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custom_minimum_size = Vector2(200, 0)
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layout_mode = 2
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show_percentage = true
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[node name="LabelEnd" type="Label" parent="."]
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layout_mode = 2
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text = "0"
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