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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docs/gyms/tiny_sword/buildings/castle/castle.gd
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docs/gyms/tiny_sword/buildings/castle/castle.gd
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extends Node2D
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@onready var _prestige_panel: PrestigePanel = $PrestigePanel
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_area_2d_mouse_entered() -> void:
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## TODO: remove this comment to enable prestige panel
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#_prestige_panel.visible = true
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pass
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func _on_area_2d_mouse_exited() -> void:
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_prestige_panel.visible = false
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