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/currency_panel.tscn
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15
docs/gyms/tiny_sword/currency_panel.tscn
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[gd_scene format=3 uid="uid://cur_panel_scene_uid"]
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[ext_resource type="Script" uid="uid://9_vbox" path="res://core/currency/currency_panel.gd" id="1_cpnl"]
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[node name="CurrencyPanel" type="PanelContainer" unique_id=3000000001]
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custom_minimum_size = Vector2(250, 340)
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offset_left = 5.0
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offset_top = 5.0
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offset_right = 255.0
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offset_bottom = 345.0
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script = ExtResource("1_cpnl")
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[node name="CurrencyTiles" type="VBoxContainer" parent="." unique_id=3000000002]
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layout_mode = 2
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theme_override_constants/separation = 4
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