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)
15 lines
350 B
GDScript
15 lines
350 B
GDScript
extends Node2D
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@onready var _research_panel: ResearchPanel = $ResearchPanel
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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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_research_panel.visible = false
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func _on_area_2d_mouse_entered() -> void:
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_research_panel.visible = true
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func _on_area_2d_mouse_exited() -> void:
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_research_panel.visible = false
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