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This PR implements the Sequential Combo mechanic for Level 6. Barrels must now be filled in a specific, randomized order.

  • Visuals: Added a glow animation to the barrel to indicate the currently active target.
  • Barrel Logic: Barrels can now be locked. When locked (gray state), they do not receive ink.
  • New Mechanic: Introduced the BarrelUnlockSequence component:
    • Shuffles the barrel order when the level starts.
    • Keeps all barrels locked except one.
    • Automatically unlocks the next barrel when the current one is completed.

🎮 Play Ink Drinker Level 6

Play Ink Drinker Level 6

resolves #1847

- Added the 'barrel_glow' folder containing the sprite sheet and animation resource.
- Added a new AnimatedSprite2D node named 'BarrelGlow' to the FillingBarrel scene.
- Configured the 'glowing' animation and set the correct offset to align with the barrel.

feat: #1847
- Set the Y offset to -21 to align correctly with the barrel sprite.
- Set the initial visibility to false so it remains hidden until activated.

fix: #1847
- Added new component to handle sequential unlocking logic.
- Implemented shuffle and locked state management.

feat: #1847
- Updated 'filling_barrel.gd' to ignore inputs when locked.
- Added visual feedback handling dimmed color for locked state.

feat: #1847
- Added 'BarrelUnlockSequence' node to the level scene.
- Configured barrels to unlock one by one in random order.

feat: #1847
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Play this branch at https://play.threadbare.game/branches/endlessm/issue_1847.

(This launches the game from the start, not directly at the change(s) in this pull request.)

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InkCombatRound6: Implement Sequential Filling Logic

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