From 49a8913c14b4e20311447d7a722f1556cf093571 Mon Sep 17 00:00:00 2001 From: henry Date: Wed, 1 Jul 2026 15:03:12 +0100 Subject: [PATCH] Updated future testing logic. --- scenes/player.tscn | 2 +- scripts/power_up_spawner.gd | 7 +++++++ scripts/weapon_component.gd | 4 +++- 3 files changed, 11 insertions(+), 2 deletions(-) diff --git a/scenes/player.tscn b/scenes/player.tscn index 4464b6d..165f5b3 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -130,7 +130,6 @@ debug_color = Color(1, 0.5058824, 0.21960784, 0.41960785) [node name="HelpBoxArea" type="Area2D" parent="." unique_id=938667427] collision_layer = 2 -collision_mask = 1 [node name="HelpBoxShape" type="CollisionShape2D" parent="HelpBoxArea" unique_id=938667428] position = Vector2(0, 3) @@ -170,6 +169,7 @@ script = ExtResource("7_d2wvv") weapon_data = ExtResource("8_stock") available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("13_f1ej7"), ExtResource("9_ur7pv"), ExtResource("14_oprun")]) weapon_change_flash = SubResource("Resource_jej6c") +test_mode = true metadata/_custom_type_script = "uid://ylmao2ndp22y" [node name="EffectsComponent" type="Node" parent="." unique_id=1393438576 node_paths=PackedStringArray("target_node")] diff --git a/scripts/power_up_spawner.gd b/scripts/power_up_spawner.gd index 8387f34..bfabd6d 100644 --- a/scripts/power_up_spawner.gd +++ b/scripts/power_up_spawner.gd @@ -57,6 +57,13 @@ func _spawn_test_pickups() -> void: func pickup_collected() -> void: # Called by the player when a pickup is collected. + # Sync WeaponComponent's test_mode so tab cycling stays independent of + # pickups when in test mode, and normal behavior is restored otherwise. + var level: Node2D = get_parent() as Node2D + if level != null: + var wc: WeaponComponent = level.get_node_or_null("WeaponComponent") + if wc != null: + wc.test_mode = test_mode # Decrement counter; resume timer once all pickups are gone. _pickups_remaining = max(0, _pickups_remaining - 1) if _pickups_remaining <= 0: diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 94ed851..90083b0 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -4,6 +4,8 @@ class_name WeaponComponent extends Node @export var available_weapons: Array[WeaponShot] = [] @export var weapon_change_flash: BaseEffect = null +@export var test_mode: bool = false + var _current_weapon_index = 0 var _current_power_level = 0 var _cycled_weapon: WeaponShot = null @@ -90,7 +92,7 @@ func collect_weapon(new_weapon: WeaponShot) -> void: # # Clear any active cycle — collecting a weapon during cycling restores # normal additive behavior. - if _cycled_weapon != null: + if _cycled_weapon != null and not test_mode: reset_weapon_cycle() # Rule 1: Force replace — discard everything, keep only this weapon if new_weapon.force_replace_all: