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RapidGameFramework
Reusable Godot managers for data-driven small games
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Reusable arcade/action power-up lifecycle: field spawns, expiry, collection, and save-friendly active-state dictionaries. More...
Go to the source code of this file.
Namespaces | |
| namespace | arcade_powerup_manager |
Variables | |
| arcade_powerup_manager.DataCacheManager | |
| arcade_powerup_manager.Dictionary | |
Load power-up definitions from JSON containing powerups: []. | |
| arcade_powerup_manager.Array | |
| arcade_powerup_manager.float | |
| arcade_powerup_manager.data_cache_manager | |
| arcade_powerup_manager.parsed | |
| arcade_powerup_manager.String | |
| Spawn one field power-up at a random point inside the playfield margins. | |
| arcade_powerup_manager.value | |
| arcade_powerup_manager.Color | |
| arcade_powerup_manager.spawn_timer = next_spawn_delay(active_powerups.size() < int(spawn_config.get("max_active", 2))) | |
| arcade_powerup_manager.active_powerups = remaining | |
| arcade_powerup_manager.Vector2 | |
| Return the first collector intersecting a field power-up. | |
| arcade_powerup_manager.saved_config | |
| str | arcade_powerup_manager.handler_key = "custom_effect" |
| arcade_powerup_manager.handler | |
Reusable arcade/action power-up lifecycle: field spawns, expiry, collection, and save-friendly active-state dictionaries.
Definition in file arcade_powerup_manager.gd.