5 Commits

Author SHA1 Message Date
sijcdu 4a6f4862de Bring the jump back so the key warp can reach high ledges
Space is bound to jump again, exactly as before: same action name, same physical_keycode 32, same jump_velocity -190 and gravity 980, so the measured jump height is 20.07 px, identical to the reading taken before the binding was removed. Single jump only, no double jump. The debug flight goes back to Space for up and S for down like it used to, with the arrow keys kept as an extra. No gameplay content touched.
2026-10-07 23:14:52 +08:00
sijcdu f549c03533 Hide the debug fly and level skip behind a 房★主★有★神★器★ easter-egg panel
cheat_panel replaces the level_skip autoload: a single small button in the top-right opens a panel holding the fly toggle and the level jump buttons, so nothing that looks like leftover debug UI is on screen. The fly is no longer gated behind OS.is_debug_build, so the easter egg works in exported builds too, and the 1/2/3 shortcuts only fire while the panel is open so they cannot be hit by accident. Space stays unbound and no gameplay content was touched.
2026-10-07 23:10:41 +08:00
sijcdu 7c78a088a0 Add diamond collection and a level-clear door
The three diamonds and both doors were painted as tiles in TerrainBase, which cannot act as pickups or triggers. Replaced them with real prefabs that reuse the same atlas tiles (diamond = (7,3), doors = (10,6) and (11,5)) and erase their placeholder tile on ready. Collecting all three diamonds unlocks the door; touching it fades to black, pauses the tree and shows the level-clear screen with a next-level button (currently reloads the level, as there is only one). HUD now shows the diamond count.
2026-10-07 21:04:58 +08:00
sijcdu f67bd94605 Remove leftover key tile on the crate; damage keeps the player in place
The key object moved next to the spawn, so the key tile painted at cell (10,8) (on top of the crate tile) was left behind and rendered a second key. Cleared it by setting that record's source_id to -1, which is a same-length edit inside the base64 tile_map_data. Also hurt() no longer teleports to the spawn point, it only drains a heart and grants brief i-frames; only dying returns the player to the spawn.
2026-10-07 20:56:54 +08:00
sijcdu 9dffacd938 Initial commit: Godot 4.7 pixel platformer prototype
Player: move/jump (Space), test flight (F, debug builds only). Key: pickup, hold S to aim with live trajectory preview, release to throw, W to warp to the thrown key. Spring bounce. Spikes deal damage. 3-heart health, Z consumes a heal item for +1 heart and a 5s shield. HUD with hearts and item count. Death screen with fade-to-black and restart. Hidden passages. Assets: Kenney Pixel Platformer (CC0).
2026-10-07 20:32:42 +08:00