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@@ -9,4 +9,16 @@ func _on_body_entered(body: Node) -> void:
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if body.is_in_group("player") and part != null:
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AudioManager.play("item_pickup")
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UpgradeManager.acquire_part(part)
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_show_pickup_label()
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queue_free()
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func _show_pickup_label() -> void:
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var lbl := Label.new()
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lbl.text = part.display_name
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lbl.position = global_position + Vector2(-40, -20)
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lbl.modulate = Color(1.0, 0.85, 0.3) # gold for body parts
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get_tree().current_scene.add_child(lbl)
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var tween := lbl.create_tween()
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tween.tween_property(lbl, "position", lbl.position + Vector2(0, -60), 1.2)
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tween.parallel().tween_property(lbl, "modulate:a", 0.0, 1.2)
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tween.tween_callback(lbl.queue_free)
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@@ -1,6 +1,6 @@
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extends Node
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const SLOTS: Array[String] = ["head", "torso", "left_arm", "right_arm", "legs"]
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const SLOTS: Array[String] = ["torso", "left_arm", "right_arm", "legs"]
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var hub_credits: int = 0 # safe bank — survives death, stored in deposit machine
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var wallet_credits: int = 0 # on-hand scrap — carried by player, shown on HUD
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@@ -11,7 +11,6 @@ func change_wallet(delta: int) -> void:
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# slot -> BodyPart resource path (empty string = default/base part)
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var equipped_parts: Dictionary = {
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"head": "",
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"torso": "",
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"left_arm": "",
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"right_arm": "",
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