restore test level and dust2 from main branch
This commit is contained in:
@@ -1,49 +1,38 @@
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extends Node3D
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extends TestLevelBuilder
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func _ready() -> void:
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_build()
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func _build() -> void:
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func _build_geometry() -> void:
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# Build environment setup
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_build_environment()
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var env = get_node_or_null("WorldEnvironment")
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if env:
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var environment = env.environment
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environment.tonemap_mode = Environment.TONE_MAPPER_ACES
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if environment.sky and environment.sky.sky_material:
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var sky_mat = environment.sky.sky_material
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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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sky_mat.sky_horizon_color = Color(0.8, 0.7, 0.5)
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sky_mat.ground_bottom_color = Color(0.2, 0.15, 0.1)
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sky_mat.ground_horizon_color = Color(0.8, 0.7, 0.5)
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_build_lighting()
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var sun = get_node_or_null("Sun")
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if sun:
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sun.light_color = Color(1.0, 0.95, 0.85)
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sun.light_energy = 1.5
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sun.rotation_degrees = Vector3(-45, 45, 0)
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var fill = get_node_or_null("FillLight")
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if fill:
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fill.rotation_degrees = Vector3(-45, -135, 0)
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fill.light_energy = 0.3
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_build_dust2_layout()
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func _build_environment() -> void:
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var env = WorldEnvironment.new()
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env.name = "WorldEnvironment"
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var environment = Environment.new()
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environment.background_mode = Environment.BG_SKY
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var sky = Sky.new()
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var sky_mat = ProceduralSkyMaterial.new()
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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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sky_mat.sky_horizon_color = Color(0.8, 0.7, 0.5)
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sky_mat.ground_bottom_color = Color(0.2, 0.15, 0.1)
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sky_mat.ground_horizon_color = Color(0.8, 0.7, 0.5)
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sky.sky_material = sky_mat
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environment.sky = sky
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environment.tonemap_mode = Environment.TONE_MAPPER_ACES
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environment.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
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environment.ambient_light_energy = 0.35
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env.environment = environment
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add_child(env)
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var sun = DirectionalLight3D.new()
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sun.name = "Sun"
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sun.rotation_degrees = Vector3(-45, 45, 0)
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sun.light_color = Color(1.0, 0.95, 0.85)
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sun.light_energy = 1.5
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sun.shadow_enabled = true
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add_child(sun)
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var fill = DirectionalLight3D.new()
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fill.name = "FillLight"
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fill.rotation_degrees = Vector3(-45, -135, 0)
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fill.light_energy = 0.3
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add_child(fill)
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func _spawn_player(pid: int) -> CharacterBody3D:
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var player = CharacterBody3D.new()
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player.name = str(pid)
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var player = super._spawn_player(pid)
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player.position = Vector3(randf_range(-2, 2), 1, 50 + randf_range(-2, 2))
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# Looking at (0,1,0) from (0,1,50) is facing straight down the -Z axis, which is rotation = 0,0,0
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player.rotation = Vector3.ZERO
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return player
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+689
-63
@@ -1,22 +1,78 @@
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extends Node3D
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## Builds the test level ONLY from code — no .tscn SubResource references.
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## One-click playtest: attach to TestLevel root, F5.
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class_name TestLevelBuilder
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## Builds a full test environment from code — parkour geometry, lighting, player, HUD.
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## Attach to TestLevel root, press F5.
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var _speed_label: Label
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var _state_label: Label
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var _chain_label: Label
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var _weapon_label: Label
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var _grapple_icon: TextureRect
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var _dash_icon: TextureRect
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var _grapple_label: Label
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var _dash_label: Label
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var _fps_label: Label
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var _standalone_speed_label: Label
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var _player: CharacterBody3D
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var _debug_ui_panel: PanelContainer
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func _ready() -> void:
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build()
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# Hide mouse
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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_build_materials()
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_build_geometry()
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_build_hud()
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# Multiplayer Spawning
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var spawner = MultiplayerSpawner.new()
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spawner.name = "PlayerSpawner"
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spawner.spawn_path = "." # Spawn directly as children of the level
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spawner.spawn_function = _spawn_player
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add_child(spawner)
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var nm = get_node_or_null("/root/NetworkManager")
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if nm and nm.multiplayer.is_server():
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# Spawn existing players
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for pid in nm.player_stats.keys():
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spawner.spawn(pid)
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# Spawn late joiners
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nm.player_connected.connect(func(pid):
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spawner.spawn(pid)
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)
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# Despawn on disconnect
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nm.player_disconnected.connect(func(pid):
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var p = get_node_or_null(str(pid))
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if p:
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p.queue_free()
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)
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func build() -> void:
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func _build_materials() -> void:
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pass
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func _build_geometry() -> void:
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_build_environment()
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_build_floor()
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_build_walls()
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_build_walls_arena()
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_build_ramps()
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_build_platforms()
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_build_wall_run_corridor()
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_build_speed_corridor()
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_build_target_dummy()
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_build_lighting()
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_build_player()
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_build_camera()
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_build_ui()
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func _box_static(pos: Vector3, size: Vector3, color: Color) -> StaticBody3D:
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# ── Utility ───────────────────────────────────────────────────────────────────
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func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "") -> StaticBody3D:
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var body := StaticBody3D.new()
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body.name = "Static_" + str(pos)
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body.name = node_name if not node_name.is_empty() else "Static_%s" % str(pos)
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body.position = pos
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add_child(body)
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var shape := CollisionShape3D.new()
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@@ -28,88 +84,658 @@ func _box_static(pos: Vector3, size: Vector3, color: Color) -> StaticBody3D:
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mesh.mesh.size = size
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var mat := StandardMaterial3D.new()
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mat.albedo_color = color
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mat.roughness = 0.8
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mesh.mesh.surface_set_material(0, mat)
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body.add_child(mesh)
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return body
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func _ramp_static(pos: Vector3, size: Vector3, rot_deg: Vector3, color: Color, node_name: String = "") -> StaticBody3D:
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var body := _box_static(pos, size, color, node_name)
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body.rotation_degrees = rot_deg
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return body
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# ── Environment ───────────────────────────────────────────────────────────────
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func _build_environment() -> void:
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var env := WorldEnvironment.new()
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env.name = "WorldEnvironment"
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var environment := Environment.new()
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environment.background_mode = Environment.BG_SKY
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var sky := Sky.new()
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var sky_mat := ProceduralSkyMaterial.new()
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sky_mat.sky_top_color = Color(0.15, 0.2, 0.35)
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sky_mat.sky_horizon_color = Color(0.45, 0.5, 0.65)
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sky_mat.ground_bottom_color = Color(0.1, 0.08, 0.06)
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sky_mat.ground_horizon_color = Color(0.35, 0.3, 0.25)
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sky.sky_material = sky_mat
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environment.sky = sky
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environment.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
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environment.ambient_light_energy = 0.4
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environment.tonemap_mode = Environment.TONE_MAPPER_FILMIC
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environment.glow_enabled = true
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environment.glow_intensity = 0.3
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environment.glow_bloom = 0.1
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environment.fog_enabled = true
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environment.fog_light_color = Color(0.5, 0.55, 0.65)
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environment.fog_density = 0.002
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env.environment = environment
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add_child(env)
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# ── Floor ─────────────────────────────────────────────────────────────────────
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func _build_floor() -> void:
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_box_static(Vector3(0, -1.1, 0), Vector3(30, 0.4, 30), Color(0.35, 0.25, 0.15))
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# Main arena floor (80x80)
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_box_static(Vector3(0, -0.5, 0), Vector3(80, 1.0, 80), Color(0.22, 0.22, 0.25), "Floor_Main")
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func _build_walls() -> void:
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_box_static(Vector3(0, 3, -15), Vector3(30, 6, 0.4), Color(0.55, 0.45, 0.35))
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_box_static(Vector3(15, 3, 0), Vector3(0.4, 6, 30), Color(0.55, 0.45, 0.35))
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_box_static(Vector3(-15, 3, 0), Vector3(0.4, 6, 30), Color(0.55, 0.45, 0.35))
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# ── Arena Walls ───────────────────────────────────────────────────────────────
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func _build_walls_arena() -> void:
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var wall_color := Color(0.35, 0.28, 0.22)
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var wall_height := 10.0
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# North
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_box_static(Vector3(0, wall_height * 0.5, -40), Vector3(80, wall_height, 0.5), wall_color, "Wall_North")
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# South
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_box_static(Vector3(0, wall_height * 0.5, 40), Vector3(80, wall_height, 0.5), wall_color, "Wall_South")
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# East
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_box_static(Vector3(40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_East")
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# West
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_box_static(Vector3(-40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_West")
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# ── Ramps ─────────────────────────────────────────────────────────────────────
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func _build_ramps() -> void:
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var ramp_color := Color(0.6, 0.35, 0.15) # Orange-brown
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# Gentle ramp (15 degrees)
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_ramp_static(Vector3(-25, 1.0, -25), Vector3(8, 0.4, 12), Vector3(15, 0, 0), ramp_color, "Ramp_Gentle")
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# Medium ramp (30 degrees)
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_ramp_static(Vector3(-25, 2.0, -15), Vector3(8, 0.4, 10), Vector3(30, 0, 0), ramp_color, "Ramp_Medium")
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# Steep ramp (45 degrees)
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_ramp_static(Vector3(-25, 3.0, -5), Vector3(8, 0.4, 8), Vector3(45, 0, 0), ramp_color, "Ramp_Steep")
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# Quarter pipe (curved ramp approximation)
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for i in range(6):
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var angle := float(i) * 15.0
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var x_off := sin(deg_to_rad(angle)) * 5.0
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var y_off := (1.0 - cos(deg_to_rad(angle))) * 5.0
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_ramp_static(
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Vector3(-25 + x_off, y_off + 0.2, 8 + float(i) * 0.5),
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Vector3(8, 0.3, 2),
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Vector3(angle, 0, 0),
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Color(0.7, 0.4, 0.2),
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"QuarterPipe_%d" % i
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)
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# ── Platforms ─────────────────────────────────────────────────────────────────
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func _build_platforms() -> void:
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var plat_color := Color(0.2, 0.45, 0.55) # Teal
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# Low platforms (jump height test)
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_box_static(Vector3(10, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_1")
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_box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2")
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_box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3")
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# Medium platforms (double jump required)
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var med_color := Color(0.25, 0.5, 0.4)
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_box_static(Vector3(10, 2.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_1")
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_box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2")
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_box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3")
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_box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4")
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# High tower
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_box_static(Vector3(28, 4.0, -20), Vector3(5, 8.0, 5), Color(0.3, 0.3, 0.5), "Tower_1")
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# Floating platforms (dash required)
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var dash_color := Color(0.6, 0.2, 0.5) # Purple
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_box_static(Vector3(10, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_1")
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_box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2")
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_box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3")
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# ── Wall Run Corridor ────────────────────────────────────────────────────────
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func _build_wall_run_corridor() -> void:
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var wall_color := Color(0.45, 0.25, 0.55) # Purple walls
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# Two parallel walls — spaced for wall running
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# Left wall
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_box_static(Vector3(-5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Left")
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# Right wall
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_box_static(Vector3(5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Right")
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# Obstacles in corridor to jump over
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_box_static(Vector3(0, 0.75, 10), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_1")
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_box_static(Vector3(0, 0.75, 20), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_2")
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# Gap in floor (forces wall run)
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# Just raise the floor slightly on each side with a gap
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_box_static(Vector3(-3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_L")
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_box_static(Vector3(3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_R")
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# Label pillar at entrance
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_box_static(Vector3(0, 2, 2), Vector3(1, 4, 1), Color(0.55, 0.35, 0.65), "WallRun_Marker")
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# ── Speed Corridor ────────────────────────────────────────────────────────────
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func _build_speed_corridor() -> void:
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# Long straight for sprint→slide→bhop chains
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var corridor_color := Color(0.2, 0.35, 0.2) # Dark green
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# Side rails
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_box_static(Vector3(30, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Left")
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_box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right")
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# Speed bumps (small obstacles to hop over)
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for i in range(-25, 26, 10):
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_box_static(Vector3(34, 0.15, float(i)), Vector3(8, 0.3, 0.5), Color(0.8, 0.8, 0.2), "SpeedBump_%d" % i)
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# ── Dummies ───────────────────────────────────────────────────────────────────
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func _build_target_dummy() -> void:
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var dummy = load("res://entities/target_dummy.gd").new()
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dummy.name = "TargetDummy"
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# Place it somewhat centrally in the main arena, but out of the immediate spawn area
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dummy.position = Vector3(0, 0, -10)
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add_child(dummy)
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var killable = load("res://entities/killable_dummy.gd").new()
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killable.name = "KillableDummy"
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killable.position = Vector3(5, 0, -10)
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add_child(killable)
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var walking = load("res://entities/walking_dummy.gd").new()
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walking.name = "WalkingDummy"
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walking.position = Vector3(15, 0, -10)
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walking.point_a = Vector3(15, 0, -10)
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walking.point_b = Vector3(15, 0, 10)
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add_child(walking)
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# ── Lighting ──────────────────────────────────────────────────────────────────
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func _build_lighting() -> void:
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var sun := DirectionalLight3D.new()
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sun.name = "Sun"
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sun.position = Vector3(0, 10, 0)
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sun.rotation_degrees = Vector3(50, 0, 0)
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sun.light_color = Color(1, 0.95, 0.85)
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sun.light_energy = 1.1
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sun.rotation_degrees = Vector3(-50, 30, 0)
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sun.light_color = Color(1.0, 0.95, 0.85)
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sun.light_energy = 1.2
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sun.shadow_enabled = true
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sun.directional_shadow_mode = DirectionalLight3D.SHADOW_PARALLEL_4_SPLITS
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sun.directional_shadow_max_distance = 100.0
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add_child(sun)
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# Fill light (opposite side)
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var fill := DirectionalLight3D.new()
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fill.name = "FillLight"
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fill.rotation_degrees = Vector3(-30, -150, 0)
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fill.light_color = Color(0.6, 0.7, 0.9)
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fill.light_energy = 0.3
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fill.shadow_enabled = false
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add_child(fill)
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func _build_player() -> void:
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# ── Player ────────────────────────────────────────────────────────────────────
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||||
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func _spawn_player(pid: int) -> CharacterBody3D:
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var player := CharacterBody3D.new()
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||||
player.name = "Player"
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||||
player.position = Vector3(0, 1.5, 8)
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||||
add_child(player)
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||||
var shape := CollisionShape3D.new()
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||||
shape.shape = CapsuleShape3D.new()
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||||
shape.shape.radius = 0.4
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||||
shape.shape.height = 1.8
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||||
player.add_child(shape)
|
||||
player.name = str(pid)
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player.set_multiplayer_authority(pid)
|
||||
|
||||
# Use a slightly random spawn position to avoid exact overlapping
|
||||
player.position = Vector3(randf_range(-2, 2), 2.0, randf_range(-2, 2))
|
||||
|
||||
# Server Synchronizer (Host is the ground truth)
|
||||
var server_sync = MultiplayerSynchronizer.new()
|
||||
server_sync.name = "ServerSynchronizer"
|
||||
server_sync.set_multiplayer_authority(1) # Host always controls these
|
||||
var server_rep_config = SceneReplicationConfig.new()
|
||||
server_rep_config.add_property(":position")
|
||||
server_rep_config.add_property(":synced_movement_state")
|
||||
server_rep_config.add_property(":synced_movement_speed")
|
||||
server_rep_config.add_property(":synced_is_crouching")
|
||||
server_rep_config.add_property(":health")
|
||||
server_rep_config.add_property(":shield")
|
||||
server_rep_config.add_property(":is_dead")
|
||||
server_rep_config.add_property(":synced_grapple_point")
|
||||
server_rep_config.add_property(":synced_is_grapple_shooting")
|
||||
server_sync.replication_config = server_rep_config
|
||||
player.add_child(server_sync)
|
||||
|
||||
# Client Synchronizer (Client dictates their aim and loadout setup)
|
||||
var client_sync = MultiplayerSynchronizer.new()
|
||||
client_sync.name = "MultiplayerSynchronizer" # Keep original name for compatibility if needed elsewhere
|
||||
client_sync.set_multiplayer_authority(pid)
|
||||
var client_rep_config = SceneReplicationConfig.new()
|
||||
client_rep_config.add_property(":rotation")
|
||||
client_rep_config.add_property("HeadPivot:rotation")
|
||||
client_rep_config.add_property(":synced_weapon_path")
|
||||
client_rep_config.add_property(":synced_loadout_p1")
|
||||
client_rep_config.add_property(":synced_loadout_p2")
|
||||
client_rep_config.add_property(":synced_loadout_sp")
|
||||
client_rep_config.add_property(":synced_loadout_melee")
|
||||
client_rep_config.add_property(":synced_loadout_ready")
|
||||
client_rep_config.add_property(":synced_is_targeting")
|
||||
client_rep_config.add_property(":synced_homing_target_pos")
|
||||
client_sync.replication_config = client_rep_config
|
||||
player.add_child(client_sync)
|
||||
|
||||
# Collision shape
|
||||
var col_shape := CollisionShape3D.new()
|
||||
col_shape.name = "CollisionShape3D"
|
||||
var capsule := CapsuleShape3D.new()
|
||||
capsule.radius = 0.4
|
||||
capsule.height = 1.8
|
||||
col_shape.shape = capsule
|
||||
player.add_child(col_shape)
|
||||
|
||||
# Apply movement controller script
|
||||
var mover_script = preload("res://movement/player_movement_controller.gd")
|
||||
if mover_script:
|
||||
player.set_script(mover_script)
|
||||
|
||||
# Humanoid Model for Player (Shadows only locally, visible to others)
|
||||
var humanoid = load("res://characters/humanoid_model.gd").new()
|
||||
humanoid.name = "HumanoidModel"
|
||||
humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player
|
||||
humanoid.shadows_only = (pid == multiplayer.get_unique_id())
|
||||
humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet
|
||||
player.add_child(humanoid)
|
||||
|
||||
# Movement State Machine
|
||||
var sm := Node.new()
|
||||
sm.name = "MovementStateMachine"
|
||||
player.add_child(sm)
|
||||
for state_name in ["ground", "air", "wall_run", "wall_cling", "slide", "dash"]:
|
||||
|
||||
var sm_script = preload("res://movement/movement_state_machine.gd")
|
||||
if sm_script:
|
||||
sm.set_script(sm_script)
|
||||
|
||||
# Add all movement states
|
||||
var state_scripts := {
|
||||
"ground": "res://movement/states/state_ground.gd",
|
||||
"air": "res://movement/states/state_air.gd",
|
||||
"wall_run": "res://movement/states/state_wall_run.gd",
|
||||
"wall_cling": "res://movement/states/state_wall_cling.gd",
|
||||
"slide": "res://movement/states/state_slide.gd",
|
||||
"dash": "res://movement/states/state_dash.gd",
|
||||
}
|
||||
for state_name in state_scripts:
|
||||
var st := Node.new()
|
||||
st.name = "state_" + state_name
|
||||
sm.add_child(st)
|
||||
var mover_script = load("res://movement/player_movement_controller.gd")
|
||||
if mover_script:
|
||||
player.set_script(mover_script)
|
||||
# set_script after node is in tree does not auto-call _ready()
|
||||
# Manually initialize the controller
|
||||
if player.has_method("_ready"):
|
||||
player._ready()
|
||||
var st_script = load(state_scripts[state_name])
|
||||
if st_script:
|
||||
st.set_script(st_script)
|
||||
|
||||
# FPS Camera Rig (HeadPivot → Camera3D)
|
||||
var head_pivot := Node3D.new()
|
||||
head_pivot.name = "HeadPivot"
|
||||
head_pivot.position = Vector3(0, 0.7, 0) # Eye height
|
||||
player.add_child(head_pivot)
|
||||
|
||||
func _build_camera() -> void:
|
||||
var cam := Camera3D.new()
|
||||
cam.name = "FpsCamera"
|
||||
cam.current = true
|
||||
cam.position = Vector3(0, 1.7, 0)
|
||||
cam.fov = 90.0
|
||||
var player_node = get_node_or_null("Player")
|
||||
if player_node:
|
||||
player_node.add_child(cam)
|
||||
var camera := Camera3D.new()
|
||||
camera.name = "Camera3D"
|
||||
camera.current = (pid == multiplayer.get_unique_id())
|
||||
camera.fov = 90.0
|
||||
head_pivot.add_child(camera)
|
||||
|
||||
# ── Weapon Setup ────────────────────────────────────────────────────────────
|
||||
var wmanager_script = preload("res://weapons/weapon_manager.gd")
|
||||
if wmanager_script:
|
||||
var wman = wmanager_script.new()
|
||||
wman.name = "WeaponManager"
|
||||
wman.player = player
|
||||
wman.camera = camera
|
||||
camera.add_child(wman)
|
||||
|
||||
var rig_script = preload("res://characters/player/fps_camera_rig.gd")
|
||||
if rig_script:
|
||||
head_pivot.set_script(rig_script)
|
||||
|
||||
# Store original capsule height
|
||||
sm.original_capsule_height = capsule.height
|
||||
|
||||
# ── Dependencies ────────────────────────────────────────────────────────
|
||||
# Set references before the node enters the tree. Godot will call _ready()
|
||||
# automatically when MultiplayerSpawner adds the node to the scene.
|
||||
sm.player = player
|
||||
sm.params = player.params
|
||||
head_pivot.params = player.params
|
||||
|
||||
# Authority configuration
|
||||
var is_local = (pid == multiplayer.get_unique_id())
|
||||
if is_local:
|
||||
_player = player
|
||||
player.set_physics_process(true)
|
||||
player.set_process(true)
|
||||
sm.set_physics_process(true)
|
||||
else:
|
||||
add_child(cam)
|
||||
# Disable physics processing/input for remote players
|
||||
# but keep _process enabled so synced state updates the HumanoidModel
|
||||
player.set_physics_process(false)
|
||||
player.set_process(true)
|
||||
player.set_process_input(false)
|
||||
sm.set_physics_process(false)
|
||||
sm.set_process(false)
|
||||
sm.set_process_input(false)
|
||||
head_pivot.set_process_input(false)
|
||||
head_pivot.set_process(false)
|
||||
head_pivot.set_physics_process(false)
|
||||
var wman = camera.get_node_or_null("WeaponManager")
|
||||
if wman:
|
||||
wman.set_process_input(false)
|
||||
wman.set_process(false)
|
||||
wman.set_physics_process(false)
|
||||
wman.visible = false
|
||||
var cv = wman.get("canvas_layer")
|
||||
if cv:
|
||||
cv.visible = false
|
||||
|
||||
return player
|
||||
|
||||
|
||||
func _build_ui() -> void:
|
||||
# ── HUD ───────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _build_hud() -> void:
|
||||
var canvas := CanvasLayer.new()
|
||||
canvas.name = "UI"
|
||||
add_child(canvas)
|
||||
var speed := Label.new()
|
||||
speed.name = "SpeedLabel"
|
||||
speed.offset_left = 16
|
||||
speed.offset_top = 16
|
||||
speed.offset_right = 520
|
||||
speed.offset_bottom = 48
|
||||
speed.text = "Speed: 0.0 m/s | State: --- | Chain: +0%"
|
||||
canvas.add_child(speed)
|
||||
var help := Label.new()
|
||||
help.name = "HelpLabel"
|
||||
help.offset_left = 16
|
||||
help.offset_top = 52
|
||||
help.offset_right = 720
|
||||
help.offset_bottom = 108
|
||||
help.text = "WASD Move | Sprint=Shift | Slide=Ctrl+S | Double-Jump=Space twice | Dash=LShift | Wall-Jump=Jump at wall"
|
||||
canvas.add_child(help)
|
||||
|
||||
# ── Crosshair ─────────────────────────────────────────────────────────
|
||||
var crosshair := Control.new()
|
||||
crosshair.name = "Crosshair"
|
||||
crosshair.set_anchors_preset(Control.PRESET_CENTER)
|
||||
crosshair.custom_minimum_size = Vector2(20, 20)
|
||||
canvas.add_child(crosshair)
|
||||
|
||||
var ch_dot := ColorRect.new()
|
||||
ch_dot.name = "Dot"
|
||||
ch_dot.color = Color(1, 1, 1, 0.8)
|
||||
ch_dot.size = Vector2(4, 4)
|
||||
ch_dot.position = Vector2(-2, -2)
|
||||
crosshair.add_child(ch_dot)
|
||||
|
||||
# Crosshair lines
|
||||
for data in [
|
||||
{"pos": Vector2(-10, -1), "size": Vector2(6, 2)}, # Left
|
||||
{"pos": Vector2(4, -1), "size": Vector2(6, 2)}, # Right
|
||||
{"pos": Vector2(-1, -10), "size": Vector2(2, 6)}, # Top
|
||||
{"pos": Vector2(-1, 4), "size": Vector2(2, 6)}, # Bottom
|
||||
]:
|
||||
var line := ColorRect.new()
|
||||
line.color = Color(1, 1, 1, 0.6)
|
||||
line.position = data["pos"]
|
||||
line.size = data["size"]
|
||||
crosshair.add_child(line)
|
||||
|
||||
# ── Info panel background ─────────────────────────────────────────────
|
||||
_fps_label = Label.new()
|
||||
_fps_label.name = "FPSLabel"
|
||||
_fps_label.text = "FPS: 0"
|
||||
_fps_label.add_theme_font_size_override("font_size", 24)
|
||||
_fps_label.add_theme_color_override("font_color", Color(0.9, 0.9, 0.2))
|
||||
_fps_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
|
||||
_fps_label.add_theme_constant_override("outline_size", 4)
|
||||
_fps_label.set_anchors_preset(Control.PRESET_TOP_LEFT)
|
||||
_fps_label.position = Vector2(12, 12)
|
||||
canvas.add_child(_fps_label)
|
||||
|
||||
_standalone_speed_label = Label.new()
|
||||
_standalone_speed_label.name = "StandaloneSpeedLabel"
|
||||
_standalone_speed_label.text = "Speed: 0.0 m/s"
|
||||
_standalone_speed_label.add_theme_font_size_override("font_size", 24)
|
||||
_standalone_speed_label.add_theme_color_override("font_color", Color(0.3, 1.0, 0.5))
|
||||
_standalone_speed_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
|
||||
_standalone_speed_label.add_theme_constant_override("outline_size", 4)
|
||||
_standalone_speed_label.set_anchors_preset(Control.PRESET_TOP_LEFT)
|
||||
_standalone_speed_label.position = Vector2(12, 45)
|
||||
canvas.add_child(_standalone_speed_label)
|
||||
|
||||
_debug_ui_panel = PanelContainer.new()
|
||||
_debug_ui_panel.name = "InfoPanel"
|
||||
_debug_ui_panel.offset_left = 12
|
||||
_debug_ui_panel.offset_top = 50
|
||||
_debug_ui_panel.offset_right = 400
|
||||
_debug_ui_panel.offset_bottom = 160
|
||||
var panel_style := StyleBoxFlat.new()
|
||||
panel_style.bg_color = Color(0, 0, 0, 0.55)
|
||||
panel_style.corner_radius_top_left = 8
|
||||
panel_style.corner_radius_top_right = 8
|
||||
panel_style.corner_radius_bottom_left = 8
|
||||
panel_style.corner_radius_bottom_right = 8
|
||||
panel_style.content_margin_left = 12
|
||||
panel_style.content_margin_top = 8
|
||||
panel_style.content_margin_right = 12
|
||||
panel_style.content_margin_bottom = 8
|
||||
_debug_ui_panel.add_theme_stylebox_override("panel", panel_style)
|
||||
canvas.add_child(_debug_ui_panel)
|
||||
|
||||
var vbox := VBoxContainer.new()
|
||||
vbox.name = "InfoVBox"
|
||||
_debug_ui_panel.add_child(vbox)
|
||||
|
||||
_speed_label = Label.new()
|
||||
_speed_label.name = "SpeedLabel"
|
||||
_speed_label.text = "Speed: 0.0 m/s"
|
||||
_speed_label.add_theme_font_size_override("font_size", 18)
|
||||
_speed_label.add_theme_color_override("font_color", Color(0.3, 1.0, 0.5))
|
||||
vbox.add_child(_speed_label)
|
||||
|
||||
_state_label = Label.new()
|
||||
_state_label.name = "StateLabel"
|
||||
_state_label.text = "State: ground"
|
||||
_state_label.add_theme_font_size_override("font_size", 16)
|
||||
_state_label.add_theme_color_override("font_color", Color(0.7, 0.85, 1.0))
|
||||
vbox.add_child(_state_label)
|
||||
|
||||
_chain_label = Label.new()
|
||||
_chain_label.name = "ChainLabel"
|
||||
_chain_label.text = "Chain: 0 (+0%)"
|
||||
_chain_label.add_theme_font_size_override("font_size", 16)
|
||||
_chain_label.add_theme_color_override("font_color", Color(1.0, 0.8, 0.3))
|
||||
vbox.add_child(_chain_label)
|
||||
|
||||
|
||||
# ── Weapon & Ammo Panel ───────────────────────────────────────────────
|
||||
var wp_panel := PanelContainer.new()
|
||||
wp_panel.name = "WeaponPanel"
|
||||
wp_panel.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
|
||||
wp_panel.offset_left = -250
|
||||
wp_panel.offset_top = -100
|
||||
wp_panel.offset_right = -20
|
||||
wp_panel.offset_bottom = -20
|
||||
var wp_style := StyleBoxFlat.new()
|
||||
wp_style.bg_color = Color(0, 0, 0, 0.6)
|
||||
wp_style.corner_radius_top_left = 8
|
||||
wp_style.corner_radius_top_right = 8
|
||||
wp_style.corner_radius_bottom_left = 8
|
||||
wp_style.corner_radius_bottom_right = 8
|
||||
wp_style.content_margin_left = 16
|
||||
wp_style.content_margin_top = 12
|
||||
wp_style.content_margin_right = 16
|
||||
wp_style.content_margin_bottom = 12
|
||||
wp_panel.add_theme_stylebox_override("panel", wp_style)
|
||||
wp_panel.grow_horizontal = Control.GROW_DIRECTION_BEGIN
|
||||
canvas.add_child(wp_panel)
|
||||
|
||||
_weapon_label = Label.new()
|
||||
_weapon_label.name = "WeaponLabel"
|
||||
_weapon_label.text = "Unarmed\n0 / 0"
|
||||
_weapon_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
|
||||
_weapon_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
|
||||
_weapon_label.add_theme_font_size_override("font_size", 24)
|
||||
wp_panel.add_child(_weapon_label)
|
||||
|
||||
# ── Utilities Panel ───────────────────────────────────────────────────────
|
||||
var util_panel := PanelContainer.new()
|
||||
util_panel.name = "UtilPanel"
|
||||
util_panel.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
|
||||
util_panel.offset_left = -200
|
||||
util_panel.offset_top = -180
|
||||
util_panel.offset_right = -20
|
||||
util_panel.offset_bottom = -110
|
||||
var util_style := StyleBoxFlat.new()
|
||||
util_style.bg_color = Color(0, 0, 0, 0.6)
|
||||
util_style.corner_radius_top_left = 8
|
||||
util_style.corner_radius_top_right = 8
|
||||
util_style.corner_radius_bottom_left = 8
|
||||
util_style.corner_radius_bottom_right = 8
|
||||
util_style.content_margin_left = 12
|
||||
util_style.content_margin_top = 8
|
||||
util_style.content_margin_right = 12
|
||||
util_style.content_margin_bottom = 8
|
||||
util_panel.add_theme_stylebox_override("panel", util_style)
|
||||
util_panel.grow_horizontal = Control.GROW_DIRECTION_BEGIN
|
||||
canvas.add_child(util_panel)
|
||||
|
||||
var util_hbox := HBoxContainer.new()
|
||||
util_hbox.name = "UtilHBox"
|
||||
util_hbox.add_theme_constant_override("separation", 20)
|
||||
util_hbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
util_panel.add_child(util_hbox)
|
||||
|
||||
var grapple_vbox := VBoxContainer.new()
|
||||
grapple_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
util_hbox.add_child(grapple_vbox)
|
||||
|
||||
_grapple_icon = TextureRect.new()
|
||||
_grapple_icon.texture = load("res://assets/ui/grapple_icon.jpg")
|
||||
_grapple_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
|
||||
_grapple_icon.custom_minimum_size = Vector2(32, 32)
|
||||
_grapple_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
|
||||
grapple_vbox.add_child(_grapple_icon)
|
||||
|
||||
_grapple_label = Label.new()
|
||||
_grapple_label.text = "Grapple"
|
||||
_grapple_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
_grapple_label.add_theme_font_size_override("font_size", 12)
|
||||
grapple_vbox.add_child(_grapple_label)
|
||||
|
||||
var dash_vbox := VBoxContainer.new()
|
||||
dash_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
util_hbox.add_child(dash_vbox)
|
||||
|
||||
_dash_icon = TextureRect.new()
|
||||
_dash_icon.texture = load("res://assets/ui/dash_icon.jpg")
|
||||
_dash_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
|
||||
_dash_icon.custom_minimum_size = Vector2(32, 32)
|
||||
_dash_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
|
||||
dash_vbox.add_child(_dash_icon)
|
||||
|
||||
_dash_label = Label.new()
|
||||
_dash_label.text = "Ready"
|
||||
_dash_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
_dash_label.add_theme_font_size_override("font_size", 12)
|
||||
dash_vbox.add_child(_dash_label)
|
||||
|
||||
|
||||
# ── Utility: Key Name ─────────────────────────────────────────────────────────
|
||||
|
||||
func _get_key_name(action: String) -> String:
|
||||
if not InputMap.has_action(action):
|
||||
return "?"
|
||||
var events = InputMap.action_get_events(action)
|
||||
for e in events:
|
||||
if e is InputEventKey:
|
||||
var code = e.physical_keycode if e.physical_keycode != 0 else e.keycode
|
||||
return OS.get_keycode_string(code)
|
||||
elif e is InputEventMouseButton:
|
||||
if e.button_index == MOUSE_BUTTON_LEFT: return "LClick"
|
||||
elif e.button_index == MOUSE_BUTTON_RIGHT: return "RClick"
|
||||
elif e.button_index == MOUSE_BUTTON_MIDDLE: return "MClick"
|
||||
return "?"
|
||||
|
||||
# ── HUD Update ────────────────────────────────────────────────────────────────
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if not _player or not is_instance_valid(_player):
|
||||
return
|
||||
|
||||
if _debug_ui_panel:
|
||||
_debug_ui_panel.visible = SettingsManager.show_debug_ui
|
||||
|
||||
if _fps_label:
|
||||
_fps_label.visible = SettingsManager.show_fps
|
||||
if _fps_label.visible:
|
||||
_fps_label.text = "FPS: %d" % Engine.get_frames_per_second()
|
||||
|
||||
var vel: Vector3 = _player.velocity
|
||||
var hspeed := Vector2(vel.x, vel.z).length()
|
||||
var total_speed := vel.length()
|
||||
|
||||
if _speed_label:
|
||||
_speed_label.text = "Speed: %.1f m/s (total: %.1f)" % [hspeed, total_speed]
|
||||
|
||||
if _standalone_speed_label:
|
||||
if SettingsManager.show_movement_speed and not SettingsManager.show_debug_ui:
|
||||
_standalone_speed_label.visible = true
|
||||
_standalone_speed_label.text = "Speed: %.1f m/s" % hspeed
|
||||
if _fps_label and _fps_label.visible:
|
||||
_standalone_speed_label.position = Vector2(12, 45)
|
||||
else:
|
||||
_standalone_speed_label.position = Vector2(12, 12)
|
||||
else:
|
||||
_standalone_speed_label.visible = false
|
||||
|
||||
if _state_label:
|
||||
var sm = _player.get_node_or_null("MovementStateMachine")
|
||||
if sm:
|
||||
_state_label.text = "State: %s" % sm.current_state
|
||||
|
||||
if _chain_label:
|
||||
var sm = _player.get_node_or_null("MovementStateMachine")
|
||||
if sm:
|
||||
_chain_label.text = "Chain: %d (+%d%%)" % [sm.chain_count, int(sm.current_chain_bonus * 100)]
|
||||
|
||||
# Update utility indicators
|
||||
if sm.current_state == "grapple" or sm.is_grapple_shooting:
|
||||
_grapple_icon.modulate = Color(0.2, 1.0, 0.4)
|
||||
_grapple_label.text = "Grappling"
|
||||
else:
|
||||
_grapple_icon.modulate = Color(1.0, 1.0, 1.0)
|
||||
_grapple_label.text = "Ready"
|
||||
|
||||
var dash_rem = sm.get_dash_cooldown_remaining()
|
||||
if dash_rem > 0.0:
|
||||
_dash_icon.modulate = Color(1.0, 0.3, 0.3)
|
||||
_dash_label.text = "%.1f" % dash_rem
|
||||
else:
|
||||
_dash_icon.modulate = Color(1.0, 1.0, 1.0)
|
||||
_dash_label.text = "Ready"
|
||||
|
||||
if _weapon_label:
|
||||
var wman = _player.get_node_or_null("HeadPivot/Camera3D/WeaponManager")
|
||||
if wman and wman.weapons.has(wman.active_slot):
|
||||
var active_weapon = wman.weapons[wman.active_slot]
|
||||
var w_name = "Weapon"
|
||||
var cur_ammo = 0
|
||||
var max_ammo = 0
|
||||
|
||||
if "weapon_name" in active_weapon:
|
||||
w_name = active_weapon.weapon_name
|
||||
elif active_weapon is DoubleBarrelShotgun:
|
||||
w_name = "Double Barrel Shotgun"
|
||||
|
||||
if "current_ammo" in active_weapon:
|
||||
cur_ammo = active_weapon.current_ammo
|
||||
max_ammo = active_weapon.max_ammo
|
||||
elif "shells" in active_weapon:
|
||||
cur_ammo = active_weapon.shells
|
||||
max_ammo = 2
|
||||
|
||||
if "reloading" in active_weapon and active_weapon.reloading:
|
||||
_weapon_label.text = "%s\nReloading..." % w_name
|
||||
else:
|
||||
_weapon_label.text = "%s\n%d / %d" % [w_name, cur_ammo, max_ammo]
|
||||
else:
|
||||
_weapon_label.text = "Unarmed\n0 / 0"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
extends Node3D
|
||||
## Runtime level builder - attaches to LevelRuntime node.
|
||||
class_name LevelRuntime
|
||||
|
||||
var _speed_label: Label
|
||||
var _state_label: Label
|
||||
@@ -141,27 +141,13 @@ func _spawn_player(pid: int) -> CharacterBody3D:
|
||||
if mover_script:
|
||||
player.set_script(mover_script)
|
||||
|
||||
# Visual Model for Player
|
||||
var is_local = (pid == multiplayer.get_unique_id())
|
||||
if is_local:
|
||||
# Local player: use skinned Miku model with animations
|
||||
var skinned = load("res://characters/skinned_player_model.gd").new()
|
||||
skinned.name = "SkinnedModel"
|
||||
skinned.model_path = "res://assets/characters/skins/miku_proper_anim.glb"
|
||||
skinned.scale_factor = 1.25
|
||||
skinned.position_y_offset = -0.2
|
||||
skinned.position = Vector3(0, 0.0, 0)
|
||||
skinned.first_person_mode = true
|
||||
player.add_child(skinned)
|
||||
print("LevelRuntime: added SkinnedModel for local player")
|
||||
else:
|
||||
# Remote players: use procedural humanoid
|
||||
var humanoid = load("res://characters/humanoid_model.gd").new()
|
||||
humanoid.name = "HumanoidModel"
|
||||
humanoid.color = Color(0.2, 0.4, 0.8)
|
||||
humanoid.shadows_only = false
|
||||
humanoid.position = Vector3(0, -0.9, 0)
|
||||
player.add_child(humanoid)
|
||||
# Humanoid Model for Player (Shadows only locally, visible to others)
|
||||
var humanoid = load("res://characters/humanoid_model.gd").new()
|
||||
humanoid.name = "HumanoidModel"
|
||||
humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player
|
||||
humanoid.shadows_only = (pid == multiplayer.get_unique_id())
|
||||
humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet
|
||||
player.add_child(humanoid)
|
||||
|
||||
# Movement State Machine
|
||||
var sm := Node.new()
|
||||
@@ -223,6 +209,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
|
||||
head_pivot.params = player.params
|
||||
|
||||
# Authority configuration
|
||||
var is_local = (pid == multiplayer.get_unique_id())
|
||||
if is_local:
|
||||
_player = player
|
||||
player.set_physics_process(true)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
[gd_scene format=3]
|
||||
[gd_scene format=3 uid="uid://pp1g1inidixa"]
|
||||
|
||||
[ext_resource type="Script" path="res://debug/test_level_builder.gd" id="1"]
|
||||
[ext_resource type="Script" uid="uid://c7ltcn37gfd71" path="res://debug/test_level_builder.gd" id="1_2venv"]
|
||||
|
||||
[node name="TestLevel" type="Node3D"]
|
||||
script = ExtResource("1")
|
||||
[node name="TestLevel" type="Node3D" unique_id=130984349]
|
||||
script = ExtResource("1_2venv")
|
||||
|
||||
Reference in New Issue
Block a user