fix: make TestLevel load on 4.6.3; build geometry from GDScript

- test_level.tscn: minimal Node3D root (zero SubResource references)
- debug/test_level_builder.gd: runtime floor/walls/lighting/camera/UI
  shapes/meshes created from BoxShape3D/BoxMesh — no .tscn subresources
- project.godot: revert features to 4.6 (installed build is 4.6.3)
This commit is contained in:
2026-06-02 23:49:33 -04:00
parent f2bcbb6ac2
commit 5a45f3e9bb
3 changed files with 93 additions and 80 deletions
+91
View File
@@ -0,0 +1,91 @@
extends Node3D
class_name TestLevelBuilder
## Builds the test level ONLY from code — no .tscn SubResource references.
## Attach to a Node3D and call build() from _ready().
func build() -> void:
_build_floor()
_build_walls()
_build_lighting()
_build_camera()
_build_ui()
func _box_static(pos: Vector3, size: Vector3, color: Color) -> StaticBody3D:
var body := StaticBody3D.new()
body.position = pos
body.name = "Static_" + str(pos)
add_child(body)
var shape := CollisionShape3D.new()
shape.shape = BoxShape3D.new()
shape.shape.size = size
body.add_child(shape)
var mesh := MeshInstance3D.new()
mesh.mesh = BoxMesh.new()
mesh.mesh.size = size
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mesh.mesh.surface_set_material(0, mat)
body.add_child(mesh)
return body
func _build_floor() -> void:
_box_static(Vector3(0, -1.1, 0), Vector3(30, 0.4, 30), Color(0.35, 0.25, 0.15))
func _build_walls() -> void:
# Thin, tall walls for wallrun / walljump testing
_box_static(Vector3(0, 3, -15), Vector3(30, 6, 0.4), Color(0.55, 0.45, 0.35))
_box_static(Vector3(15, 3, 0), Vector3(0.4, 6, 30), Color(0.55, 0.45, 0.35))
_box_static(Vector3(-15, 3, 0), Vector3(0.4, 6, 30), Color(0.55, 0.45, 0.35))
func _build_lighting() -> void:
var sun := DirectionalLight3D.new()
sun.name = "Sun"
sun.position = Vector3(0, 10, 0)
sun.rotation_degrees = Vector3(50, 0, 0)
sun.light_color = Color(1, 0.95, 0.85)
sun.light_energy = 1.1
sun.shadow_enabled = true
add_child(sun)
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
add_child(cam)
# Spawn marker
var spawn := Node3D.new()
spawn.name = "PlayerSpawn"
spawn.position = Vector3(0, 1.5, 8)
add_child(spawn)
func _build_ui() -> 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)