feat: Akiba Crossing city — 100 blocks with unique landmarks + detail pass

Scaled the single block to a full 10x10 city grid (48m cells, 16m streets,
640m across) with a hand-authored layout so the fabric stays varied:

Block types:
- S standard retail (70%): paired parametric buildings facing the N-S
  streets, seeded heights/colors per block; ~half get a mid-block alley
  with fire-escape climbs so no two blocks play identically
- T landmark towers: 8-10 floors on a walkable retail podium, mega corner
  sign, double-sided rooftop crown billboard (skyline wayfinding)
- J shrine courtyards: walled court, torii, slide-roof hall, lanterns,
  trees — the green quiet break in the fabric
- M market streets: dense stall rows + lantern strings between low
  buildings (close-quarters cover mazes)
- P plaza cluster at the city centre with planter cover and a giant
  4-face screen tower at the exact middle (the Crossing)
- C construction sites: open slab frame to wallrun, access ramp, container
  stacks, and a 28m crane whose jib is the city's tallest grapple anchor

City systems:
- Brick rail viaduct runs the full east-west width on per-block piers with
  vending arcades under alternating arches + slide ramps at the centre
- Central avenues x=0/z=0 get matched streetlights and zebra crossings at
  every block line; brick wall rings the district; city-haze fog for depth
- Detail pass per building: window bands every floor, water tanks/antenna
  masts seeded on roofs, denser sign stacking

Perf/physics: decoration (signs, windows, leaves, lamp heads) is
render-only MeshInstances; only gameplay surfaces are static bodies, all
acoustics-tagged. Spawns distributed across block types facing centre.

Verified: full-city aerial (all 100 blocks, aligned grid), avenue-level
capture (clean canyon, viaduct vista); movement 11/11, smoke 0 failures,
acoustics ALL PASSED.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-18 14:45:48 -04:00
co-authored by Claude Fable 5
parent a7fa7f207c
commit b0af2ea9ee
2 changed files with 368 additions and 213 deletions
+5 -1
View File
@@ -43,7 +43,11 @@ func _process(_delta: float) -> bool:
if cam: if cam:
var aerial := Camera3D.new() var aerial := Camera3D.new()
current_scene.add_child(aerial) current_scene.add_child(aerial)
aerial.global_position = Vector3(0, 55, 42) if _scene.contains("neon_alley"):
aerial.far = 2000.0
aerial.global_position = Vector3(0, 400, 300)
else:
aerial.global_position = Vector3(0, 55, 42)
aerial.look_at(Vector3(0, 0, -5), Vector3.UP) aerial.look_at(Vector3(0, 0, -5), Vector3.UP)
aerial.current = true aerial.current = true
elif _frames == 340: elif _frames == 340:
+363 -212
View File
@@ -1,56 +1,65 @@
extends TestLevelBuilder extends TestLevelBuilder
## Akiba Crossing — an Akihabara-styled block, rebuilt parametrically. ## Akiba Crossing — a 10x10-block Akihabara-styled city (100 blocks).
## ##
## Real-district structure this mimics (Chuo-dori + Denki-gai + JR viaduct): ## The map is a street grid: 48m buildable cells on a 64m pitch with 16m
## - A wide N-S avenue flanked by continuous mid-rise retail rows ## streets. A hand-authored layout assigns each cell a block type so the
## - Buildings quantized to 4m floors, packed edge-to-edge with designed ## city stays varied ("S" retail is the fabric; landmarks break it up):
## alley cuts (the narrow perpendicular Denki-gai streets) ## S standard retail T landmark tower J shrine courtyard
## - An elevated rail viaduct crossing the whole block on brick piers, ## M market street P plaza (2x2 centre = the Crossing) C construction
## with an arcade of vending machines beneath the arches ## A brick rail viaduct runs east-west across the whole city, and a brick
## - Stacked floor-by-floor sign bands, vertical corner sign columns and ## wall rings the district.
## rooftop billboards — every sign is derived from its building's
## footprint, so nothing floats or clips
## ##
## Movement: viaduct deck = high lane (slide ramps at both avenue flanks), ## Everything is parametric: buildings derive parapets, storefronts,
## canopy lane above each sidewalk, roof-hop route across quantized roofs, ## canopies, per-floor sign bands, window bands, corner sign columns, roof
## fire escapes in the alleys, wallrun alley walls, grapple anchors on ## AC/water tanks/antennas from their footprint; per-block variation comes
## streetlight arms / sign columns / viaduct edge / billboards. ## from a seeded RNG so no two blocks repeat exactly.
## ##
## Acoustics: facades concrete, storefronts glass, canopies wood, viaduct ## Collision & acoustics: bodies/canopies/columns/furniture are static and
## brick, signs/AC/vending/lights/escapes metal. ## tagged (concrete/glass/wood/brick/metal); pure decoration (signs,
## windows, wires) is render-only to keep physics light.
const FLOOR_H := 4.0 # one story const BLOCK := 48.0
const AVE_HALF := 8.0 # avenue half-width (x in [-8, 8]) const STREET := 16.0
const WALK_W := 3.0 # sidewalk width const PITCH := BLOCK + STREET
const FRONT_E := AVE_HALF + WALK_W # east row front plane x = +11 const GRID := 10
const FRONT_W := -AVE_HALF - WALK_W # west row front plane x = -11 const CITY_HALF := GRID * PITCH * 0.5 # 320
const ROW_DEPTH := 14.0 # building depth away from the avenue const FLOOR_H := 4.0
const EDGE_Z := 38.0 # block half-length const RAIL_ROW := 2 # viaduct runs along the street south of row 2
const VIADUCT_Z0 := -26.0 # viaduct strip (z) const RAIL_TOP := 9.0
const VIADUCT_Z1 := -18.0
const VIADUCT_TOP := 8.0 # deck walking height (2 floors)
const ALLEY_Z0 := 8.0 # Denki-gai alley cut (z)
const ALLEY_Z1 := 12.0
# Palette — dusk cel. Facades muted so the signage carries the color. const LAYOUT: Array[String] = [
"SMSTSSMSTS",
"STSSJSSCSS",
"SSMSPSSTSM",
"MSTSSSTSSS",
"SSSTPPTSMS",
"SJSTPPTSSS",
"SSSSTPTSJS",
"TSMSSSSSTS",
"SSJSSTSSMS",
"SMSSTSMSST",
]
# Palette
const ASPHALT := Color(0.3, 0.3, 0.37) const ASPHALT := Color(0.3, 0.3, 0.37)
const PAVING := Color(0.46, 0.44, 0.5) const PAVING := Color(0.47, 0.45, 0.51)
const STRIPE := Color(0.85, 0.85, 0.88) const STRIPE := Color(0.72, 0.72, 0.75)
const FACADES: Array[Color] = [ const FACADES: Array[Color] = [
Color(0.74, 0.71, 0.66), # cream Color(0.74, 0.71, 0.66), Color(0.62, 0.63, 0.67), Color(0.68, 0.6, 0.5),
Color(0.62, 0.63, 0.67), # cool gray Color(0.55, 0.6, 0.66), Color(0.71, 0.66, 0.6), Color(0.6, 0.55, 0.58),
Color(0.68, 0.6, 0.5), # tan
Color(0.55, 0.6, 0.66), # blue-gray
Color(0.71, 0.66, 0.6), # warm gray
] ]
const SEGA_RED := Color(0.78, 0.16, 0.14) const SEGA_RED := Color(0.78, 0.16, 0.14)
const ELEC_BLUE := Color(0.2, 0.38, 0.62) const ELEC_BLUE := Color(0.2, 0.38, 0.62)
const GLASS := Color(0.62, 0.8, 0.84) const GLASS := Color(0.62, 0.8, 0.84)
const WINDOW := Color(0.16, 0.2, 0.28)
const CANOPY := Color(0.5, 0.34, 0.22) const CANOPY := Color(0.5, 0.34, 0.22)
const METAL := Color(0.44, 0.48, 0.54) const METAL := Color(0.44, 0.48, 0.54)
const BRICK := Color(0.5, 0.34, 0.3) const BRICK := Color(0.5, 0.34, 0.3)
const INK := Color(0.08, 0.07, 0.1) const WOOD := Color(0.52, 0.34, 0.2)
const VERMILION := Color(0.88, 0.26, 0.16)
const LEAF := Color(0.3, 0.55, 0.32)
const TRUNK := Color(0.4, 0.28, 0.18)
const SIGN_COLORS: Array[Color] = [ const SIGN_COLORS: Array[Color] = [
Color(1.0, 0.3, 0.5), Color(0.25, 0.9, 0.95), Color(1.0, 0.8, 0.2), Color(1.0, 0.3, 0.5), Color(0.25, 0.9, 0.95), Color(1.0, 0.8, 0.2),
@@ -58,9 +67,11 @@ const SIGN_COLORS: Array[Color] = [
] ]
var _spawn_points: Array[Vector3] = [] var _spawn_points: Array[Vector3] = []
var _rng := RandomNumberGenerator.new()
## Full cel treatment (flat toon color + prop-scale ink outlines). # ── Cel-styled statics + render-only decoration ──────────────────────────────
func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "", func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "",
acoustic: String = "") -> StaticBody3D: acoustic: String = "") -> StaticBody3D:
var body := super._box_static(pos, size, color, node_name, acoustic) var body := super._box_static(pos, size, color, node_name, acoustic)
@@ -72,232 +83,372 @@ func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String =
return body return body
func _deco_box(pos: Vector3, size: Vector3, color: Color, emissive: bool = false) -> void:
var mi := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = size
if emissive:
var m := StandardMaterial3D.new()
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
m.albedo_color = color
m.emission_enabled = true
m.emission = color
m.emission_energy_multiplier = 2.2
bm.material = m
else:
bm.material = LevelMaterials.flat(color)
mi.mesh = bm
mi.position = pos
add_child(mi)
# ── Environment ──────────────────────────────────────────────────────────────
func _build_environment() -> void: func _build_environment() -> void:
var env := LevelEnvironment.add_to(self, "sunset") var env := LevelEnvironment.add_to(self, "sunset")
env.environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR env.environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.environment.ambient_light_color = Color(0.58, 0.54, 0.66) env.environment.ambient_light_color = Color(0.58, 0.54, 0.66)
env.environment.ambient_light_energy = 3.0 env.environment.ambient_light_energy = 3.0
env.environment.fog_density = 0.0006 env.environment.fog_density = 0.0011 # city haze for depth over 600m
var sun := get_node_or_null("Sun") var sun := get_node_or_null("Sun")
if sun: if sun:
sun.light_energy = 3.0 sun.light_energy = 3.0
sun.rotation_degrees = Vector3(-38, 55, 0) sun.rotation_degrees = Vector3(-38, 55, 0)
sun.directional_shadow_max_distance = 220.0
func _build_geometry() -> void: func _build_geometry() -> void:
_build_environment() _build_environment()
_build_lighting() _build_lighting()
_build_ground() # Ground: one asphalt slab for the whole district
_build_row(1) # east row (front plane x=+11, faces -X) _box_static(Vector3(0, -0.5, 0), Vector3(CITY_HALF * 2.0 + 16.0, 1.0, CITY_HALF * 2.0 + 16.0), ASPHALT, "Ground")
_build_row(-1) # west row # Perimeter wall
_build_viaduct() for i in 4:
_build_streetlights() var horiz := i < 2
_build_crosswalks() var s := 1.0 if i % 2 == 0 else -1.0
_spawn_points.append_array([ var p := (CITY_HALF + 6.0) * s
Vector3(0, 1.5, 34), Vector3(-9.5, 1.5, 20), Vector3(9.5, 1.5, -6), _box_static(Vector3(0.0 if horiz else p, 8.0, p if horiz else 0.0),
Vector3(0, VIADUCT_TOP + 1.5, -22), Vector3(-9.5, 1.5, -32), Vector3(9.5, 1.5, 30), Vector3(CITY_HALF * 2.0 + 14.0 if horiz else 1.0, 16.0, 1.0 if horiz else CITY_HALF * 2.0 + 14.0),
]) BRICK.darkened(0.1), "CityWall_%d" % i, "brick")
for bz in GRID:
for bx in GRID:
_build_block(bx, bz)
_build_rail_line()
_build_avenues()
if _spawn_points.is_empty():
_spawn_points.append(Vector3(0, 2, 0))
func _spawn_player(pid: int) -> CharacterBody3D: func _spawn_player(pid: int) -> CharacterBody3D:
var player := super._spawn_player(pid) var player := super._spawn_player(pid)
var s: Vector3 = _spawn_points[randi() % _spawn_points.size()] if not _spawn_points.is_empty() else Vector3(0, 2, 30) var s: Vector3 = _spawn_points[randi() % _spawn_points.size()]
player.position = s + Vector3(randf_range(-1.0, 1.0), 0, randf_range(-1.0, 1.0)) player.position = s + Vector3(randf_range(-1.0, 1.0), 0, randf_range(-1.0, 1.0))
player.rotation.y = atan2(player.position.x, player.position.z) player.rotation.y = atan2(player.position.x, player.position.z)
return player return player
# ── Ground ─────────────────────────────────────────────────────────────────── # ── Grid plumbing ────────────────────────────────────────────────────────────
func _build_ground() -> void: func _cell_center(bx: int, bz: int) -> Vector3:
_box_static(Vector3(0, -0.5, 0), Vector3(2.0 * (absf(FRONT_E) + ROW_DEPTH) + 4.0, 1.0, 2.0 * EDGE_Z + 4.0), return Vector3((float(bx) - float(GRID - 1) * 0.5) * PITCH, 0.0, (float(bz) - float(GRID - 1) * 0.5) * PITCH)
ASPHALT, "Ground")
# Raised sidewalks flanking the avenue, full length
_box_static(Vector3(-AVE_HALF - WALK_W * 0.5, 0.08, 0), Vector3(WALK_W, 0.16, EDGE_Z * 2.0), PAVING, "Sidewalk_W")
_box_static(Vector3(AVE_HALF + WALK_W * 0.5, 0.08, 0), Vector3(WALK_W, 0.16, EDGE_Z * 2.0), PAVING, "Sidewalk_E")
# ── Building rows (the aligned heart of the map) ───────────────────────────── func _build_block(bx: int, bz: int) -> void:
var c := _cell_center(bx, bz)
## side: +1 = east row, -1 = west row. Buildings are defined ONLY by their _rng.seed = hash(Vector2i(bx, bz)) + 77
## z-interval and floor count; every facade element derives from those. var t := LAYOUT[bz][bx]
func _build_row(side: int) -> void: # Sidewalk apron under the whole cell
# z0, z1, floors, facade color index (-1 = landmark red / -2 = blue) _box_static(c + Vector3(0, 0.08, 0), Vector3(BLOCK + 4.0, 0.16, BLOCK + 4.0), PAVING, "Walk_%d_%d" % [bx, bz])
var plots: Array = [ match t:
[-EDGE_Z, VIADUCT_Z0, 5 if side == 1 else 4, -1 if side == 1 else 3], # north of viaduct "S": _standard_block(c, bx, bz)
[VIADUCT_Z1, -6.0, 3 if side == 1 else 2, 0 if side == 1 else -2], # mid segment "T": _tower_block(c, bx, bz)
[-6.0, ALLEY_Z0, 2 if side == 1 else 3, 1 if side == 1 else 4], # short building (roof-hop) "J": _shrine_block(c, bx, bz)
[ALLEY_Z1, 24.0, 4 if side == 1 else 5, 2 if side == 1 else 0], # south of alley "M": _market_block(c, bx, bz)
[24.0, EDGE_Z, 3 if side == 1 else 3, 4 if side == 1 else 2], # south corner "P": _plaza_block(c, bx, bz)
] "C": _construction_block(c, bx, bz)
for i in plots.size():
var p: Array = plots[i]
var color: Color
match int(p[3]):
-1: color = SEGA_RED
-2: color = ELEC_BLUE
_: color = FACADES[int(p[3])]
_building(side, float(p[0]), float(p[1]), int(p[2]), color, "%s%d" % ["E" if side == 1 else "W", i])
# Fire escapes climb the alley faces (both rows, north side of the alley)
_fire_escape(side, ALLEY_Z0, int(plots[2][2]))
## One retail building: body, parapet, glass storefront, canopy, stacked # ── Buildings (shared parametric unit) ───────────────────────────────────────
## floor sign bands, a vertical corner sign column, aligned roof AC units,
## and a rooftop billboard on 4+ floor buildings. ## front_x: world x of the facade plane. dir: +1 body extends +x, -1 extends -x.
func _building(side: int, z0: float, z1: float, floors: int, facade: Color, id: String) -> void: func _building(front_x: float, dir: int, z0: float, z1: float, depth: float,
floors: int, facade: Color, id: String) -> void:
var w := z1 - z0 var w := z1 - z0
var zc := (z0 + z1) * 0.5 var zc := (z0 + z1) * 0.5
var h := float(floors) * FLOOR_H var h := float(floors) * FLOOR_H
var front := float(side) * FRONT_E var cx := front_x + float(dir) * depth * 0.5
var cx := front + float(side) * ROW_DEPTH * 0.5 var n := "B" + id
var n := "Bldg_" + id
_box_static(Vector3(cx, h * 0.5, zc), Vector3(ROW_DEPTH, h, w), facade, n, "concrete") _box_static(Vector3(cx, h * 0.5, zc), Vector3(depth, h, w), facade, n, "concrete")
# Parapet lips on the roof rim (walkable cover on the roof lane) # Parapet ring
var pt := 0.5 var pt := 0.5
_box_static(Vector3(front + float(side) * 0.2, h + pt * 0.5, zc), Vector3(0.4, pt, w), facade.darkened(0.15), n + "_ParapetF") _box_static(Vector3(front_x + float(dir) * 0.2, h + pt * 0.5, zc), Vector3(0.4, pt, w), facade.darkened(0.15), n + "pf")
_box_static(Vector3(front + float(side) * (ROW_DEPTH - 0.2), h + pt * 0.5, zc), Vector3(0.4, pt, w), facade.darkened(0.15), n + "_ParapetB") _box_static(Vector3(front_x + float(dir) * (depth - 0.2), h + pt * 0.5, zc), Vector3(0.4, pt, w), facade.darkened(0.15), n + "pb")
for e in 2: for e in 2:
var ze := z0 + 0.2 if e == 0 else z1 - 0.2 _box_static(Vector3(cx, h + pt * 0.5, (z0 + 0.2) if e == 0 else (z1 - 0.2)), Vector3(depth, pt, 0.4), facade.darkened(0.15), n + "ps%d" % e)
_box_static(Vector3(cx, h + pt * 0.5, ze), Vector3(ROW_DEPTH, pt, 0.4), facade.darkened(0.15), n + "_ParapetS%d" % e)
# Ground floor: inset glass storefront + wooden canopy over the sidewalk # Ground floor: glass storefront + canopy
var face := front - float(side) * 0.12 _box_static(Vector3(front_x - float(dir) * 0.12, 2.0, zc), Vector3(0.25, 3.0, w - 1.6), GLASS, n + "g", "glass")
_box_static(Vector3(face, 2.0, zc), Vector3(0.25, 3.0, w - 1.6), GLASS, n + "_Storefront", "glass") _box_static(Vector3(front_x - float(dir) * 1.1, 3.7, zc), Vector3(2.2, 0.2, w - 1.0), CANOPY, n + "c", "wood")
_box_static(Vector3(front - float(side) * 1.1, 3.7, zc), Vector3(2.2, 0.2, w - 1.0), CANOPY, n + "_Canopy", "wood")
# Stacked sign bands at every floor line above the ground floor # Upper floors: sign band + window band per floor (render-only)
for f in range(1, floors): for f in range(1, floors):
var y := float(f) * FLOOR_H + 0.9 var y := float(f) * FLOOR_H
_neon_box(Vector3(front - float(side) * 0.1, y, zc), Vector3(0.16, 1.3, w - 2.6), _deco_box(Vector3(front_x - float(dir) * 0.1, y + 0.9, zc), Vector3(0.16, 1.3, w - 2.6),
SIGN_COLORS[(f + id.hash()) % SIGN_COLORS.size()]) SIGN_COLORS[(f + id.hash()) % SIGN_COLORS.size()], true)
_deco_box(Vector3(front_x - float(dir) * 0.08, y + 2.6, zc), Vector3(0.12, 1.4, w - 2.0), WINDOW)
# Vertical corner sign column (solid, grapple-able) with glowing segments # Corner sign column with glowing segments
if floors >= 3: if floors >= 3:
var zs := z0 + 1.3 var zs := z0 + 1.3
var col_h := h - FLOOR_H var col_h := h - FLOOR_H
_box_static(Vector3(front - float(side) * 0.45, FLOOR_H + col_h * 0.5 - 1.0, zs), _box_static(Vector3(front_x - float(dir) * 0.45, FLOOR_H + col_h * 0.5 - 1.0, zs),
Vector3(0.7, col_h, 1.4), METAL, n + "_SignCol", "metal") Vector3(0.7, col_h, 1.4), METAL, n + "sc", "metal")
var segs := floors - 1 for s2 in floors - 1:
for s2 in segs: var sy := FLOOR_H - 1.0 + 0.6 + (col_h - 1.2) * (float(s2) + 0.5) / float(floors - 1)
var sy := FLOOR_H + 0.6 + (col_h - 1.2) * (float(s2) + 0.5) / float(segs) - 1.0 _deco_box(Vector3(front_x - float(dir) * 0.85, sy, zs), Vector3(0.12, 2.2, 1.2),
_neon_box(Vector3(front - float(side) * 0.85, sy, zs), Vector3(0.12, 2.2, 1.2), SIGN_COLORS[(s2 + 1 + id.hash()) % SIGN_COLORS.size()], true)
SIGN_COLORS[(s2 + 1 + id.hash()) % SIGN_COLORS.size()])
# Roof AC units, evenly spaced along the roof midline # Roof furniture: AC units always; water tank or antenna by seed
var count := int(w / 6.0) var count := maxi(1, int(w / 8.0))
for a in count: for a in count:
var za := z0 + w * (float(a) + 0.5) / float(count) var za := z0 + w * (float(a) + 0.5) / float(count)
_box_static(Vector3(cx, h + 0.8, za), Vector3(1.7, 1.6, 1.7), METAL, n + "_AC%d" % a, "metal") _box_static(Vector3(cx + float(dir) * 1.5, h + 0.8, za), Vector3(1.7, 1.6, 1.7), METAL, n + "ac%d" % a, "metal")
match _rng.randi() % 3:
0: # water tank on legs
_box_static(Vector3(cx - float(dir) * 2.5, h + 1.9, zc), Vector3(2.4, 2.4, 2.4), METAL.lightened(0.15), n + "wt", "metal")
1: # antenna mast (grapple pole)
_box_static(Vector3(cx - float(dir) * 2.5, h + 2.6, zc), Vector3(0.3, 5.2, 0.3), METAL, n + "an", "metal")
_:
pass
# Rooftop billboard on tall buildings, facing the avenue # Rooftop billboard on tall buildings
if floors >= 4: if floors >= 4:
var bb_h := 3.2 var bw := minf(w - 4.0, 10.0)
var bz := zc _box_static(Vector3(front_x + float(dir) * 2.0, h + 2.1, zc), Vector3(0.5, 3.2, bw), METAL, n + "bf", "metal")
_box_static(Vector3(front + float(side) * 2.0, h + bb_h * 0.5 + pt, bz), _deco_box(Vector3(front_x + float(dir) * 1.7, h + 2.1, zc), Vector3(0.12, 2.6, bw - 0.6),
Vector3(0.5, bb_h, minf(w - 4.0, 10.0)), METAL, n + "_BillboardFrame", "metal") SIGN_COLORS[id.hash() % SIGN_COLORS.size()], true)
_neon_box(Vector3(front + float(side) * 1.7, h + bb_h * 0.5 + pt, bz),
Vector3(0.12, bb_h - 0.6, minf(w - 4.6, 9.4)),
SIGN_COLORS[id.hash() % SIGN_COLORS.size()])
## Metal fire-escape platforms climbing an alley-side face, one per floor. # ── Block types ──────────────────────────────────────────────────────────────
func _fire_escape(side: int, alley_z: float, floors: int) -> void:
var front := float(side) * FRONT_E ## Retail fabric: two building pairs back-to-back facing the E/W streets,
for f in range(1, floors + 1): ## seeded heights/colors; ~half the blocks get a mid-block alley with fire
var y := float(f) * FLOOR_H - 0.4 ## escapes (wallrun + climb route).
var xo := front + float(side) * (1.5 + float(f - 1) * 2.6) func _standard_block(c: Vector3, bx: int, bz: int) -> void:
_box_static(Vector3(xo, y, alley_z - 1.3), Vector3(2.4, 0.16, 2.4), METAL, var half := BLOCK * 0.5
"Escape_%s_%d" % ["E" if side == 1 else "W", f], "metal") var alley := _rng.randi() % 2 == 0
var gap := 4.0 if alley else 0.0
var depth := (BLOCK - gap) * 0.5
for side in 2:
var dirv := 1 if side == 0 else -1 # 0: faces west street, body +x
var front := c.x - float(dirv) * half
# Two buildings along z per face
var split := c.z + _rng.randf_range(-6.0, 6.0)
var f1 := 2 + _rng.randi() % 4
var f2 := 2 + _rng.randi() % 4
var col1 := FACADES[_rng.randi() % FACADES.size()]
var col2 := FACADES[_rng.randi() % FACADES.size()]
_building(front, dirv, c.z - half, split, depth, f1, col1, "%d_%d_%d0" % [bx, bz, side])
_building(front, dirv, split, c.z + half, depth, f2, col2, "%d_%d_%d1" % [bx, bz, side])
if alley:
# Fire escapes climbing into the mid-block alley
for f in range(1, 3):
var y := float(f) * FLOOR_H - 0.4
_box_static(c + Vector3(-2.0 + float(f) * 1.3, y, 4.0), Vector3(2.2, 0.16, 2.2), METAL,
"Esc_%d_%d_%d" % [bx, bz, f], "metal")
if _rng.randi() % 3 == 0:
_spawn_points.append(c + Vector3(0, 1.5, 0))
# ── Rail viaduct (brick, crosses the whole block) ──────────────────────────── ## Landmark: an 8-10 floor tower with a retail podium and mega-billboards.
func _tower_block(c: Vector3, bx: int, bz: int) -> void:
func _build_viaduct() -> void: var floors := 8 + _rng.randi() % 3
var depth := VIADUCT_Z1 - VIADUCT_Z0 var h := float(floors) * FLOOR_H
var zc := (VIADUCT_Z0 + VIADUCT_Z1) * 0.5 var col := SEGA_RED if _rng.randi() % 3 == 0 else (ELEC_BLUE if _rng.randi() % 2 == 0 else FACADES[_rng.randi() % FACADES.size()])
var full_w := 2.0 * (absf(FRONT_E) + ROW_DEPTH) var n := "Tower_%d_%d" % [bx, bz]
# Deck slab # Podium (1 floor, walkable roof ring)
_box_static(Vector3(0, VIADUCT_TOP - 0.5, zc), Vector3(full_w, 1.0, depth), BRICK, "Viaduct_Deck", "brick") _box_static(c + Vector3(0, FLOOR_H * 0.5, 0), Vector3(BLOCK - 4.0, FLOOR_H, BLOCK - 4.0), col.darkened(0.15), n + "_Podium", "concrete")
# Low side walls along both deck edges (slide-under cover up top) _box_static(c + Vector3(0, 2.0, -(BLOCK - 4.0) * 0.5 + 0.1), Vector3(BLOCK - 8.0, 3.0, 0.25), GLASS, n + "_Glass", "glass")
_box_static(Vector3(0, VIADUCT_TOP + 0.55, VIADUCT_Z0 + 0.3), Vector3(full_w, 1.1, 0.6), BRICK.darkened(0.1), "Viaduct_Wall_N", "brick") # Tower shaft
_box_static(Vector3(0, VIADUCT_TOP + 0.55, VIADUCT_Z1 - 0.3), Vector3(full_w, 1.1, 0.6), BRICK.darkened(0.1), "Viaduct_Wall_S", "brick") var tw := BLOCK - 20.0
# Brick piers every 10m (the under-track arcade), avenue kept clear _box_static(c + Vector3(0, FLOOR_H + (h - FLOOR_H) * 0.5, 0), Vector3(tw, h - FLOOR_H, tw), col, n, "concrete")
var xs := [-20.0, -14.0, 14.0, 20.0] # Window + sign bands on two faces
for i in xs.size(): for f in range(2, floors):
_box_static(Vector3(xs[i], (VIADUCT_TOP - 1.0) * 0.5, zc), Vector3(2.0, VIADUCT_TOP - 1.0, depth - 2.0), var y := float(f) * FLOOR_H
BRICK, "Viaduct_Pier%d" % i, "brick") _deco_box(c + Vector3(-tw * 0.5 - 0.1, y + 1.7, 0), Vector3(0.14, 2.0, tw - 3.0), WINDOW)
# Avenue-edge piers carry the deck across the road _deco_box(c + Vector3(tw * 0.5 + 0.1, y + 1.7, 0), Vector3(0.14, 2.0, tw - 3.0), WINDOW)
_box_static(Vector3(-AVE_HALF - 1.0, (VIADUCT_TOP - 1.0) * 0.5, zc), Vector3(2.0, VIADUCT_TOP - 1.0, depth - 2.0), BRICK, "Viaduct_PierW", "brick") # Mega vertical sign on the tower corner
_box_static(Vector3(AVE_HALF + 1.0, (VIADUCT_TOP - 1.0) * 0.5, zc), Vector3(2.0, VIADUCT_TOP - 1.0, depth - 2.0), BRICK, "Viaduct_PierE", "brick") _box_static(c + Vector3(-tw * 0.5 - 0.5, FLOOR_H + (h - FLOOR_H) * 0.45, -tw * 0.5 + 1.5),
Vector3(0.8, (h - FLOOR_H) * 0.8, 1.6), METAL, n + "_SignCol", "metal")
# Under-arch vending arcade (Akihabara's radio-parts stalls under the for s2 in floors - 2:
# tracks): aligned vending machines between the piers var sy := FLOOR_H * 2.0 + (h - FLOOR_H * 3.0) * float(s2) / float(maxi(floors - 3, 1))
var vend_colors := [Color(0.85, 0.3, 0.3), Color(0.3, 0.55, 0.85), Color(0.92, 0.92, 0.95), Color(0.3, 0.75, 0.5)] _deco_box(c + Vector3(-tw * 0.5 - 0.95, sy, -tw * 0.5 + 1.5), Vector3(0.14, 2.4, 1.4),
var vx := [-17.0, 17.0, -23.0, 23.0] SIGN_COLORS[s2 % SIGN_COLORS.size()], true)
for i in vx.size(): # Rooftop crown billboard both directions
_box_static(Vector3(vx[i], 1.0, VIADUCT_Z1 - 1.6), Vector3(1.1, 2.0, 0.9), _box_static(c + Vector3(0, h + 2.4, 0), Vector3(0.6, 4.0, tw - 4.0), METAL, n + "_Crown", "metal")
vend_colors[i % vend_colors.size()], "ArcadeVending_%d" % i, "metal") _deco_box(c + Vector3(0.45, h + 2.4, 0), Vector3(0.12, 3.4, tw - 4.6), SIGN_COLORS[(bx + bz) % SIGN_COLORS.size()], true)
_deco_box(c + Vector3(-0.45, h + 2.4, 0), Vector3(0.12, 3.4, tw - 4.6), SIGN_COLORS[(bx + bz + 2) % SIGN_COLORS.size()], true)
# Slide ramps up to the deck along both sidewalks (aligned to the walk) _spawn_points.append(c + Vector3(0, FLOOR_H + 1.5, (BLOCK - 4.0) * 0.4))
var ramp_len := 18.0
var ramp_ang := rad_to_deg(atan2(VIADUCT_TOP, ramp_len))
for side: float in [-1.0, 1.0]:
var rx: float = side * (AVE_HALF + WALK_W * 0.5)
var rz := VIADUCT_Z1 + ramp_len * 0.5
var r := _ramp_static(Vector3(rx, VIADUCT_TOP * 0.5, rz),
Vector3(WALK_W, 0.4, sqrt(ramp_len * ramp_len + VIADUCT_TOP * VIADUCT_TOP)),
Vector3(-ramp_ang, 0, 0), PAVING.darkened(0.1),
"ViaductRamp_%s" % ("E" if side > 0 else "W"), "concrete")
# Handrail (thin metal ink line along the ramp edge)
var rail := _ramp_static(Vector3(rx + side * (WALK_W * 0.5 - 0.06), VIADUCT_TOP * 0.5 + 0.55, rz),
Vector3(0.12, 1.0, sqrt(ramp_len * ramp_len + VIADUCT_TOP * VIADUCT_TOP) - 0.8),
Vector3(-ramp_ang, 0, 0), METAL, "ViaductRail_%s" % ("E" if side > 0 else "W"), "metal")
# ── Street furniture ───────────────────────────────────────────────────────── ## Shrine courtyard: torii, hall with sloped roof, lanterns, trees — the
## quiet green break in the city fabric.
func _shrine_block(c: Vector3, bx: int, bz: int) -> void:
var n := "Shrine_%d_%d" % [bx, bz]
# Courtyard paving + low wall ring
_box_static(c + Vector3(0, 0.12, 0), Vector3(BLOCK - 6.0, 0.1, BLOCK - 6.0), PAVING.lightened(0.1), n + "_Court")
for i in 4:
var horiz := i < 2
var s := 1.0 if i % 2 == 0 else -1.0
var off := (BLOCK - 6.0) * 0.5 * s
_box_static(c + Vector3(0.0 if horiz else off, 0.7, off if horiz else 0.0),
Vector3(BLOCK - 6.0 if horiz else 0.6, 1.4, 0.6 if horiz else BLOCK - 6.0),
Color(0.55, 0.55, 0.52), n + "_Wall%d" % i, "brick")
# Torii gate at the south entry
var tz := c.z + (BLOCK - 6.0) * 0.5
_box_static(c + Vector3(-4.0, 3.5, tz), Vector3(0.8, 7.0, 0.8), VERMILION, n + "_PillarW", "wood")
_box_static(c + Vector3(4.0, 3.5, tz), Vector3(0.8, 7.0, 0.8), VERMILION, n + "_PillarE", "wood")
_box_static(c + Vector3(0, 7.0, tz), Vector3(11.0, 0.7, 1.1), VERMILION, n + "_BeamTop", "wood")
_box_static(c + Vector3(0, 5.8, tz), Vector3(9.4, 0.5, 0.9), VERMILION.darkened(0.15), n + "_BeamLow", "wood")
# Hall with slide roof
_box_static(c + Vector3(0, 2.0, -10.0), Vector3(12.0, 4.0, 8.0), WOOD.darkened(0.2), n + "_Hall", "wood")
_ramp_static(c + Vector3(0, 4.9, -8.2), Vector3(13.0, 0.3, 5.6), Vector3(-24, 0, 0), VERMILION.darkened(0.35), n + "_Roof", "wood")
# Stone lanterns + trees (trunk static, canopy deco)
for i in 2:
var lx := -8.0 + 16.0 * float(i)
_box_static(c + Vector3(lx, 1.0, 8.0), Vector3(1.0, 2.0, 1.0), Color(0.55, 0.55, 0.52), n + "_Lant%d" % i, "brick")
_box_static(c + Vector3(lx, 1.6, -2.0), Vector3(0.7, 3.2, 0.7), TRUNK, n + "_Trunk%d" % i, "wood")
_deco_box(c + Vector3(lx, 4.6, -2.0), Vector3(4.2, 3.4, 4.2), LEAF)
_spawn_points.append(c + Vector3(0, 1.5, 12))
func _build_streetlights() -> void:
# Matched pairs of avenue lights every 16m, arms reaching over the road. ## Market street: two dense stall rows with lantern strings — low cover maze.
var z := -10.0 func _market_block(c: Vector3, bx: int, bz: int) -> void:
while z <= EDGE_Z - 4.0: var n := "Mkt_%d_%d" % [bx, bz]
# Back walls: modest 2-floor buildings on east/west faces
_building(c.x - BLOCK * 0.5, 1, c.z - BLOCK * 0.5, c.z + BLOCK * 0.5, 10.0, 2,
FACADES[_rng.randi() % FACADES.size()], "%d_%dmw" % [bx, bz])
_building(c.x + BLOCK * 0.5, -1, c.z - BLOCK * 0.5, c.z + BLOCK * 0.5, 10.0, 2,
FACADES[_rng.randi() % FACADES.size()], "%d_%dme" % [bx, bz])
# Stall rows down the middle
for r in 2:
var x := c.x + (-5.0 if r == 0 else 5.0)
for s in 4:
var z := c.z - 15.0 + float(s) * 10.0
_box_static(Vector3(x, 1.0, z), Vector3(3.2, 2.0, 2.2), WOOD, "%s_S%d_%d" % [n, r, s], "wood")
_box_static(Vector3(x, 2.35, z), Vector3(4.0, 0.16, 3.0),
SIGN_COLORS[(r + s) % SIGN_COLORS.size()].darkened(0.5), "%s_C%d_%d" % [n, r, s], "wood")
# Lantern string over each row
for l in 6:
_deco_box(Vector3(x, 3.6, c.z - 17.5 + float(l) * 7.0), Vector3(0.32, 0.45, 0.32), Color(1.0, 0.62, 0.25), true)
# Vending pair at the north entry
for v in 2:
_box_static(c + Vector3(-1.5 + 3.0 * float(v), 1.0, -BLOCK * 0.5 + 3.0), Vector3(1.1, 2.0, 0.9),
[Color(0.85, 0.3, 0.3), Color(0.3, 0.55, 0.85)][v], "%s_V%d" % [n, v], "metal")
_spawn_points.append(c + Vector3(0, 1.5, 0))
## Plaza: open ground; the exact centre cell hosts the giant screen tower.
func _plaza_block(c: Vector3, bx: int, bz: int) -> void:
var n := "Plaza_%d_%d" % [bx, bz]
# Planter cover ring
for i in 4:
var a := TAU * float(i) / 4.0 + PI / 4.0
var p := c + Vector3(cos(a), 0, sin(a)) * (BLOCK * 0.32)
_box_static(Vector3(p.x, 0.55, p.z), Vector3(4.0, 1.1, 4.0), Color(0.5, 0.48, 0.52), "%s_Pl%d" % [n, i], "brick")
_deco_box(Vector3(p.x, 1.5, p.z), Vector3(3.2, 1.0, 3.2), LEAF)
# The Crossing screen tower on the single centre-most plaza cell
if bx == 5 and bz == 4:
_box_static(c + Vector3(0, 9.0, 0), Vector3(6.0, 18.0, 6.0), METAL.darkened(0.2), n + "_ScreenTower", "metal")
for face in 4:
var a2 := TAU * float(face) / 4.0
var off := Vector3(cos(a2), 0, sin(a2)) * 3.2
var flat := absf(off.x) > absf(off.z)
_deco_box(c + off + Vector3(0, 11.0, 0),
Vector3(0.14 if flat else 4.6, 6.0, 4.6 if flat else 0.14),
SIGN_COLORS[face % SIGN_COLORS.size()], true)
_spawn_points.append(c + Vector3(BLOCK * 0.2, 1.5, -BLOCK * 0.2))
## Construction site: crane (grapple mast + jib), container stacks, ramps
## and scaffold platforms — the vertical playground block.
func _construction_block(c: Vector3, bx: int, bz: int) -> void:
var n := "Site_%d_%d" % [bx, bz]
# Unfinished frame: slab stack with open floors (wallrun edges)
for lvl in 3:
_box_static(c + Vector3(-8, float(lvl) * 6.0 + 5.7, -8), Vector3(24.0, 0.6, 24.0), Color(0.6, 0.58, 0.56), "%s_Slab%d" % [n, lvl], "concrete")
for px in 2:
for pz in 2:
_box_static(c + Vector3(-8.0 + (-10.0 + 20.0 * float(px)), 9.0, -8.0 + (-10.0 + 20.0 * float(pz))),
Vector3(1.0, 18.0, 1.0), Color(0.6, 0.58, 0.56), "%s_Col%d%d" % [n, px, pz], "concrete")
# Access ramp to first slab
_ramp_static(c + Vector3(6.0, 3.0, -8.0), Vector3(4.0, 0.4, 13.5), Vector3(0, 0, -26), METAL, n + "_Ramp", "metal")
# Crane: mast + jib over the street (THE grapple anchor)
_box_static(c + Vector3(14, 14.0, 14), Vector3(1.6, 28.0, 1.6), Color(0.9, 0.6, 0.15), n + "_CraneMast", "metal")
_box_static(c + Vector3(4, 27.5, 14), Vector3(22.0, 1.2, 1.2), Color(0.9, 0.6, 0.15), n + "_CraneJib", "metal")
_deco_box(c + Vector3(-6.0, 24.0, 14), Vector3(0.12, 6.5, 0.12), INK_COLOR)
# Container stacks (jump steps + cover)
var cc := [Color(0.75, 0.35, 0.25), Color(0.3, 0.55, 0.85), Color(0.35, 0.65, 0.4)]
for i in 3:
_box_static(c + Vector3(10, 1.3 + 2.6 * float(mini(i, 1)), -12.0 + float(i) * 3.2), Vector3(6.2, 2.6, 2.6),
cc[i], "%s_Cont%d" % [n, i], "metal")
_spawn_points.append(c + Vector3(14, 1.5, -14))
const INK_COLOR := Color(0.08, 0.07, 0.1)
# ── Rail viaduct across the whole city ───────────────────────────────────────
func _build_rail_line() -> void:
var z := (float(RAIL_ROW) - float(GRID - 1) * 0.5) * PITCH + PITCH * 0.5 # street south of RAIL_ROW
var full := CITY_HALF * 2.0 + 12.0
_box_static(Vector3(0, RAIL_TOP - 0.5, z), Vector3(full, 1.0, 7.0), BRICK, "Rail_Deck", "brick")
_box_static(Vector3(0, RAIL_TOP + 0.55, z - 3.2), Vector3(full, 1.1, 0.5), BRICK.darkened(0.1), "Rail_WallN", "brick")
_box_static(Vector3(0, RAIL_TOP + 0.55, z + 3.2), Vector3(full, 1.1, 0.5), BRICK.darkened(0.1), "Rail_WallS", "brick")
# Piers at every block line (streets cross beneath between them)
var i := 0
var x := -CITY_HALF + PITCH * 0.5
while x <= CITY_HALF:
_box_static(Vector3(x, (RAIL_TOP - 1.0) * 0.5, z), Vector3(2.2, RAIL_TOP - 1.0, 5.4), BRICK, "Rail_Pier%d" % i, "brick")
# vending pair under alternating arches
if i % 2 == 0:
_box_static(Vector3(x + 4.0, 1.0, z + 1.8), Vector3(1.1, 2.0, 0.9), Color(0.85, 0.3, 0.3), "Rail_V%da" % i, "metal")
_box_static(Vector3(x + 5.6, 1.0, z + 1.8), Vector3(1.1, 2.0, 0.9), Color(0.3, 0.55, 0.85), "Rail_V%db" % i, "metal")
i += 1
x += PITCH
# Slide ramps to the deck at the two main-avenue crossings
for sx in [-PITCH * 0.5 - 4.0, PITCH * 0.5 + 4.0]:
var ang := rad_to_deg(atan2(RAIL_TOP, 16.0))
_ramp_static(Vector3(sx, RAIL_TOP * 0.5, z + 3.5 + 8.0), Vector3(3.0, 0.4, sqrt(256.0 + RAIL_TOP * RAIL_TOP)),
Vector3(-ang, 0, 0), PAVING.darkened(0.1), "Rail_Ramp_%d" % int(sx), "concrete")
_spawn_points.append(Vector3(0, RAIL_TOP + 1.5, z))
# ── Main avenues: lights + crosswalks ────────────────────────────────────────
func _build_avenues() -> void:
# The two central avenues (x=0 and z=0) get matched streetlights and
# zebra crossings at every block line.
var zline := -CITY_HALF + PITCH * 0.5
while zline <= CITY_HALF:
for side: float in [-1.0, 1.0]: for side: float in [-1.0, 1.0]:
var x: float = side * (AVE_HALF + 0.6) var x := side * (STREET * 0.5 + 0.6)
_box_static(Vector3(x, 3.25, z), Vector3(0.28, 6.5, 0.28), METAL, "Lamp_%d_%s" % [int(z), "E" if side > 0 else "W"], "metal") _box_static(Vector3(x, 3.25, zline), Vector3(0.28, 6.5, 0.28), METAL, "LampA_%d_%d" % [int(zline), int(side)], "metal")
_box_static(Vector3(x - side * 1.5, 6.35, z), Vector3(3.0, 0.22, 0.22), METAL, "LampArm_%d_%s" % [int(z), "E" if side > 0 else "W"], "metal") _box_static(Vector3(x - side * 1.5, 6.35, zline), Vector3(3.0, 0.22, 0.22), METAL, "LampArmA_%d_%d" % [int(zline), int(side)], "metal")
_neon_box(Vector3(x - side * 2.8, 6.2, z), Vector3(0.9, 0.18, 0.4), Color(1.0, 0.95, 0.8)) _deco_box(Vector3(x - side * 2.8, 6.2, zline), Vector3(0.9, 0.18, 0.4), Color(1.0, 0.95, 0.8), true)
z += 16.0 # Crosswalk across the x=0 avenue at each block line
for s in 5:
var sxx := -6.0 + 3.0 * float(s)
func _build_crosswalks() -> void: _deco_box(Vector3(sxx, 0.03, zline + PITCH * 0.5 - 4.0), Vector3(0.9, 0.06, 3.2), STRIPE)
# Zebra stripes across the avenue at the alley mouth and the south block. zline += PITCH
for cz in [10.0, 28.0]: var xline := -CITY_HALF + PITCH * 0.5
var stripes := 7 while xline <= CITY_HALF:
for s in stripes: for side: float in [-1.0, 1.0]:
var x := -AVE_HALF + 1.0 + (2.0 * (AVE_HALF - 1.0)) * float(s) / float(stripes - 1) var z2 := side * (STREET * 0.5 + 0.6)
_box_static(Vector3(x, 0.03, cz), Vector3(0.9, 0.06, 3.6), STRIPE, "Zebra_%d_%d" % [int(cz), s]) _box_static(Vector3(xline, 3.25, z2), Vector3(0.28, 6.5, 0.28), METAL, "LampB_%d_%d" % [int(xline), int(side)], "metal")
xline += PITCH
# ── Neon (visual only) ───────────────────────────────────────────────────────
func _neon_mat(color: Color) -> StandardMaterial3D:
var m := StandardMaterial3D.new()
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
m.albedo_color = color
m.emission_enabled = true
m.emission = color
m.emission_energy_multiplier = 2.2
return m
func _neon_box(pos: Vector3, size: Vector3, color: Color) -> void:
var mi := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = size
bm.material = _neon_mat(color)
mi.mesh = bm
mi.position = pos
add_child(mi)