feat: implement player movement controller and state machine with dash, slide, and wall-run mechanics
This commit is contained in:
+366
-50
@@ -1,24 +1,38 @@
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extends Node3D
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class_name TestLevelBuilder
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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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## 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 _player: CharacterBody3D
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func _ready() -> void:
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build()
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func build() -> void:
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_build_input_map()
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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_lighting()
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_build_player()
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_build_ui()
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_build_hud()
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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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@@ -30,11 +44,20 @@ 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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# ── Input Map ─────────────────────────────────────────────────────────────────
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func _build_input_map() -> void:
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var bindings := {
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"jump": [KEY_SPACE],
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@@ -56,56 +79,212 @@ func _build_input_map() -> void:
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if not InputMap.has_action(action):
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InputMap.add_action(action)
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InputMap.action_erase_events(action)
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var events: Array[InputEvent] = []
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for code in bindings[action]:
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if code in [KEY_SPACE, KEY_SHIFT, KEY_CTRL, KEY_R, KEY_F, KEY_E, KEY_W, KEY_S, KEY_A, KEY_D]:
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var ev := InputEventKey.new()
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ev.keycode = code
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events.append(ev)
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InputMap.action_add_event(action, ev)
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else:
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var ev := InputEventMouseButton.new()
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ev.button_index = code
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events.append(ev)
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for ev in events:
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InputMap.action_add_event(action, ev)
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InputMap.action_add_event(action, ev)
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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 = 2 # 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, 0.0, 0), Vector3(30, 1.0, 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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# Grid lines on floor for spatial reference
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for i in range(-40, 41, 5):
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_box_static(Vector3(float(i), 0.01, 0), Vector3(0.05, 0.02, 80), Color(0.35, 0.35, 0.4), "GridX_%d" % i)
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_box_static(Vector3(0, 0.01, float(i)), Vector3(80, 0.02, 0.05), Color(0.35, 0.35, 0.4), "GridZ_%d" % i)
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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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# ── 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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# ── Player ────────────────────────────────────────────────────────────────────
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func _build_player() -> void:
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var player := CharacterBody3D.new()
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player.name = "Player"
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player.position = Vector3(0, 1.4, 8)
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player.position = Vector3(0, 1.0, 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)
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# Collision shape
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var col_shape := CollisionShape3D.new()
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col_shape.name = "CollisionShape3D"
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var capsule := CapsuleShape3D.new()
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capsule.radius = 0.4
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capsule.height = 1.8
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col_shape.shape = capsule
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player.add_child(col_shape)
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# Apply movement controller script
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var mover_script = preload("res://movement/player_movement_controller.gd")
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if mover_script:
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player.set_script(mover_script)
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# Movement State Machine
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var sm := Node.new()
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sm.name = "MovementStateMachine"
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player.add_child(sm)
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@@ -114,6 +293,7 @@ func _build_player() -> void:
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if sm_script:
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sm.set_script(sm_script)
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# Add all movement states
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var state_scripts := {
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"ground": "res://movement/states/state_ground.gd",
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"air": "res://movement/states/state_air.gd",
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@@ -130,39 +310,175 @@ func _build_player() -> void:
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if st_script:
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st.set_script(st_script)
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# FPS Camera Rig (HeadPivot → Camera3D)
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var head_pivot := Node3D.new()
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head_pivot.name = "HeadPivot"
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head_pivot.position = Vector3(0, 0.7, 0) # Eye height
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player.add_child(head_pivot)
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var camera := Camera3D.new()
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camera.name = "Camera3D"
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camera.position = Vector3(0, 1.7, -3)
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player.add_child(camera)
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camera.current = true
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camera.fov = 90.0
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head_pivot.add_child(camera)
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# set_script() does not call any callbacks; bootstrap them manually after children are in place
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if player.has_method("_ready"):
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player._ready()
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var rig_script = preload("res://characters/player/fps_camera_rig.gd")
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if rig_script:
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head_pivot.set_script(rig_script)
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# Store original capsule height
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sm.original_capsule_height = capsule.height
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# ── Bootstrap: set_script() doesn't trigger _ready() ─────────────────
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# Set references BEFORE calling _ready() since sm._ready() will switch_to("ground")
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# which needs machine.player to already be set.
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sm.player = player
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sm.params = player.params
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head_pivot.params = player.params
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# Initialize in dependency order: machine (enters initial state) → player → camera
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if sm.has_method("_ready"):
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sm._ready()
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if player.has_method("_ensure_process"):
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player._ensure_process()
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if sm.has_method("set_physics_process"):
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sm.set_physics_process(true)
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if player.has_method("_ready"):
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player._ready()
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if head_pivot.has_method("_ready"):
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head_pivot._ready()
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# Ensure processing is enabled
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player.set_physics_process(true)
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player.set_process(true)
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sm.set_physics_process(true)
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_player = player
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func _build_ui() -> void:
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# ── HUD ───────────────────────────────────────────────────────────────────────
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func _build_hud() -> void:
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var canvas := CanvasLayer.new()
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canvas.name = "UI"
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add_child(canvas)
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var speed := Label.new()
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speed.name = "SpeedLabel"
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speed.offset_left = 16
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speed.offset_top = 16
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speed.offset_right = 520
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speed.offset_bottom = 48
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speed.text = "Speed: 0.0 m/s | State: --- | Chain: +0%"
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canvas.add_child(speed)
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# ── Crosshair ─────────────────────────────────────────────────────────
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var crosshair := Control.new()
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crosshair.name = "Crosshair"
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crosshair.set_anchors_preset(Control.PRESET_CENTER)
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crosshair.custom_minimum_size = Vector2(20, 20)
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canvas.add_child(crosshair)
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var ch_dot := ColorRect.new()
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ch_dot.name = "Dot"
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ch_dot.color = Color(1, 1, 1, 0.8)
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ch_dot.size = Vector2(4, 4)
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ch_dot.position = Vector2(-2, -2)
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crosshair.add_child(ch_dot)
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# Crosshair lines
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for data in [
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{"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 ─────────────────────────────────────────────
|
||||
var panel := PanelContainer.new()
|
||||
panel.name = "InfoPanel"
|
||||
panel.offset_left = 12
|
||||
panel.offset_top = 12
|
||||
panel.offset_right = 400
|
||||
panel.offset_bottom = 120
|
||||
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
|
||||
panel.add_theme_stylebox_override("panel", panel_style)
|
||||
canvas.add_child(panel)
|
||||
|
||||
var vbox := VBoxContainer.new()
|
||||
vbox.name = "InfoVBox"
|
||||
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)
|
||||
|
||||
# ── Help text ─────────────────────────────────────────────────────────
|
||||
var help_panel := PanelContainer.new()
|
||||
help_panel.name = "HelpPanel"
|
||||
help_panel.set_anchors_preset(Control.PRESET_BOTTOM_LEFT)
|
||||
help_panel.offset_left = 12
|
||||
help_panel.offset_top = -90
|
||||
help_panel.offset_right = 620
|
||||
help_panel.offset_bottom = -12
|
||||
var help_style := StyleBoxFlat.new()
|
||||
help_style.bg_color = Color(0, 0, 0, 0.4)
|
||||
help_style.corner_radius_top_left = 6
|
||||
help_style.corner_radius_top_right = 6
|
||||
help_style.corner_radius_bottom_left = 6
|
||||
help_style.corner_radius_bottom_right = 6
|
||||
help_style.content_margin_left = 10
|
||||
help_style.content_margin_top = 6
|
||||
help_style.content_margin_right = 10
|
||||
help_style.content_margin_bottom = 6
|
||||
help_panel.add_theme_stylebox_override("panel", help_style)
|
||||
canvas.add_child(help_panel)
|
||||
|
||||
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)
|
||||
help.text = "WASD Move | Shift Sprint | Space Jump | Double-tap Space Double Jump\nCtrl+Sprint Slide | LShift Dash (air) | Wall Run: run alongside walls | ESC toggle mouse"
|
||||
help.add_theme_font_size_override("font_size", 13)
|
||||
help.add_theme_color_override("font_color", Color(0.8, 0.8, 0.8, 0.7))
|
||||
help_panel.add_child(help)
|
||||
|
||||
|
||||
# ── HUD Update ────────────────────────────────────────────────────────────────
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if not _player or not is_instance_valid(_player):
|
||||
return
|
||||
|
||||
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 _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)]
|
||||
|
||||
Reference in New Issue
Block a user