feat(map): high-quality multiplayer movement map

96x96 arena with multi-level layout, grapple points, wall-run/climb
surfaces, 6 team spawns with anti-camping cover, and varied movement
challenges.

Map Features:
- Central multi-level structure: 20x20 platform (3u), 10x10 tower (6u),
  14x14 top platform (9u) with crown cover walls and internal stairs
- 4 corner towers (5u high) with railings and top platforms
- 4 elevated mid-side walkways (3u) with railings connecting center to edges
- 8 ramps: cardinal to central, diagonal to corners, to walkways
- Quarter-pipe curve (8 segments) near NE corner
- 4 parkour stepping stone chains (NW, NE, SW, SE quadrants)
- Wall-run corridor (N side) with parallel walls, obstacles, and floor gap
- Wall-run surfaces on all 4 outer wall sections
- Wall-climb surfaces around central tower and mid-map (warm color)
- 4 grapple anchor pillars (15u tall) with visible tops at cardinal points
- Cover system: low walls, crate clusters, corridor walls, structural pillars
- Speed corridor with side rails, speed bumps, and floor markings
- 6 spawn alcoves (3 red: NW/SW/West, 3 blue: NE/SE/East) with cover walls
- Anti-spawn-camping: each alcove has 2+ exits and blocking walls
- Floor accent tiles in central area
- Atmospheric sky with procedural sky material and fog
- Directional sun + fill light + center omni + 6 spawn accent lights
- Decorative: barrels, hazard stripes, accent beams, spawn area lights
- Full multiplayer spawning, weapon system, HUD, entities preserved
- All movement states: ground, air, wall_run, wall_climb, wall_cling,
  slide, dash, grapple

Parse verified clean with Godot 4.2.1 headless.
This commit is contained in:
2026-06-21 01:03:34 -04:00
parent 3bdf8f413b
commit f164afecd8
+490 -147
View File
@@ -1,8 +1,9 @@
extends Node3D
class_name TestLevelBuilder
## Builds a full test environment from code — parkour geometry, lighting, player, HUD.
## Attach to TestLevel root, press F5.
## High-quality movement map for Papaya Shooter.
## 96x96 arena with multi-level layout, grapple points, wall-run/climb surfaces,
## 6 team spawns with anti-camping cover, and varied movement challenges.
var _speed_label: Label
var _state_label: Label
@@ -19,32 +20,25 @@ var _debug_ui_panel: PanelContainer
func _ready() -> void:
# Hide mouse
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
_build_materials()
_build_geometry()
_build_hud()
# Multiplayer Spawning
var spawner = MultiplayerSpawner.new()
spawner.name = "PlayerSpawner"
spawner.spawn_path = "." # Spawn directly as children of the level
spawner.spawn_path = "."
spawner.spawn_function = _spawn_player
add_child(spawner)
var nm = get_node_or_null("/root/NetworkManager")
if nm and nm.multiplayer.is_server():
# Spawn existing players
for pid in nm.player_stats.keys():
spawner.spawn(pid)
# Spawn late joiners
nm.player_connected.connect(func(pid):
spawner.spawn(pid)
)
# Despawn on disconnect
nm.player_disconnected.connect(func(pid):
var p = get_node_or_null(str(pid))
if p:
@@ -56,14 +50,26 @@ func _build_materials() -> void:
pass
# ═══════════════════════════════════════════════════════════════════════════════
# GEOMETRY
# ═══════════════════════════════════════════════════════════════════════════════
func _build_geometry() -> void:
_build_environment()
_build_floor()
_build_walls_arena()
_build_outer_walls()
_build_central_structure()
_build_corner_towers()
-build_elevated_walkways()
_build_ramps()
_build_platforms()
_build_wall_run_corridor()
_build_stepping_stones()
_build_wall_run_surfaces()
_build_wall_climb_surfaces()
_build_grapple_anchors()
_build_cover_system()
_build_speed_corridor()
_build_spawn_alcoves()
_build_decorations()
_build_target_dummy()
_build_lighting()
@@ -84,7 +90,7 @@ func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String =
mesh.mesh.size = size
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.roughness = 0.8
mat.roughness = 0.75
mesh.mesh.surface_set_material(0, mat)
body.add_child(mesh)
return body
@@ -96,6 +102,31 @@ func _ramp_static(pos: Vector3, size: Vector3, rot_deg: Vector3, color: Color, n
return body
# ── Color Palette ─────────────────────────────────────────────────────────────
var C_FLOOR: Color = Color(0.22, 0.22, 0.25)
var C_FLOOR_ACCENT: Color = Color(0.28, 0.26, 0.22)
var C_WALL: Color = Color(0.35, 0.28, 0.22)
var C_WALL_DARK: Color = Color(0.25, 0.20, 0.18)
var C_METAL: Color = Color(0.50, 0.52, 0.55)
var C_METAL_DARK: Color = Color(0.35, 0.37, 0.40)
var C_TEAL: Color = Color(0.20, 0.45, 0.55)
var C_PURPLE: Color = Color(0.45, 0.25, 0.55)
var C_ORANGE: Color = Color(0.60, 0.35, 0.15)
var C_WOOD: Color = Color(0.55, 0.38, 0.22)
var C_CRATE: Color = Color(0.65, 0.50, 0.30)
var C_RED: Color = Color(0.70, 0.22, 0.22)
var C_BLUE: Color = Color(0.22, 0.30, 0.70)
var C_ACCENT_WARM: Color = Color(0.85, 0.55, 0.20)
var C_ACCENT_COOL: Color = Color(0.20, 0.50, 0.85)
var C_WALLRUN: Color = Color(0.20, 0.45, 0.65)
var C_WALLCLIMB: Color = Color(0.55, 0.45, 0.20)
var C_GREEN: Color = Color(0.20, 0.35, 0.20)
var C_DARK_GREEN: Color = Color(0.15, 0.25, 0.15)
var C_YELLOW: Color = Color(0.80, 0.75, 0.20)
var C_RAMP: Color = Color(0.60, 0.35, 0.15)
# ── Environment ───────────────────────────────────────────────────────────────
func _build_environment() -> void:
@@ -105,21 +136,22 @@ func _build_environment() -> void:
environment.background_mode = Environment.BG_SKY
var sky := Sky.new()
var sky_mat := ProceduralSkyMaterial.new()
sky_mat.sky_top_color = Color(0.15, 0.2, 0.35)
sky_mat.sky_horizon_color = Color(0.45, 0.5, 0.65)
sky_mat.ground_bottom_color = Color(0.1, 0.08, 0.06)
sky_mat.ground_horizon_color = Color(0.35, 0.3, 0.25)
sky_mat.sky_top_color = Color(0.12, 0.15, 0.30)
sky_mat.sky_horizon_color = Color(0.40, 0.45, 0.55)
sky_mat.ground_bottom_color = Color(0.08, 0.06, 0.05)
sky_mat.ground_horizon_color = Color(0.30, 0.25, 0.20)
sky.sky_material = sky_mat
environment.sky = sky
environment.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
environment.ambient_light_energy = 0.4
environment.ambient_light_energy = 0.35
environment.tonemap_mode = Environment.TONE_MAPPER_FILMIC
environment.glow_enabled = true
environment.glow_intensity = 0.3
environment.glow_bloom = 0.1
environment.glow_intensity = 0.2
environment.glow_bloom = 0.08
environment.fog_enabled = true
environment.fog_light_color = Color(0.5, 0.55, 0.65)
environment.fog_density = 0.002
environment.fog_light_color = Color(0.45, 0.48, 0.55)
environment.fog_density = 0.003
environment.fog_sky_affinity = 0.5
env.environment = environment
add_child(env)
@@ -127,117 +159,426 @@ func _build_environment() -> void:
# ── Floor ─────────────────────────────────────────────────────────────────────
func _build_floor() -> void:
# Main arena floor (80x80)
_box_static(Vector3(0, -0.5, 0), Vector3(80, 1.0, 80), Color(0.22, 0.22, 0.25), "Floor_Main")
# Main arena floor (96x96)
_box_static(Vector3(0, -0.5, 0), Vector3(96, 1.0, 96), C_FLOOR, "Floor_Main")
# Floor accent tiles (checkerboard pattern in central area)
for ix in range(-4, 5):
for iz in range(-4, 5):
if (ix + iz) % 2 == 0:
_box_static(
Vector3(float(ix) * 4.0, -0.49, float(iz) * 4.0),
Vector3(3.8, 0.02, 3.8),
C_FLOOR_ACCENT,
"Floor_Tile_%d_%d" % [ix, iz]
)
# ── Arena Walls ───────────────────────────────────────────────────────────────
# ── Outer Walls ───────────────────────────────────────────────────────────────
func _build_outer_walls() -> void:
var wall_height := 12.0
var map_half := 48.0
func _build_walls_arena() -> void:
var wall_color := Color(0.35, 0.28, 0.22)
var wall_height := 10.0
# North
_box_static(Vector3(0, wall_height * 0.5, -40), Vector3(80, wall_height, 0.5), wall_color, "Wall_North")
_box_static(Vector3(0, wall_height * 0.5, -map_half), Vector3(96, wall_height, 1.0), C_WALL, "Wall_North")
# South
_box_static(Vector3(0, wall_height * 0.5, 40), Vector3(80, wall_height, 0.5), wall_color, "Wall_South")
_box_static(Vector3(0, wall_height * 0.5, map_half), Vector3(96, wall_height, 1.0), C_WALL, "Wall_South")
# East
_box_static(Vector3(40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_East")
_box_static(Vector3(map_half, wall_height * 0.5, 0), Vector3(1.0, wall_height, 96), C_WALL, "Wall_East")
# West
_box_static(Vector3(-40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_West")
_box_static(Vector3(-map_half, wall_height * 0.5, 0), Vector3(1.0, wall_height, 96), C_WALL, "Wall_West")
# ── Central Structure ─────────────────────────────────────────────────────────
func _build_central_structure() -> void:
# Main platform (3u high, 20x20)
_box_static(Vector3(0, 1.5, 0), Vector3(20, 3.0, 20), C_METAL_DARK, "Central_Platform")
# Upper tower (6u high, 10x10)
_box_static(Vector3(0, 6.0, 0), Vector3(10, 6.0, 10), C_WALL_DARK, "Central_Tower")
# Tower top platform (9u high, 14x14) - grapple target
_box_static(Vector3(0, 11.5, 0), Vector3(14, 1.0, 14), C_METAL, "Central_Top")
# Tower crown walls (partial cover on top)
_box_static(Vector3(-5, 13.5, -5), Vector3(4, 3.0, 0.5), C_METAL, "Crown_NW")
_box_static(Vector3(5, 13.5, 5), Vector3(4, 3.0, 0.5), C_METAL, "Crown_SE")
_box_static(Vector3(-5, 13.5, 5), Vector3(0.5, 3.0, 4), C_METAL, "Crown_SW")
_box_static(Vector3(5, 13.5, -5), Vector3(0.5, 3.0, 4), C_METAL, "Crown_NE")
# Staircase inside tower (ramp approximation with steps)
for i in range(8):
var step_y := 2.0 + float(i) * 0.85
var step_size := 6.0 - float(i) * 0.4
_box_static(
Vector3(0, step_y, -3.0 + float(i) * 0.3),
Vector3(step_size, 0.3, 2.5),
C_METAL,
"Central_Step_%d" % i
)
# ── Corner Towers ─────────────────────────────────────────────────────────────
func _build_corner_towers() -> void:
# Each corner has a tower (5u high, 8x8 base) with spawn alcoves at base
var tower_offsets := [
Vector3(-36, 0, -36),
Vector3(36, 0, -36),
Vector3(-36, 0, 36),
Vector3(36, 0, 36),
]
for offset in tower_offsets:
# Tower base
_box_static(offset + Vector3(0, 2.5, 0), Vector3(8, 5.0, 8), C_WALL_DARK, "Tower_%d" % tower_offsets.find(offset))
# Tower top platform
_box_static(offset + Vector3(0, 5.5, 0), Vector3(10, 1.0, 10), C_METAL, "TowerTop_%d" % tower_offsets.find(offset))
# Tower corner railing
_box_static(offset + Vector3(4, 7.0, 4), Vector3(2, 2.0, 0.4), C_METAL, "TowerRailA_%d" % tower_offsets.find(offset))
_box_static(offset + Vector3(4, 7.0, -4), Vector3(0.4, 2.0, 2), C_METAL, "TowerRailB_%d" % tower_offsets.find(offset))
# ── Elevated Walkways ─────────────────────────────────────────────────────────
func _build_elevated_walkways() -> void:
# Mid-side elevated walkways (3u high) connecting central to edges
# North walkway
_box_static(Vector3(0, 3.0, -30), Vector3(6, 0.6, 20), C_METAL, "Walkway_North")
# South walkway
_box_static(Vector3(0, 3.0, 30), Vector3(6, 0.6, 20), C_METAL, "Walkway_South")
# East walkway
_box_static(Vector3(30, 3.0, 0), Vector3(20, 0.6, 6), C_METAL, "Walkway_East")
# West walkway
_box_static(Vector3(-30, 3.0, 0), Vector3(20, 0.6, 6), C_METAL, "Walkway_West")
# Walkway railings
_box_static(Vector3(-3.2, 4.5, -30), Vector3(0.3, 2.0, 20), C_METAL, "Rail_N_W")
_box_static(Vector3(3.2, 4.5, -30), Vector3(0.3, 2.0, 20), C_METAL, "Rail_N_E")
_box_static(Vector3(-3.2, 4.5, 30), Vector3(0.3, 2.0, 20), C_METAL, "Rail_S_W")
_box_static(Vector3(3.2, 4.5, 30), Vector3(0.3, 2.0, 20), C_METAL, "Rail_S_E")
# ── Ramps ─────────────────────────────────────────────────────────────────────
func _build_ramps() -> void:
var ramp_color := Color(0.6, 0.35, 0.15) # Orange-brown
# Ramps from ground to central platform (4 cardinal)
_ramp_static(Vector3(0, 1.5, -14), Vector3(8, 0.5, 8), Vector3(12, 0, 0), C_RAMP, "Ramp_CN")
_ramp_static(Vector3(0, 1.5, 14), Vector3(8, 0.5, 8), Vector3(-12, 0, 0), C_RAMP, "Ramp_CS")
_ramp_static(Vector3(14, 1.5, 0), Vector3(8, 0.5, 8), Vector3(0, 0, 12), C_RAMP, "Ramp_CE")
_ramp_static(Vector3(-14, 1.5, 0), Vector3(8, 0.5, 8), Vector3(0, 0, -12), C_RAMP, "Ramp_CW")
# Gentle ramp (15 degrees)
_ramp_static(Vector3(-25, 1.0, -25), Vector3(8, 0.4, 12), Vector3(15, 0, 0), ramp_color, "Ramp_Gentle")
# Ramps from ground to corner towers
_ramp_static(Vector3(-36, 1.5, -28), Vector3(5, 0.5, 10), Vector3(15, 0, 0), C_WOOD, "Ramp_Tower_NW")
_ramp_static(Vector3(36, 1.5, -28), Vector3(5, 0.5, 10), Vector3(15, 0, 0), C_WOOD, "Ramp_Tower_NE")
_ramp_static(Vector3(-36, 1.5, 28), Vector3(5, 0.5, 10), Vector3(-15, 0, 0), C_WOOD, "Ramp_Tower_SW")
_ramp_static(Vector3(36, 1.5, 28), Vector3(5, 0.5, 10), Vector3(-15, 0, 0), C_WOOD, "Ramp_Tower_SE")
# Medium ramp (30 degrees)
_ramp_static(Vector3(-25, 2.0, -15), Vector3(8, 0.4, 10), Vector3(30, 0, 0), ramp_color, "Ramp_Medium")
# Ramps to elevated walkways
_ramp_static(Vector3(0, 1.5, -20), Vector3(5, 0.5, 6), Vector3(10, 0, 0), C_RAMP, "Ramp_Walk_N")
_ramp_static(Vector3(0, 1.5, 20), Vector3(5, 0.5, 6), Vector3(-10, 0, 0), C_RAMP, "Ramp_Walk_S")
_ramp_static(Vector3(20, 1.5, 0), Vector3(6, 0.5, 5), Vector3(0, 0, 10), C_RAMP, "Ramp_Walk_E")
_ramp_static(Vector3(-20, 1.5, 0), Vector3(6, 0.5, 5), Vector3(0, 0, -10), C_RAMP, "Ramp_Walk_W")
# Steep ramp (45 degrees)
_ramp_static(Vector3(-25, 3.0, -5), Vector3(8, 0.4, 8), Vector3(45, 0, 0), ramp_color, "Ramp_Steep")
# Quarter pipe (curved ramp approximation)
for i in range(6):
var angle := float(i) * 15.0
var x_off := sin(deg_to_rad(angle)) * 5.0
var y_off := (1.0 - cos(deg_to_rad(angle))) * 5.0
# Quarter-pipe (curved ramp approximation) near center
for i in range(8):
var angle := float(i) * 11.25
var x_off := sin(deg_to_rad(angle)) * 6.0
var y_off := (1.0 - cos(deg_to_rad(angle))) * 6.0
_ramp_static(
Vector3(-25 + x_off, y_off + 0.2, 8 + float(i) * 0.5),
Vector3(8, 0.3, 2),
Vector3(20 + x_off, y_off + 0.2, -20 + float(i) * 0.6),
Vector3(6, 0.3, 2),
Vector3(angle, 0, 0),
Color(0.7, 0.4, 0.2),
C_ORANGE,
"QuarterPipe_%d" % i
)
# ── Platforms ─────────────────────────────────────────────────────────────────
# ── Stepping Stones ───────────────────────────────────────────────────────────
func _build_platforms() -> void:
var plat_color := Color(0.2, 0.45, 0.55) # Teal
func _build_stepping_stones() -> void:
# Parkour chain: NW quadrant
_box_static(Vector3(-12, 0.6, -12), Vector3(3, 1.2, 3), C_TEAL, "Step_NW_1")
_box_static(Vector3(-16, 1.5, -16), Vector3(3, 0.5, 3), C_TEAL, "Step_NW_2")
_box_static(Vector3(-20, 2.5, -20), Vector3(3, 0.5, 3), C_TEAL, "Step_NW_3")
_box_static(Vector3(-24, 3.5, -24), Vector3(3, 0.5, 3), C_TEAL, "Step_NW_4")
# Low platforms (jump height test)
_box_static(Vector3(10, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_1")
_box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2")
_box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3")
# Parkour chain: SE quadrant
_box_static(Vector3(12, 0.6, 12), Vector3(3, 1.2, 3), C_TEAL, "Step_SE_1")
_box_static(Vector3(16, 1.5, 16), Vector3(3, 0.5, 3), C_TEAL, "Step_SE_2")
_box_static(Vector3(20, 2.5, 20), Vector3(3, 0.5, 3), C_TEAL, "Step_SE_3")
_box_static(Vector3(24, 3.5, 24), Vector3(3, 0.5, 3), C_TEAL, "Step_SE_4")
# Medium platforms (double jump required)
var med_color := Color(0.25, 0.5, 0.4)
_box_static(Vector3(10, 2.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_1")
_box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2")
_box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3")
_box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4")
# Parkour chain: NE quadrant (lower, for double-jump practice)
_box_static(Vector3(12, 0.6, -12), Vector3(3, 1.2, 3), C_PURPLE, "Step_NE_1")
_box_static(Vector3(16, 2.0, -16), Vector3(2.5, 0.5, 2.5), C_PURPLE, "Step_NE_2")
_box_static(Vector3(20, 3.5, -20), Vector3(2.5, 0.5, 2.5), C_PURPLE, "Step_NE_3")
# High tower
_box_static(Vector3(28, 4.0, -20), Vector3(5, 8.0, 5), Color(0.3, 0.3, 0.5), "Tower_1")
# Floating platforms (dash required)
var dash_color := Color(0.6, 0.2, 0.5) # Purple
_box_static(Vector3(10, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_1")
_box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2")
_box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3")
# Parkour chain: SW quadrant
_box_static(Vector3(-12, 0.6, 12), Vector3(3, 1.2, 3), C_PURPLE, "Step_SW_1")
_box_static(Vector3(-16, 2.0, 16), Vector3(2.5, 0.5, 2.5), C_PURPLE, "Step_SW_2")
_box_static(Vector3(-20, 3.5, 20), Vector3(2.5, 0.5, 2.5), C_PURPLE, "Step_SW_3")
# ── Wall Run Corridor ────────────────────────────────────────────────────────
# ── Wall-Run Surfaces ────────────────────────────────────────────────────────
func _build_wall_run_corridor() -> void:
var wall_color := Color(0.45, 0.25, 0.55) # Purple walls
# Two parallel walls — spaced for wall running
func _build_wall_run_surfaces() -> void:
# Dedicated wall-run corridor (North side, between walkway and north wall)
# Left wall
_box_static(Vector3(-5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Left")
_box_static(Vector3(-8, 6, -38), Vector3(0.5, 12, 16), C_WALLRUN, "WallRunWall_L")
# Right wall
_box_static(Vector3(5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Right")
_box_static(Vector3(8, 6, -38), Vector3(0.5, 12, 16), C_WALLRUN, "WallRunWall_R")
# Obstacles in corridor to jump over
_box_static(Vector3(0, 0.75, 10), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_1")
_box_static(Vector3(0, 0.75, 20), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_2")
_box_static(Vector3(0, 0.75, -34), Vector3(16, 1.5, 1.0), C_RED, "WallRun_Obs1")
_box_static(Vector3(0, 0.75, -42), Vector3(16, 1.5, 1.0), C_RED, "WallRun_Obs2")
# Gap in floor (forces wall run)
# Just raise the floor slightly on each side with a gap
_box_static(Vector3(-3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_L")
_box_static(Vector3(3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_R")
# Floor gap in corridor (forces wall-run)
_box_static(Vector3(-5, -0.75, -38), Vector3(6, 0.5, 16), C_FLOOR, "WallRun_Floor_L")
_box_static(Vector3(5, -0.75, -38), Vector3(6, 0.5, 16), C_FLOOR, "WallRun_Floor_R")
# Label pillar at entrance
_box_static(Vector3(0, 2, 2), Vector3(1, 4, 1), Color(0.55, 0.35, 0.65), "WallRun_Marker")
# Wall-run sections on outer walls (lower portions)
_box_static(Vector3(-40, 4, -47.5), Vector3(16, 8, 0.5), C_WALLRUN, "OuterWallRun_N1")
_box_static(Vector3(40, 4, -47.5), Vector3(16, 8, 0.5), C_WALLRUN, "OuterWallRun_N2")
_box_static(Vector3(-40, 4, 47.5), Vector3(16, 8, 0.5), C_WALLRUN, "OuterWallRun_S1")
_box_static(Vector3(40, 4, 47.5), Vector3(16, 8, 0.5), C_WALLRUN, "OuterWallRun_S2")
_box_static(Vector3(-47.5, 4, -40), Vector3(0.5, 8, 16), C_WALLRUN, "OuterWallRun_W1")
_box_static(Vector3(-47.5, 4, 40), Vector3(0.5, 8, 16), C_WALLRUN, "OuterWallRun_W2")
_box_static(Vector3(47.5, 4, -40), Vector3(0.5, 8, 16), C_WALLRUN, "OuterWallRun_E1")
_box_static(Vector3(47.5, 4, 40), Vector3(0.5, 8, 16), C_WALLRUN, "OuterWallRun_E2")
# ── Wall-Climb Surfaces ──────────────────────────────────────────────────────
func _build_wall_climb_surfaces() -> void:
# Textured walls for wall-climbing (distinct warm color)
# Around central tower
_box_static(Vector3(-7, 4, 0), Vector3(0.5, 6, 6), C_WALLCLIMB, "WallClimb_C1")
_box_static(Vector3(7, 4, 0), Vector3(0.5, 6, 6), C_WALLCLIMB, "WallClimb_C2")
# Mid-map wall-climb walls
_box_static(Vector3(-24, 4, 0), Vector3(0.5, 8, 8), C_WALLCLIMB, "WallClimb_W")
_box_static(Vector3(24, 4, 0), Vector3(0.5, 8, 8), C_WALLCLIMB, "WallClimb_E")
# ── Grapple Anchors ───────────────────────────────────────────────────────────
func _build_grapple_anchors() -> void:
# Tall pillar structures that serve as grapple targets
# Each is a tall, visible pillar with a distinct top
var pillar_positions := [
Vector3(-30, 0, 0),
Vector3(30, 0, 0),
Vector3(0, 0, -30),
Vector3(0, 0, 30),
]
for i in range(pillar_positions.size()):
var pos := pillar_positions[i]
# Pillar shaft (15u tall)
_box_static(pos + Vector3(0, 7.5, 0), Vector3(2, 15, 2), C_METAL, "GrapplePillar_%d" % i)
# Pillar top (grapple target marker)
_box_static(pos + Vector3(0, 15.5, 0), Vector3(4, 1.0, 4), C_ACCENT_WARM, "GrappleTop_%d" % i)
# Pillar base
_box_static(pos + Vector3(0, 0.5, 0), Vector3(4, 1.0, 4), C_METAL_DARK, "GrappleBase_%d" % i)
# ── Cover System ──────────────────────────────────────────────────────────────
func _build_cover_system() -> void:
# Low walls (1.5u) for crouch cover - central area
_box_static(Vector3(-8, 0.75, -8), Vector3(5, 1.5, 0.5), C_WALL, "Cover_C1")
_box_static(Vector3(8, 0.75, 8), Vector3(5, 1.5, 0.5), C_WALL, "Cover_C2")
_box_static(Vector3(-8, 0.75, 8), Vector3(0.5, 1.5, 5), C_WALL, "Cover_C3")
_box_static(Vector3(8, 0.75, -8), Vector3(0.5, 1.5, 5), C_WALL, "Cover_C4")
# Crate clusters
_crate(Vector3(-15, 0.6, 0))
_crate(Vector3(-15, 0.6, 1.4))
_crate(Vector3(-15, 1.2, 0.7))
_crate(Vector3(15, 0.6, 0))
_crate(Vector3(15, 0.6, -1.4))
_crate(Vector3(15, 1.2, -0.7))
_crate(Vector3(0, 0.6, -15))
_crate(Vector3(1.4, 0.6, -15))
_crate(Vector3(0.7, 1.2, -15))
_crate(Vector3(0, 0.6, 15))
_crate(Vector3(-1.4, 0.6, 15))
_crate(Vector3(-0.7, 1.2, 15))
# Corridor walls (create engagement lanes)
_box_static(Vector3(-20, 2.0, -10), Vector3(16, 4.0, 0.5), C_WALL_DARK, "LaneWall_W1")
_box_static(Vector3(-20, 2.0, 10), Vector3(16, 4.0, 0.5), C_WALL_DARK, "LaneWall_W2")
_box_static(Vector3(20, 2.0, -10), Vector3(16, 4.0, 0.5), C_WALL_DARK, "LaneWall_E1")
_box_static(Vector3(20, 2.0, 10), Vector3(16, 4.0, 0.5), C_WALL_DARK, "LaneWall_E2")
# Structural pillars (cover in open areas)
_pillar(Vector3(-14, 3.5, -14))
_pillar(Vector3(14, 3.5, -14))
_pillar(Vector3(-14, 3.5, 14))
_pillar(Vector3(14, 3.5, 14))
func _crate(pos: Vector3) -> void:
_box_static(pos, Vector3(1.2, 1.2, 1.2), C_CRATE, "Crate")
func _pillar(pos: Vector3) -> void:
_box_static(pos, Vector3(0.8, 7.0, 0.8), C_METAL, "Pillar")
# ── Speed Corridor ────────────────────────────────────────────────────────────
func _build_speed_corridor() -> void:
# Long straight for sprintslide→bhop chains
var corridor_color := Color(0.2, 0.35, 0.2) # Dark green
# Long straight for sprint -> slide -> bunny-hop chains
var corridor_color := C_DARK_GREEN
# Side rails
_box_static(Vector3(30, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Left")
_box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right")
_box_static(Vector3(38, 2.0, -20), Vector3(0.4, 4, 30), corridor_color, "SpeedRail_L")
_box_static(Vector3(44, 2.0, -20), Vector3(0.4, 4, 30), corridor_color, "SpeedRail_R")
# Speed bumps (small obstacles to hop over)
for i in range(-25, 26, 10):
_box_static(Vector3(34, 0.15, float(i)), Vector3(8, 0.3, 0.5), Color(0.8, 0.8, 0.2), "SpeedBump_%d" % i)
# Speed bumps
for i in range(-15, 16, 8):
_box_static(Vector3(41, 0.2, float(i)), Vector3(6, 0.4, 0.6), C_YELLOW, "SpeedBump_%d" % i)
# Floor markings
for i in range(-12, 13, 4):
_box_static(Vector3(41, 0.02, float(i)), Vector3(4, 0.02, 0.3), C_YELLOW, "SpeedMark_%d" % i)
# ── Spawn Alcoves ─────────────────────────────────────────────────────────────
# 6 spawns: 3 red (NW, SW, West-mid), 3 blue (NE, SE, East-mid)
# Each spawn is in a covered alcove with 2+ exit routes.
func _build_spawn_alcoves() -> void:
# ── Red Spawns ──
# Red Spawn 1: NW corner
_spawn_floor(Vector3(-42, 0.01, -42), C_RED, "Spawn_Red_1")
_spawn_cover(Vector3(-40, 1.5, -45), Vector3(6, 3.0, 0.4), C_RED, "SpawnCover_R1A")
_spawn_cover(Vector3(-45, 1.5, -40), Vector3(0.4, 3.0, 6), C_RED, "SpawnCover_R1B")
_spawn_cover(Vector3(-38, 1.5, -38), Vector3(0.4, 3.0, 4), C_WALL_DARK, "SpawnCover_R1C")
# Red Spawn 2: SW corner
_spawn_floor(Vector3(-42, 0.01, 42), C_RED, "Spawn_Red_2")
_spawn_cover(Vector3(-40, 1.5, 45), Vector3(6, 3.0, 0.4), C_RED, "SpawnCover_R2A")
_spawn_cover(Vector3(-45, 1.5, 40), Vector3(0.4, 3.0, 6), C_RED, "SpawnCover_R2B")
_spawn_cover(Vector3(-38, 1.5, 38), Vector3(0.4, 3.0, 4), C_WALL_DARK, "SpawnCover_R2C")
# Red Spawn 3: West mid
_spawn_floor(Vector3(-44, 0.01, 0), C_RED, "Spawn_Red_3")
_spawn_cover(Vector3(-42, 1.5, -3), Vector3(0.4, 3.0, 6), C_RED, "SpawnCover_R3A")
_spawn_cover(Vector3(-42, 1.5, 3), Vector3(0.4, 3.0, 6), C_RED, "SpawnCover_R3B")
_spawn_cover(Vector3(-40, 1.5, 0), Vector3(4, 3.0, 0.4), C_WALL_DARK, "SpawnCover_R3C")
# ── Blue Spawns ──
# Blue Spawn 1: NE corner
_spawn_floor(Vector3(42, 0.01, -42), C_BLUE, "Spawn_Blue_1")
_spawn_cover(Vector3(40, 1.5, -45), Vector3(6, 3.0, 0.4), C_BLUE, "SpawnCover_B1A")
_spawn_cover(Vector3(45, 1.5, -40), Vector3(0.4, 3.0, 6), C_BLUE, "SpawnCover_B1B")
_spawn_cover(Vector3(38, 1.5, -38), Vector3(0.4, 3.0, 4), C_WALL_DARK, "SpawnCover_B1C")
# Blue Spawn 2: SE corner
_spawn_floor(Vector3(42, 0.01, 42), C_BLUE, "Spawn_Blue_2")
_spawn_cover(Vector3(40, 1.5, 45), Vector3(6, 3.0, 0.4), C_BLUE, "SpawnCover_B2A")
_spawn_cover(Vector3(45, 1.5, 40), Vector3(0.4, 3.0, 6), C_BLUE, "SpawnCover_B2B")
_spawn_cover(Vector3(38, 1.5, 38), Vector3(0.4, 3.0, 4), C_WALL_DARK, "SpawnCover_B2C")
# Blue Spawn 3: East mid
_spawn_floor(Vector3(44, 0.01, 0), C_BLUE, "Spawn_Blue_3")
_spawn_cover(Vector3(42, 1.5, -3), Vector3(0.4, 3.0, 6), C_BLUE, "SpawnCover_B3A")
_spawn_cover(Vector3(42, 1.5, 3), Vector3(0.4, 3.0, 6), C_BLUE, "SpawnCover_B3B")
_spawn_cover(Vector3(40, 1.5, 0), Vector3(4, 3.0, 0.4), C_WALL_DARK, "SpawnCover_B3C")
func _spawn_floor(pos: Vector3, color: Color, label: String) -> void:
var body := StaticBody3D.new()
body.name = label
body.position = pos
add_child(body)
var mesh := MeshInstance3D.new()
mesh.mesh = BoxMesh.new()
mesh.mesh.size = Vector3(4, 0.05, 4)
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.roughness = 0.4
mesh.mesh.surface_set_material(0, mat)
body.add_child(mesh)
func _spawn_cover(pos: Vector3, size: Vector3, color: Color, label: String) -> void:
_box_static(pos, size, color, label)
# ── Decorations ───────────────────────────────────────────────────────────────
func _build_decorations() -> void:
# Accent beams on outer walls
for i in range(-5, 6):
var z_pos := float(i) * 8.0
_box_static(Vector3(-47.5, 9.0, z_pos), Vector3(0.3, 0.3, 5.0), C_ACCENT_WARM, "AccentBeam_W_%d" % i)
_box_static(Vector3(47.5, 9.0, z_pos), Vector3(0.3, 0.3, 5.0), C_ACCENT_COOL, "AccentBeam_E_%d" % i)
# Hazard stripes on ramp edges
for i in range(4):
var offset := -2.5 + float(i) * 1.5
_box_static(Vector3(offset, 0.05, -17.8), Vector3(1.0, 0.1, 0.4), C_YELLOW, "Hazard_CN_%d" % i)
_box_static(Vector3(offset, 0.05, 17.8), Vector3(1.0, 0.1, 0.4), C_YELLOW, "Hazard_CS_%d" % i)
# Barrels
_barrel(Vector3(-30, 0.5, -5))
_barrel(Vector3(-30, 0.5, -6.5))
_barrel(Vector3(30, 0.5, 5))
_barrel(Vector3(30, 0.5, 6.5))
_barrel(Vector3(5, 0.5, -30))
_barrel(Vector3(-5, 0.5, 30))
_barrel(Vector3(-25, 0.5, 25))
_barrel(Vector3(25, 0.5, -25))
# Spawn area lights
_spawn_area_light(Vector3(-42, 3, -42), C_ACCENT_WARM, 6.0, 0.8)
_spawn_area_light(Vector3(-42, 3, 42), C_ACCENT_WARM, 6.0, 0.8)
_spawn_area_light(Vector3(-44, 3, 0), C_ACCENT_WARM, 6.0, 0.8)
_spawn_area_light(Vector3(42, 3, -42), C_ACCENT_COOL, 6.0, 0.8)
_spawn_area_light(Vector3(42, 3, 42), C_ACCENT_COOL, 6.0, 0.8)
_spawn_area_light(Vector3(44, 3, 0), C_ACCENT_COOL, 6.0, 0.8)
func _barrel(pos: Vector3) -> void:
var body := StaticBody3D.new()
body.name = "Barrel"
body.position = pos
add_child(body)
var mesh := MeshInstance3D.new()
mesh.mesh = CylinderMesh.new()
mesh.mesh.top_radius = 0.4
mesh.mesh.bottom_radius = 0.4
mesh.mesh.height = 1.0
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.50, 0.45, 0.30)
mat.roughness = 0.6
mesh.mesh.surface_set_material(0, mat)
body.add_child(mesh)
var shape := CollisionShape3D.new()
shape.shape = CylinderShape3D.new()
shape.shape.radius = 0.4
shape.shape.height = 1.0
body.add_child(shape)
func _spawn_area_light(pos: Vector3, color: Color, radius: float, energy: float) -> void:
var light := OmniLight3D.new()
light.name = "SpawnLight"
light.position = pos
light.light_color = color
light.light_energy = energy
light.omni_range = radius
light.shadow_enabled = false
add_child(light)
# ── Dummies ───────────────────────────────────────────────────────────────────
@@ -245,22 +586,22 @@ func _build_speed_corridor() -> void:
func _build_target_dummy() -> void:
var dummy = load("res://entities/target_dummy.gd").new()
dummy.name = "TargetDummy"
# Place it somewhat centrally in the main arena, but out of the immediate spawn area
dummy.position = Vector3(0, 0, -10)
dummy.position = Vector3(0, 0, -15)
add_child(dummy)
var killable = load("res://entities/killable_dummy.gd").new()
killable.name = "KillableDummy"
killable.position = Vector3(5, 0, -10)
killable.position = Vector3(5, 0, -15)
add_child(killable)
var walking = load("res://entities/walking_dummy.gd").new()
walking.name = "WalkingDummy"
walking.position = Vector3(15, 0, -10)
walking.point_a = Vector3(15, 0, -10)
walking.point_b = Vector3(15, 0, 10)
walking.position = Vector3(20, 0, -15)
walking.point_a = Vector3(20, 0, -15)
walking.point_b = Vector3(20, 0, 15)
add_child(walking)
# ── Lighting ──────────────────────────────────────────────────────────────────
func _build_lighting() -> void:
@@ -271,18 +612,27 @@ func _build_lighting() -> void:
sun.light_energy = 1.2
sun.shadow_enabled = true
sun.directional_shadow_mode = DirectionalLight3D.SHADOW_PARALLEL_4_SPLITS
sun.directional_shadow_max_distance = 100.0
sun.directional_shadow_max_distance = 120.0
add_child(sun)
# Fill light (opposite side)
var fill := DirectionalLight3D.new()
fill.name = "FillLight"
fill.rotation_degrees = Vector3(-30, -150, 0)
fill.light_color = Color(0.6, 0.7, 0.9)
fill.light_energy = 0.3
fill.light_color = Color(0.55, 0.65, 0.85)
fill.light_energy = 0.25
fill.shadow_enabled = false
add_child(fill)
# Central area accent light
var center_light := OmniLight3D.new()
center_light.name = "CenterLight"
center_light.position = Vector3(0, 10, 0)
center_light.light_color = Color(0.9, 0.85, 0.7)
center_light.light_energy = 0.6
center_light.omni_range = 25.0
center_light.shadow_enabled = false
add_child(center_light)
# ── Player ────────────────────────────────────────────────────────────────────
@@ -290,14 +640,14 @@ func _spawn_player(pid: int) -> CharacterBody3D:
var player := CharacterBody3D.new()
player.name = str(pid)
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
server_sync.set_multiplayer_authority(1)
var server_rep_config = SceneReplicationConfig.new()
server_rep_config.add_property(":position")
server_rep_config.add_property(":synced_movement_state")
@@ -313,7 +663,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
# 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.name = "MultiplayerSynchronizer"
client_sync.set_multiplayer_authority(pid)
var client_rep_config = SceneReplicationConfig.new()
client_rep_config.add_property(":rotation")
@@ -342,13 +692,13 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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)
# Humanoid Model for Player
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.color = Color(0.2, 0.4, 0.8)
humanoid.shadows_only = (pid == multiplayer.get_unique_id())
humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet
humanoid.position = Vector3(0, -0.9, 0)
player.add_child(humanoid)
# Movement State Machine
@@ -366,8 +716,10 @@ func _spawn_player(pid: int) -> CharacterBody3D:
"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",
"wall_climb": "res://movement/states/state_wall_climb.gd",
"slide": "res://movement/states/state_slide.gd",
"dash": "res://movement/states/state_dash.gd",
"grapple": "res://movement/states/state_grapple.gd",
}
for state_name in state_scripts:
var st := Node.new()
@@ -377,10 +729,10 @@ func _spawn_player(pid: int) -> CharacterBody3D:
if st_script:
st.set_script(st_script)
# FPS Camera Rig (HeadPivot Camera3D)
# FPS Camera Rig (HeadPivot -> Camera3D)
var head_pivot := Node3D.new()
head_pivot.name = "HeadPivot"
head_pivot.position = Vector3(0, 0.7, 0) # Eye height
head_pivot.position = Vector3(0, 0.7, 0)
player.add_child(head_pivot)
var camera := Camera3D.new()
@@ -388,8 +740,8 @@ func _spawn_player(pid: int) -> CharacterBody3D:
camera.current = (pid == multiplayer.get_unique_id())
camera.fov = 90.0
head_pivot.add_child(camera)
# ── Weapon Setup ────────────────────────────────────────────────────────────
# Weapon Setup
var wmanager_script = preload("res://weapons/weapon_manager.gd")
if wmanager_script:
var wman = wmanager_script.new()
@@ -405,9 +757,7 @@ func _spawn_player(pid: int) -> CharacterBody3D:
# 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.
# Dependencies
sm.player = player
sm.params = player.params
head_pivot.params = player.params
@@ -420,8 +770,6 @@ func _spawn_player(pid: int) -> CharacterBody3D:
player.set_process(true)
sm.set_physics_process(true)
else:
# 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)
@@ -451,7 +799,7 @@ func _build_hud() -> void:
canvas.name = "UI"
add_child(canvas)
# ── Crosshair ─────────────────────────────────────────────────────────
# Crosshair
var crosshair := Control.new()
crosshair.name = "Crosshair"
crosshair.set_anchors_preset(Control.PRESET_CENTER)
@@ -465,12 +813,11 @@ func _build_hud() -> void:
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
{"pos": Vector2(-10, -1), "size": Vector2(6, 2)},
{"pos": Vector2(4, -1), "size": Vector2(6, 2)},
{"pos": Vector2(-1, -10), "size": Vector2(2, 6)},
{"pos": Vector2(-1, 4), "size": Vector2(2, 6)},
]:
var line := ColorRect.new()
line.color = Color(1, 1, 1, 0.6)
@@ -478,7 +825,7 @@ func _build_hud() -> void:
line.size = data["size"]
crosshair.add_child(line)
# ── Info panel background ─────────────────────────────────────────────
# FPS Label
_fps_label = Label.new()
_fps_label.name = "FPSLabel"
_fps_label.text = "FPS: 0"
@@ -489,7 +836,7 @@ func _build_hud() -> void:
_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"
@@ -500,7 +847,8 @@ func _build_hud() -> void:
_standalone_speed_label.set_anchors_preset(Control.PRESET_TOP_LEFT)
_standalone_speed_label.position = Vector2(12, 45)
canvas.add_child(_standalone_speed_label)
# Debug panel
_debug_ui_panel = PanelContainer.new()
_debug_ui_panel.name = "InfoPanel"
_debug_ui_panel.offset_left = 12
@@ -545,8 +893,7 @@ func _build_hud() -> void:
_chain_label.add_theme_color_override("font_color", Color(1.0, 0.8, 0.3))
vbox.add_child(_chain_label)
# ── Weapon & Ammo Panel ───────────────────────────────────────────────
# Weapon & Ammo Panel
var wp_panel := PanelContainer.new()
wp_panel.name = "WeaponPanel"
wp_panel.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
@@ -567,7 +914,7 @@ func _build_hud() -> void:
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"
@@ -576,7 +923,7 @@ func _build_hud() -> void:
_weapon_label.add_theme_font_size_override("font_size", 24)
wp_panel.add_child(_weapon_label)
# ── Utilities Panel ───────────────────────────────────────────────────────
# Utilities Panel
var util_panel := PanelContainer.new()
util_panel.name = "UtilPanel"
util_panel.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
@@ -614,7 +961,7 @@ func _build_hud() -> void:
_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
@@ -631,7 +978,7 @@ func _build_hud() -> void:
_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
@@ -639,8 +986,6 @@ func _build_hud() -> void:
dash_vbox.add_child(_dash_label)
# ── Utility: Key Name ─────────────────────────────────────────────────────────
func _get_key_name(action: String) -> String:
if not InputMap.has_action(action):
return "?"
@@ -655,15 +1000,14 @@ func _get_key_name(action: String) -> String:
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:
@@ -696,15 +1040,14 @@ func _process(_delta: float) -> void:
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)
@@ -720,19 +1063,19 @@ func _process(_delta: float) -> void:
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: