extends Node3D class_name TestLevelBuilder ## Builds a full test environment from code — parkour geometry, lighting, player, HUD. ## Attach to TestLevel root, press F5. var _player: CharacterBody3D func _ready() -> void: # Hide mouse Input.mouse_mode = Input.MOUSE_MODE_CAPTURED _build_materials() _build_geometry() # Multiplayer Spawning var spawner = MultiplayerSpawner.new() spawner.name = "PlayerSpawner" spawner.spawn_path = "." # Spawn directly as children of the level 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: p.queue_free() ) func _build_materials() -> void: pass func _build_geometry() -> void: _build_environment() _build_floor() _build_walls_arena() _build_ramps() _build_platforms() _build_wall_run_corridor() _build_speed_corridor() _build_target_dummy() _build_lighting() # ── Utility ─────────────────────────────────────────────────────────────────── func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "", acoustic: String = "") -> StaticBody3D: var body := StaticBody3D.new() body.name = node_name if not node_name.is_empty() else "Static_%s" % str(pos) body.position = pos if acoustic != "": body.set_meta("acoustic_material", acoustic) add_child(body) var shape := CollisionShape3D.new() shape.shape = BoxShape3D.new() shape.shape.size = size body.add_child(shape) var mesh := MeshInstance3D.new() mesh.mesh = BoxMesh.new() mesh.mesh.size = size mesh.mesh.surface_set_material(0, LevelMaterials.tinted(color)) body.add_child(mesh) return body func _ramp_static(pos: Vector3, size: Vector3, rot_deg: Vector3, color: Color, node_name: String = "", acoustic: String = "") -> StaticBody3D: var body := _box_static(pos, size, color, node_name, acoustic) body.rotation_degrees = rot_deg return body # ── Environment ─────────────────────────────────────────────────────────────── func _build_environment() -> void: # Shared stylized environment (anime sky, bloom, cel color grade). # Also creates the Sun/FillLight pair since none exists yet. LevelEnvironment.add_to(self) # ── 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") # ── Arena Walls ─────────────────────────────────────────────────────────────── 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", "brick") # South _box_static(Vector3(0, wall_height * 0.5, 40), Vector3(80, wall_height, 0.5), wall_color, "Wall_South", "brick") # East _box_static(Vector3(40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_East", "brick") # West _box_static(Vector3(-40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_West", "brick") # ── Ramps ───────────────────────────────────────────────────────────────────── func _build_ramps() -> void: var ramp_color := Color(0.6, 0.35, 0.15) # Orange-brown # Gentle ramp (15 degrees) _ramp_static(Vector3(-25, 1.0, -25), Vector3(8, 0.4, 12), Vector3(15, 0, 0), ramp_color, "Ramp_Gentle") # Medium ramp (30 degrees) _ramp_static(Vector3(-25, 2.0, -15), Vector3(8, 0.4, 10), Vector3(30, 0, 0), ramp_color, "Ramp_Medium") # 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 _ramp_static( Vector3(-25 + x_off, y_off + 0.2, 8 + float(i) * 0.5), Vector3(8, 0.3, 2), Vector3(angle, 0, 0), Color(0.7, 0.4, 0.2), "QuarterPipe_%d" % i ) # ── Platforms ───────────────────────────────────────────────────────────────── func _build_platforms() -> void: var plat_color := Color(0.2, 0.45, 0.55) # Teal # Low platforms (jump height test) _box_static(Vector3(10, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_1", "wood") _box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2", "wood") _box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3", "wood") # 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", "wood") _box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2", "wood") _box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3", "wood") _box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4", "wood") # 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", "metal") _box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2", "metal") _box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3", "metal") # ── Wall Run Corridor ──────────────────────────────────────────────────────── 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 # Left wall _box_static(Vector3(-5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Left", "metal") # Right wall _box_static(Vector3(5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Right", "metal") # 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", "wood") _box_static(Vector3(0, 0.75, 20), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_2", "wood") # 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") # Label pillar at entrance _box_static(Vector3(0, 2, 2), Vector3(1, 4, 1), Color(0.55, 0.35, 0.65), "WallRun_Marker") # ── Speed Corridor ──────────────────────────────────────────────────────────── func _build_speed_corridor() -> void: # Long straight for sprint→slide→bhop chains var corridor_color := Color(0.2, 0.35, 0.2) # Dark green # Side rails _box_static(Vector3(30, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Left", "metal") _box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right", "metal") # 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) # ── Dummies ─────────────────────────────────────────────────────────────────── 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) add_child(dummy) var killable = load("res://entities/killable_dummy.gd").new() killable.name = "KillableDummy" killable.position = Vector3(5, 0, -10) 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) add_child(walking) # ── Lighting ────────────────────────────────────────────────────────────────── func _build_lighting() -> void: # Sun and fill are created by LevelEnvironment.add_to in _build_environment; # kept as a hook for subclasses that re-style them (see dust2). pass # ── Player ──────────────────────────────────────────────────────────────────── 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 var server_rep_config = SceneReplicationConfig.new() server_rep_config.add_property(":health") server_rep_config.add_property(":shield") server_rep_config.add_property(":is_dead") server_sync.replication_config = server_rep_config player.add_child(server_sync) # Client Synchronizer (Client dictates their aim and loadout setup) var client_sync = MultiplayerSynchronizer.new() client_sync.name = "MultiplayerSynchronizer" # Keep original name for compatibility if needed elsewhere client_sync.set_multiplayer_authority(pid) var client_rep_config = SceneReplicationConfig.new() client_rep_config.add_property(":synced_position") client_rep_config.add_property(":synced_velocity") client_rep_config.add_property(":rotation") client_rep_config.add_property("HeadPivot:rotation") client_rep_config.add_property(":synced_movement_state") client_rep_config.add_property(":synced_movement_speed") client_rep_config.add_property(":synced_is_crouching") client_rep_config.add_property(":synced_is_ads") client_rep_config.add_property(":synced_wall_side") client_rep_config.add_property(":synced_is_dancing") client_rep_config.add_property(":synced_grapple_point") client_rep_config.add_property(":synced_is_grapple_shooting") client_rep_config.add_property(":synced_skin_id") client_rep_config.add_property(":synced_weapon_path") client_rep_config.add_property(":synced_loadout_p1") client_rep_config.add_property(":synced_loadout_p2") client_rep_config.add_property(":synced_loadout_sp") client_rep_config.add_property(":synced_loadout_melee") client_rep_config.add_property(":synced_loadout_ready") client_rep_config.add_property(":synced_action") client_rep_config.add_property(":synced_action_seq") client_rep_config.add_property(":synced_is_targeting") client_rep_config.add_property(":synced_homing_target_pos") client_sync.replication_config = client_rep_config player.add_child(client_sync) # Collision shape var col_shape := CollisionShape3D.new() col_shape.name = "CollisionShape3D" var capsule := CapsuleShape3D.new() capsule.radius = 0.4 capsule.height = 1.8 col_shape.shape = capsule player.add_child(col_shape) # Apply movement controller script var mover_script = preload("res://movement/player_movement_controller.gd") if mover_script: player.set_script(mover_script) # Humanoid Model for Player (Shadows only locally, visible to others) var humanoid = load("res://characters/humanoid_model.gd").new() humanoid.name = "HumanoidModel" humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player humanoid.shadows_only = (pid == multiplayer.get_unique_id()) humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet player.add_child(humanoid) # Movement State Machine var sm := Node.new() sm.name = "MovementStateMachine" player.add_child(sm) var sm_script = preload("res://movement/movement_state_machine.gd") if sm_script: sm.set_script(sm_script) # Add all movement states var state_scripts := { "ground": "res://movement/states/state_ground.gd", "air": "res://movement/states/state_air.gd", "wall_run": "res://movement/states/state_wall_run.gd", "wall_cling": "res://movement/states/state_wall_cling.gd", "slide": "res://movement/states/state_slide.gd", "dash": "res://movement/states/state_dash.gd", } for state_name in state_scripts: var st := Node.new() st.name = "state_" + state_name sm.add_child(st) var st_script = load(state_scripts[state_name]) if st_script: st.set_script(st_script) # FPS Camera Rig (HeadPivot → Camera3D) var head_pivot := Node3D.new() head_pivot.name = "HeadPivot" head_pivot.position = Vector3(0, 0.7, 0) # Eye height player.add_child(head_pivot) var camera := Camera3D.new() camera.name = "Camera3D" camera.current = (pid == multiplayer.get_unique_id()) camera.fov = 90.0 head_pivot.add_child(camera) # ── Weapon Setup ──────────────────────────────────────────────────────────── var wmanager_script = preload("res://weapons/weapon_manager.gd") if wmanager_script: var wman = wmanager_script.new() wman.name = "WeaponManager" wman.player = player wman.camera = camera camera.add_child(wman) var rig_script = preload("res://characters/player/fps_camera_rig.gd") if rig_script: head_pivot.set_script(rig_script) # Store original capsule height sm.original_capsule_height = capsule.height # ── Dependencies ──────────────────────────────────────────────────────── # Set references before the node enters the tree. Godot will call _ready() # automatically when MultiplayerSpawner adds the node to the scene. sm.player = player sm.params = player.params head_pivot.params = player.params # Authority configuration var is_local = (pid == multiplayer.get_unique_id()) if is_local: _player = player player.set_physics_process(true) player.set_process(true) sm.set_physics_process(true) else: # Disable physics processing/input for remote players # but keep _process enabled so synced state updates the HumanoidModel player.set_physics_process(false) player.set_process(true) player.set_process_input(false) sm.set_physics_process(false) sm.set_process(false) sm.set_process_input(false) head_pivot.set_process_input(false) head_pivot.set_process(false) head_pivot.set_physics_process(false) var wman = camera.get_node_or_null("WeaponManager") if wman: wman.set_process_input(false) wman.set_process(false) wman.set_physics_process(false) wman.visible = false var cv = wman.get("canvas_layer") if cv: cv.visible = false return player # ── HUD ─────────────────────────────────────────────────────────────── # # There is no HUD here any more, and no _process to drive one. See the note in # scenes/maps/level_runtime.gd: everything that describes A PLAYER belongs to # ui/player_hud.gd, which that player spawns for itself.