Third-person player characters now animate every action with readable intent (all networked, cel style preserved): - Look-around: upper body follows the owner's camera pitch — distributed over spine/neck/head so aiming up/down reads on the whole silhouette (driven by the already-synced HeadPivot rotation on remotes) - Reload: the baked PistolReload clip plays as a one-shot whenever the equipped weapon starts reloading (local edge-detect poll -> new synced action counter replays it on every peer) - Grenade throw: new Throw clip baked from the library's overhead swing (Sword_Attack retarget); triggers on throw, synced the same way - Shot recoil: visible kick on the shooter's model (shoulders snap back, forearms rise, fast decay) driven by the existing fire-effects RPC — remote players' shots now look like shots - Slide: trailing arm braces against the ground for balance on top of the feet-first pose - Armed idle confirmed in capture: weapon held at ready, not arms-down Plumbing: synced_action/synced_action_seq added to all three player spawners' replication configs; ACTIONS table on the model maps names to clips + lock times. Verified: 18 clips resolve (incl Throw), smoke 0 failures, movement 11/11, acoustics PASSED; third-person run + armed idle captures clean. Co-Authored-By: Claude Fable 5 <[email protected]>
715 lines
28 KiB
GDScript
715 lines
28 KiB
GDScript
extends Node3D
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class_name TestLevelBuilder
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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 _weapon_label: Label
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var _grapple_icon: TextureRect
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var _dash_icon: TextureRect
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var _grapple_label: Label
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var _dash_label: Label
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var _fps_label: Label
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var _standalone_speed_label: Label
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var _player: CharacterBody3D
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var _debug_ui_panel: PanelContainer
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func _ready() -> void:
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# Hide mouse
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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_build_materials()
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_build_geometry()
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_build_hud()
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# Multiplayer Spawning
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var spawner = MultiplayerSpawner.new()
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spawner.name = "PlayerSpawner"
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spawner.spawn_path = "." # Spawn directly as children of the level
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spawner.spawn_function = _spawn_player
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add_child(spawner)
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var nm = get_node_or_null("/root/NetworkManager")
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if nm and nm.multiplayer.is_server():
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# Spawn existing players
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for pid in nm.player_stats.keys():
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spawner.spawn(pid)
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# Spawn late joiners
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nm.player_connected.connect(func(pid):
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spawner.spawn(pid)
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)
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# Despawn on disconnect
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nm.player_disconnected.connect(func(pid):
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var p = get_node_or_null(str(pid))
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if p:
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p.queue_free()
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)
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func _build_materials() -> void:
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pass
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func _build_geometry() -> void:
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_build_environment()
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_build_floor()
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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_target_dummy()
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_build_lighting()
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# ── Utility ───────────────────────────────────────────────────────────────────
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func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "",
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acoustic: String = "") -> StaticBody3D:
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var body := StaticBody3D.new()
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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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if acoustic != "":
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body.set_meta("acoustic_material", acoustic)
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add_child(body)
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var shape := CollisionShape3D.new()
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shape.shape = BoxShape3D.new()
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shape.shape.size = size
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body.add_child(shape)
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var mesh := MeshInstance3D.new()
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mesh.mesh = BoxMesh.new()
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mesh.mesh.size = size
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mesh.mesh.surface_set_material(0, LevelMaterials.tinted(color))
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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 = "",
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acoustic: String = "") -> StaticBody3D:
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var body := _box_static(pos, size, color, node_name, acoustic)
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body.rotation_degrees = rot_deg
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return body
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# ── Environment ───────────────────────────────────────────────────────────────
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func _build_environment() -> void:
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# Shared stylized environment (anime sky, bloom, cel color grade).
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# Also creates the Sun/FillLight pair since none exists yet.
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LevelEnvironment.add_to(self)
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# ── Floor ─────────────────────────────────────────────────────────────────────
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func _build_floor() -> void:
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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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# ── 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", "brick")
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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", "brick")
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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", "brick")
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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", "brick")
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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", "wood")
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_box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2", "wood")
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_box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3", "wood")
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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", "wood")
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_box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2", "wood")
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_box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3", "wood")
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_box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4", "wood")
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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", "metal")
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_box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2", "metal")
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_box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3", "metal")
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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", "metal")
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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", "metal")
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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", "wood")
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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", "wood")
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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", "metal")
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_box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right", "metal")
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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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# ── Dummies ───────────────────────────────────────────────────────────────────
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func _build_target_dummy() -> void:
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var dummy = load("res://entities/target_dummy.gd").new()
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dummy.name = "TargetDummy"
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# Place it somewhat centrally in the main arena, but out of the immediate spawn area
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dummy.position = Vector3(0, 0, -10)
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add_child(dummy)
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var killable = load("res://entities/killable_dummy.gd").new()
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killable.name = "KillableDummy"
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killable.position = Vector3(5, 0, -10)
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add_child(killable)
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var walking = load("res://entities/walking_dummy.gd").new()
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walking.name = "WalkingDummy"
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walking.position = Vector3(15, 0, -10)
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walking.point_a = Vector3(15, 0, -10)
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walking.point_b = Vector3(15, 0, 10)
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add_child(walking)
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# ── Lighting ──────────────────────────────────────────────────────────────────
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func _build_lighting() -> void:
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# Sun and fill are created by LevelEnvironment.add_to in _build_environment;
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# kept as a hook for subclasses that re-style them (see dust2).
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pass
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# ── Player ────────────────────────────────────────────────────────────────────
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func _spawn_player(pid: int) -> CharacterBody3D:
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var player := CharacterBody3D.new()
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player.name = str(pid)
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player.set_multiplayer_authority(pid)
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# Use a slightly random spawn position to avoid exact overlapping
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player.position = Vector3(randf_range(-2, 2), 2.0, randf_range(-2, 2))
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# Server Synchronizer (Host is the ground truth)
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var server_sync = MultiplayerSynchronizer.new()
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server_sync.name = "ServerSynchronizer"
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server_sync.set_multiplayer_authority(1) # Host always controls these
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var server_rep_config = SceneReplicationConfig.new()
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server_rep_config.add_property(":health")
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server_rep_config.add_property(":shield")
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server_rep_config.add_property(":is_dead")
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server_sync.replication_config = server_rep_config
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player.add_child(server_sync)
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# Client Synchronizer (Client dictates their aim and loadout setup)
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var client_sync = MultiplayerSynchronizer.new()
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client_sync.name = "MultiplayerSynchronizer" # Keep original name for compatibility if needed elsewhere
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client_sync.set_multiplayer_authority(pid)
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var client_rep_config = SceneReplicationConfig.new()
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client_rep_config.add_property(":synced_position")
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client_rep_config.add_property(":synced_velocity")
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client_rep_config.add_property(":rotation")
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client_rep_config.add_property("HeadPivot:rotation")
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client_rep_config.add_property(":synced_movement_state")
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client_rep_config.add_property(":synced_movement_speed")
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client_rep_config.add_property(":synced_is_crouching")
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client_rep_config.add_property(":synced_is_ads")
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client_rep_config.add_property(":synced_wall_side")
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client_rep_config.add_property(":synced_is_dancing")
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client_rep_config.add_property(":synced_grapple_point")
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client_rep_config.add_property(":synced_is_grapple_shooting")
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client_rep_config.add_property(":synced_skin_id")
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client_rep_config.add_property(":synced_weapon_path")
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client_rep_config.add_property(":synced_loadout_p1")
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client_rep_config.add_property(":synced_loadout_p2")
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client_rep_config.add_property(":synced_loadout_sp")
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client_rep_config.add_property(":synced_loadout_melee")
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client_rep_config.add_property(":synced_loadout_ready")
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client_rep_config.add_property(":synced_action")
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client_rep_config.add_property(":synced_action_seq")
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client_rep_config.add_property(":synced_is_targeting")
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client_rep_config.add_property(":synced_homing_target_pos")
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client_sync.replication_config = client_rep_config
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player.add_child(client_sync)
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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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# Humanoid Model for Player (Shadows only locally, visible to others)
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var humanoid = load("res://characters/humanoid_model.gd").new()
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humanoid.name = "HumanoidModel"
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humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player
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humanoid.shadows_only = (pid == multiplayer.get_unique_id())
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humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet
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player.add_child(humanoid)
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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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var sm_script = preload("res://movement/movement_state_machine.gd")
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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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"wall_run": "res://movement/states/state_wall_run.gd",
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"wall_cling": "res://movement/states/state_wall_cling.gd",
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"slide": "res://movement/states/state_slide.gd",
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"dash": "res://movement/states/state_dash.gd",
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}
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for state_name in state_scripts:
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var st := Node.new()
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st.name = "state_" + state_name
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sm.add_child(st)
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var st_script = load(state_scripts[state_name])
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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.current = (pid == multiplayer.get_unique_id())
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camera.fov = 90.0
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head_pivot.add_child(camera)
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# ── Weapon Setup ────────────────────────────────────────────────────────────
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var wmanager_script = preload("res://weapons/weapon_manager.gd")
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if wmanager_script:
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var wman = wmanager_script.new()
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wman.name = "WeaponManager"
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wman.player = player
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wman.camera = camera
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camera.add_child(wman)
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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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# ── Dependencies ────────────────────────────────────────────────────────
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# Set references before the node enters the tree. Godot will call _ready()
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# automatically when MultiplayerSpawner adds the node to the scene.
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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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# Authority configuration
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var is_local = (pid == multiplayer.get_unique_id())
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if is_local:
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_player = player
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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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else:
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# Disable physics processing/input for remote players
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# but keep _process enabled so synced state updates the HumanoidModel
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player.set_physics_process(false)
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player.set_process(true)
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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 ───────────────────────────────────────────────────────────────────────
|
|
|
|
func _build_hud() -> void:
|
|
var canvas := CanvasLayer.new()
|
|
canvas.name = "UI"
|
|
add_child(canvas)
|
|
|
|
# ── Crosshair ─────────────────────────────────────────────────────────
|
|
var crosshair := Control.new()
|
|
crosshair.name = "Crosshair"
|
|
crosshair.set_anchors_preset(Control.PRESET_CENTER)
|
|
crosshair.custom_minimum_size = Vector2(20, 20)
|
|
canvas.add_child(crosshair)
|
|
|
|
var ch_dot := ColorRect.new()
|
|
ch_dot.name = "Dot"
|
|
ch_dot.color = Color(1, 1, 1, 0.8)
|
|
ch_dot.size = Vector2(4, 4)
|
|
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
|
|
]:
|
|
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 ─────────────────────────────────────────────
|
|
_fps_label = Label.new()
|
|
_fps_label.name = "FPSLabel"
|
|
_fps_label.text = "FPS: 0"
|
|
_fps_label.add_theme_font_size_override("font_size", 24)
|
|
_fps_label.add_theme_color_override("font_color", Color(0.9, 0.9, 0.2))
|
|
_fps_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
|
|
_fps_label.add_theme_constant_override("outline_size", 4)
|
|
_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"
|
|
_standalone_speed_label.add_theme_font_size_override("font_size", 24)
|
|
_standalone_speed_label.add_theme_color_override("font_color", Color(0.3, 1.0, 0.5))
|
|
_standalone_speed_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
|
|
_standalone_speed_label.add_theme_constant_override("outline_size", 4)
|
|
_standalone_speed_label.set_anchors_preset(Control.PRESET_TOP_LEFT)
|
|
_standalone_speed_label.position = Vector2(12, 45)
|
|
canvas.add_child(_standalone_speed_label)
|
|
|
|
_debug_ui_panel = PanelContainer.new()
|
|
_debug_ui_panel.name = "InfoPanel"
|
|
_debug_ui_panel.offset_left = 12
|
|
_debug_ui_panel.offset_top = 50
|
|
_debug_ui_panel.offset_right = 400
|
|
_debug_ui_panel.offset_bottom = 160
|
|
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
|
|
_debug_ui_panel.add_theme_stylebox_override("panel", panel_style)
|
|
canvas.add_child(_debug_ui_panel)
|
|
|
|
var vbox := VBoxContainer.new()
|
|
vbox.name = "InfoVBox"
|
|
_debug_ui_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)
|
|
|
|
|
|
# ── Weapon & Ammo Panel ───────────────────────────────────────────────
|
|
var wp_panel := PanelContainer.new()
|
|
wp_panel.name = "WeaponPanel"
|
|
wp_panel.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
|
|
wp_panel.offset_left = -250
|
|
wp_panel.offset_top = -100
|
|
wp_panel.offset_right = -20
|
|
wp_panel.offset_bottom = -20
|
|
var wp_style := StyleBoxFlat.new()
|
|
wp_style.bg_color = Color(0, 0, 0, 0.6)
|
|
wp_style.corner_radius_top_left = 8
|
|
wp_style.corner_radius_top_right = 8
|
|
wp_style.corner_radius_bottom_left = 8
|
|
wp_style.corner_radius_bottom_right = 8
|
|
wp_style.content_margin_left = 16
|
|
wp_style.content_margin_top = 12
|
|
wp_style.content_margin_right = 16
|
|
wp_style.content_margin_bottom = 12
|
|
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"
|
|
_weapon_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
|
|
_weapon_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
|
|
_weapon_label.add_theme_font_size_override("font_size", 24)
|
|
wp_panel.add_child(_weapon_label)
|
|
|
|
# ── Utilities Panel ───────────────────────────────────────────────────────
|
|
var util_panel := PanelContainer.new()
|
|
util_panel.name = "UtilPanel"
|
|
util_panel.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
|
|
util_panel.offset_left = -200
|
|
util_panel.offset_top = -180
|
|
util_panel.offset_right = -20
|
|
util_panel.offset_bottom = -110
|
|
var util_style := StyleBoxFlat.new()
|
|
util_style.bg_color = Color(0, 0, 0, 0.6)
|
|
util_style.corner_radius_top_left = 8
|
|
util_style.corner_radius_top_right = 8
|
|
util_style.corner_radius_bottom_left = 8
|
|
util_style.corner_radius_bottom_right = 8
|
|
util_style.content_margin_left = 12
|
|
util_style.content_margin_top = 8
|
|
util_style.content_margin_right = 12
|
|
util_style.content_margin_bottom = 8
|
|
util_panel.add_theme_stylebox_override("panel", util_style)
|
|
util_panel.grow_horizontal = Control.GROW_DIRECTION_BEGIN
|
|
canvas.add_child(util_panel)
|
|
|
|
var util_hbox := HBoxContainer.new()
|
|
util_hbox.name = "UtilHBox"
|
|
util_hbox.add_theme_constant_override("separation", 20)
|
|
util_hbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
|
util_panel.add_child(util_hbox)
|
|
|
|
var grapple_vbox := VBoxContainer.new()
|
|
grapple_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
|
util_hbox.add_child(grapple_vbox)
|
|
|
|
_grapple_icon = TextureRect.new()
|
|
_grapple_icon.texture = load("res://assets/ui/grapple_icon.jpg")
|
|
_grapple_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
|
|
_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
|
|
_grapple_label.add_theme_font_size_override("font_size", 12)
|
|
grapple_vbox.add_child(_grapple_label)
|
|
|
|
var dash_vbox := VBoxContainer.new()
|
|
dash_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
|
|
util_hbox.add_child(dash_vbox)
|
|
|
|
_dash_icon = TextureRect.new()
|
|
_dash_icon.texture = load("res://assets/ui/dash_icon.jpg")
|
|
_dash_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
|
|
_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
|
|
_dash_label.add_theme_font_size_override("font_size", 12)
|
|
dash_vbox.add_child(_dash_label)
|
|
|
|
|
|
# ── Utility: Key Name ─────────────────────────────────────────────────────────
|
|
|
|
func _get_key_name(action: String) -> String:
|
|
if not InputMap.has_action(action):
|
|
return "?"
|
|
var events = InputMap.action_get_events(action)
|
|
for e in events:
|
|
if e is InputEventKey:
|
|
var code = e.physical_keycode if e.physical_keycode != 0 else e.keycode
|
|
return OS.get_keycode_string(code)
|
|
elif e is InputEventMouseButton:
|
|
if e.button_index == MOUSE_BUTTON_LEFT: return "LClick"
|
|
elif e.button_index == MOUSE_BUTTON_RIGHT: return "RClick"
|
|
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:
|
|
_fps_label.text = "FPS: %d" % Engine.get_frames_per_second()
|
|
|
|
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 _standalone_speed_label:
|
|
if SettingsManager.show_movement_speed and not SettingsManager.show_debug_ui:
|
|
_standalone_speed_label.visible = true
|
|
_standalone_speed_label.text = "Speed: %.1f m/s" % hspeed
|
|
if _fps_label and _fps_label.visible:
|
|
_standalone_speed_label.position = Vector2(12, 45)
|
|
else:
|
|
_standalone_speed_label.position = Vector2(12, 12)
|
|
else:
|
|
_standalone_speed_label.visible = false
|
|
|
|
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)]
|
|
|
|
# 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)
|
|
_dash_label.text = "%.1f" % dash_rem
|
|
else:
|
|
_dash_icon.modulate = Color(1.0, 1.0, 1.0)
|
|
_dash_label.text = "Ready"
|
|
|
|
if _weapon_label:
|
|
var wman = _player.get_node_or_null("HeadPivot/Camera3D/WeaponManager")
|
|
if wman and wman.weapons.has(wman.active_slot):
|
|
var active_weapon = wman.weapons[wman.active_slot]
|
|
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:
|
|
_weapon_label.text = "%s\n%d / %d" % [w_name, cur_ammo, max_ammo]
|
|
else:
|
|
_weapon_label.text = "Unarmed\n0 / 0"
|