Gladiator arena: gold economy, outfitting shop, permadeath runs

Turns the sandbox into a survival roguelike loop: outfit your gladiator
with banked gold, enter the arena, earn gold from kills and wave clears,
die, keep 10% of your total value (floored at the 500 fresh-start).

Economy (GameState autoload):
- banked_gold, owned items, and loadout persist to user://save.cfg
- Kill gold (basic 10g, armed 25g) credited server-side to the killer
- Wave-clear bonus (25 + 5/wave) for all players; wave synced to peers
- Death settlement liquidates gear, guarded against double-fire

Character creation / shop:
- Menu reframed: armory shop + live Character Sheet loadout preview
- Character Sheet gains preview mode (renders from loadout, no player)
- Buy/Equip with hand rules; two-handers and off-hands displace each
  other symmetrically (shop and in-game pickups)
- Chosen loadout auto-equips on spawn via existing RPC path

Combat feel:
- Attacks snap to camera facing and lock direction for the swing
- Dash commits to its direction for the full duration
- Weapon slots show name text when no icon is set
- Hitbox/hurtbox debug meshes hidden by default (H toggles)

Death is final: players no longer respawn; a results screen shows waves,
time, kills, and the settlement, then returns to camp. Armed enemies no
longer respawn (were an infinite gold farm and respawned invisible).
This commit is contained in:
2026-07-01 23:38:59 +01:00
parent 97ebbb1618
commit 1562b37563
25 changed files with 1023 additions and 43 deletions
+148 -32
View File
@@ -11,15 +11,40 @@ class_name CharacterSheet
# Player reference
var player: Character = null
# Preview mode: renders from a loadout dictionary instead of a live player.
# Used by the outfitting screen at character creation.
# preview_data keys: "nick" (String), "main" (WeaponData or null), "offhand" (WeaponData or null)
var preview_mode: bool = false
var preview_data: Dictionary = {}
# Character defaults shown in preview (match player.gd export defaults)
const PREVIEW_MAX_HEALTH := 100.0
const PREVIEW_ATTACK_DAMAGE := 10.0
const PREVIEW_ATTACK_RANGE := 3.0
const PREVIEW_ATTACK_COOLDOWN := 0.5
const PREVIEW_DASH_COOLDOWN := 4.0
const PREVIEW_DASH_DURATION := 0.25
const PREVIEW_DASH_MULTIPLIER := 2.0
# Visibility
var is_visible: bool = false
func _ready():
# Start hidden
hide()
is_visible = false
if preview_mode:
_configure_preview_layout()
show()
is_visible = true
refresh_all()
else:
# Start hidden (in-game Tab toggle behavior)
hide()
is_visible = false
func _input(event):
# Embedded preview never toggles - it's part of the outfitting screen
if preview_mode:
return
# Close on Escape press if open
if event.is_action_pressed("quit") and is_visible:
toggle_sheet()
@@ -37,6 +62,35 @@ func set_player(p: Character):
if player:
refresh_all()
## Feed the sheet a loadout to preview (outfitting screen).
## Safe to call before or after the sheet enters the tree.
func set_preview(data: Dictionary):
preview_mode = true
preview_data = data
if is_inside_tree():
refresh_all()
## Re-shape the fullscreen overlay into an embeddable panel:
## no dark backdrop, panel fills the space its parent gives it.
func _configure_preview_layout():
mouse_filter = Control.MOUSE_FILTER_IGNORE
var backdrop = get_node_or_null("DarkBackground")
if backdrop:
backdrop.hide()
var panel = get_node_or_null("Panel")
if panel:
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
panel.offset_left = 0
panel.offset_top = 0
panel.offset_right = 0
panel.offset_bottom = 0
var title = get_node_or_null("Panel/MarginContainer/VBoxContainer/TitleLabel")
if title:
title.text = "YOUR GLADIATOR"
var close_hint = get_node_or_null("Panel/MarginContainer/VBoxContainer/CloseHint")
if close_hint:
close_hint.hide()
## Toggle character sheet visibility
func toggle_sheet():
is_visible = !is_visible
@@ -53,7 +107,7 @@ func toggle_sheet():
## Refresh all data in the sheet
func refresh_all():
if not player:
if not player and not preview_mode:
return
_refresh_stats()
@@ -81,11 +135,40 @@ func _refresh_stats():
spacer1.custom_minimum_size = Vector2(0, 10)
stats_container.add_child(spacer1)
# Get player name
var player_id = player.name.to_int()
var player_name = "Player"
if Network.players.has(player_id):
player_name = Network.players[player_id]["nick"]
# Resolve stats from either the live player or the preview loadout
var player_name: String
var current_hp: int
var max_hp: int
var atk_damage: float
var atk_range: float
var atk_cooldown: float
if preview_mode:
player_name = preview_data.get("nick", "Gladiator")
if player_name.strip_edges() == "":
player_name = "Gladiator"
current_hp = int(PREVIEW_MAX_HEALTH)
max_hp = int(PREVIEW_MAX_HEALTH)
# Combat stats come from the selected main weapon, or bare fists
var main_weapon = preview_data.get("main")
if main_weapon is WeaponData:
atk_damage = main_weapon.damage
atk_range = main_weapon.attack_range
atk_cooldown = main_weapon.attack_cooldown
else:
atk_damage = PREVIEW_ATTACK_DAMAGE
atk_range = PREVIEW_ATTACK_RANGE
atk_cooldown = PREVIEW_ATTACK_COOLDOWN
else:
var player_id = player.name.to_int()
player_name = "Player"
if Network.players.has(player_id):
player_name = Network.players[player_id]["nick"]
current_hp = int(player.current_health)
max_hp = int(player.max_health)
atk_damage = player.attack_damage
atk_range = player.attack_range
atk_cooldown = player.attack_cooldown
_add_stat_label("Name: " + player_name)
_add_stat_label("Level: 1") # Hardcoded for now
@@ -93,23 +176,35 @@ func _refresh_stats():
# Health stats
_add_stat_label("=== HEALTH ===", Color(0.8, 0.8, 0.8))
_add_stat_label("Current HP: " + str(int(player.current_health)))
_add_stat_label("Max HP: " + str(int(player.max_health)))
_add_stat_label("Health: " + str(int(player.get_health_percent() * 100)) + "%")
_add_stat_label("Current HP: " + str(current_hp))
_add_stat_label("Max HP: " + str(max_hp))
var hp_percent = int(float(current_hp) / max_hp * 100) if max_hp > 0 else 0
_add_stat_label("Health: " + str(hp_percent) + "%")
_add_stat_label("")
# Movement stats
# Movement stats (class constants - same for live and preview)
_add_stat_label("=== MOVEMENT ===", Color(0.8, 0.8, 0.8))
_add_stat_label("Walk Speed: " + str(player.NORMAL_SPEED))
_add_stat_label("Sprint Speed: " + str(player.SPRINT_SPEED))
_add_stat_label("Jump Power: " + str(player.JUMP_VELOCITY))
_add_stat_label("Walk Speed: " + str(Character.NORMAL_SPEED))
_add_stat_label("Sprint Speed: " + str(Character.SPRINT_SPEED))
_add_stat_label("Jump Power: " + str(Character.JUMP_VELOCITY))
_add_stat_label("")
# Combat stats
_add_stat_label("=== COMBAT ===", Color(0.8, 0.8, 0.8))
_add_stat_label("Base Damage: " + str(player.attack_damage))
_add_stat_label("Attack Range: " + str(player.attack_range))
_add_stat_label("Attack Cooldown: " + str(player.attack_cooldown) + "s")
if preview_mode and preview_data.get("main") is WeaponData:
_add_stat_label("Weapon Damage: " + str(atk_damage))
else:
_add_stat_label("Base Damage: " + str(atk_damage))
_add_stat_label("Attack Range: " + str(atk_range))
_add_stat_label("Attack Cooldown: " + str(atk_cooldown) + "s")
# Off-hand block bonus (preview only - handy when choosing a shield)
if preview_mode:
var offhand = preview_data.get("offhand")
if offhand is WeaponData and offhand.can_block:
_add_stat_label("")
_add_stat_label("=== DEFENSE ===", Color(0.8, 0.8, 0.8))
_add_stat_label("Block Reduction: " + str(int(offhand.block_reduction * 100)) + "%")
## Refresh equipped weapons
func _refresh_weapons():
@@ -143,12 +238,26 @@ func _refresh_weapons():
push_error("[CharacterSheet] Failed to load weapon_slot.tscn")
return
# Resolve weapon data from preview loadout or live player
var main_data: WeaponData = null
var offhand_data: WeaponData = null
if preview_mode:
if preview_data.get("main") is WeaponData:
main_data = preview_data["main"]
if preview_data.get("offhand") is WeaponData:
offhand_data = preview_data["offhand"]
else:
if player.equipped_weapon and player.equipped_weapon.weapon_data:
main_data = player.equipped_weapon.weapon_data
if player.equipped_offhand and player.equipped_offhand.weapon_data:
offhand_data = player.equipped_offhand.weapon_data
# Create main hand slot
var main_hand_slot = weapon_slot_scene.instantiate()
slots_container.add_child(main_hand_slot)
if player.equipped_weapon and player.equipped_weapon.weapon_data:
main_hand_slot.set_weapon(player.equipped_weapon.weapon_data, "Main Hand")
if main_data:
main_hand_slot.set_weapon(main_data, "Main Hand")
else:
main_hand_slot.clear_weapon()
@@ -156,8 +265,8 @@ func _refresh_weapons():
var off_hand_slot = weapon_slot_scene.instantiate()
slots_container.add_child(off_hand_slot)
if player.equipped_offhand and player.equipped_offhand.weapon_data:
off_hand_slot.set_weapon(player.equipped_offhand.weapon_data, "Off-Hand")
if offhand_data:
off_hand_slot.set_weapon(offhand_data, "Off-Hand")
else:
off_hand_slot.clear_weapon()
@@ -182,17 +291,24 @@ func _refresh_abilities():
spacer.custom_minimum_size = Vector2(0, 10)
abilities_container.add_child(spacer)
# Dash ability
# Dash ability (defaults in preview, live values in game)
var dash_cd = PREVIEW_DASH_COOLDOWN if preview_mode else player.dash_cooldown
var dash_dur = PREVIEW_DASH_DURATION if preview_mode else player.dash_duration
var dash_mult = PREVIEW_DASH_MULTIPLIER if preview_mode else player.dash_speed_multiplier
_add_stat_label("--- DASH (F) ---", Color(0.8, 0.8, 0.8))
_add_stat_label("Cooldown: " + str(player.dash_cooldown) + "s")
_add_stat_label("Duration: " + str(player.dash_duration) + "s")
_add_stat_label("Speed: " + str(player.dash_speed_multiplier) + "x")
_add_stat_label("Cooldown: " + str(dash_cd) + "s")
_add_stat_label("Duration: " + str(dash_dur) + "s")
_add_stat_label("Speed: " + str(dash_mult) + "x")
_add_stat_label("Description: Dash in movement direction")
var dash_remaining = player._dash_cooldown_timer
if dash_remaining > 0:
_add_stat_label("Ready in: " + str(ceil(dash_remaining)) + "s", Color(1.0, 0.5, 0.5))
else:
if preview_mode:
_add_stat_label("Status: READY", Color(0.0, 1.0, 0.0))
else:
var dash_remaining = player._dash_cooldown_timer
if dash_remaining > 0:
_add_stat_label("Ready in: " + str(ceil(dash_remaining)) + "s", Color(1.0, 0.5, 0.5))
else:
_add_stat_label("Status: READY", Color(0.0, 1.0, 0.0))
# Spacer
var spacer2 = Control.new()
@@ -201,7 +317,7 @@ func _refresh_abilities():
# Jump ability
_add_stat_label("--- JUMP (Space) ---", Color(0.8, 0.8, 0.8))
_add_stat_label("Power: " + str(player.JUMP_VELOCITY))
_add_stat_label("Power: " + str(Character.JUMP_VELOCITY))
_add_stat_label("Description: Jump into the air")
_add_stat_label("Status: ALWAYS READY", Color(0.0, 1.0, 0.0))