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25 Commits
Author SHA1 Message Date
Scottlg d4eb2e00be Fix all stale UID warnings
Scene files referenced assets by UIDs that no longer matched the
importer records. Rewrote 13 ext_resource references to the current
UIDs from the .import sidecars, and gave wow_style.tres the UID that
nine UI scenes were already referencing (its header had none).
Headless load is now warning-free.
2026-07-02 23:10:39 +01:00
Scottlg 4d2b177f7b Tune the Snippest down to a 2x lobster - 5x had too much reach and launched players skyward 2026-07-02 22:48:24 +01:00
Scottlg 8f28304d0f Wave escalation and the Snippest boss
Escalation (EnemySpawner exports, all tunable):
- Wave size grows +1 enemy per wave, capped at 20
- Enemy health +15% and damage +10% per wave, applied identically on
  every peer via the spawn RPC before _ready (so hitbox stats and
  current_health pick them up)

Boss milestone every 5th wave: the Snippest - the basic lobster at
5x scale and 5x combat stats (50 HP, 25 damage, 5x knockback and
reach). Movement deliberately not 5x (1.2x - it lumbers). Pays 250
gold and always drops a health orb. Wave escalation multipliers stack
on top, so later bosses keep scaling.

Boss scene instances basic_enemy.tscn with the BossLobster script;
visual/collision children are scaled uniformly in code (not the
CharacterBody3D root, not shared shape resources).
2026-07-02 22:27:14 +01:00
Scottlg fb10f7b042 Co-op pass: host-disconnect handling, spectate, late-join wave sync
- Clients now handle the host closing the arena: bank winnings if
  still alive (retire), reset the HUD, and return to the camp menu
  instead of being stranded in a dead world
- Death in co-op offers Spectate when a teammate is still fighting:
  closes the results overlay and watches the run; the escape menu
  gains a "Back to Camp" option for dead spectators to leave later
- Late joiners receive the current wave number on connect so their
  HUD doesn't sit on "Prepare..." until the next wave starts
2026-07-01 23:57:38 +01:00
Scottlg f5e0642b39 Arena polish: in-run HUD, no free loot, retire-with-winnings
- HUD arena status (top center): live wave number and run gold,
  driven by GameState signals, torn down cleanly on HUD.reset()
- Free floor weapons removed: the initial sword/shield spawn is gone
  and manually placed level.tscn weapons are deleted server-side at
  init. Gear now only enters play via the armory or enemy drops.
- Retire to Camp: new escape-menu button (shown only while alive in
  an active run) banks 100% of run gold and keeps all gear - the
  counterweight to death's 10% settlement. Exit Game and window close
  also bank winnings before quitting.
- CLAUDE.md rewritten for the gladiator arena era: core loop,
  autoloads, economy API, RPC patterns, verification workflow.
2026-07-01 23:47:03 +01:00
Scottlg 1562b37563 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).
2026-07-01 23:38:59 +01:00
Scottlg 97ebbb1618 Made more enemies, easier to kill, more slashy. You get passive health regen, health orbs. Little key bindings tooltip. 2026-06-30 22:57:11 +01:00
Twirpytherobot 7fa2efabaf heheh 2026-02-17 22:51:38 +00:00
Twirpytherobot 7629342540 Armed guys! 2026-02-17 22:21:17 +00:00
Scottlg fce4c4a3e2 Added Lobster Axe 2025-11-29 23:40:19 +00:00
Twirpytherobot 689181ac30 eNEMIES!!!!!!!!!
Enemys and enemy spawner

- Press N to spawn wave
- Press H to togglt hitboxs
2025-11-29 20:39:30 +00:00
Twirpytherobot b606563f4d Hitbox Timing 2025-11-29 18:24:36 +00:00
Twirpytherobot fab47fb1e0 Colours and practise dummy 2025-11-29 18:10:23 +00:00
Twirpytherobot ddc1522174 weapon timings 2025-11-28 18:40:23 +00:00
Twirpytherobot 7d18de1621 hitbox changes 2025-11-28 18:33:51 +00:00
Twirpytherobot 10cc8720b7 Hithurtboxes 2025-11-21 23:53:28 +00:00
Twirpytherobot 2ec7d56511 Sword animations now sync 2025-11-21 22:59:41 +00:00
Twirpytherobot b1f1016475 Applecorer 2025-11-21 22:48:05 +00:00
Twirpytherobot e192802f01 Finally fixed the sync issue!
Late joining now syncs properly!!!!!!
2025-11-19 23:12:12 +00:00
Twirpytherobot 85e76d67ca Fixed yo shit 2025-11-17 19:26:56 +00:00
Scottlg 6e4e3a3585 Revert to using player.tscn (robot character) temporarily
- Changed level.tscn back to player.tscn instead of Player_Lilguy.tscn
- This ensures the Character script is properly attached
- Lilguy character integration will be done properly later in Godot editor
- Game now runs without type errors
2025-11-16 23:30:48 +00:00
Scottlg bdc507e852 Fix nickname access error on player instantiation
- Changed from player.nickname.text to get_node_or_null approach
- @onready variables aren't available immediately after instantiation
- Prevents 'Invalid access to property or key nickname' error
2025-11-16 23:29:30 +00:00
Scottlg aba42e2a02 Add escape menu and weapon slot tooltips to character sheet
- Escape Menu:
  - Opens with Escape key from base game screen
  - Resume button to return to game
  - Exit Game button to quit application
  - Character sheet closes with Escape if open (takes priority)
  - Mouse capture/release handled by UI components

- Weapon Slot System:
  - Visual weapon boxes (80x80) in character sheet
  - Display weapon icons from WeaponData
  - Empty slots appear dimmed
  - Hover tooltips show weapon stats (not clipped by containers)
  - Tooltips display: slot name, weapon name, damage, range, cooldown, knockback, block percentage
  - Tooltips positioned globally to avoid ScrollContainer clipping

- Bug Fixes:
  - Fixed typo in lilguy_body.gd (dwextends -> extends)
  - Removed manual mouse toggle from player (now handled by UI)

- Updated character_sheet.gd to use weapon slot components instead of text labels
- Added weapon_tooltip.tscn as separate scene for unclipped tooltips
2025-11-16 23:11:51 +00:00
Scottlg 15865dd15f Add comprehensive UI system with action bar, unit frame, and character sheet
- Created UI system in level/ui/ folder
  - Action bar with 12 ability slots (Attack, Block, Dash, Jump + 8 expansion slots)
  - Unit frame showing player portrait with health bar
  - Character sheet/spellbook (toggle with Tab) displaying stats, weapons, and abilities
  - Tab hint indicator showing how to open character sheet
  - Custom theme with golden borders and dark backgrounds

- UI Components:
  - HUD Manager autoload handles all UI initialization and player connections
  - Ability buttons with cooldown overlay and keybind display
  - Real-time health and cooldown tracking via signals
  - Scrollable character sheet with two-page layout

- Player Integration:
  - Added UI signals: dash_cooldown_updated, attack_cooldown_updated, weapon_equipped_changed
  - Mouse capture system (Escape to toggle, click to recapture)
  - Synced attack cooldown from weapons to player for UI tracking

- Updated level.gd to connect local player to HUD Manager
- Updated CLAUDE.md with git commit guidelines
2025-11-16 22:48:50 +00:00
Scottlg d475c0abf9 Dash Fix 2025-11-16 22:22:24 +00:00
167 changed files with 6590 additions and 3846 deletions
+1
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@@ -1,6 +1,7 @@
# ---> Godot # ---> Godot
# Godot-specific ignores # Godot-specific ignores
.import/ .import/
*.import
export.cfg export.cfg
export_presets.cfg export_presets.cfg
+103 -84
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@@ -4,108 +4,127 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
## Project Overview ## Project Overview
This is a 3D multiplayer fighting game built in Godot 4.5 using an inheritance-based architecture. The game uses ENet for client-server networking with the Network singleton (autoload) managing all multiplayer connections. **Survival of the Snippest** — a 3D multiplayer gladiator arena survival roguelike built in Godot 4.5.
Outfit a gladiator with banked gold, enter the colosseum, survive escalating enemy waves, earn gold
from kills and wave clears, and either retire alive (keep everything) or die (keep 10% of your total
value, floored at the 500-gold fresh start). Uses ENet client-server networking.
## Key Commands ## Key Commands
### Running the Game ### Running the Game
- Open the project in Godot Editor and press F5 to run - Open the project in Godot Editor and press F5, or: `godot --path . res://level/scenes/level.tscn`
- Or use: `godot --path . res://level/scenes/level.tscn` - Headless script-error check: `godot --headless --path . --quit`
### Testing Multiplayer Locally ### Testing Multiplayer Locally
1. Run the main scene (level.tscn) 1. Run one instance, click ENTER ARENA to host (port 8080)
2. Click "Host" on one instance to create a server (default port 8080) 2. Run a second instance, click JOIN FRIEND to connect (IP 127.0.0.1)
3. Run another instance and click "Join" to connect as a client
### In-Game Debug Keys
- `N` — start next enemy wave (server only)
- `H` — toggle hitbox/hurtbox debug visualization (off by default)
## The Core Loop
1. **Outfitting screen** (main menu): armory shop on the left/middle, Character Sheet in preview
mode on the right showing the pending loadout live. Buy weapons with banked gold; hand rules
enforced (two-handers and off-hands displace each other).
2. **Arena run**: chosen loadout auto-equips on spawn. Waves spawn on a timer; kills pay gold
(server-credited to the killer's peer), wave clears pay a bonus to all players.
3. **Run end**:
- **Death** (permadeath, no respawn): results screen; keep `max(500, 10% of total value)`;
gear and loadout liquidated.
- **Retire** (escape menu, or quitting alive): bank 100% of run gold, keep all gear.
## Architecture ## Architecture
### Inheritance Structure ### Autoloads (singletons)
The codebase follows an inheritance-based design pattern: - **Network** (`level/scripts/network.gd`) — ENet setup, host/join, `players` dict keyed by peer_id
- **BaseUnit** (base class) - Common functionality for all game entities that can take damage/have health (`{"nick": String, "skin": Character.SkinColor}`). Server = peer 1, MAX_PLAYERS = 10.
- **Character** extends **CharacterBody3D** - Player character class (class_name: Character) - **GameState** (`level/scripts/game_state.gd`) — the economy. Persists `banked_gold`,
- Currently implements movement, jumping, sprinting, respawning, and skin customization `owned_items`, `selected_loadout` to `user://save.cfg`. Per-run: `run_gold`, `current_wave`,
- Uses multiplayer authority for input handling (only the owner processes input) `kills_this_run`, `run_active`. Key API: `buy_item`, `equip_loadout_item`, `start_run`,
`end_run` (death settlement, double-call guarded), `retire_run` (bank everything),
`server_credit_kill/gold` (server → owning peer RPCs), `server_sync_wave`.
No compile-time dependency on Network — keep it that way (testable standalone via `--script`).
- **HUD** (`level/ui/scripts/hud_manager.gd`) — builds all in-run UI for the local player
(action bar, unit frame, character sheet, arena status wave/gold readout, escape menu,
run results on death). `reset()` tears everything down when returning to the menu —
autoload children survive scene reloads, so always reset before `reload_current_scene()`.
### Networking (Network.gd) ### Class hierarchy
- **Type**: Autoload singleton (accessible via `Network` globally) - **BaseUnit** (`base_unit.gd`) — health, damage, death, respawn, passive regen. Server validates
- **Protocol**: ENet (UDP-based) all damage. NOTE: `died` can fire twice on the host (direct emit + call_local sync) — guard
- **Architecture**: Client-Server (one host, multiple clients up to MAX_PLAYERS=10) anything expensive hooked to it.
- **Player Data**: Stored in `Network.players` dictionary keyed by peer_id - **Character** (`player.gd`, class_name Character) — player: movement, dash, attacks, blocking,
- Contains: `{"nick": String, "skin": Character.SkinColor}` weapon equip/drop/pickup. `can_respawn = false` (death ends the run). Attacks snap the body to
camera facing and lock direction for startup+active (`_lock_facing_to_camera`); dash locks
direction for its duration.
- **BaseEnemy** (`base_enemy.gd`) — targeting, `gold_reward` (basic 10, armed 25). Enemies are
server-authoritative (authority = 1).
- **BasicEnemy** — melee chaser; `can_respawn = false`, despawns after death, 40% health orb drop.
- **ArmedEnemy** — player-model enemy that seeks/equips weapons and drops them on death.
`can_respawn = false` (respawning would be a gold farm). Practice dummies DO respawn and
deliberately pay no gold.
### Weapons
- **WeaponData** (`weapon_data.gd`) — Resource in `level/resources/*.tres`: combat stats, hand type
(MAIN_HAND / OFF_HAND / TWO_HAND), block stats, `cost`/`tier` for the shop, `icon` (optional —
weapon slots fall back to name text when missing).
- **BaseWeapon** — equipped instance on a hand bone; **WorldWeapon** — pickable RigidBody3D.
- No free floor weapons: manually placed WorldWeapons in level.tscn are removed at init on the
server (`_remove_manual_weapons_on_server`). Gear enters play via the shop or enemy drops only.
- The shop catalog is auto-discovered: any WeaponData `.tres` in `level/resources/` appears in
the armory (`outfitting_screen.gd`).
### UI
- `character_sheet.gd` has two modes: live player (Tab in-game) and `preview_mode` (embedded in
the outfitting screen, rendering from a loadout dictionary). Keep both paths working.
- UI is largely built in code; match that style for new components.
### RPC Patterns ### RPC Patterns
The project uses Godot 4's RPC system for multiplayer synchronization: - `@rpc("any_peer", "reliable")` — server-validated actions (damage, heal); server checks
- Use `@rpc("any_peer", "reliable")` for critical data (health, damage) `multiplayer.is_server()` inside.
- Use `@rpc("any_peer", "unreliable")` for frequent position updates - `@rpc("any_peer", "call_local", "reliable")` — state sync to all peers (spawns, equips, health).
- The server (multiplayer.is_server()) is authoritative for game state - `@rpc("authority", ...)` — server-initiated (GameState credits, wave sync).
- Use `multiplayer.get_remote_sender_id()` to identify RPC sender - Use `rpc_id(peer_id, ...)` for targeted sync (late-join). When the server targets itself
- Use `rpc_id(peer_id, "method_name")` for targeted RPCs (peer 1), call the method directly instead of `rpc_id(1, ...)`.
- Late-join sync lives in `level.gd _on_player_connected` — new networked object types must be
added there (players, weapons, enemies, orbs, equipped gear all have precedents).
### Scene Structure ### Scene Structure (level.tscn)
- **level/scenes/level.tscn** - Main scene with menu UI, chat, and PlayersContainer - Containers the code expects by name: `PlayersContainer`, `WeaponsContainer`, `EnemiesContainer`,
- level.gd spawns players dynamically when they connect `OrbsContainer`, `PlayerSpawnPoints`, `EnemySpawner` (spawn points are its children named
- **level/scenes/player.tscn** - Player character scene `EnemySpawnPoint*`).
- Instantiated by server when players connect - Networked nodes are named deterministically for lookup: players by peer_id, `WorldWeapon_<id>`,
- Named with peer_id for easy lookup `Enemy_<wave>_<n>`, `ArmedEnemy_<n>`, `HealthOrb_<id>`.
### Physics Layers ### Physics Layers
- Layer 1: "player" - Player collision 1 player · 2 world · 3 weapon · 4 hitbox · 5 hurtbox
- Layer 2: "world" - Environment collision
### Input Actions ### Input Actions (project.godot)
Defined in project.godot: `move_left/right/forward/backward` (WASD), `jump` (Space), `shift` (sprint), `dash` (F),
- `move_left`, `move_right`, `move_forward`, `move_backward` (WASD) `attack` (LMB), `block` (RMB), `pickup` (E), `toggle_character_sheet` (Tab),
- `jump` (Space) `toggle_chat` (F12), `quit` (Esc).
- `shift` (Left Shift for sprinting)
- `quit` (Escape)
- `toggle_chat` (Enter)
## Development Guidelines ## Development Guidelines
### Adding New Components ### Git Commits
1. Create scripts in `level/scripts/` When creating git commits, do NOT include "🤖 Generated with [Claude Code]" or
2. For multiplayer-synchronized components: "Co-Authored-By: Claude" in commit messages. Keep commit messages clean and professional.
- Always check `is_multiplayer_authority()` before processing input
- Use RPC for state changes that need to replicate
- Server should validate all important state changes
### Adding New Unit Types (Enemies, NPCs) ### Verification
1. Create a new class that extends BaseUnit - Always run `godot --headless --path . --quit` after script changes and check for SCRIPT ERROR.
2. Implement required virtual methods (Pre-existing "invalid UID" warnings on mesh/theme assets are known noise.)
3. Add any unique behavior in _physics_process/_process - Economy logic can be tested standalone: a SceneTree script that instantiates
4. Ensure multiplayer authority is set correctly `game_state.gd` and exercises the API (`--script` mode; autoload `_ready` doesn't fire there,
call `load_save()` manually). Restore the default save afterwards.
- Test multiplayer with 2 instances (host + client); check late joins and death/retire flows.
### Testing Multiplayer ### Adding Content
- Always test with at least 2 instances (1 host, 1 client) - **New weapon**: create a WeaponData `.tres` in `level/resources/` with `cost`/`tier` — the shop
- Test edge cases: late joins, disconnections, packet loss picks it up automatically.
- Verify state is synchronized correctly across all clients - **New enemy**: extend BaseEnemy, set `gold_reward`, decide `can_respawn` (respawning enemies
must not pay gold), add scene to the EnemySpawner pool or spawn via level.gd (connect its
## Common Patterns `died` signal for gold there).
- **Multiplayer state changes**: server validates, then syncs via RPC; check
### Spawning Networked Entities `is_multiplayer_authority()` before processing input.
```gdscript
# Server-side only
if multiplayer.is_server():
var entity = entity_scene.instantiate()
entity.name = str(unique_id) # Name with ID for easy lookup
entity.set_multiplayer_authority(owner_peer_id)
container.add_child(entity, true) # true = force readable name
```
### Multiplayer Authority Check
```gdscript
func _physics_process(delta):
if not is_multiplayer_authority():
return
# Only the authority processes input/logic
```
### RPC for State Changes
```gdscript
@rpc("any_peer", "reliable")
func take_damage(amount: int, attacker_id: int):
if not multiplayer.is_server():
return # Server validates
# Apply damage logic
rpc("sync_health", current_health) # Broadcast to all
```
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bones/14/position = Vector3(-2.0682812e-05, 166.48976, 3.939679e-05) bones/14/position = Vector3(-2.0682812e-05, 166.48976, 3.939679e-05)
bones/15/position = Vector3(0.6496186, -35.1185, 49.84838) bones/15/position = Vector3(0.6496186, -35.1185, 49.84838)
bones/15/rotation = Quaternion(0.38543195, 0.163806, 0.8217493, 0.3864424) bones/15/rotation = Quaternion(0.38543156, 0.16380574, 0.82174975, 0.38644233)
bones/16/position = Vector3(8.771768e-06, 312.91962, 7.4840264e-06) bones/16/position = Vector3(8.771768e-06, 312.91962, 7.4840264e-06)
bones/16/rotation = Quaternion(-0.05300442, 0.17209676, 0.3905684, 0.90278995) bones/16/rotation = Quaternion(-0.053004134, 0.17209636, 0.39056766, 0.90279037)
bones/17/position = Vector3(-1.8137518e-05, 301.05597, -2.1670077e-05) bones/17/position = Vector3(-1.8137518e-05, 301.05597, -2.1670077e-05)
bones/17/rotation = Quaternion(0.24982396, 0.64725155, -0.6711768, 0.2611037) bones/17/rotation = Quaternion(0.2498236, 0.64725155, -0.67117685, 0.26110402)
bones/18/position = Vector3(-3.026353e-05, 14.185886, -1.4917823e-06) bones/18/position = Vector3(-3.026353e-05, 14.185886, -1.4917823e-06)
bones/18/rotation = Quaternion(0.11539763, 0.017187234, -0.0100022685, 0.9931203) bones/18/rotation = Quaternion(0.11539694, 0.017187497, -0.010002339, 0.9931204)
bones/19/position = Vector3(-4.351055e-06, 11.391233, -2.5032205e-06) bones/19/position = Vector3(-4.351055e-06, 11.391233, -2.5032205e-06)
bones/20/position = Vector3(0.014209064, -35.118507, -49.848385) bones/20/position = Vector3(0.014209064, -35.118507, -49.848385)
bones/20/rotation = Quaternion(-0.07370265, -0.18747172, 0.9412239, 0.2711456) bones/20/rotation = Quaternion(-0.07370261, -0.18747209, 0.94122386, 0.27114522)
bones/21/position = Vector3(2.8756085e-05, 312.91974, 5.14377e-06) bones/21/position = Vector3(2.8756085e-05, 312.91974, 5.14377e-06)
bones/21/rotation = Quaternion(-0.03735361, -0.04220169, 0.46135134, 0.8854257) bones/21/rotation = Quaternion(-0.037353504, -0.04220154, 0.46134973, 0.88542664)
bones/22/position = Vector3(2.2092872e-05, 301.0575, 1.8114511e-05) bones/22/position = Vector3(2.2092872e-05, 301.0575, 1.8114511e-05)
bones/22/rotation = Quaternion(0.7933202, 0.12858748, -0.3622723, 0.47208822) bones/22/rotation = Quaternion(0.79332, 0.1285891, -0.36227074, 0.47208923)
bones/23/position = Vector3(1.3624241e-05, 15.034077, 9.790485e-06) bones/23/position = Vector3(1.3624241e-05, 15.034077, 9.790485e-06)
bones/23/rotation = Quaternion(0.11885707, 0.009521758, -0.0077993367, 0.9928351) bones/23/rotation = Quaternion(0.11885707, 0.009522018, -0.0077985795, 0.9928351)
bones/24/position = Vector3(-2.4847686e-06, 11.913359, -6.198885e-06) bones/24/position = Vector3(-2.4847686e-06, 11.913359, -6.198885e-06)
[node name="WeaponPoint" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="1"] [node name="WeaponPoint" type="BoneAttachment3D" parent="LilguyRigged/Armature/Skeleton3D" index="1"]
transform = Transform3D(-0.43292555, -0.61284775, 0.6610542, 0.7782953, 0.11585887, 0.61711675, -0.45478758, 0.78166103, 0.42681834, -352.38528, -73.5694, -531.96124) transform = Transform3D(-0.4329258, -0.61284786, 0.6610537, 0.7782944, 0.11585927, 0.6171174, -0.45478824, 0.78166056, 0.42681772, -352.385, -73.56995, -531.9614)
bone_name = "mixamorig_RightHand" bone_name = "mixamorig_RightHand"
bone_idx = 14 bone_idx = 14
[node name="WeaponContainer" type="Node3D" parent="Armature/Skeleton3D/WeaponPoint" index="0"] [node name="WeaponContainer" type="Node3D" parent="LilguyRigged/Armature/Skeleton3D/WeaponPoint"]
transform = Transform3D(36.6912, 297.2667, 16.921356, 46.72698, 11.0892515, -296.13126, -294.05847, 38.85366, -44.94499, 24.08223, -7.4241333, 7.098694) transform = Transform3D(36.6912, 297.2667, 16.921356, 46.72698, 11.0892515, -296.13126, -294.05847, 38.85366, -44.94499, 24.08223, -7.4241333, 7.098694)
[node name="OffhandPoint" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="2"] [node name="OffhandPoint" type="BoneAttachment3D" parent="LilguyRigged/Armature/Skeleton3D" index="2"]
transform = Transform3D(0.6212382, -0.004605584, -0.7836083, -0.620316, 0.60813713, -0.49535576, 0.47882265, 0.7938187, 0.37494114, 135.65903, 334.35764, -511.2708) transform = Transform3D(0.62123704, -0.004605159, -0.7836091, -0.62031674, 0.6081372, -0.49535444, 0.4788229, 0.79381835, 0.3749406, 135.65929, 334.35745, -511.27094)
bone_name = "mixamorig_LeftHand" bone_name = "mixamorig_LeftHand"
bone_idx = 10 bone_idx = 10
[node name="OffhandContainer" type="Node3D" parent="Armature/Skeleton3D/OffhandPoint" index="0"] [node name="OffhandContainer" type="Node3D" parent="LilguyRigged/Armature/Skeleton3D/OffhandPoint"]
transform = Transform3D(-17.74905, -295.46814, -48.82108, 21.019196, -50.01525, 295.05362, -298.73593, 14.035805, 23.660797, 0.005859375, 0.39337158, 0.06616211) transform = Transform3D(-17.74905, -295.46814, -48.82108, 21.019196, -50.01525, 295.05362, -298.73593, 14.035805, 23.660797, 0.005859375, 0.39337158, 0.06616211)
[node name="CollisionShape3D" type="CollisionShape3D" parent="." index="2"] [node name="AnimationPlayer" parent="LilguyRigged" index="1"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.066, 0.828, 0.01) speed_scale = 2.0
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, -0.066, 1.647685, 0.01)
shape = SubResource("CapsuleShape3D_yxyay") shape = SubResource("CapsuleShape3D_yxyay")
[node name="SpringArmOffset" type="Node3D" parent="." index="3" node_paths=PackedStringArray("_spring_arm")] [node name="HurtBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
collision_layer = 16
collision_mask = 0
script = ExtResource("5_hurtbox")
owner_entity = NodePath("..")
[node name="HurtBoxShape" type="CollisionShape3D" parent="HurtBox"]
transform = Transform3D(1.9228287, 0, 0, 0, 1.4454772, 0, 0, 0, 1.4906956, -0.066, 2.0836046, 0.01)
shape = SubResource("CapsuleShape3D_hurtbox")
[node name="SpringArmOffset" type="Node3D" parent="." node_paths=PackedStringArray("_spring_arm")]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0) transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
script = ExtResource("9_dlyie") script = ExtResource("4_spring")
_spring_arm = NodePath("SpringArm3D") _spring_arm = NodePath("SpringArm3D")
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmOffset" index="0"] [node name="SpringArm3D" type="SpringArm3D" parent="SpringArmOffset"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
spring_length = 5.0 spring_length = 10.0
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D" index="0"] [node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D"]
current = true current = true
[node name="PlayerNick" type="Node3D" parent="." index="4"] [node name="PlayerNick" type="Node3D" parent="."]
[node name="Nickname" type="Label3D" parent="PlayerNick" index="0"] [node name="Nickname" type="Label3D" parent="PlayerNick"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.97037, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.97037, 0)
billboard = 1 billboard = 1
outline_modulate = Color(0, 0, 0, 0.301961) outline_modulate = Color(0, 0, 0, 0.301961)
text = "player name test" text = "player name test"
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." index="5"] [node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_xbohm") replication_config = SubResource("SceneReplicationConfig_xbohm")
[editable path="LilguyRigged"]
+124
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[gd_scene load_steps=5 format=3]
[ext_resource type="Script" path="res://level/scripts/armed_enemy.gd" id="1_armed_enemy"]
[ext_resource type="PackedScene" uid="uid://b22ou40sbkavj" path="res://assets/characters/player/LilguyRigged.glb" id="2_lilguy"]
[ext_resource type="Script" uid="uid://cf7jky1bcs560" path="res://level/scripts/lilguy_body.gd" id="3_body"]
[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="4_hurtbox"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 0.35796
height = 1.73092
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hurtbox"]
radius = 0.4
height = 1.8
[node name="ArmedEnemy" type="CharacterBody3D" node_paths=PackedStringArray("_body", "_weapon_attachment", "_weapon_container", "_offhand_attachment", "_offhand_container")]
collision_mask = 3
script = ExtResource("1_armed_enemy")
_body = NodePath("LilguyRigged/Armature")
_weapon_attachment = NodePath("LilguyRigged/Armature/Skeleton3D/WeaponPoint")
_weapon_container = NodePath("LilguyRigged/Armature/Skeleton3D/WeaponPoint/WeaponContainer")
_offhand_attachment = NodePath("LilguyRigged/Armature/Skeleton3D/OffhandPoint")
_offhand_container = NodePath("LilguyRigged/Armature/Skeleton3D/OffhandPoint/OffhandContainer")
move_speed = 4.0
detection_range = 100.0
max_health = 50.0
respawn_delay = 10.0
[node name="LilguyRigged" parent="." instance=ExtResource("2_lilguy")]
[node name="Armature" parent="LilguyRigged" index="0" node_paths=PackedStringArray("_character", "animation_player")]
transform = Transform3D(0.003, 0, 0, 0, -1.3113416e-10, -0.003, 0, 0.003, -1.3113416e-10, 0, 0, 0)
script = ExtResource("3_body")
_character = NodePath("../..")
animation_player = NodePath("../AnimationPlayer")
[node name="Skeleton3D" parent="LilguyRigged/Armature" index="0"]
bones/0/position = Vector3(-0.32859802, 2.9141626, -546.76843)
bones/0/rotation = Quaternion(-0.6608289, 0.28933656, -0.19178493, 0.66543835)
bones/1/position = Vector3(0.054167695, 63.219894, -3.33786e-06)
bones/1/rotation = Quaternion(0.015321612, 0.025352655, 0.0947179, 0.99506336)
bones/2/position = Vector3(-1.8112361e-05, 73.7566, -1.621247e-05)
bones/2/rotation = Quaternion(0.034659874, 0.050472155, 0.051301125, 0.99680465)
bones/3/position = Vector3(-3.0510128e-05, 84.29319, 9.059899e-06)
bones/3/rotation = Quaternion(0.029244598, 0.05379088, -0.051849354, 0.99677634)
bones/4/position = Vector3(3.8038404e-05, 94.83001, 1.9073414e-06)
bones/4/rotation = Quaternion(0.0006217413, 0.08164966, 0.020404326, 0.9964521)
bones/5/position = Vector3(-0.25257444, 72.84532, -7.644296e-06)
bones/5/rotation = Quaternion(0.037355006, 0.19943582, -0.04159446, 0.9783148)
bones/6/position = Vector3(-0.606337, 174.89494, 7.152558e-06)
bones/7/position = Vector3(-0.19949026, 76.75483, 52.286175)
bones/7/rotation = Quaternion(0.80360717, -0.09628771, 0.10672592, 0.57754105)
bones/8/position = Vector3(4.5403274e-05, 110.91907, 9.404198e-05)
bones/8/rotation = Quaternion(0.25522023, -0.08967148, 0.029356971, 0.9622681)
bones/9/position = Vector3(2.3064584e-05, 173.66367, 5.063071e-05)
bones/9/rotation = Quaternion(0.08784258, -0.16096693, 0.24338366, 0.95243776)
bones/10/position = Vector3(-2.2947788e-05, 166.48767, -1.2734416e-05)
bones/11/position = Vector3(0.23053212, 76.75536, -52.28617)
bones/11/rotation = Quaternion(0.14271267, -0.5852636, 0.7822879, 0.15851)
bones/12/position = Vector3(1.532285e-05, 110.91911, 4.0430357e-05)
bones/12/rotation = Quaternion(0.32197043, 0.13412262, 0.2711233, 0.89712787)
bones/13/position = Vector3(1.5523525e-05, 173.6661, 0.00010698747)
bones/13/rotation = Quaternion(0.090376236, 0.10155637, -0.39819276, 0.90717196)
bones/14/position = Vector3(-2.0682812e-05, 166.48976, 3.939679e-05)
bones/15/position = Vector3(0.6496186, -35.1185, 49.84838)
bones/15/rotation = Quaternion(0.38543156, 0.16380574, 0.82174975, 0.38644233)
bones/16/position = Vector3(8.771768e-06, 312.91962, 7.4840264e-06)
bones/16/rotation = Quaternion(-0.053004134, 0.17209636, 0.39056766, 0.90279037)
bones/17/position = Vector3(-1.8137518e-05, 301.05597, -2.1670077e-05)
bones/17/rotation = Quaternion(0.2498236, 0.64725155, -0.67117685, 0.26110402)
bones/18/position = Vector3(-3.026353e-05, 14.185886, -1.4917823e-06)
bones/18/rotation = Quaternion(0.11539694, 0.017187497, -0.010002339, 0.9931204)
bones/19/position = Vector3(-4.351055e-06, 11.391233, -2.5032205e-06)
bones/20/position = Vector3(0.014209064, -35.118507, -49.848385)
bones/20/rotation = Quaternion(-0.07370261, -0.18747209, 0.94122386, 0.27114522)
bones/21/position = Vector3(2.8756085e-05, 312.91974, 5.14377e-06)
bones/21/rotation = Quaternion(-0.037353504, -0.04220154, 0.46134973, 0.88542664)
bones/22/position = Vector3(2.2092872e-05, 301.0575, 1.8114511e-05)
bones/22/rotation = Quaternion(0.79332, 0.1285891, -0.36227074, 0.47208923)
bones/23/position = Vector3(1.3624241e-05, 15.034077, 9.790485e-06)
bones/23/rotation = Quaternion(0.11885707, 0.009522018, -0.0077985795, 0.9928351)
bones/24/position = Vector3(-2.4847686e-06, 11.913359, -6.198885e-06)
[node name="WeaponPoint" type="BoneAttachment3D" parent="LilguyRigged/Armature/Skeleton3D" index="1"]
transform = Transform3D(-0.4329258, -0.61284786, 0.6610537, 0.7782944, 0.11585927, 0.6171174, -0.45478824, 0.78166056, 0.42681772, -352.385, -73.56995, -531.9614)
bone_name = "mixamorig_RightHand"
bone_idx = 14
[node name="WeaponContainer" type="Node3D" parent="LilguyRigged/Armature/Skeleton3D/WeaponPoint"]
transform = Transform3D(36.6912, 297.2667, 16.921356, 46.72698, 11.0892515, -296.13126, -294.05847, 38.85366, -44.94499, 24.08223, -7.4241333, 7.098694)
[node name="OffhandPoint" type="BoneAttachment3D" parent="LilguyRigged/Armature/Skeleton3D" index="2"]
transform = Transform3D(0.62123704, -0.004605159, -0.7836091, -0.62031674, 0.6081372, -0.49535444, 0.4788229, 0.79381835, 0.3749406, 135.65929, 334.35745, -511.27094)
bone_name = "mixamorig_LeftHand"
bone_idx = 10
[node name="OffhandContainer" type="Node3D" parent="LilguyRigged/Armature/Skeleton3D/OffhandPoint"]
transform = Transform3D(-17.74905, -295.46814, -48.82108, 21.019196, -50.01525, 295.05362, -298.73593, 14.035805, 23.660797, 0.005859375, 0.39337158, 0.06616211)
[node name="AnimationPlayer" parent="LilguyRigged" index="1"]
speed_scale = 2.0
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, -0.066, 1.647685, 0.01)
shape = SubResource("CapsuleShape3D_body")
[node name="HurtBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
collision_layer = 16
collision_mask = 0
script = ExtResource("4_hurtbox")
owner_entity = NodePath("..")
[node name="HurtBoxShape" type="CollisionShape3D" parent="HurtBox"]
transform = Transform3D(1.9228287, 0, 0, 0, 1.4454772, 0, 0, 0, 1.4906956, -0.066, 2.0836046, 0.01)
shape = SubResource("CapsuleShape3D_hurtbox")
[node name="EnemyLabel" type="Label3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.2, 0)
billboard = 1
modulate = Color(1, 0.3, 0.3, 1)
outline_modulate = Color(0, 0, 0, 0.4)
text = "Armed Enemy"
[editable path="LilguyRigged"]
+63
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@@ -0,0 +1,63 @@
[gd_scene load_steps=8 format=3 uid="uid://byknup31d2b53"]
[ext_resource type="Script" uid="uid://cd87rsuiqhdav" path="res://level/scripts/basic_enemy.gd" id="1_basic_enemy"]
[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="2_hurtbox"]
[ext_resource type="ArrayMesh" uid="uid://dy0xld0fpulmk" path="res://assets/characters/Lobster/10029_Lobster_v1_iterations-2.obj" id="2_obxet"]
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="3_hitbox"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
height = 1.869873
[sub_resource type="SphereShape3D" id="SphereShape3D_hitbox"]
radius = 2.0
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_enemy"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath(".:rotation")
properties/1/spawn = true
properties/1/replication_mode = 1
[node name="BasicEnemy" type="CharacterBody3D"]
collision_mask = 3
script = ExtResource("1_basic_enemy")
move_speed = 3.5
attack_damage = 5.0
detection_range = 500.0
max_health = 10.0
[node name="Mesh" type="MeshInstance3D" parent="."]
transform = Transform3D(-0.29981995, -0.01038597, -0.00033419454, 0.00636219, -0.19110087, 0.23117083, -0.008215994, 0.23102501, 0.19120643, 0, 0.41641736, 0)
mesh = ExtResource("2_obxet")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 1, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HurtBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, -0.47265148, 0)
collision_layer = 16
collision_mask = 0
script = ExtResource("2_hurtbox")
owner_entity = NodePath("..")
[node name="HurtBoxShape" type="CollisionShape3D" parent="HurtBox"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9349365, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.8, -1.2)
collision_layer = 0
collision_mask = 16
script = ExtResource("3_hitbox")
damage = 15.0
knockback = 10.0
owner_entity = NodePath("..")
[node name="HitBoxShape" type="CollisionShape3D" parent="HitBox"]
transform = Transform3D(0.8, 0, 0, 0, 0.8, 0, 0, 0, 0.8, 0, 0.13992286, 0)
shape = SubResource("SphereShape3D_hitbox")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_enemy")
+7
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@@ -0,0 +1,7 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="PackedScene" uid="uid://byknup31d2b53" path="res://level/scenes/enemies/basic_enemy.tscn" id="1_base"]
[ext_resource type="Script" path="res://level/scripts/boss_lobster.gd" id="2_boss_script"]
[node name="BossLobster" instance=ExtResource("1_base")]
script = ExtResource("2_boss_script")
+51
View File
@@ -0,0 +1,51 @@
[gd_scene load_steps=7 format=3 uid="uid://dif4t1y3c07ax"]
[ext_resource type="Script" path="res://level/scripts/practice_dummy.gd" id="1_dummy"]
[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="2_hurtbox"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_dummy"]
albedo_color = Color(0.8, 0.6, 0.4, 1)
metallic = 0.2
roughness = 0.8
[sub_resource type="CapsuleMesh" id="CapsuleMesh_dummy"]
material = SubResource("StandardMaterial3D_dummy")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hurtbox"]
radius = 0.6
height = 2.2
[node name="PracticeDummy" type="CharacterBody3D"]
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 0, 0)
collision_mask = 2
script = ExtResource("1_dummy")
detection_range = 0.0
is_aggressive = false
respawn_delay = 5.0
[node name="Mesh" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CapsuleMesh_dummy")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HurtBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
collision_layer = 16
collision_mask = 0
script = ExtResource("2_hurtbox")
owner_entity = NodePath("..")
[node name="HurtBoxShape" type="CollisionShape3D" parent="HurtBox"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_hurtbox")
[node name="HealthLabel" type="Label3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
billboard = 1
text = "HP: 100/100"
font_size = 24
outline_size = 8
+29
View File
@@ -0,0 +1,29 @@
[gd_scene load_steps=5 format=3 uid="uid://blm8lav3xh2yw"]
[ext_resource type="Script" path="res://level/scripts/enemy_spawner.gd" id="1_spawner"]
[ext_resource type="PackedScene" uid="uid://byknup31d2b53" path="res://level/scenes/enemies/basic_enemy.tscn" id="2_basic_enemy"]
[ext_resource type="PackedScene" path="res://level/scenes/enemies/boss_lobster.tscn" id="3_boss"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_indicator"]
albedo_color = Color(1, 0.5, 0, 0.3)
transparency = 1
cull_mode = 2
shading_mode = 0
[node name="EnemySpawner" type="Node3D"]
script = ExtResource("1_spawner")
spawn_radius = 20.0
spawn_height = 0.5
enemies_per_wave = 10
auto_start_next_wave = false
wave_delay = 5.0
enemy_scenes = Array[PackedScene]([ExtResource("2_basic_enemy")])
boss_scene = ExtResource("3_boss")
[node name="SpawnRadiusIndicator" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
visible = false
material_override = SubResource("StandardMaterial3D_indicator")
[node name="CenterMarker" type="MeshInstance3D" parent="."]
transform = Transform3D(0.5, 0, 0, 0, 2, 0, 0, 0, 0.5, 0, 1, 0)
+31
View File
@@ -0,0 +1,31 @@
[gd_scene load_steps=5 format=3]
[ext_resource type="Script" path="res://level/scripts/health_orb.gd" id="1_orb"]
[sub_resource type="SphereMesh" id="SphereMesh_orb"]
radius = 0.35
height = 0.7
[sub_resource type="StandardMaterial3D" id="Mat_orb"]
albedo_color = Color(0.2, 1, 0.35, 1)
emission_enabled = true
emission = Color(0.2, 1, 0.35, 1)
emission_energy_multiplier = 2.0
[sub_resource type="SphereShape3D" id="Shape_orb"]
radius = 0.8
[node name="HealthOrb" type="Area3D"]
script = ExtResource("1_orb")
[node name="Mesh" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_orb")
surface_material_override/0 = SubResource("Mat_orb")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("Shape_orb")
[node name="Glow" type="OmniLight3D" parent="."]
light_color = Color(0.4, 1, 0.5, 1)
light_energy = 1.5
omni_range = 3.0
+46 -78
View File
@@ -1,10 +1,15 @@
[gd_scene load_steps=19 format=3 uid="uid://dugaivbj1o66n"] [gd_scene load_steps=16 format=3 uid="uid://dugaivbj1o66n"]
[ext_resource type="Script" uid="uid://d0dgljwwl463n" path="res://level/scripts/level.gd" id="1_e1sh7"] [ext_resource type="Script" uid="uid://d0dgljwwl463n" path="res://level/scripts/level.gd" id="1_e1sh7"]
[ext_resource type="PackedScene" uid="uid://db06e8q8f8bdq" path="res://level/scenes/Player_Lilguy.tscn" id="1_uvcbi"] [ext_resource type="PackedScene" uid="uid://db06e8q8f8bdq" path="res://level/scenes/Player_Lilguy.tscn" id="1_uvcbi"]
[ext_resource type="FontFile" uid="uid://diapabmalpcrj" path="res://assets/fonts/Kurland.ttf" id="3_icc4p"] [ext_resource type="PackedScene" uid="uid://dif4t1y3c07ax" path="res://level/scenes/enemies/practice_dummy.tscn" id="3_i7s07"]
[ext_resource type="PackedScene" uid="uid://b48oxbcgxu3d8" path="res://assets/Objects/Colosseum_10.fbx" id="4_u750a"] [ext_resource type="FontFile" uid="uid://wipqjhfqeuwd" path="res://assets/fonts/Kurland.ttf" id="3_icc4p"]
[ext_resource type="PackedScene" uid="uid://blm8lav3xh2yw" path="res://level/scenes/enemy_spawner.tscn" id="3_spawner"]
[ext_resource type="PackedScene" path="res://level/scenes/enemies/armed_enemy.tscn" id="4_armed"]
[ext_resource type="PackedScene" uid="uid://chkrcwlprbn88" path="res://assets/Objects/Colosseum_10.fbx" id="4_u750a"]
[ext_resource type="PackedScene" uid="uid://hd6pq287rgye" path="res://level/scenes/weapons/world_weapon_testsword.tscn" id="5_cwx4m"] [ext_resource type="PackedScene" uid="uid://hd6pq287rgye" path="res://level/scenes/weapons/world_weapon_testsword.tscn" id="5_cwx4m"]
[ext_resource type="PackedScene" uid="uid://8c4l6s6x67vh" path="res://level/scenes/weapons/world_weapon_applecorer.tscn" id="6_xerh7"]
[ext_resource type="PackedScene" uid="uid://dpk7n3q8mwx2r" path="res://level/scenes/weapons/world_weapon_lobsteraxe.tscn" id="7_lobster"]
[sub_resource type="PlaneMesh" id="PlaneMesh_r5xs5"] [sub_resource type="PlaneMesh" id="PlaneMesh_r5xs5"]
size = Vector2(90, 90) size = Vector2(90, 90)
@@ -13,29 +18,7 @@ size = Vector2(90, 90)
albedo_color = Color(0, 0.321569, 0.172549, 1) albedo_color = Color(0, 0.321569, 0.172549, 1)
[sub_resource type="BoxShape3D" id="BoxShape3D_x3h1o"] [sub_resource type="BoxShape3D" id="BoxShape3D_x3h1o"]
size = Vector3(90, 0.05, 90) size = Vector3(288.0893, 0.05, 350.08374)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lc35d"]
albedo_color = Color(0, 0, 0, 1)
[sub_resource type="BoxMesh" id="BoxMesh_8pl0k"]
[sub_resource type="BoxShape3D" id="BoxShape3D_f43m5"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_womqi"]
albedo_color = Color(0, 0, 0, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_taagp"]
albedo_color = Color(0, 0, 0, 1)
[sub_resource type="BoxMesh" id="BoxMesh_q5fs2"]
size = Vector3(25, 1, 1.5)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fs7ud"]
albedo_color = Color(0, 0, 0, 1)
[sub_resource type="BoxShape3D" id="BoxShape3D_epsao"]
size = Vector3(25, 1, 1.5)
[sub_resource type="Environment" id="Environment_qb4jd"] [sub_resource type="Environment" id="Environment_qb4jd"]
fog_enabled = true fog_enabled = true
@@ -46,6 +29,8 @@ color = Color(0, 0, 0, 0)
[node name="Level" type="Node3D"] [node name="Level" type="Node3D"]
script = ExtResource("1_e1sh7") script = ExtResource("1_e1sh7")
player_scene = ExtResource("1_uvcbi") player_scene = ExtResource("1_uvcbi")
practice_dummy_scene = ExtResource("3_i7s07")
armed_enemy_scene = ExtResource("4_armed")
[node name="Environment" type="Node3D" parent="."] [node name="Environment" type="Node3D" parent="."]
@@ -53,67 +38,19 @@ player_scene = ExtResource("1_uvcbi")
collision_layer = 2 collision_layer = 2
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Floor"] [node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Floor"]
transform = Transform3D(3.140456, 0, 0, 0, 1, 0, 0, 0, 3.8321724, 0, 0, 0)
mesh = SubResource("PlaneMesh_r5xs5") mesh = SubResource("PlaneMesh_r5xs5")
surface_material_override/0 = SubResource("StandardMaterial3D_o02aj") surface_material_override/0 = SubResource("StandardMaterial3D_o02aj")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Floor"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Floor"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.6853943, 0, 1.6468506)
shape = SubResource("BoxShape3D_x3h1o") shape = SubResource("BoxShape3D_x3h1o")
[node name="Box_1" type="StaticBody3D" parent="Environment"]
collision_layer = 2
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Box_1"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91206, 0.456, 6.91607)
material_override = SubResource("StandardMaterial3D_lc35d")
mesh = SubResource("BoxMesh_8pl0k")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Box_1"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91167, 0.456274, 6.91607)
shape = SubResource("BoxShape3D_f43m5")
[node name="Box_2" type="StaticBody3D" parent="Environment"]
collision_layer = 2
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Box_2"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91206, 2.456, 9.916)
mesh = SubResource("BoxMesh_8pl0k")
surface_material_override/0 = SubResource("StandardMaterial3D_womqi")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Box_2"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91167, 2.456, 9.916)
shape = SubResource("BoxShape3D_f43m5")
[node name="Box_3" type="StaticBody3D" parent="Environment"]
collision_layer = 2
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Box_3"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91206, 4.456, 12.916)
mesh = SubResource("BoxMesh_8pl0k")
surface_material_override/0 = SubResource("StandardMaterial3D_taagp")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Box_3"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91167, 4.456, 12.916)
shape = SubResource("BoxShape3D_f43m5")
[node name="Box_4" type="StaticBody3D" parent="Environment"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 0, 0, 0)
collision_layer = 2
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Box_4"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, -3.52997, 5.947, 17.398)
layers = 2
mesh = SubResource("BoxMesh_q5fs2")
surface_material_override/0 = SubResource("StandardMaterial3D_fs7ud")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Box_4"]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, -3.52997, 5.947, 17.398)
shape = SubResource("BoxShape3D_epsao")
[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"] [node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
environment = SubResource("Environment_qb4jd") environment = SubResource("Environment_qb4jd")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"] [node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
transform = Transform3D(1, 0, 0, 0, -0.5, 0.866025, 0, -0.866025, -0.5, 0, 4, 0) transform = Transform3D(1, 0, 0, 0, -0.50000024, 0.8660253, 0, -0.8660253, -0.50000024, 0, 18.907759, 0)
shadow_enabled = true shadow_enabled = true
shadow_blur = 0.5 shadow_blur = 0.5
@@ -345,13 +282,44 @@ offset_right = 40.0
offset_bottom = 40.0 offset_bottom = 40.0
[node name="Colosseum_10" parent="." instance=ExtResource("4_u750a")] [node name="Colosseum_10" parent="." instance=ExtResource("4_u750a")]
transform = Transform3D(15, 0, 0, 0, 15, 0, 0, 0, 15, 1.301034, -1.2294581, 2.0630608) transform = Transform3D(30, 0, 0, 0, 30, 0, 0, 0, 30, 1.301034, -2.3844016, 2.0630608)
[node name="WeaponsContainer" type="Node3D" parent="."] [node name="WeaponsContainer" type="Node3D" parent="."]
[node name="WorldWeaponSword" parent="WeaponsContainer" instance=ExtResource("5_cwx4m")] [node name="WorldWeaponSword" parent="WeaponsContainer" instance=ExtResource("5_cwx4m")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.0268106, 2.6057472, 8.836907) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.0268106, 2.6057472, 8.836907)
[node name="WorldWeaponSword2" parent="WeaponsContainer" instance=ExtResource("6_xerh7")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.32151043, 5.2709904)
[node name="WorldWeaponLobsterAxe" parent="WeaponsContainer" instance=ExtResource("7_lobster")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0.5, 5)
[node name="EnemiesContainer" type="Node3D" parent="."]
[node name="EnemySpawner" parent="." instance=ExtResource("3_spawner")]
spawn_radius = 100.0
[node name="EnemySpawnPoint1" type="Node3D" parent="EnemySpawner"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 25.138117)
[node name="EnemySpawnPoint2" type="Node3D" parent="EnemySpawner"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -23.835087)
[node name="PlayerSpawnPoints" type="Node3D" parent="."]
[node name="PlayerSpawn1" type="Node3D" parent="PlayerSpawnPoints"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 21.496109, 0, 12.60405)
[node name="PlayerSpawn2" type="Node3D" parent="PlayerSpawnPoints"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 21.496109, 0, -13.144485)
[node name="PlayerSpawn3" type="Node3D" parent="PlayerSpawnPoints"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.29047, 0, -13.144485)
[node name="PlayerSpawn4" type="Node3D" parent="PlayerSpawnPoints"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.29047, 0, 13.986315)
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Host" to="." method="_on_host_pressed"] [connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Host" to="." method="_on_host_pressed"]
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Join" to="." method="_on_join_pressed"] [connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Join" to="." method="_on_join_pressed"]
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Option4/Quit" to="." method="_on_quit_pressed"] [connection signal="pressed" from="Menu/MainContainer/MainMenu/Option4/Quit" to="." method="_on_quit_pressed"]
+7 -7
View File
@@ -1,14 +1,14 @@
[gd_scene load_steps=48 format=4 uid="uid://cffjduipbb3s5"] [gd_scene load_steps=48 format=4 uid="uid://cffjduipbb3s5"]
[ext_resource type="Script" uid="uid://c2si8gkbnde0c" path="res://level/scripts/player.gd" id="1_tdh26"] [ext_resource type="Script" uid="uid://c2si8gkbnde0c" path="res://level/scripts/player.gd" id="1_tdh26"]
[ext_resource type="Texture2D" uid="uid://bdg48m6l86q8i" path="res://assets/characters/player/3DGodotRobot_GodotPalette.png" id="1_w11jc"] [ext_resource type="Texture2D" uid="uid://5cevtcic4bab" path="res://assets/characters/player/3DGodotRobot_GodotPalette.png" id="1_w11jc"]
[ext_resource type="Script" uid="uid://v8j54rbc0ik" path="res://level/scripts/3d_godot_robot.gd" id="2_mexc5"] [ext_resource type="Script" uid="uid://v8j54rbc0ik" path="res://level/scripts/3d_godot_robot.gd" id="2_mexc5"]
[ext_resource type="Texture2D" uid="uid://cw6pxwst2gh85" path="res://assets/characters/player/GodotRobotPaletteSwap/GodotYellowPalette.png" id="3_l3dv8"] [ext_resource type="Texture2D" uid="uid://bx1whlf637r18" path="res://assets/characters/player/GodotRobotPaletteSwap/GodotYellowPalette.png" id="3_l3dv8"]
[ext_resource type="Texture2D" uid="uid://bbid6mowxhd5b" path="res://assets/characters/player/GodotRobotPaletteSwap/GodotGreenPalette.png" id="4_74ree"] [ext_resource type="Texture2D" uid="uid://cjqqgbprwdl6h" path="res://assets/characters/player/GodotRobotPaletteSwap/GodotGreenPalette.png" id="4_74ree"]
[ext_resource type="Texture2D" uid="uid://fpmmv2oxjcdv" path="res://assets/characters/player/GodotRobotPaletteSwap/GodotPalette.png" id="4_max2b"] [ext_resource type="Texture2D" uid="uid://b1wwwro3s4m16" path="res://assets/characters/player/GodotRobotPaletteSwap/GodotPalette.png" id="4_max2b"]
[ext_resource type="Script" uid="uid://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="4_ygggd"] [ext_resource type="Script" uid="uid://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="4_ygggd"]
[ext_resource type="Texture2D" uid="uid://brp1gy30s4rks" path="res://assets/characters/player/GodotRobotPaletteSwap/GodotRedPalette.png" id="5_qlefn"] [ext_resource type="Texture2D" uid="uid://1p20xwfvvfk2" path="res://assets/characters/player/GodotRobotPaletteSwap/GodotRedPalette.png" id="5_qlefn"]
[ext_resource type="ArrayMesh" uid="uid://dmottq5u3my52" path="res://assets/characters/Lobster/10029_Lobster_v1_iterations-2.obj" id="8_jeskb"] [ext_resource type="ArrayMesh" uid="uid://dy0xld0fpulmk" path="res://assets/characters/Lobster/10029_Lobster_v1_iterations-2.obj" id="8_jeskb"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_mx45w"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_mx45w"]
radius = 0.35796 radius = 0.35796
@@ -5055,7 +5055,7 @@ _spring_arm = NodePath("SpringArm3D")
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmOffset"] [node name="SpringArm3D" type="SpringArm3D" parent="SpringArmOffset"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
spring_length = 5.0 spring_length = 10.0
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D"] [node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D"]
current = true current = true
+19
View File
@@ -0,0 +1,19 @@
[gd_scene load_steps=4 format=3 uid="uid://cehc5ckhq2byd"]
[ext_resource type="PackedScene" uid="uid://c3e6e3s2q0uro" path="res://assets/Objects/Applecorer.glb" id="1_yadub"]
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="2_lq7hu"]
[sub_resource type="BoxShape3D" id="BoxShape3D_ei1hh"]
size = Vector3(0.19293976, 2.9722443, 0.5605469)
[node name="TestSwordMesh" type="Node3D"]
[node name="Applecorer" parent="." instance=ExtResource("1_yadub")]
transform = Transform3D(-0.3, 0, -2.6226834e-08, 0, 0.3, 0, 2.6226834e-08, 0, -0.3, 0, 0, 0)
[node name="HitBox" type="Area3D" parent="."]
script = ExtResource("2_lq7hu")
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitBox"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0034065247, 2.15522, 0.0234375)
shape = SubResource("BoxShape3D_ei1hh")
Binary file not shown.
+20
View File
@@ -0,0 +1,20 @@
[gd_scene load_steps=4 format=3 uid="uid://cq8r5mkn3wvxj"]
[ext_resource type="PackedScene" uid="uid://bk5akj878m2a3" path="res://level/scenes/weapons/LobsterAxe.glb" id="1_lobster"]
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="2_hitbox"]
[sub_resource type="BoxShape3D" id="BoxShape3D_lobster"]
size = Vector3(2, 3.2, 0.6)
[node name="LobsterAxeMesh" type="Node3D"]
[node name="LobsterAxe" parent="." instance=ExtResource("1_lobster")]
transform = Transform3D(-1.3113416e-08, 0, 0.29999998, 0, 0.29999998, 0, -0.29999998, 0, -1.3113416e-08, 0, 0.72785115, 0)
[node name="HitBox" type="Area3D" parent="."]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 0, 2.1950727, 0)
script = ExtResource("2_hitbox")
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitBox"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1840072, 0)
shape = SubResource("BoxShape3D_lobster")
+12 -1
View File
@@ -1,8 +1,19 @@
[gd_scene load_steps=2 format=3 uid="uid://rkvkbxlweo60"] [gd_scene load_steps=4 format=3 uid="uid://rkvkbxlweo60"]
[ext_resource type="PackedScene" uid="uid://culurukxpqswh" path="res://assets/Objects/TestSword.glb" id="1_4fdvi"] [ext_resource type="PackedScene" uid="uid://culurukxpqswh" path="res://assets/Objects/TestSword.glb" id="1_4fdvi"]
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="2_3qhqw"]
[sub_resource type="BoxShape3D" id="BoxShape3D_5u25i"]
size = Vector3(0.19293976, 2.2154922, 0.5605469)
[node name="TestSwordMesh" type="Node3D"] [node name="TestSwordMesh" type="Node3D"]
[node name="TestSword" parent="." instance=ExtResource("1_4fdvi")] [node name="TestSword" parent="." instance=ExtResource("1_4fdvi")]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0.104662895, 0) transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0.104662895, 0)
[node name="HitBox" type="Area3D" parent="."]
script = ExtResource("2_3qhqw")
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitBox"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0034065247, 1.3828986, 0.0234375)
shape = SubResource("BoxShape3D_5u25i")

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