eNEMIES!!!!!!!!!

Enemys and enemy spawner

- Press N to spawn wave
- Press H to togglt hitboxs
main
Twirpytherobot 6 days ago
parent b606563f4d
commit 689181ac30
  1. 63
      level/scenes/enemies/basic_enemy.tscn
  2. 27
      level/scenes/enemy_spawner.tscn
  3. 102
      level/scenes/level.tscn
  4. 285
      level/scripts/basic_enemy.gd
  5. 1
      level/scripts/basic_enemy.gd.uid
  6. 251
      level/scripts/enemy_spawner.gd
  7. 1
      level/scripts/enemy_spawner.gd.uid
  8. 8
      level/scripts/hit_box.gd
  9. 8
      level/scripts/hurt_box.gd
  10. 32
      level/scripts/level.gd

@ -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 = 20.0
[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")

@ -0,0 +1,27 @@
[gd_scene load_steps=4 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"]
[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 = 3
auto_start_next_wave = false
wave_delay = 5.0
enemy_scenes = Array[PackedScene]([ExtResource("2_basic_enemy")])
[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)

@ -1,9 +1,10 @@
[gd_scene load_steps=21 format=3 uid="uid://dugaivbj1o66n"] [gd_scene load_steps=14 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="PackedScene" path="res://level/scenes/enemies/practice_dummy.tscn" id="3_i7s07"] [ext_resource type="PackedScene" uid="uid://dif4t1y3c07ax" path="res://level/scenes/enemies/practice_dummy.tscn" id="3_i7s07"]
[ext_resource type="FontFile" uid="uid://wipqjhfqeuwd" path="res://assets/fonts/Kurland.ttf" id="3_icc4p"] [ext_resource type="FontFile" uid="uid://wipqjhfqeuwd" path="res://assets/fonts/Kurland.ttf" id="3_icc4p"]
[ext_resource type="PackedScene" path="res://level/scenes/enemy_spawner.tscn" id="3_spawner"]
[ext_resource type="PackedScene" uid="uid://chkrcwlprbn88" path="res://assets/Objects/Colosseum_10.fbx" id="4_u750a"] [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://8c4l6s6x67vh" path="res://level/scenes/weapons/world_weapon_applecorer.tscn" id="6_xerh7"]
@ -15,29 +16,7 @@ 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
@ -56,67 +35,19 @@ practice_dummy_scene = ExtResource("3_i7s07")
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
@ -348,7 +279,7 @@ 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="."]
@ -360,6 +291,23 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.32151043, 5.2709904)
[node name="EnemiesContainer" type="Node3D" parent="."] [node name="EnemiesContainer" type="Node3D" parent="."]
[node name="EnemySpawner" parent="." instance=ExtResource("3_spawner")]
spawn_radius = 100.0
[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"]

@ -0,0 +1,285 @@
extends BaseEnemy
class_name BasicEnemy
## A basic melee enemy that chases and attacks players
## Server-authoritative AI with multiplayer support
## Movement
@export var move_speed: float = 3.0
@export var chase_range: float = 15.0
@export var attack_range: float = 2.5
## Combat
@export var attack_damage: float = 15.0
@export var attack_knockback: float = 10.0
@export var attack_cooldown: float = 1.5
@export_category("Attack Timing")
@export var attack_startup: float = 0.3 # Wind-up before hit
@export var attack_active: float = 0.4 # Hit window duration
## References
var _hitbox: HitBox = null
var _hurtbox: HurtBox = null
var _mesh: MeshInstance3D = null
## AI State
var _attack_timer: float = 0.0
var _is_attacking: bool = false
var _original_material: Material = null
var _hit_flash_timer: float = 0.0
const HIT_FLASH_DURATION: float = 0.2
func _enter_tree():
# Enemies are always server-authoritative
set_multiplayer_authority(1)
func _ready():
super._ready()
# Find mesh, hitbox, and hurtbox
_mesh = get_node_or_null("Mesh")
_hitbox = get_node_or_null("HitBox")
_hurtbox = get_node_or_null("HurtBox")
# Store original material for hit flash
if _mesh:
_original_material = _mesh.get_surface_override_material(0)
if not _original_material and _mesh.mesh:
_original_material = _mesh.mesh.surface_get_material(0)
# Setup hitbox
if _hitbox:
_hitbox.owner_entity = self
_hitbox.set_stats(attack_damage, attack_knockback)
_hitbox.hit_landed.connect(_on_hitbox_hit)
# Setup hurtbox
if _hurtbox:
_hurtbox.owner_entity = self
func _process(delta):
# Countdown timers
if _attack_timer > 0:
_attack_timer -= delta
# Handle hit flash
if _hit_flash_timer > 0:
_hit_flash_timer -= delta
if _hit_flash_timer <= 0:
_reset_material()
func _physics_process(delta):
super._physics_process(delta)
# Only server runs AI
if not multiplayer.is_server():
return
if is_dead:
return
# Apply gravity
if not is_on_floor():
velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * delta
# AI behavior
if current_target and is_instance_valid(current_target):
_ai_combat(delta)
else:
# Stop moving if no target
velocity.x = 0
velocity.z = 0
move_and_slide()
## Override to find nearest player without range limit
func get_nearest_player() -> Node:
# Find all players in a very large range (essentially unlimited)
var players = get_players_in_range(1000.0) # 1000m range - basically unlimited
if players.is_empty():
return null
var nearest_player = null
var nearest_distance = INF
for player in players:
var distance = global_position.distance_to(player.global_position)
if distance < nearest_distance:
nearest_distance = distance
nearest_player = player
return nearest_player
## Update target - called by BaseEnemy
func _update_target():
if not is_aggressive:
return
# Always find and target the nearest player (no range limit)
var nearest = get_nearest_player()
if nearest:
# Update target if it changed
if current_target != nearest:
current_target = nearest
target_changed.emit(nearest)
else:
# No players exist
if current_target != null:
current_target = null
target_changed.emit(null)
## Combat AI behavior
func _ai_combat(delta):
if not current_target or not is_instance_valid(current_target):
return
var target_pos = current_target.global_position
var direction = (target_pos - global_position).normalized()
var distance = global_position.distance_to(target_pos)
# Face the target
if direction.length() > 0.01:
var look_dir = Vector3(direction.x, 0, direction.z)
if look_dir.length() > 0.01:
look_at(global_position + look_dir, Vector3.UP)
# If in attack range, attack
if distance <= attack_range:
# Stop moving when attacking
velocity.x = 0
velocity.z = 0
# Try to attack
if _attack_timer <= 0 and not _is_attacking:
_perform_attack()
else:
# Always chase the target (no range limit)
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
## Perform melee attack
func _perform_attack():
if _is_attacking or not multiplayer.is_server():
return
# Calculate total attack duration
var total_duration = attack_startup + attack_active
var cooldown = max(attack_cooldown, total_duration)
_attack_timer = cooldown
_is_attacking = true
# Play attack animation on all clients
rpc("_sync_attack_animation")
# Activate hitbox
_activate_hitbox()
## Activate hitbox for attack
func _activate_hitbox():
if not _hitbox or not multiplayer.is_server():
_is_attacking = false
return
# STARTUP PHASE - Wait before activating
if attack_startup > 0:
await get_tree().create_timer(attack_startup).timeout
if not _hitbox or not is_instance_valid(_hitbox) or is_dead:
_is_attacking = false
return
# ACTIVE PHASE - Hitbox on
_hitbox.activate()
await get_tree().create_timer(attack_active).timeout
# RECOVERY PHASE - Hitbox off
if _hitbox and is_instance_valid(_hitbox):
_hitbox.deactivate()
_is_attacking = false
## Called when hitbox hits something
func _on_hitbox_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
if not target or not multiplayer.is_server():
return
# Flash target's hurtbox
if target is Node:
var hurtbox = target.find_child("HurtBox", true, false)
if hurtbox and hurtbox.has_method("flash_hit"):
hurtbox.flash_hit()
# Server applies damage directly
if target is BaseUnit:
target.take_damage(damage_amount, 1, knockback_amount, global_position)
## Play attack animation (synced to all clients)
@rpc("any_peer", "call_local", "reliable")
func _sync_attack_animation():
# Visual feedback for attack
# Could play animation here if you have an AnimationPlayer
pass
## Override hurt animation to flash red
@rpc("any_peer", "call_local", "reliable")
func _play_hurt_animation():
if _mesh:
_flash_red()
## Flash red when hit
func _flash_red():
if not _mesh:
return
_hit_flash_timer = HIT_FLASH_DURATION
# Create red material
var red_material = StandardMaterial3D.new()
red_material.albedo_color = Color(1.5, 0.3, 0.3)
# Copy properties from original if exists
if _original_material and _original_material is StandardMaterial3D:
var orig = _original_material as StandardMaterial3D
red_material.metallic = orig.metallic
red_material.roughness = orig.roughness
red_material.albedo_texture = orig.albedo_texture
_mesh.set_surface_override_material(0, red_material)
## Reset material
func _reset_material():
if _mesh and _original_material:
_mesh.set_surface_override_material(0, _original_material.duplicate())
## Death callback
func _on_enemy_died(killer_id: int):
super._on_enemy_died(killer_id)
# Hide when dead
if _mesh:
_mesh.visible = false
# Deactivate hitbox
if _hitbox:
_hitbox.deactivate()
print("[BasicEnemy ", name, "] killed by ", killer_id)
## Respawn callback
func _on_enemy_respawned():
super._on_enemy_respawned()
# Show mesh
if _mesh:
_mesh.visible = true
_reset_material()
# Reset state
_attack_timer = 0.0
_is_attacking = false
print("[BasicEnemy ", name, "] respawned")

@ -0,0 +1 @@
uid://cd87rsuiqhdav

@ -0,0 +1,251 @@
extends Node3D
class_name EnemySpawner
## Spawns enemies in waves around the arena edge
## Server-authoritative spawning with multiplayer sync
signal wave_started(wave_number: int)
signal wave_completed(wave_number: int)
signal enemy_spawned(enemy: Node)
signal all_enemies_defeated()
## Spawn configuration
@export_category("Spawn Settings")
@export var spawn_radius: float = 20.0 ## Distance from spawner center to spawn enemies
@export var spawn_height: float = 0.5 ## Height above ground to spawn
@export var enemies_per_wave: int = 3 ## How many enemies spawn per wave
@export var auto_start_next_wave: bool = false ## Auto-start next wave when all defeated
@export var wave_delay: float = 5.0 ## Delay before next wave auto-starts
@export_category("Enemy Pool")
@export var enemy_scenes: Array[PackedScene] = [] ## List of enemy scenes to spawn from
## Wave tracking
var current_wave: int = 0
var active_enemies: Array[Node] = []
var _wave_delay_timer: float = 0.0
var _waiting_for_next_wave: bool = false
var _enemy_id_counter: int = 0
## Debug visualization
@export var show_spawn_radius: bool = false ## Show spawn radius circle in game
var _debug_circle: MeshInstance3D = null
func _ready():
print("[EnemySpawner] Ready. Server: ", multiplayer.is_server())
_create_debug_circle()
## Start a new wave
func start_wave():
if not multiplayer.is_server():
return
if not is_inside_tree():
push_error("[EnemySpawner] Cannot start wave - spawner not in scene tree!")
return
if enemy_scenes.is_empty():
push_error("[EnemySpawner] No enemy scenes configured!")
return
current_wave += 1
print("[EnemySpawner] Starting wave ", current_wave)
wave_started.emit(current_wave)
# Spawn enemies
for i in range(enemies_per_wave):
_spawn_enemy(i, enemies_per_wave)
## Spawn a single enemy at a position around the circle
func _spawn_enemy(index: int, total: int):
if not multiplayer.is_server():
return
if not is_inside_tree():
push_error("[EnemySpawner] Cannot spawn enemy - spawner not in scene tree!")
return
if enemy_scenes.is_empty():
return
# Pick a random enemy scene from the pool
var enemy_scene = enemy_scenes[randi() % enemy_scenes.size()]
# Calculate spawn position in a circle
var angle = (TAU / total) * index # Evenly distribute around circle
var offset = Vector3(
cos(angle) * spawn_radius,
spawn_height,
sin(angle) * spawn_radius
)
var spawn_pos = global_position + offset
# Generate unique name for multiplayer sync
_enemy_id_counter += 1
var enemy_name = "Enemy_" + str(current_wave) + "_" + str(_enemy_id_counter)
# Spawn on all clients via RPC (call_local will spawn on server too)
var enemy_scene_path = enemy_scene.resource_path
rpc("_spawn_enemy_on_client", enemy_name, spawn_pos, enemy_scene_path)
## RPC to spawn enemy on all clients (including server via call_local)
@rpc("any_peer", "call_local", "reliable")
func _spawn_enemy_on_client(enemy_name: String, spawn_pos: Vector3, scene_path: String):
# Load the enemy scene
var enemy_scene = load(scene_path)
if not enemy_scene:
push_error("[EnemySpawner] Failed to load enemy scene: ", scene_path)
return
# Instantiate enemy
var enemy = enemy_scene.instantiate()
enemy.name = enemy_name
enemy.position = spawn_pos
# Find enemies container
var level = get_tree().get_current_scene()
var enemies_container = null
if level and level.has_node("EnemiesContainer"):
enemies_container = level.get_node("EnemiesContainer")
else:
push_error("[EnemySpawner] EnemiesContainer not found!")
return
# Add to scene
enemies_container.add_child(enemy, true)
# Only server tracks active enemies and connects signals
if multiplayer.is_server():
active_enemies.append(enemy)
# Connect death signal if enemy is BaseEnemy
if enemy is BaseEnemy:
enemy.died.connect(_on_enemy_died.bind(enemy))
enemy_spawned.emit(enemy)
print("[EnemySpawner] Spawned ", enemy.name, " at ", enemy.global_position, " on peer ", multiplayer.get_unique_id())
## Called when an enemy dies
func _on_enemy_died(killer_id: int, enemy: Node):
if not multiplayer.is_server():
return
print("[EnemySpawner] Enemy ", enemy.name, " defeated by ", killer_id)
# Will be cleaned up in _update_active_enemies
## Update list of active enemies and check if wave complete
func _update_active_enemies():
if not multiplayer.is_server():
return
# Remove dead/invalid enemies from active list
var alive_count = 0
for enemy in active_enemies:
if is_instance_valid(enemy) and enemy is BaseEnemy and not enemy.is_dead:
alive_count += 1
# Check if wave is complete
if active_enemies.size() > 0 and alive_count == 0:
_on_wave_completed()
## Called when all enemies in wave are defeated
func _on_wave_completed():
if not multiplayer.is_server():
return
print("[EnemySpawner] Wave ", current_wave, " completed!")
wave_completed.emit(current_wave)
# Clean up dead enemies after a delay
await get_tree().create_timer(2.0).timeout
_cleanup_dead_enemies()
all_enemies_defeated.emit()
# Auto-start next wave if enabled
if auto_start_next_wave:
_waiting_for_next_wave = true
_wave_delay_timer = wave_delay
print("[EnemySpawner] Next wave starts in ", wave_delay, " seconds")
## Remove dead enemies from the scene
func _cleanup_dead_enemies():
var cleaned = 0
for enemy in active_enemies:
if is_instance_valid(enemy) and enemy is BaseEnemy and enemy.is_dead:
enemy.queue_free()
cleaned += 1
active_enemies.clear()
print("[EnemySpawner] Cleaned up ", cleaned, " defeated enemies")
## Manual wave control
func start_next_wave():
if not multiplayer.is_server():
return
start_wave()
func stop_waves():
_waiting_for_next_wave = false
## Get current wave info
func get_alive_enemy_count() -> int:
var count = 0
for enemy in active_enemies:
if is_instance_valid(enemy) and enemy is BaseEnemy and not enemy.is_dead:
count += 1
return count
func is_wave_active() -> bool:
return get_alive_enemy_count() > 0
## Create debug visualization circle
func _create_debug_circle():
# Create a circle mesh to show spawn radius
_debug_circle = MeshInstance3D.new()
_debug_circle.name = "DebugSpawnCircle"
# Create circle mesh using ImmediateMesh
var immediate_mesh = ImmediateMesh.new()
var material = StandardMaterial3D.new()
material.albedo_color = Color(1, 0.5, 0, 0.6) # Orange
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.cull_mode = BaseMaterial3D.CULL_DISABLED
# Draw circle
immediate_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP)
var segments = 64
for i in range(segments + 1):
var angle = (TAU / segments) * i
var x = cos(angle) * spawn_radius
var z = sin(angle) * spawn_radius
immediate_mesh.surface_add_vertex(Vector3(x, spawn_height, z))
immediate_mesh.surface_end()
_debug_circle.mesh = immediate_mesh
_debug_circle.material_override = material
_debug_circle.visible = show_spawn_radius
add_child(_debug_circle)
## Update debug visualization (useful when changing spawn_radius in editor)
func _process(_delta):
# Update circle visibility
if _debug_circle:
_debug_circle.visible = show_spawn_radius
# Server spawning logic
if not multiplayer.is_server():
return
# Handle wave delay timer
if _waiting_for_next_wave:
_wave_delay_timer -= _delta
if _wave_delay_timer <= 0:
_waiting_for_next_wave = false
start_wave()
# Check if all enemies defeated
_update_active_enemies()

@ -0,0 +1 @@
uid://dim3dvik1fd27

@ -14,6 +14,9 @@ signal hit_landed(target: Node, damage: float, knockback: float, attacker_pos: V
## Owner entity (used to prevent self-damage and identify attacker) ## Owner entity (used to prevent self-damage and identify attacker)
@export var owner_entity: Node = null @export var owner_entity: Node = null
## Global debug visibility toggle (static-like via class name access)
static var debug_visible: bool = true
## Whether hitbox is currently active (only deals damage when active) ## Whether hitbox is currently active (only deals damage when active)
var is_active: bool = false var is_active: bool = false
## Tracks entities hit this attack (prevents multi-hit) ## Tracks entities hit this attack (prevents multi-hit)
@ -61,10 +64,15 @@ func _create_debug_visualization(collision_shape: CollisionShape3D):
if mesh: if mesh:
_debug_mesh.mesh = mesh _debug_mesh.mesh = mesh
_debug_mesh.material_override = _debug_material _debug_mesh.material_override = _debug_material
_debug_mesh.visible = HitBox.debug_visible
# Don't set transform - it inherits from parent CollisionShape3D # Don't set transform - it inherits from parent CollisionShape3D
collision_shape.add_child(_debug_mesh) collision_shape.add_child(_debug_mesh)
func _physics_process(_delta): func _physics_process(_delta):
# Update debug visibility
if _debug_mesh:
_debug_mesh.visible = HitBox.debug_visible
if not is_active: if not is_active:
return return

@ -5,6 +5,9 @@ class_name HurtBox
## Attach to any entity that can be damaged (players, enemies, destructibles) ## Attach to any entity that can be damaged (players, enemies, destructibles)
## NOTE: This is a passive detection zone - HitBox handles the collision detection ## NOTE: This is a passive detection zone - HitBox handles the collision detection
## Global debug visibility toggle (static-like via class name access)
static var debug_visible: bool = true
## The entity that owns this hurtbox (should be a BaseUnit or similar) ## The entity that owns this hurtbox (should be a BaseUnit or similar)
@export var owner_entity: Node = null @export var owner_entity: Node = null
## Debug mesh for visualization ## Debug mesh for visualization
@ -35,6 +38,10 @@ func _ready():
_create_debug_visualization() _create_debug_visualization()
func _process(delta): func _process(delta):
# Update debug visibility
if _debug_mesh:
_debug_mesh.visible = HurtBox.debug_visible
# Handle hit flash timer # Handle hit flash timer
if _hit_flash_timer > 0.0: if _hit_flash_timer > 0.0:
_hit_flash_timer -= delta _hit_flash_timer -= delta
@ -75,6 +82,7 @@ func _create_debug_visualization():
if mesh: if mesh:
_debug_mesh.mesh = mesh _debug_mesh.mesh = mesh
_debug_mesh.material_override = _debug_material _debug_mesh.material_override = _debug_material
_debug_mesh.visible = HurtBox.debug_visible
# Don't set transform - it inherits from parent CollisionShape3D # Don't set transform - it inherits from parent CollisionShape3D
child.add_child(_debug_mesh) child.add_child(_debug_mesh)
break break

@ -6,6 +6,8 @@ extends Node3D
@onready var players_container: Node3D = $PlayersContainer @onready var players_container: Node3D = $PlayersContainer
@onready var weapons_container: Node3D = $WeaponsContainer @onready var weapons_container: Node3D = $WeaponsContainer
@onready var enemies_container: Node3D = $EnemiesContainer @onready var enemies_container: Node3D = $EnemiesContainer
@onready var enemy_spawner: EnemySpawner = $EnemySpawner
@onready var player_spawn_points: Node3D = $PlayerSpawnPoints
@onready var menu: Control = $Menu @onready var menu: Control = $Menu
@onready var main_menu: VBoxContainer = $Menu/MainContainer/MainMenu @onready var main_menu: VBoxContainer = $Menu/MainContainer/MainMenu
@export var player_scene: PackedScene @export var player_scene: PackedScene
@ -17,6 +19,8 @@ var _weapon_spawn_counter: int = 0
var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
# Track if we've already initialized to prevent double-spawning # Track if we've already initialized to prevent double-spawning
var _multiplayer_initialized: bool = false var _multiplayer_initialized: bool = false
# Track next spawn point for round-robin spawning (server-side only)
var _next_spawn_index: int = 0
# multiplayer chat # multiplayer chat
@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message @onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
@ -342,8 +346,22 @@ func _spawn_player_local(id: int, spawn_pos: Vector3):
# rpc("sync_player_position", id, player.position) # rpc("sync_player_position", id, player.position)
func get_spawn_point() -> Vector3: func get_spawn_point() -> Vector3:
var spawn_point = Vector2.from_angle(randf() * 2 * PI) * 10 # spawn radius # Use PlayerSpawnPoint container if available
return Vector3(spawn_point.x, 0, spawn_point.y) if player_spawn_points and player_spawn_points.get_child_count() > 0:
var spawn_children = player_spawn_points.get_children()
# Use round-robin to distribute players across spawn points
var spawn_index = _next_spawn_index % spawn_children.size()
_next_spawn_index = (spawn_index + 1) % spawn_children.size()
var spawn_node = spawn_children[spawn_index]
print("[Level] Using spawn point ", spawn_index, " at ", spawn_node.global_position)
return spawn_node.global_position
else:
# Fallback to random circle spawn if no spawn points defined
print("[Level] Warning: No PlayerSpawnPoint container found, using fallback random spawn")
var spawn_point = Vector2.from_angle(randf() * 2 * PI) * 10 # spawn radius
return Vector3(spawn_point.x, 0, spawn_point.y)
func _remove_player(id): func _remove_player(id):
if not multiplayer.is_server() or not players_container.has_node(str(id)): if not multiplayer.is_server() or not players_container.has_node(str(id)):
@ -388,6 +406,16 @@ func _input(event):
toggle_chat() toggle_chat()
elif event is InputEventKey and event.keycode == KEY_ENTER: elif event is InputEventKey and event.keycode == KEY_ENTER:
_on_send_pressed() _on_send_pressed()
elif event is InputEventKey and event.keycode == KEY_N and event.pressed:
# Start next wave (server only, press N)
if multiplayer.is_server() and enemy_spawner:
enemy_spawner.start_next_wave()
print("[Level] Starting wave via N key")
elif event is InputEventKey and event.keycode == KEY_H and event.pressed:
# Toggle hitbox/hurtbox debug visualization
HitBox.debug_visible = not HitBox.debug_visible
HurtBox.debug_visible = not HurtBox.debug_visible
print("[Level] Hitbox/Hurtbox debug visibility: ", HitBox.debug_visible)
func _on_send_pressed() -> void: func _on_send_pressed() -> void:
var trimmed_message = message.text.strip_edges() var trimmed_message = message.text.strip_edges()

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