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13 Commits

Author SHA1 Message Date
Scott fce4c4a3e2 Added Lobster Axe 2 months ago
Twirpytherobot 689181ac30 eNEMIES!!!!!!!!! 2 months ago
Twirpytherobot b606563f4d Hitbox Timing 2 months ago
Twirpytherobot fab47fb1e0 Colours and practise dummy 2 months ago
Twirpytherobot ddc1522174 weapon timings 2 months ago
Twirpytherobot 7d18de1621 hitbox changes 2 months ago
Twirpytherobot 10cc8720b7 Hithurtboxes 2 months ago
Twirpytherobot 2ec7d56511 Sword animations now sync 2 months ago
Twirpytherobot b1f1016475 Applecorer 2 months ago
Twirpytherobot e192802f01 Finally fixed the sync issue! 3 months ago
Twirpytherobot 85e76d67ca Fixed yo shit 3 months ago
Scott 6e4e3a3585 Revert to using player.tscn (robot character) temporarily 3 months ago
Scott bdc507e852 Fix nickname access error on player instantiation 3 months ago
  1. BIN
      assets/Objects/Applecorer.glb
  2. 18
      level/resources/weapon_applecorer.tres
  3. 19
      level/resources/weapon_lobsteraxe.tres
  4. 2
      level/resources/weapon_shield.tres
  5. 2
      level/resources/weapon_sword.tres
  6. 2
      level/resources/weapon_testsword.tres
  7. 120
      level/scenes/Player_Lilguy.tscn
  8. 63
      level/scenes/enemies/basic_enemy.tscn
  9. 51
      level/scenes/enemies/practice_dummy.tscn
  10. 27
      level/scenes/enemy_spawner.tscn
  11. 116
      level/scenes/level.tscn
  12. 19
      level/scenes/weapons/Applecoremesh.tscn
  13. BIN
      level/scenes/weapons/LobsterAxe.glb
  14. 19
      level/scenes/weapons/LobsterAxeMesh.tscn
  15. 15
      level/scenes/weapons/TestSwordMesh.tscn
  16. 15
      level/scenes/weapons/sword_mesh.tscn
  17. 17
      level/scenes/weapons/world_weapon_applecorer.tscn
  18. 17
      level/scenes/weapons/world_weapon_lobsteraxe.tscn
  19. 4
      level/scenes/weapons/world_weapon_sword.tscn
  20. 108
      level/scripts/base_enemy.gd
  21. 1
      level/scripts/base_enemy.gd.uid
  22. 194
      level/scripts/base_weapon.gd
  23. 285
      level/scripts/basic_enemy.gd
  24. 1
      level/scripts/basic_enemy.gd.uid
  25. 251
      level/scripts/enemy_spawner.gd
  26. 1
      level/scripts/enemy_spawner.gd.uid
  27. 145
      level/scripts/hit_box.gd
  28. 1
      level/scripts/hit_box.gd.uid
  29. 94
      level/scripts/hurt_box.gd
  30. 1
      level/scripts/hurt_box.gd.uid
  31. 274
      level/scripts/level.gd
  32. 58
      level/scripts/lilguy_body.gd
  33. 4
      level/scripts/network.gd
  34. 237
      level/scripts/player.gd
  35. 112
      level/scripts/practice_dummy.gd
  36. 1
      level/scripts/practice_dummy.gd.uid
  37. 8
      level/scripts/weapon_data.gd
  38. 2
      project.godot

Binary file not shown.

@ -0,0 +1,18 @@
[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3 uid="uid://b2q62xc0jw4w3"]
[ext_resource type="PackedScene" uid="uid://cehc5ckhq2byd" path="res://level/scenes/weapons/Applecoremesh.tscn" id="1_1ytxi"]
[ext_resource type="Script" uid="uid://d2homvlmrg6xs" path="res://level/scripts/weapon_data.gd" id="2_hfi3c"]
[resource]
script = ExtResource("2_hfi3c")
weapon_name = "Apple Sword"
description = "yum"
damage = 20.0
attack_range = 3.5
attack_cooldown = 0.6
attack_animation = "Attack_TwoHandSwing"
knockback_force = 12.0
startup_time = 0.2
active_time = 0.15
mesh_scene = ExtResource("1_1ytxi")
weight = 2.0

@ -0,0 +1,19 @@
[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3]
[ext_resource type="Script" path="res://level/scripts/weapon_data.gd" id="1"]
[ext_resource type="PackedScene" path="res://level/scenes/weapons/LobsterAxeMesh.tscn" id="2"]
[resource]
script = ExtResource("1")
weapon_name = "Lobster Axe"
description = "A heavy-hitting axe shaped like a lobster claw. Surprisingly quick for its size."
damage = 18.0
attack_range = 3.0
attack_cooldown = 0.7
knockback_force = 14.0
attack_animation = "Attack1"
startup_time = 0.18
active_time = 0.18
mesh_scene = ExtResource("2")
pickup_radius = 1.5
weight = 2.5

@ -12,6 +12,8 @@ damage = 8.0
attack_range = 2.5
attack_cooldown = 0.8
knockback_force = 15.0
startup_time = 0.25
active_time = 0.15
can_block = true
block_reduction = 0.7
mesh_scene = ExtResource("2")

@ -12,6 +12,8 @@ attack_range = 3.5
attack_cooldown = 0.6
knockback_force = 12.0
attack_animation = "Attack1"
startup_time = 0.12
active_time = 0.2
mesh_scene = ExtResource("2")
pickup_radius = 1.5
weight = 2.0

@ -11,5 +11,7 @@ damage = 20.0
attack_range = 3.5
attack_cooldown = 0.6
knockback_force = 12.0
startup_time = 0.1
active_time = 1.0
mesh_scene = ExtResource("1_gdc1w")
weight = 2.0

@ -1,122 +1,152 @@
[gd_scene load_steps=6 format=3 uid="uid://db06e8q8f8bdq"]
[gd_scene load_steps=9 format=3 uid="uid://db06e8q8f8bdq"]
[ext_resource type="PackedScene" uid="uid://byw3ig2bs1wgu" path="res://assets/characters/player/LilguyRigged.glb" id="1_e6qwr"]
[ext_resource type="Script" uid="uid://c2si8gkbnde0c" path="res://level/scripts/player.gd" id="1_player"]
[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://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="9_dlyie"]
[ext_resource type="Script" uid="uid://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="4_spring"]
[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="5_hurtbox"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yxyay"]
radius = 0.35796
height = 1.73092
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hurtbox"]
radius = 0.4
height = 1.8
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_xbohm"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath("AnimationPlayer:current_animation")
properties/1/path = NodePath("LilguyRigged/AnimationPlayer:current_animation")
properties/1/spawn = true
properties/1/replication_mode = 1
properties/2/path = NodePath("PlayerNick/Nickname:text")
properties/2/spawn = true
properties/2/replication_mode = 1
properties/3/path = NodePath("Armature:rotation")
properties/3/path = NodePath("LilguyRigged/Armature:rotation")
properties/3/spawn = true
properties/3/replication_mode = 1
[node name="LilguyRigged" instance=ExtResource("1_e6qwr")]
[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("_body", "_spring_arm_offset", "_weapon_attachment", "_weapon_container", "_offhand_attachment", "_offhand_container")]
collision_mask = 3
script = ExtResource("1_player")
_body = NodePath("LilguyRigged/Armature")
_spring_arm_offset = NodePath("SpringArmOffset")
_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")
[node name="LilguyRigged" parent="." instance=ExtResource("2_lilguy")]
[node name="Armature" parent="." index="0" node_paths=PackedStringArray("_character", "animation_player")]
[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("..")
_character = NodePath("../..")
animation_player = NodePath("../AnimationPlayer")
[node name="Skeleton3D" parent="Armature" index="0"]
bones/0/position = Vector3(-0.32852697, 2.914154, -546.76843)
bones/0/rotation = Quaternion(-0.6608288, 0.28933647, -0.19178489, 0.6654384)
[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(0.015321622, 0.025352472, 0.09471857, 0.99506325)
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(0.03465983, 0.05047194, 0.051301006, 0.99680465)
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(0.029244617, 0.05379084, -0.051849358, 0.9967763)
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(0.0006216668, 0.08164933, 0.020402616, 0.99645215)
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(0.03735582, 0.19943666, -0.04159315, 0.97831464)
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(0.8036073, -0.09628729, 0.106725484, 0.57754105)
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(0.25522032, -0.08967137, 0.029357875, 0.962268)
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(0.0878422, -0.16096674, 0.2433837, 0.9524378)
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(0.14271575, -0.5852634, 0.782287, 0.15851216)
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(0.32196987, 0.13412467, 0.27112576, 0.8971269)
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(0.09037647, 0.101556264, -0.39819276, 0.90717196)
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(0.38543195, 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/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/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/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/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/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/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/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)
[node name="WeaponPoint" type="BoneAttachment3D" parent="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)
[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="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)
[node name="OffhandPoint" type="BoneAttachment3D" parent="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)
[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="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)
[node name="CollisionShape3D" type="CollisionShape3D" parent="." index="2"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.066, 0.828, 0.01)
[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_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)
script = ExtResource("9_dlyie")
script = ExtResource("4_spring")
_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)
spring_length = 5.0
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D" index="0"]
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D"]
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)
billboard = 1
outline_modulate = Color(0, 0, 0, 0.301961)
text = "player name test"
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." index="5"]
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_xbohm")
[editable path="LilguyRigged"]

@ -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 +1,51 @@
[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

@ -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)

@ -1,10 +1,14 @@
[gd_scene load_steps=19 format=3 uid="uid://dugaivbj1o66n"]
[gd_scene load_steps=15 format=3 uid="uid://dugaivbj1o66n"]
[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="FontFile" uid="uid://diapabmalpcrj" path="res://assets/fonts/Kurland.ttf" id="3_icc4p"]
[ext_resource type="PackedScene" uid="uid://b48oxbcgxu3d8" path="res://assets/Objects/Colosseum_10.fbx" id="4_u750a"]
[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="PackedScene" uid="uid://blm8lav3xh2yw" 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://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" path="res://level/scenes/weapons/world_weapon_lobsteraxe.tscn" id="7_lobster"]
[sub_resource type="PlaneMesh" id="PlaneMesh_r5xs5"]
size = Vector2(90, 90)
@ -13,29 +17,7 @@ size = Vector2(90, 90)
albedo_color = Color(0, 0.321569, 0.172549, 1)
[sub_resource type="BoxShape3D" id="BoxShape3D_x3h1o"]
size = Vector3(90, 0.05, 90)
[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)
size = Vector3(288.0893, 0.05, 350.08374)
[sub_resource type="Environment" id="Environment_qb4jd"]
fog_enabled = true
@ -46,6 +28,7 @@ color = Color(0, 0, 0, 0)
[node name="Level" type="Node3D"]
script = ExtResource("1_e1sh7")
player_scene = ExtResource("1_uvcbi")
practice_dummy_scene = ExtResource("3_i7s07")
[node name="Environment" type="Node3D" parent="."]
@ -53,67 +36,19 @@ player_scene = ExtResource("1_uvcbi")
collision_layer = 2
[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")
surface_material_override/0 = SubResource("StandardMaterial3D_o02aj")
[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")
[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"]
environment = SubResource("Environment_qb4jd")
[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_blur = 0.5
@ -345,13 +280,38 @@ offset_right = 40.0
offset_bottom = 40.0
[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="WorldWeaponSword" parent="WeaponsContainer" instance=ExtResource("5_cwx4m")]
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="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/Join" to="." method="_on_join_pressed"]
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Option4/Quit" to="." method="_on_quit_pressed"]

@ -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")

@ -0,0 +1,19 @@
[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(2.0, 3.2, 0.6)
[node name="LobsterAxeMesh" type="Node3D"]
[node name="LobsterAxe" parent="." instance=ExtResource("1_lobster")]
transform = Transform3D(0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 0, -1.5884135, 0)
[node name="HitBox" type="Area3D" parent="."]
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")

@ -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://df31n55xyn27i" 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="TestSword" parent="." instance=ExtResource("1_4fdvi")]
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")

@ -1,9 +1,20 @@
[gd_scene load_steps=2 format=3 uid="uid://dyjfaq654xne3"]
[gd_scene load_steps=4 format=3 uid="uid://dyjfaq654xne3"]
[ext_resource type="ArrayMesh" uid="uid://cc1kxfbkvpo2d" path="res://assets/Objects/swordlowpoly.obj" id="1"]
[ext_resource type="ArrayMesh" uid="uid://1wnuqcx2n4xq" path="res://assets/Objects/swordlowpoly.obj" id="1"]
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="2_wyi6r"]
[sub_resource type="BoxShape3D" id="BoxShape3D_mhdau"]
size = Vector3(0.19293976, 1.0232315, 0.5605469)
[node name="SwordMesh" type="Node3D"]
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.4839063, -2.9492104, -3.4711354)
mesh = ExtResource("1")
[node name="HitBox" type="Area3D" parent="."]
script = ExtResource("2_wyi6r")
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitBox"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0034065247, 0.6794083, 0.0234375)
shape = SubResource("BoxShape3D_mhdau")

@ -0,0 +1,17 @@
[gd_scene load_steps=4 format=3 uid="uid://8c4l6s6x67vh"]
[ext_resource type="Script" uid="uid://ccnnd0y4jqiot" path="res://level/scripts/world_weapon.gd" id="1_7688s"]
[ext_resource type="Resource" uid="uid://b2q62xc0jw4w3" path="res://level/resources/weapon_applecorer.tres" id="2_7688s"]
[sub_resource type="BoxShape3D" id="1"]
size = Vector3(0.3, 0.3, 1.2)
[node name="WorldWeaponSword" type="RigidBody3D"]
collision_layer = 4
collision_mask = 2
mass = 2.0
script = ExtResource("1_7688s")
weapon_data = ExtResource("2_7688s")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("1")

@ -0,0 +1,17 @@
[gd_scene load_steps=4 format=3 uid="uid://dpk7n3q8mwx2r"]
[ext_resource type="Script" uid="uid://ccnnd0y4jqiot" path="res://level/scripts/world_weapon.gd" id="1"]
[ext_resource type="Resource" path="res://level/resources/weapon_lobsteraxe.tres" id="2"]
[sub_resource type="BoxShape3D" id="1"]
size = Vector3(0.4, 0.4, 0.8)
[node name="WorldWeaponLobsterAxe" type="RigidBody3D"]
collision_layer = 4
collision_mask = 2
mass = 2.5
script = ExtResource("1")
weapon_data = ExtResource("2")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("1")

@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=3]
[gd_scene load_steps=4 format=3 uid="uid://byxqw8bg5da2c"]
[ext_resource type="Script" path="res://level/scripts/world_weapon.gd" id="1"]
[ext_resource type="Script" uid="uid://ccnnd0y4jqiot" path="res://level/scripts/world_weapon.gd" id="1"]
[ext_resource type="Resource" path="res://level/resources/weapon_sword.tres" id="2"]
[sub_resource type="BoxShape3D" id="1"]

@ -0,0 +1,108 @@
extends BaseUnit
class_name BaseEnemy
## Base class for all enemies in the game
## Provides common enemy functionality like AI, pathfinding, and targeting
signal target_changed(new_target: Node)
## Current target (usually a player)
var current_target: Node = null
## Enemy detection/aggro range
@export var detection_range: float = 10.0
## Whether this enemy is aggressive (will attack players)
@export var is_aggressive: bool = true
func _ready():
super._ready()
# Enemies should respawn by default
can_respawn = true
# Connect to health signals for AI reactions
health_changed.connect(_on_enemy_health_changed)
died.connect(_on_enemy_died)
respawned.connect(_on_enemy_respawned)
func _physics_process(delta):
# Only server handles enemy AI
if not multiplayer.is_server():
return
if is_dead:
return
# Update target if needed
_update_target()
## Find and update current target
func _update_target():
# Subclasses can override this to implement custom targeting logic
pass
## Get all players in range
func get_players_in_range(range_dist: float) -> Array[Node]:
var players_in_range: Array[Node] = []
# Find the players container
var level = get_tree().get_current_scene()
if not level or not level.has_node("PlayersContainer"):
return players_in_range
var players_container = level.get_node("PlayersContainer")
for player in players_container.get_children():
if player is Character and not player.is_dead:
var distance = global_position.distance_to(player.global_position)
if distance <= range_dist:
players_in_range.append(player)
return players_in_range
## Get nearest player
func get_nearest_player() -> Node:
var players = get_players_in_range(detection_range)
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
## Health changed callback
func _on_enemy_health_changed(old_health: float, new_health: float):
# Subclasses can override to react to damage
pass
## Death callback
func _on_enemy_died(killer_id: int):
print("[Enemy ", name, "] died. Killer ID: ", killer_id)
# Subclasses can override for death effects
pass
## Respawn callback
func _on_enemy_respawned():
print("[Enemy ", name, "] respawned at ", global_position)
# Clear target on respawn
current_target = null
target_changed.emit(null)
# Subclasses can override for respawn effects
pass
## Override hurt animation
@rpc("any_peer", "call_local", "reliable")
func _play_hurt_animation():
# Flash red or play hurt animation
# Subclasses should implement this with their specific animations
pass

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

@ -3,9 +3,10 @@ class_name BaseWeapon
## Base class for equipped weapons
## Attached to player's hand via BoneAttachment3D
## Provides common weapon functionality and stats
## Uses HitBox/HurtBox system for damage detection
signal attack_performed()
signal hit_connected(target: Node)
@export var weapon_data: WeaponData
@ -13,10 +14,13 @@ signal attack_performed()
var owner_character: Character = null
var _mesh_instance: Node3D = null
var _attack_timer: float = 0.0
var _hitbox: HitBox = null
var _is_attacking: bool = false # Prevents overlapping attacks
func _ready():
if weapon_data and weapon_data.mesh_scene:
_spawn_mesh()
_setup_hitbox()
func _process(delta):
if _attack_timer > 0:
@ -32,85 +36,173 @@ func _spawn_mesh():
_mesh_instance = weapon_data.mesh_scene.instantiate()
add_child(_mesh_instance)
# Check if mesh has a HitBox child, use it instead of auto-generated one
var mesh_hitbox = _mesh_instance.get_node_or_null("HitBox")
if mesh_hitbox and mesh_hitbox is HitBox:
# Use the hitbox from the mesh scene
print("[BaseWeapon] Found manual HitBox in mesh scene")
if _hitbox:
_hitbox.queue_free()
_hitbox = mesh_hitbox
_configure_hitbox()
else:
print("[BaseWeapon] No manual HitBox found, will auto-generate")
## Setup the hitbox for this weapon
func _setup_hitbox():
# Skip if we already have a hitbox (e.g., from mesh scene)
if _hitbox:
return
# Create hitbox dynamically based on weapon range
_hitbox = HitBox.new()
_hitbox.name = "HitBox"
add_child(_hitbox)
# Add collision shape based on attack range - use sphere for consistent detection
# regardless of weapon orientation during animations
var collision = CollisionShape3D.new()
var sphere = SphereShape3D.new()
var range_val = weapon_data.attack_range if weapon_data else 1.5
sphere.radius = range_val
collision.shape = sphere
_hitbox.add_child(collision)
_configure_hitbox()
## Configure hitbox with weapon stats and owner
func _configure_hitbox():
if not _hitbox:
return
# Set damage stats from weapon
if weapon_data:
_hitbox.set_stats(weapon_data.damage, weapon_data.knockback_force)
# Set owner to prevent self-damage
_hitbox.owner_entity = owner_character
# Connect to hit signal
if not _hitbox.hit_landed.is_connected(_on_hitbox_hit):
_hitbox.hit_landed.connect(_on_hitbox_hit)
## Called when hitbox connects with a hurtbox
func _on_hitbox_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
if not target or not owner_character:
return
# Flash the target's hurtbox red for visual feedback
if target is Node:
var hurtbox = target.find_child("HurtBox", true, false)
if hurtbox and hurtbox.has_method("flash_hit"):
hurtbox.flash_hit()
hit_connected.emit(target)
# Route damage through server
var attacker_id = multiplayer.get_unique_id()
if multiplayer.is_server():
# We are server, apply directly
owner_character._server_apply_damage(
target.name,
damage_amount,
attacker_id,
knockback_amount,
attacker_pos
)
else:
# Send to server
owner_character.rpc_id(1, "_server_apply_damage",
target.name,
damage_amount,
attacker_id,
knockback_amount,
attacker_pos
)
## Perform an attack with this weapon
## Called by the character who owns this weapon
func perform_attack() -> bool:
if not weapon_data or not owner_character:
return false
# Check cooldown
if _attack_timer > 0:
# Check cooldown and if already attacking
if _attack_timer > 0 or _is_attacking:
return false
_attack_timer = weapon_data.attack_cooldown
# Calculate total attack duration (startup + active)
var startup = weapon_data.startup_time if weapon_data else 0.15
var active = weapon_data.active_time if weapon_data else 0.2
var total_duration = startup + active
# Set cooldown to at least cover the full attack duration
var cooldown = max(weapon_data.attack_cooldown, total_duration)
_attack_timer = cooldown
_is_attacking = true
# Notify owner character of attack cooldown (for UI)
if owner_character and owner_character.is_multiplayer_authority():
owner_character._attack_timer = weapon_data.attack_cooldown
owner_character._attack_timer = cooldown
# Play attack animation on owner
# Play attack animation on owner (use weapon's animation)
if owner_character._body:
owner_character._body.play_attack()
var anim_name = weapon_data.attack_animation if weapon_data.attack_animation else "Attack_OneHand"
owner_character._body.play_attack(anim_name)
# Sync animation to other clients
owner_character._sync_attack_animation.rpc(anim_name)
# Delay damage until animation hits (roughly 70% through the animation)
# This makes the damage apply when the swing actually connects
var damage_delay = weapon_data.attack_cooldown * 0.4 # Adjust this multiplier to change when damage happens
get_tree().create_timer(damage_delay).timeout.connect(_find_and_damage_targets)
# Activate hitbox for the attack duration
# Only activate on authority - they detect hits and send to server
if owner_character.is_multiplayer_authority():
_activate_hitbox()
attack_performed.emit()
return true
## Find targets in range and apply damage
func _find_and_damage_targets():
if not owner_character:
## Activate the hitbox for attack detection - waits for startup, then activates
func _activate_hitbox():
if not _hitbox:
_is_attacking = false
return
# Check if the owner character has authority (not this node)
if not owner_character.is_multiplayer_authority():
# Update owner reference in case it changed
_hitbox.owner_entity = owner_character
# STARTUP PHASE - Wait before activating (wind-up animation)
var startup = weapon_data.startup_time if weapon_data else 0.15
if startup > 0:
await get_tree().create_timer(startup).timeout
# Check if weapon/hitbox is still valid after await
if not _hitbox or not is_instance_valid(_hitbox):
_is_attacking = false
return
var space_state = get_world_3d().direct_space_state
var query = PhysicsShapeQueryParameters3D.new()
var sphere = SphereShape3D.new()
sphere.radius = weapon_data.attack_range
query.shape = sphere
query.transform = global_transform
query.collision_mask = 1 # Player layer
var results = space_state.intersect_shape(query)
for result in results:
var hit_body = result["collider"]
if hit_body != owner_character and hit_body is BaseUnit:
var attacker_id = multiplayer.get_unique_id()
# If we're the server, apply damage directly
if multiplayer.is_server():
owner_character._server_apply_damage(
hit_body.name,
weapon_data.damage,
attacker_id,
weapon_data.knockback_force,
owner_character.global_position
)
else:
# Otherwise, request server to apply damage
owner_character.rpc_id(1, "_server_apply_damage",
hit_body.name,
weapon_data.damage,
attacker_id,
weapon_data.knockback_force,
owner_character.global_position
)
break # Only hit one target per attack
# ACTIVE PHASE - Hitbox on, can deal damage
_hitbox.activate()
# Wait for active duration
var active = weapon_data.active_time if weapon_data else 0.2
await get_tree().create_timer(active).timeout
# RECOVERY PHASE - Hitbox off
if _hitbox and is_instance_valid(_hitbox):
_hitbox.deactivate()
# Attack complete
_is_attacking = false
## Check if weapon can attack
func can_attack() -> bool:
return _attack_timer <= 0
return _attack_timer <= 0 and not _is_attacking
## Set the character who owns this weapon
func set_owner_character(character: Character):
owner_character = character
# Update hitbox owner
if _hitbox:
_hitbox.owner_entity = character
## Get weapon stats
func get_damage() -> float:

@ -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

@ -0,0 +1,145 @@
extends Area3D
class_name HitBox
## A component that deals damage to HurtBoxes
## Attach to weapons or attack effects
## Uses direct physics queries for reliable hit detection
signal hit_landed(target: Node, damage: float, knockback: float, attacker_pos: Vector3)
## Damage dealt on hit
@export var damage: float = 10.0
## Knockback force applied
@export var knockback: float = 5.0
## Owner entity (used to prevent self-damage and identify attacker)
@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)
var is_active: bool = false
## Tracks entities hit this attack (prevents multi-hit)
var _hits_this_attack: Array[Node] = []
## Shape for queries (extracted from child CollisionShape3D)
var _query_shape: Shape3D = null
## Debug mesh for visualization
var _debug_mesh: MeshInstance3D = null
var _debug_material: StandardMaterial3D = null
func _ready():
# Find the collision shape for queries
for child in get_children():
if child is CollisionShape3D and child.shape:
_query_shape = child.shape
_create_debug_visualization(child)
break
func _create_debug_visualization(collision_shape: CollisionShape3D):
# Create a semi-transparent red mesh to visualize the hitbox
_debug_mesh = MeshInstance3D.new()
_debug_material = StandardMaterial3D.new()
_debug_material.albedo_color = Color(1.0, 0.0, 0.0, 0.4) # Red, semi-transparent
_debug_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_debug_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_debug_material.cull_mode = BaseMaterial3D.CULL_DISABLED # Visible from both sides
# Create mesh matching the collision shape
var mesh: Mesh = null
if collision_shape.shape is BoxShape3D:
var box_mesh = BoxMesh.new()
box_mesh.size = collision_shape.shape.size
mesh = box_mesh
elif collision_shape.shape is SphereShape3D:
var sphere_mesh = SphereMesh.new()
sphere_mesh.radius = collision_shape.shape.radius
sphere_mesh.height = collision_shape.shape.radius * 2
mesh = sphere_mesh
elif collision_shape.shape is CapsuleShape3D:
var capsule_mesh = CapsuleMesh.new()
capsule_mesh.radius = collision_shape.shape.radius
capsule_mesh.height = collision_shape.shape.height
mesh = capsule_mesh
if mesh:
_debug_mesh.mesh = mesh
_debug_mesh.material_override = _debug_material
_debug_mesh.visible = HitBox.debug_visible
# Don't set transform - it inherits from parent CollisionShape3D
collision_shape.add_child(_debug_mesh)
func _physics_process(_delta):
# Update debug visibility
if _debug_mesh:
_debug_mesh.visible = HitBox.debug_visible
if not is_active:
return
_check_hits()
func _check_hits():
if not _query_shape:
# Fallback: create a default sphere
var sphere = SphereShape3D.new()
sphere.radius = 2.0
_query_shape = sphere
# Use physics server for reliable queries
var space_state = get_world_3d().direct_space_state
var query = PhysicsShapeQueryParameters3D.new()
query.shape = _query_shape
query.transform = global_transform
query.collision_mask = 16 # Layer 5 (hurtbox)
query.collide_with_areas = true
query.collide_with_bodies = false
var results = space_state.intersect_shape(query, 32)
for result in results:
var collider = result["collider"]
if collider is HurtBox:
_process_hit(collider)
func _process_hit(hurtbox: HurtBox):
# Don't hit our own hurtbox
if hurtbox.owner_entity == owner_entity:
return
# Don't hit same entity twice in one attack
if hurtbox.owner_entity in _hits_this_attack:
return
# Register this hit
var target = hurtbox.owner_entity
if target:
_hits_this_attack.append(target)
# Get attacker position for knockback direction
var attacker_pos = global_position
if owner_entity and owner_entity is Node3D:
attacker_pos = owner_entity.global_position
# Emit signal - let the weapon/owner handle damage routing to server
hit_landed.emit(target, damage, knockback, attacker_pos)
## Activate hitbox (call when attack starts)
func activate():
is_active = true
_hits_this_attack.clear()
# Change to yellow when active
if _debug_material:
_debug_material.albedo_color = Color(1.0, 1.0, 0.0, 0.5) # Yellow, semi-transparent
## Deactivate hitbox (call when attack ends)
func deactivate():
is_active = false
_hits_this_attack.clear()
# Change back to red when inactive
if _debug_material:
_debug_material.albedo_color = Color(1.0, 0.0, 0.0, 0.4) # Red, semi-transparent
## Set damage stats (usually from weapon data)
func set_stats(new_damage: float, new_knockback: float):
damage = new_damage
knockback = new_knockback

@ -0,0 +1 @@
uid://jyas86y3f0jp

@ -0,0 +1,94 @@
extends Area3D
class_name HurtBox
## A component that receives damage from HitBoxes
## Attach to any entity that can be damaged (players, enemies, destructibles)
## 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)
@export var owner_entity: Node = null
## Debug mesh for visualization
var _debug_mesh: MeshInstance3D = null
var _debug_material: StandardMaterial3D = null
var _hit_flash_timer: float = 0.0
const HIT_FLASH_DURATION: float = 0.3 # seconds
func _ready():
# Auto-find owner if not set (traverse up to find BaseUnit)
if owner_entity == null:
var parent = get_parent()
while parent:
if parent is BaseUnit:
owner_entity = parent
break
parent = parent.get_parent()
# Configure collision - hurtboxes are on layer 5, detect nothing (passive)
collision_layer = 16 # Layer 5 (hurtbox)
collision_mask = 0 # Don't detect anything - hitboxes detect us
# Ensure we can be detected but don't detect others
monitorable = true
monitoring = false
# Add debug visualization
_create_debug_visualization()
func _process(delta):
# Update debug visibility
if _debug_mesh:
_debug_mesh.visible = HurtBox.debug_visible
# Handle hit flash timer
if _hit_flash_timer > 0.0:
_hit_flash_timer -= delta
if _hit_flash_timer <= 0.0:
# Flash finished, return to green
if _debug_material:
_debug_material.albedo_color = Color(0.0, 1.0, 0.0, 0.3) # Green
func _create_debug_visualization():
# Find the collision shape to visualize
for child in get_children():
if child is CollisionShape3D and child.shape:
# Create a semi-transparent green mesh to visualize the hurtbox
_debug_mesh = MeshInstance3D.new()
_debug_material = StandardMaterial3D.new()
_debug_material.albedo_color = Color(0.0, 1.0, 0.0, 0.3) # Green, semi-transparent
_debug_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_debug_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_debug_material.cull_mode = BaseMaterial3D.CULL_DISABLED # Visible from both sides
# Create mesh matching the collision shape
var mesh: Mesh = null
if child.shape is BoxShape3D:
var box_mesh = BoxMesh.new()
box_mesh.size = child.shape.size
mesh = box_mesh
elif child.shape is SphereShape3D:
var sphere_mesh = SphereMesh.new()
sphere_mesh.radius = child.shape.radius
sphere_mesh.height = child.shape.radius * 2
mesh = sphere_mesh
elif child.shape is CapsuleShape3D:
var capsule_mesh = CapsuleMesh.new()
capsule_mesh.radius = child.shape.radius
capsule_mesh.height = child.shape.height
mesh = capsule_mesh
if mesh:
_debug_mesh.mesh = mesh
_debug_mesh.material_override = _debug_material
_debug_mesh.visible = HurtBox.debug_visible
# Don't set transform - it inherits from parent CollisionShape3D
child.add_child(_debug_mesh)
break
## Call this when the hurtbox is hit to flash red
func flash_hit():
_hit_flash_timer = HIT_FLASH_DURATION
if _debug_material:
_debug_material.albedo_color = Color(1.0, 0.0, 0.0, 0.5) # Red, semi-transparent

@ -0,0 +1 @@
uid://bj3uepduxvgju

@ -4,15 +4,23 @@ extends Node3D
@onready var nick_input: LineEdit = $Menu/MainContainer/MainMenu/Option1/NickInput
@onready var address_input: LineEdit = $Menu/MainContainer/MainMenu/Option3/AddressInput
@onready var players_container: Node3D = $PlayersContainer
@onready var weapons_container: Node3D = null # Will be created if doesn't exist
@onready var weapons_container: Node3D = $WeaponsContainer
@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 main_menu: VBoxContainer = $Menu/MainContainer/MainMenu
@export var player_scene: PackedScene
@export var practice_dummy_scene: PackedScene
# Weapon spawning counter (server-side only)
var _weapon_spawn_counter: int = 0
# Track active weapons for late-join sync (server-side only)
var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
# Track if we've already initialized to prevent double-spawning
var _multiplayer_initialized: bool = false
# Track next spawn point for round-robin spawning (server-side only)
var _next_spawn_index: int = 0
# multiplayer chat
@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
@ -23,6 +31,8 @@ var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
var chat_visible = false
func _ready():
print("[Level] _ready() called. Peer ID: ", multiplayer.get_unique_id(), " Is server: ", multiplayer.is_server())
multiplayer_chat.hide()
menu.show()
multiplayer_chat.set_process_input(true)
@ -39,33 +49,83 @@ func _ready():
add_child(weapons_container)
print("Created WeaponsContainer")
# Clients: Remove manually placed weapons (server will sync them via RPC)
if not multiplayer.is_server():
_cleanup_manual_weapons_on_client()
# Create or find enemies container
if has_node("EnemiesContainer"):
enemies_container = get_node("EnemiesContainer")
else:
enemies_container = Node3D.new()
enemies_container.name = "EnemiesContainer"
add_child(enemies_container)
print("Created EnemiesContainer")
# Don't initialize weapons in _ready() - wait for Host/Join to be pressed
# This is handled in initialize_multiplayer() which is called after the
# multiplayer peer is properly set up
print("[Level] _ready() complete - waiting for Host/Join")
func _on_connected_to_server():
print("[Level] Connected to server! Cleaning up manual weapons")
_cleanup_manual_weapons_on_client()
## Called by Network when multiplayer peer is set up
func initialize_multiplayer():
print("[Level] initialize_multiplayer called. is_server: ", multiplayer.is_server())
# Prevent double initialization
if _multiplayer_initialized:
print("[Level] Already initialized, skipping")
return
Network.connect("player_connected", Callable(self, "_on_player_connected"))
multiplayer.peer_disconnected.connect(_remove_player)
_multiplayer_initialized = true
# Initialize any manually placed weapons in the scene
_initialize_manual_weapons()
if multiplayer.is_server():
print("[Level] Running server initialization")
Network.connect("player_connected", Callable(self, "_on_player_connected"))
multiplayer.peer_disconnected.connect(_remove_player)
# Initialize any manually placed weapons in the scene
_initialize_manual_weapons()
# Spawn initial weapons when server starts
_spawn_initial_weapons()
# Spawn initial weapons when server starts
_spawn_initial_weapons()
# Spawn practice dummies
_spawn_practice_dummies()
# Spawn the host player (peer ID 1)
print("[Level] Spawning host player")
var host_info = Network.players.get(1, {"nick": "Host", "skin": "blue"})
_add_player(1, host_info)
else:
# Client initialization - clean up manual weapons immediately
print("[Level] Running client initialization - cleaning up manual weapons")
_cleanup_manual_weapons_on_client()
func _cleanup_manual_weapons_on_client():
"""Remove manually placed weapons on clients (server will sync them via RPC)"""
print("[Client ", multiplayer.get_unique_id(), "] _cleanup_manual_weapons_on_client called")
if not weapons_container:
print("[Client] No weapons_container found!")
return
print("[Client] WeaponsContainer has ", weapons_container.get_child_count(), " children")
var weapons_to_remove = []
for child in weapons_container.get_children():
if child is WorldWeapon and child.weapon_id == -1:
weapons_to_remove.append(child)
print("[Client] Checking child: ", child.name, " (type: ", child.get_class(), ")")
if child is WorldWeapon:
print("[Client] - Is WorldWeapon with weapon_id: ", child.weapon_id)
if child.weapon_id == -1:
weapons_to_remove.append(child)
print("[Client] - Marked for removal")
print("[Client] Found ", weapons_to_remove.size(), " weapons to remove")
for weapon in weapons_to_remove:
print("[Client] Removing manually placed weapon: ", weapon.name)
weapon.queue_free()
# Use immediate removal to prevent RPC errors
weapons_container.remove_child(weapon)
weapon.free()
func _initialize_manual_weapons():
"""Initialize any WorldWeapon nodes manually placed in the level scene"""
@ -144,16 +204,29 @@ func _spawn_initial_weapons():
)
func _on_player_connected(peer_id, player_info):
print("[Server] _on_player_connected called for peer ", peer_id, " with info: ", player_info)
_add_player(peer_id, player_info)
# Sync existing players to the newly joined player
if multiplayer.is_server() and peer_id != 1:
print("[Server] Syncing existing players to newly connected peer: ", peer_id)
# Wait a frame to ensure new player is fully initialized
await get_tree().process_frame
for existing_player in players_container.get_children():
var existing_id = int(existing_player.name)
if existing_id != peer_id: # Don't sync the player to themselves
print("[Server] Syncing existing player ", existing_id, " to peer ", peer_id)
rpc_id(peer_id, "_spawn_player_local", existing_id, existing_player.position)
# Sync existing weapons to the newly joined player (but not to server itself)
if multiplayer.is_server() and peer_id != 1:
print("[Server] Syncing weapons to newly connected peer: ", peer_id)
print("[Server] Active weapons in _active_weapons: ", _active_weapons.keys())
print("[Server] Active weapons count: ", _active_weapons.size())
for weapon_id in _active_weapons.keys():
var weapon = _active_weapons[weapon_id]
if is_instance_valid(weapon) and weapon.weapon_data:
print("[Server] Sending weapon ", weapon_id, " to peer ", peer_id)
print("[Server] Sending weapon ", weapon_id, " (", weapon.weapon_data.weapon_name, ") at position ", weapon.global_position, " to peer ", peer_id)
# Send current position and zero velocity for syncing
rpc_id(peer_id, "_client_spawn_weapon",
weapon.weapon_data.resource_path,
@ -161,25 +234,99 @@ func _on_player_connected(peer_id, player_info):
Vector3.ZERO,
weapon_id
)
else:
print("[Server] Skipping invalid weapon ", weapon_id)
# Sync existing enemies to the newly joined player
print("[Server] Syncing enemies to newly connected peer: ", peer_id)
if enemies_container:
for enemy in enemies_container.get_children():
if enemy is BaseEnemy:
# Extract ID from name (e.g., "PracticeDummy_1" -> 1)
var enemy_name_parts = enemy.name.split("_")
if enemy_name_parts.size() >= 2:
var enemy_id = enemy_name_parts[-1].to_int()
print("[Server] Syncing enemy ", enemy.name, " at position ", enemy.global_position, " to peer ", peer_id)
rpc_id(peer_id, "_spawn_dummy_local", enemy_id, enemy.global_position)
# Sync equipped weapons for all existing players to the newly joined player
print("[Server] Syncing equipped weapons to newly connected peer: ", peer_id)
for player_node in players_container.get_children():
var player = player_node as Character
if player and is_instance_valid(player):
# Skip the newly joined player (they don't have weapons yet)
if int(player.name) == peer_id:
continue
# Sync main hand weapon
if player.equipped_weapon and player.equipped_weapon.weapon_data:
print("[Server] Syncing main hand weapon for player ", player.name, " to peer ", peer_id)
player.rpc_id(peer_id, "equip_weapon_from_world",
player.equipped_weapon.weapon_data.resource_path)
# Sync off-hand weapon
if player.equipped_offhand and player.equipped_offhand.weapon_data:
print("[Server] Syncing off-hand weapon for player ", player.name, " to peer ", peer_id)
player.rpc_id(peer_id, "equip_weapon_from_world",
player.equipped_offhand.weapon_data.resource_path)
func _on_host_pressed():
print("[Level] Host button pressed")
menu.hide()
print("[Level] Calling Network.start_host()")
Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
print("[Level] Waiting one frame...")
await get_tree().process_frame
print("[Level] Calling initialize_multiplayer()")
initialize_multiplayer()
func _on_join_pressed():
print("[Level] Join button pressed")
menu.hide()
print("[Level] Calling Network.join_game()")
Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges())
print("[Level] Waiting one frame...")
await get_tree().process_frame
print("[Level] Calling initialize_multiplayer()")
initialize_multiplayer()
func _add_player(id: int, player_info : Dictionary):
print("[Level] _add_player called for peer ", id, " with info: ", player_info)
# Server spawns player and replicates to all clients via RPC
if multiplayer.is_server():
if players_container.has_node(str(id)):
print("[Level] Player ", id, " already exists, skipping")
return
var spawn_pos = get_spawn_point()
print("[Level] Server spawning player ", id, " at ", spawn_pos)
# Spawn on server and all clients (call_local does both)
rpc("_spawn_player_local", id, spawn_pos)
@rpc("any_peer", "call_local", "reliable")
func _spawn_player_local(id: int, spawn_pos: Vector3):
if players_container.has_node(str(id)):
print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " already exists, skipping")
return
print("[Peer ", multiplayer.get_unique_id(), "] Creating player instance for peer ", id)
var player = player_scene.instantiate()
player.name = str(id)
player.position = get_spawn_point()
player.position = spawn_pos
print("[Peer ", multiplayer.get_unique_id(), "] Adding player to PlayersContainer")
players_container.add_child(player, true)
print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " spawned at ", player.position)
var nick = Network.players[id]["nick"]
player.nickname.text = nick
# Get player info from Network
var player_info = Network.players.get(id, {"nick": "Player", "skin": "blue"})
var nick = player_info["nick"]
# Access nickname directly via node path since @onready hasn't loaded yet
var nickname_label = player.get_node_or_null("PlayerNick/Nickname")
if nickname_label:
nickname_label.text = nick
# player.rpc("change_nick", nick)
# Set up HUD for local player
@ -199,8 +346,22 @@ func _add_player(id: int, player_info : Dictionary):
# rpc("sync_player_position", id, player.position)
func get_spawn_point() -> Vector3:
var spawn_point = Vector2.from_angle(randf() * 2 * PI) * 10 # spawn radius
return Vector3(spawn_point.x, 0, spawn_point.y)
# Use PlayerSpawnPoint container if available
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):
if not multiplayer.is_server() or not players_container.has_node(str(id)):
@ -245,6 +406,16 @@ func _input(event):
toggle_chat()
elif event is InputEventKey and event.keycode == KEY_ENTER:
_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:
var trimmed_message = message.text.strip_edges()
@ -297,6 +468,63 @@ func _on_jemz_preset():
skin_input.text = "Red"
address_input.text = "127.0.0.1"
# ---------- ENEMY SPAWNING ----------
func _spawn_practice_dummies():
if not multiplayer.is_server():
return
if not practice_dummy_scene:
push_warning("Practice dummy scene not assigned!")
return
# Wait a frame for everything to be ready
await get_tree().process_frame
print("[Server] Spawning practice dummies")
# Spawn dummies at different positions
var dummy_positions = [
Vector3(10, 0, 0),
Vector3(-10, 0, 0),
Vector3(0, 0, 10),
Vector3(0, 0, -10),
]
var dummy_counter = 0
for pos in dummy_positions:
dummy_counter += 1
rpc("_spawn_dummy_local", dummy_counter, pos)
## Spawn a practice dummy on all clients
@rpc("any_peer", "call_local", "reliable")
func _spawn_dummy_local(dummy_id: int, spawn_pos: Vector3):
if not practice_dummy_scene:
push_error("Practice dummy scene not loaded!")
return
if not enemies_container:
push_error("EnemiesContainer not found!")
return
var dummy_name = "PracticeDummy_" + str(dummy_id)
# Don't spawn duplicates
if enemies_container.has_node(dummy_name):
print("[Peer ", multiplayer.get_unique_id(), "] Dummy ", dummy_name, " already exists")
return
print("[Peer ", multiplayer.get_unique_id(), "] Spawning dummy ", dummy_name, " at ", spawn_pos)
var dummy = practice_dummy_scene.instantiate()
dummy.name = dummy_name
dummy.position = spawn_pos
# Set multiplayer authority to server
dummy.set_multiplayer_authority(1)
enemies_container.add_child(dummy, true)
print("[Peer ", multiplayer.get_unique_id(), "] Dummy ", dummy_name, " spawned successfully")
# ---------- WEAPON SPAWNING ----------
## Spawn a weapon in the world (called from server, syncs to all clients)
@rpc("any_peer", "call_local", "reliable")
@ -356,6 +584,14 @@ func remove_world_weapon(weapon_id: int):
print("[ERROR] remove_world_weapon called on client!")
return
# Immediately remove from active weapons to prevent late-join sync issues
if _active_weapons.has(weapon_id):
_active_weapons.erase(weapon_id)
print("[Server] Removed weapon ", weapon_id, " from _active_weapons. Remaining: ", _active_weapons.size())
print("[Server] Remaining weapon IDs: ", _active_weapons.keys())
else:
print("[Server] WARNING: Weapon ", weapon_id, " not found in _active_weapons!")
# Broadcast removal to all clients
print("[Server] Broadcasting removal RPC to all clients")
rpc("_remove_weapon_on_clients", weapon_id)

@ -16,7 +16,7 @@ func animate(_velocity: Vector3) -> void:
return
# Don't override attack animation if it's playing
if animation_player.is_playing() and animation_player.current_animation == "Attack_OneHand":
if animation_player.is_playing() and animation_player.current_animation.begins_with("Attack"):
return
# Check if we're dashing
@ -54,9 +54,57 @@ func _play_animation(anim_name: String):
animation_player.play(anim_name)
# Silently ignore if animation doesn't exist
func play_attack() -> void:
func play_attack(anim_name: String = "Attack_OneHand") -> void:
if animation_player:
# Play attack animation once (don't loop)
animation_player.play("Attack_OneHand", -1, 1.0)
# Ensure it doesn't loop
animation_player.animation_set_next("Attack_OneHand", "")
if animation_player.has_animation(anim_name):
animation_player.play(anim_name, -1, 1.0)
animation_player.animation_set_next(anim_name, "")
else:
# Fallback to default if animation doesn't exist
#push_warning("Animation '%s' not found, using Attack_OneHand" % anim_name)
animation_player.play("Attack_OneHand", -1, 1.0)
animation_player.animation_set_next("Attack_OneHand", "")
## Apply hue shift to all mesh instances in the character
func set_character_color(hue_shift: float) -> void:
# Find all MeshInstance3D children recursively
var mesh_instances = _find_mesh_instances(self)
for mesh in mesh_instances:
_apply_hue_to_mesh(mesh, hue_shift)
## Recursively find all MeshInstance3D nodes
func _find_mesh_instances(node: Node) -> Array[MeshInstance3D]:
var meshes: Array[MeshInstance3D] = []
if node is MeshInstance3D:
meshes.append(node)
for child in node.get_children():
meshes.append_array(_find_mesh_instances(child))
return meshes
## Apply hue shift to a mesh instance
func _apply_hue_to_mesh(mesh_instance: MeshInstance3D, hue_shift: float) -> void:
if not mesh_instance:
return
# Get or create material for each surface
for i in range(mesh_instance.get_surface_override_material_count()):
var material = mesh_instance.get_surface_override_material(i)
# If no override material, get the base material and duplicate it
if not material:
material = mesh_instance.mesh.surface_get_material(i)
if material:
material = material.duplicate()
mesh_instance.set_surface_override_material(i, material)
# Apply hue shift if it's a StandardMaterial3D
if material and material is StandardMaterial3D:
var std_mat = material as StandardMaterial3D
# Create a modulate color from hue
var color = Color.from_hsv(hue_shift, 0.6, 1.0)
std_mat.albedo_color = color

@ -13,10 +13,6 @@ var player_info = {
signal player_connected(peer_id, player_info)
signal server_disconnected
func _process(_delta):
if Input.is_action_just_pressed("quit"):
get_tree().quit(0)
func _ready() -> void:
multiplayer.server_disconnected.connect(_on_connection_failed)
multiplayer.connection_failed.connect(_on_server_disconnected)

@ -42,7 +42,13 @@ var is_blocking: bool = false
@export var attack_damage: float = 10.0
@export var attack_range: float = 3.0
@export var attack_cooldown: float = 0.5
@export var unarmed_knockback: float = 5.0
@export_category("Unarmed Attack Timing")
@export var unarmed_startup: float = 0.1 # Wind-up before hit
@export var unarmed_active: float = 0.15 # Hit window duration
var _attack_timer: float = 0.0
var _unarmed_hitbox: HitBox = null
var _is_unarmed_attacking: bool = false # Prevents overlapping unarmed attacks
# Dash system
@export var dash_speed_multiplier: float = 2.0
@ -64,7 +70,10 @@ func _enter_tree():
func _ready():
super._ready()
set_respawn_point(Vector3(0, 5, 0))
# Set respawn point to current position (where we spawned) - base_unit._ready already does this
# Don't override with a hardcoded position
print("[Player ", name, "] _ready called. Authority: ", is_multiplayer_authority(), " Position: ", global_position)
# Capture mouse for local player
if is_multiplayer_authority():
@ -72,13 +81,18 @@ func _ready():
# Auto-find body node (needed for instanced scenes where @export NodePath doesn't work reliably)
if _body == null:
for child in get_children():
if child.name == "Armature" or child.name == "3DGodotRobot":
_body = child
print("Auto-found _body: ", child.name)
break
if _body == null:
push_error("Could not find body node (Armature or 3DGodotRobot)!")
# Try specific paths first
if has_node("LilguyRigged/Armature"):
_body = get_node("LilguyRigged/Armature")
print("Auto-found _body: LilguyRigged/Armature")
elif has_node("Armature"):
_body = get_node("Armature")
print("Auto-found _body: Armature")
elif has_node("3DGodotRobot"):
_body = get_node("3DGodotRobot")
print("Auto-found _body: 3DGodotRobot")
else:
push_error("Could not find body node!")
# Auto-find spring arm offset
if _spring_arm_offset == null:
@ -144,6 +158,9 @@ func _ready():
# Setup weapon pickup detection area
_setup_weapon_pickup_area()
# Setup unarmed attack hitbox (deferred to avoid multiplayer timing issues)
call_deferred("_setup_unarmed_hitbox")
# Auto-find weapon attachment if not set
if _weapon_attachment == null:
var bone_attach = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D")
@ -189,19 +206,19 @@ func _physics_process(delta):
freeze()
return
# Apply gravity when not on floor
if not is_on_floor():
velocity.y -= gravity * delta
_body.animate(velocity)
if is_on_floor():
if Input.is_action_just_pressed("jump"):
velocity.y = JUMP_VELOCITY
else:
velocity.y -= gravity * delta
# Handle jump
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y = JUMP_VELOCITY
_move()
move_and_slide()
_body.animate(velocity)
if _body:
_body.animate(velocity)
func _process(delta):
# Check if multiplayer is ready
@ -269,14 +286,16 @@ func freeze():
velocity.x = 0
velocity.z = 0
_current_speed = 0
_body.animate(Vector3.ZERO)
if _body:
_body.animate(Vector3.ZERO)
func _move() -> void:
# If dashing, use dash movement
if _is_dashing:
velocity.x = _dash_direction.x * _current_speed * dash_speed_multiplier
velocity.z = _dash_direction.z * _current_speed * dash_speed_multiplier
_body.apply_rotation(velocity)
if _body:
_body.apply_rotation(velocity)
return
var _input_direction: Vector2 = Vector2.ZERO
@ -289,12 +308,14 @@ func _move() -> void:
var _direction: Vector3 = transform.basis * Vector3(_input_direction.x, 0, _input_direction.y).normalized()
is_running()
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
if _spring_arm_offset:
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
if _direction:
velocity.x = _direction.x * _current_speed
velocity.z = _direction.z * _current_speed
_body.apply_rotation(velocity)
if _body:
_body.apply_rotation(velocity)
return
velocity.x = move_toward(velocity.x, 0, _current_speed)
@ -328,12 +349,27 @@ func get_texture_from_name(skin_color: SkinColor) -> CompressedTexture2D:
@rpc("any_peer", "reliable")
func set_player_skin(skin_name: SkinColor) -> void:
var texture = get_texture_from_name(skin_name)
set_mesh_texture(_bottom_mesh, texture)
set_mesh_texture(_chest_mesh, texture)
set_mesh_texture(_face_mesh, texture)
set_mesh_texture(_limbs_head_mesh, texture)
# Check if we're using the LilguyRigged model
if _body is LilguyBody:
# Use hue-based color system for Lilguy
var hue = _get_hue_from_skin_color(skin_name)
_body.set_character_color(hue)
else:
# Use texture-based system for 3DGodotRobot
var texture = get_texture_from_name(skin_name)
set_mesh_texture(_bottom_mesh, texture)
set_mesh_texture(_chest_mesh, texture)
set_mesh_texture(_face_mesh, texture)
set_mesh_texture(_limbs_head_mesh, texture)
## Convert SkinColor enum to hue value (0.0 to 1.0)
func _get_hue_from_skin_color(skin_color: SkinColor) -> float:
match skin_color:
SkinColor.BLUE: return 0.6 # Blue hue
SkinColor.GREEN: return 0.33 # Green hue
SkinColor.RED: return 0.0 # Red hue
SkinColor.YELLOW: return 0.16 # Yellow hue
_: return 0.6 # Default to blue
func set_mesh_texture(mesh_instance: MeshInstance3D, texture: CompressedTexture2D) -> void:
if mesh_instance:
@ -392,41 +428,26 @@ func _perform_attack():
# Fallback to default unarmed attack
# Don't attack if already attacking
if _body and _body.animation_player and _body.animation_player.current_animation == "Attack1":
if _body and _body.animation_player and _body.animation_player.current_animation.begins_with("Attack"):
return
if _attack_timer > 0:
if _attack_timer > 0 or _is_unarmed_attacking:
return
_attack_timer = attack_cooldown
# Calculate total attack duration and ensure cooldown covers it
var total_duration = unarmed_startup + unarmed_active
var cooldown = max(attack_cooldown, total_duration)
_attack_timer = cooldown
_is_unarmed_attacking = true
# Play attack animation once
if _body:
_body.play_attack()
_body.play_attack("Attack_OneHand")
# Sync animation to other clients
_sync_attack_animation.rpc("Attack_OneHand")
# Find nearest enemy in range
var space_state = get_world_3d().direct_space_state
var query = PhysicsShapeQueryParameters3D.new()
var sphere = SphereShape3D.new()
sphere.radius = attack_range
query.shape = sphere
query.transform = global_transform
query.collision_mask = 1 # Player layer
var results = space_state.intersect_shape(query)
for result in results:
var hit_body = result["collider"]
if hit_body != self and hit_body is BaseUnit:
var attacker_id = multiplayer.get_unique_id()
# If we're the server, apply damage directly (default unarmed knockback)
if multiplayer.is_server():
_server_apply_damage(hit_body.name, attack_damage, attacker_id, 5.0, global_position)
else:
# Otherwise, request server to apply damage
rpc_id(1, "_server_apply_damage", hit_body.name, attack_damage, attacker_id, 5.0, global_position)
break # Only hit one target per attack
# Activate unarmed hitbox for damage detection
_activate_unarmed_hitbox()
## Server-side damage application
@rpc("any_peer", "reliable")
@ -434,16 +455,25 @@ func _server_apply_damage(target_name: String, damage: float, attacker_id: int,
if not multiplayer.is_server():
return
# Get the target from the players container
var level = get_tree().get_current_scene()
if not level or not level.has_node("PlayersContainer"):
if not level:
return
var players_container = level.get_node("PlayersContainer")
if not players_container.has_node(target_name):
return
var target = null
var target = players_container.get_node(target_name)
# Check players container first
if level.has_node("PlayersContainer"):
var players_container = level.get_node("PlayersContainer")
if players_container.has_node(target_name):
target = players_container.get_node(target_name)
# If not found in players, check enemies container
if not target and level.has_node("EnemiesContainer"):
var enemies_container = level.get_node("EnemiesContainer")
if enemies_container.has_node(target_name):
target = enemies_container.get_node(target_name)
# Apply damage if target found
if target and target is BaseUnit:
target.take_damage(damage, attacker_id, knockback, attacker_pos)
@ -462,11 +492,13 @@ func _on_health_changed(_old_health: float, _new_health: float):
_update_health_display()
func _on_died(killer_id: int):
# Disable player when dead
set_physics_process(false)
set_process(false)
print("[Player ", name, "] _on_died called. Authority: ", is_multiplayer_authority())
# Only the authority should disable their own processing
if is_multiplayer_authority():
set_physics_process(false)
set_process(false)
# Visual feedback - could add death animation here
# Visual feedback - runs on all peers
if _body:
_body.visible = false
@ -483,18 +515,19 @@ func _on_died(killer_id: int):
get_node("HealthUI/HealthText").text = "DEAD - Respawning..."
func _on_respawned():
# Re-enable player
set_physics_process(true)
set_process(true)
print("[Player ", name, "] _on_respawned called. Authority: ", is_multiplayer_authority(), " Position: ", global_position)
# Only the authority should re-enable their own processing
if is_multiplayer_authority():
set_physics_process(true)
set_process(true)
print("[Player ", name, "] Re-enabled physics processing")
# Visual feedback - runs on all peers
if _body:
_body.visible = true
_update_health_display()
if is_multiplayer_authority():
print("You respawned!")
## Dash system
func _perform_dash():
if not is_multiplayer_authority() or is_dead or not is_on_floor():
@ -524,6 +557,12 @@ func _perform_dash():
# Animation is handled by the Body's animate function (Jump animation plays during dash)
## Sync attack animation to all clients
@rpc("any_peer", "call_remote", "unreliable")
func _sync_attack_animation(anim_name: String):
if _body:
_body.play_attack(anim_name)
## Override hurt animation from BaseUnit
func _play_hurt_animation():
if _body and _body.animation_player:
@ -577,6 +616,68 @@ func _setup_weapon_pickup_area():
pickup_area.area_entered.connect(_on_weapon_area_entered)
pickup_area.area_exited.connect(_on_weapon_area_exited)
func _setup_unarmed_hitbox():
# Create hitbox for unarmed attacks
_unarmed_hitbox = HitBox.new()
_unarmed_hitbox.name = "UnarmedHitBox"
_unarmed_hitbox.owner_entity = self
_unarmed_hitbox.set_stats(attack_damage, unarmed_knockback)
# Attach to body so it rotates with player facing direction
if _body:
_body.add_child(_unarmed_hitbox)
else:
add_child(_unarmed_hitbox)
# Add collision shape - larger sphere in front of player
var collision = CollisionShape3D.new()
var sphere = SphereShape3D.new()
sphere.radius = attack_range # Full attack range as radius
collision.shape = sphere
# Position in front of player (Z is forward for the body)
collision.position = Vector3(0, 0.8, -attack_range * 0.75)
_unarmed_hitbox.add_child(collision)
# Connect hit signal
_unarmed_hitbox.hit_landed.connect(_on_unarmed_hit)
func _on_unarmed_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
if not target:
return
# Route damage through server
var attacker_id = multiplayer.get_unique_id()
if multiplayer.is_server():
_server_apply_damage(target.name, damage_amount, attacker_id, knockback_amount, attacker_pos)
else:
rpc_id(1, "_server_apply_damage", target.name, damage_amount, attacker_id, knockback_amount, attacker_pos)
func _activate_unarmed_hitbox():
if not _unarmed_hitbox:
_is_unarmed_attacking = false
return
# STARTUP PHASE - Wait before activating (wind-up animation)
if unarmed_startup > 0:
await get_tree().create_timer(unarmed_startup).timeout
if not _unarmed_hitbox or not is_instance_valid(_unarmed_hitbox):
_is_unarmed_attacking = false
return
# ACTIVE PHASE - Hitbox on, can deal damage
_unarmed_hitbox.activate()
await get_tree().create_timer(unarmed_active).timeout
# RECOVERY PHASE - Hitbox off
if _unarmed_hitbox and is_instance_valid(_unarmed_hitbox):
_unarmed_hitbox.deactivate()
# Attack complete
_is_unarmed_attacking = false
func _on_weapon_area_entered(area: Area3D):
# Check if the area belongs to a WorldWeapon
var weapon = area.get_parent()

@ -0,0 +1,112 @@
extends BaseEnemy
class_name PracticeDummy
## A stationary practice dummy for testing combat
## Cannot move or attack - just takes damage and shows health
## Visual mesh reference
@onready var _mesh: MeshInstance3D = null
## Health label above dummy
@onready var _health_label: Label3D = null
## Original material for hit flash effect
var _original_material: Material = null
## Hit flash effect
var _hit_flash_timer: float = 0.0
const HIT_FLASH_DURATION: float = 0.2
func _ready():
super._ready()
# Practice dummy should not be aggressive
is_aggressive = false
# Auto-find mesh and health label
_mesh = get_node_or_null("Mesh")
_health_label = get_node_or_null("HealthLabel")
# Store original material for flash effect
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)
# Update initial health display
_update_health_display()
# Connect health change to update display
health_changed.connect(_on_health_display_changed)
func _process(delta):
# Handle hit flash timer
if _hit_flash_timer > 0:
_hit_flash_timer -= delta
if _hit_flash_timer <= 0:
_reset_material()
func _physics_process(delta):
# Don't call super._physics_process since we don't move
# Just apply gravity
if not is_on_floor():
velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * delta
move_and_slide()
## Update health display
func _update_health_display():
if _health_label:
_health_label.text = "HP: %d/%d" % [int(current_health), int(max_health)]
func _on_health_display_changed(_old_health: float, _new_health: float):
_update_health_display()
## Override hurt animation to flash red
@rpc("any_peer", "call_local", "reliable")
func _play_hurt_animation():
if _mesh:
_flash_red()
## Flash the dummy 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) # Bright red
# Copy properties from original if it 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 to original material
func _reset_material():
if _mesh and _original_material:
_mesh.set_surface_override_material(0, _original_material.duplicate())
## Override death to just hide the mesh
func _on_enemy_died(killer_id: int):
super._on_enemy_died(killer_id)
# Hide mesh when dead
if _mesh:
_mesh.visible = false
print("[PracticeDummy] Killed by player ", killer_id, ". Respawning in ", respawn_delay, " seconds...")
## Override respawn to show mesh again
func _on_enemy_respawned():
super._on_enemy_respawned()
# Show mesh when respawned
if _mesh:
_mesh.visible = true
_reset_material()
_update_health_display()
print("[PracticeDummy] Respawned!")

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

@ -18,6 +18,14 @@ enum Hand { MAIN_HAND, OFF_HAND, TWO_HAND }
@export var attack_animation: String = "Attack1" # Animation to play when attacking
@export var knockback_force: float = 8.0 # How much to push the target back
@export_category("Attack Timing")
## Time before hitbox activates (wind-up/anticipation)
@export var startup_time: float = 0.15
## Duration hitbox stays active (the actual hit window)
@export var active_time: float = 0.2
## Time after hitbox deactivates (follow-through, can't act)
## Note: recovery_time = attack_cooldown - startup_time - active_time (calculated automatically)
@export_category("Defense Stats")
@export var can_block: bool = false
@export_range(0.0, 1.0) var block_reduction: float = 0.5 # Percentage of damage blocked (0.5 = 50%)

@ -100,3 +100,5 @@ toggle_character_sheet={
3d_physics/layer_1="player"
3d_physics/layer_2="world"
3d_physics/layer_3="weapon"
3d_physics/layer_4="hitbox"
3d_physics/layer_5="hurtbox"

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