Integrate Kenney Starter Kit FPS assets + comprehensive test suite

Assets (CC0 license):
- 3D models: Blaster gun, walls, platforms, grass, clouds, enemy
- Sounds: blaster fire, impacts, footsteps, jumps, weapon change
- Sprites: crosshair, hit marker, muzzle flash, skybox, blob shadow
- Font: Lilita One

Code changes:
- weapon_manager.gd: load blaster.glb as gun model (replaces box mesh)
- player.tscn: use Kenney sounds (blaster.ogg, enemy_hurt/destroy) and crosshair

Test suite (100 unit tests + 4 integration scenarios):
- weapon_data.gd: 27 tests — all 6 weapons every stat verified
- economy.gd: 19 tests — constants, loss streak, buy thresholds
- bomb.gd: 15 tests — state machine, timing constants
- round_manager.gd: 10 tests — win conditions, elimination logic
- team_manager.gd: 8 tests — auto-balance, team assignment
- headless_test_bot.gd: integration bot with movement/idle/rounds scenarios
- run_multi_bot.sh: multi-client launcher
This commit is contained in:
2026-07-03 17:13:36 -04:00
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
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# Godot 4+ specific ignores
.godot/
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/
mono_crash.*.json
# Kenney ignores
build/
# https://github.com/godotengine/godot/issues/82270
*~*.TMP
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MIT License
Copyright (c) 2025 Kenney
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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<p align="center"><img src="icon.png"/></p>
# Starter Kit FPS
This package includes a basic template for a first person shooter in Godot 4.6. Includes features like;
- Character controller
- Weapons, switching weapons
- Enemies
- Sprites and 3D Models _(CC0 licensed)_
### Screenshot
<p align="center"><img src="screenshots/screenshot.png"/></p>
### Controls
| Key | Command |
| --- | --- |
| <kbd>W</kbd> <kbd>A</kbd> <kbd>S</kbd> <kbd>D</kbd> | Movement |
| <kbd>Spacebar</kbd> | Jump |
| <kbd>Left mouse button</kbd> | Shoot |
| <kbd>E</kbd> | Switch weapon |
### Instructions
1. How to add more weapons?
Duplicate one of the existing resources in the 'weapons' folder, adjust the properties in the inspector. Select the 'Player' node in the scene and add your new resources to the 'Weapons' array.
2. How to adjust properties like cooldown, damage and spread?
Select the resource of the weapon you'd like to change in the 'weapons' folder, adjust the properties in the inspector.
### License
MIT License
Copyright (c) 2026 Kenney
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Assets included in this package (2D sprites, 3D models and sound effects) are [CC0 licensed](https://creativecommons.org/publicdomain/zero/1.0/)
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Copyright (c) 2011 Juan Montoreano (juan@remolacha.biz),
with Reserved Font Name Lilita
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=0
gltf/embedded_image_handling=1
Binary file not shown.
@@ -0,0 +1,42 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://x08pt5dvke58"
path="res://.godot/imported/wall-low.glb-de080c69f0eef8b51181d363ed18f581.scn"
[deps]
source_file="res://models/wall-low.glb"
dest_files=["res://.godot/imported/wall-low.glb-de080c69f0eef8b51181d363ed18f581.scn"]
[params]
nodes/root_type="Node3D"
nodes/root_name="Scene Root"
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=0
gltf/embedded_image_handling=1
+8
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@@ -0,0 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://b411hfkru5vs7"]
[ext_resource type="PackedScene" uid="uid://b2p7bbkuxf7m" path="res://models/blaster.glb" id="1_yqvvx"]
[node name="blaster" instance=ExtResource("1_yqvvx")]
[node name="blaster2" parent="." index="0"]
layers = 2
+19
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extends Node3D
var time = 0.0
var random_number = RandomNumberGenerator.new()
var random_velocity:float
var random_time:float
func _ready():
random_velocity = random_number.randf_range(0.1, 2.0)
random_time = random_number.randf_range(0.1, 2.0)
func _process(delta):
position.y += (cos(time * random_time) * random_velocity) * delta # Sine movement
time += delta
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uid://bfgpo8fvf136p
+10
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@@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=3 uid="uid://oqfhfp1a80qd"]
[ext_resource type="PackedScene" uid="uid://g2w2608bc2dy" path="res://models/cloud.glb" id="1_2mo3p"]
[ext_resource type="Script" uid="uid://bfgpo8fvf136p" path="res://objects/cloud.gd" id="2_rmotl"]
[node name="cube2" instance=ExtResource("1_2mo3p")]
script = ExtResource("2_rmotl")
[node name="cube" parent="." index="0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0)
+68
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extends Node3D
@export var player: Node3D
@onready var raycast = $RayCast
@onready var muzzle_a = $MuzzleA
@onready var muzzle_b = $MuzzleB
var health := 100
var time := 0.0
var target_position: Vector3
var destroyed := false
# When ready, save the initial position
func _ready():
target_position = position
func _process(delta):
self.look_at(player.position + Vector3(0, 0.5, 0), Vector3.UP, true) # Look at player
target_position.y += (cos(time * 5) * 1) * delta # Sine movement (up and down)
time += delta
position = target_position
# Take damage from player
func damage(amount):
Audio.play("sounds/enemy_hurt.ogg")
health -= amount
if health <= 0 and !destroyed:
destroy()
# Destroy the enemy when out of health
func destroy():
Audio.play("sounds/enemy_destroy.ogg")
destroyed = true
queue_free()
# Shoot when timer hits 0
func _on_timer_timeout():
raycast.force_raycast_update()
if raycast.is_colliding():
var collider = raycast.get_collider()
if collider.has_method("damage"): # Raycast collides with player
# Play muzzle flash animation(s)
muzzle_a.frame = 0
muzzle_a.play("default")
muzzle_a.rotation_degrees.z = randf_range(-45, 45)
muzzle_b.frame = 0
muzzle_b.play("default")
muzzle_b.rotation_degrees.z = randf_range(-45, 45)
Audio.play("sounds/enemy_attack.ogg")
collider.damage(5) # Apply damage to player
+1
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@@ -0,0 +1 @@
uid://b6udw8uhlp4ei
+36
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@@ -0,0 +1,36 @@
[gd_scene load_steps=5 format=3 uid="uid://d2g78tpqbyf5g"]
[ext_resource type="PackedScene" uid="uid://lde2xq3vq635" path="res://models/enemy-flying.glb" id="1_3v8nl"]
[ext_resource type="Script" uid="uid://b6udw8uhlp4ei" path="res://objects/enemy.gd" id="1_jg24b"]
[ext_resource type="SpriteFrames" uid="uid://dbv3sy5qjatnl" path="res://sprites/burst_animation.tres" id="3_iblw5"]
[sub_resource type="SphereShape3D" id="SphereShape3D_iix87"]
radius = 0.75
[node name="enemy-flying" type="Area3D"]
script = ExtResource("1_jg24b")
[node name="enemy-flying" parent="." instance=ExtResource("1_3v8nl")]
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
shape = SubResource("SphereShape3D_iix87")
[node name="RayCast" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, 5)
[node name="MuzzleA" type="AnimatedSprite3D" parent="."]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -0.45, 0.3, 0.4)
sprite_frames = ExtResource("3_iblw5")
frame = 2
[node name="MuzzleB" type="AnimatedSprite3D" parent="."]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0.45, 0.3, 0.4)
sprite_frames = ExtResource("3_iblw5")
frame = 2
[node name="Timer" type="Timer" parent="."]
wait_time = 0.25
autostart = true
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
+7
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extends AnimatedSprite3D
# Remove this impact effect after the animation has completed
func _on_animation_finished():
queue_free()
+1
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@@ -0,0 +1 @@
uid://bwkexrmt718dx
+51
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@@ -0,0 +1,51 @@
[gd_scene load_steps=8 format=3 uid="uid://b7070gfoko4mo"]
[ext_resource type="Texture2D" uid="uid://dh0t42ubhuv0" path="res://sprites/hit.png" id="1_mdfft"]
[ext_resource type="Script" uid="uid://bwkexrmt718dx" path="res://objects/impact.gd" id="2_k826h"]
[sub_resource type="AtlasTexture" id="AtlasTexture_8c04i"]
atlas = ExtResource("1_mdfft")
region = Rect2(0, 0, 128, 128)
[sub_resource type="AtlasTexture" id="AtlasTexture_34j4g"]
atlas = ExtResource("1_mdfft")
region = Rect2(128, 0, 128, 128)
[sub_resource type="AtlasTexture" id="AtlasTexture_tk4oq"]
atlas = ExtResource("1_mdfft")
region = Rect2(0, 128, 128, 128)
[sub_resource type="AtlasTexture" id="AtlasTexture_q5m5l"]
atlas = ExtResource("1_mdfft")
region = Rect2(128, 128, 128, 128)
[sub_resource type="SpriteFrames" id="SpriteFrames_nwydm"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_8c04i")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_34j4g")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tk4oq")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_q5m5l")
}],
"loop": false,
"name": &"shot",
"speed": 30.0
}]
[node name="AnimatedSprite3D" type="AnimatedSprite3D"]
cast_shadow = 0
pixel_size = 0.0025
double_sided = false
no_depth_test = true
sprite_frames = SubResource("SpriteFrames_nwydm")
animation = &"shot"
script = ExtResource("2_k826h")
[connection signal="animation_finished" from="." to="." method="_on_animation_finished"]
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+285
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extends CharacterBody3D
@export_subgroup("Properties")
@export var movement_speed = 5
@export_range(0, 100) var number_of_jumps: int = 2
@export var jump_strength = 8
@export_subgroup("Weapons")
@export var weapons: Array[Weapon] = []
var weapon: Weapon
var weapon_index := 0
var mouse_sensitivity = 700
var gamepad_sensitivity := 0.075
var mouse_captured := true
var movement_velocity: Vector3
var rotation_target: Vector3
var input_mouse: Vector2
var health: int = 100
var gravity := 0.0
var previously_floored := false
var jumps_remaining: int
var container_offset = Vector3(1.2, -1.1, -2.75)
var tween: Tween
signal health_updated
@onready var camera = $Head/Camera
@onready var raycast = $Head/Camera/RayCast
@onready var muzzle = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Muzzle
@onready var container = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Container
@onready var sound_footsteps = $SoundFootsteps
@onready var blaster_cooldown = $Cooldown
@export var crosshair: TextureRect
# Functions
func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
weapon = weapons[weapon_index] # Weapon must never be nil
initiate_change_weapon(weapon_index)
func _process(delta):
# Handle functions
handle_controls(delta)
handle_gravity(delta)
# Movement
var applied_velocity: Vector3
movement_velocity = transform.basis * movement_velocity # Move forward
applied_velocity = velocity.lerp(movement_velocity, delta * 10)
applied_velocity.y = - gravity
velocity = applied_velocity
move_and_slide()
# Rotation
container.position = lerp(container.position, container_offset - (basis.inverse() * applied_velocity / 30), delta * 10)
# Movement sound
sound_footsteps.stream_paused = true
if is_on_floor():
if abs(velocity.x) > 1 or abs(velocity.z) > 1:
sound_footsteps.stream_paused = false
# Landing after jump or falling
camera.position.y = lerp(camera.position.y, 0.0, delta * 5)
if is_on_floor() and gravity > 1 and !previously_floored: # Landed
Audio.play("sounds/land.ogg")
camera.position.y = -0.1
previously_floored = is_on_floor()
# Falling/respawning
if position.y < -10:
get_tree().reload_current_scene()
# Mouse movement
func _input(event):
if event is InputEventMouseMotion and mouse_captured:
input_mouse = event.relative / mouse_sensitivity
handle_rotation(event.relative.x, event.relative.y, false)
func handle_controls(delta):
# Mouse capture
if Input.is_action_just_pressed("mouse_capture"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
mouse_captured = true
if Input.is_action_just_pressed("mouse_capture_exit"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
mouse_captured = false
input_mouse = Vector2.ZERO
# Movement
var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
movement_velocity = Vector3(input.x, 0, input.y).normalized() * movement_speed
# Handle Controller Rotation
var rotation_input := Input.get_vector("camera_right", "camera_left", "camera_down", "camera_up")
if rotation_input:
handle_rotation(rotation_input.x, rotation_input.y, true, delta)
# Shooting
action_shoot()
# Jumping
if Input.is_action_just_pressed("jump"):
if jumps_remaining:
action_jump()
# Weapon switching
action_weapon_toggle()
# Camera rotation
func handle_rotation(xRot: float, yRot: float, isController: bool, delta: float = 0.0):
if isController:
rotation_target -= Vector3(-yRot, -xRot, 0).limit_length(1.0) * gamepad_sensitivity
rotation_target.x = clamp(rotation_target.x, deg_to_rad(-90), deg_to_rad(90))
camera.rotation.x = lerp_angle(camera.rotation.x, rotation_target.x, delta * 25)
rotation.y = lerp_angle(rotation.y, rotation_target.y, delta * 25)
else:
rotation_target += (Vector3(-yRot, -xRot, 0) / mouse_sensitivity)
rotation_target.x = clamp(rotation_target.x, deg_to_rad(-90), deg_to_rad(90))
camera.rotation.x = rotation_target.x;
rotation.y = rotation_target.y;
# Handle gravity
func handle_gravity(delta):
gravity += 20 * delta
if gravity < 0 and is_on_ceiling():
gravity = 0
if gravity > 0 and is_on_floor():
jumps_remaining = number_of_jumps
gravity = 0
# Jumping
func action_jump():
Audio.play("sounds/jump_a.ogg, sounds/jump_b.ogg, sounds/jump_c.ogg")
gravity = - jump_strength
jumps_remaining -= 1
# Shooting
func action_shoot():
if Input.is_action_pressed("shoot"):
if !blaster_cooldown.is_stopped(): return # Cooldown for shooting
Audio.play(weapon.sound_shoot)
# Set muzzle flash position, play animation
muzzle.play("default")
muzzle.rotation_degrees.z = randf_range(-45, 45)
muzzle.scale = Vector3.ONE * randf_range(0.40, 0.75)
muzzle.position = container.position - weapon.muzzle_position
blaster_cooldown.start(weapon.cooldown)
# Shoot the weapon, amount based on shot count
for n in weapon.shot_count:
raycast.target_position.x = randf_range(-weapon.spread, weapon.spread)
raycast.target_position.y = randf_range(-weapon.spread, weapon.spread)
raycast.force_raycast_update()
if !raycast.is_colliding(): continue # Don't create impact when raycast didn't hit
var collider = raycast.get_collider()
# Hitting an enemy
if collider.has_method("damage"):
collider.damage(weapon.damage)
# Creating an impact animation
var impact = preload("res://objects/impact.tscn")
var impact_instance = impact.instantiate()
impact_instance.play("shot")
get_tree().root.add_child(impact_instance)
impact_instance.position = raycast.get_collision_point() + (raycast.get_collision_normal() / 10)
impact_instance.look_at(camera.global_transform.origin, Vector3.UP, true)
var knockback = random_vec2(weapon.min_knockback, weapon.max_knockback)
# print('knockback', knockback)
container.position.z += 0.25 # Knockback of weapon visual
camera.rotation.x += knockback.x # Knockback of camera
rotation.y += knockback.y
rotation_target.x += knockback.x
rotation_target.y += knockback.y
movement_velocity += Vector3(0, 0, weapon.knockback) # Knockback
# Toggle between available weapons (listed in 'weapons')
func action_weapon_toggle():
if Input.is_action_just_pressed("weapon_toggle"):
weapon_index = wrap(weapon_index + 1, 0, weapons.size())
initiate_change_weapon(weapon_index)
Audio.play("sounds/weapon_change.ogg")
# Initiates the weapon changing animation (tween)
func initiate_change_weapon(index):
weapon_index = index
tween = get_tree().create_tween()
tween.set_ease(Tween.EASE_OUT_IN)
tween.tween_property(container, "position", container_offset - Vector3(0, 1, 0), 0.1)
tween.tween_callback(change_weapon) # Changes the model
# Switches the weapon model (off-screen)
func change_weapon():
weapon = weapons[weapon_index]
# Step 1. Remove previous weapon model(s) from container
for n in container.get_children():
container.remove_child(n)
# Step 2. Place new weapon model in container
var weapon_model = weapon.model.instantiate()
container.add_child(weapon_model)
weapon_model.position = weapon.position
weapon_model.rotation_degrees = weapon.rotation
# Step 3. Set model to only render on layer 2 (the weapon camera)
for child in weapon_model.find_children("*", "MeshInstance3D"):
child.layers = 2
# Set weapon data
raycast.target_position = Vector3(0, 0, -1) * weapon.max_distance
crosshair.texture = weapon.crosshair
func damage(amount):
health -= amount
health_updated.emit(health) # Update health on HUD
if health < 0:
get_tree().reload_current_scene() # Reset when out of health
# Create a random knockback vector
static func random_vec2(_min: Vector2, _max: Vector2) -> Vector2:
var _sign = -1 if randi() % 2 == 0 else 1
return Vector2(randf_range(_min.x, _max.x), randf_range(_min.y, _max.y) * _sign)
+1
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@@ -0,0 +1 @@
uid://cu47grjp072jk
+78
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@@ -0,0 +1,78 @@
[gd_scene load_steps=9 format=3 uid="uid://dl2ed4gkybggf"]
[ext_resource type="Script" uid="uid://cu47grjp072jk" path="res://objects/player.gd" id="1_ffboj"]
[ext_resource type="Resource" uid="uid://cu2gtxlcmbb34" path="res://weapons/blaster-repeater.tres" id="2_6epbw"]
[ext_resource type="Texture2D" uid="uid://8ggihh27mlrr" path="res://sprites/blob_shadow.png" id="2_b0fo8"]
[ext_resource type="Script" uid="uid://dg01pkkc1c5vd" path="res://scripts/weapon.gd" id="2_i825w"]
[ext_resource type="Resource" uid="uid://c56y8pqoyk15f" path="res://weapons/blaster.tres" id="3_kr4p8"]
[ext_resource type="SpriteFrames" uid="uid://dbv3sy5qjatnl" path="res://sprites/burst_animation.tres" id="4_m6ukc"]
[ext_resource type="AudioStream" uid="uid://cydjn1ct3hps2" path="res://sounds/walking.ogg" id="5_ics1s"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_gdq8c"]
radius = 0.3
height = 1.0
[node name="Player" type="CharacterBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
script = ExtResource("1_ffboj")
weapons = Array[ExtResource("2_i825w")]([ExtResource("3_kr4p8"), ExtResource("2_6epbw")])
[node name="Collider" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0)
shape = SubResource("CapsuleShape3D_gdq8c")
[node name="Head" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
[node name="Camera" type="Camera3D" parent="Head"]
cull_mask = 1048573
current = true
fov = 80.0
[node name="SubViewportContainer" type="SubViewportContainer" parent="Head/Camera"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
stretch = true
[node name="SubViewport" type="SubViewport" parent="Head/Camera/SubViewportContainer"]
transparent_bg = true
handle_input_locally = false
msaa_3d = 1
size = Vector2i(1280, 720)
render_target_update_mode = 4
[node name="CameraItem" type="Camera3D" parent="Head/Camera/SubViewportContainer/SubViewport"]
cull_mask = 1047554
fov = 40.0
[node name="Container" type="Node3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.2, -1, -2.25)
[node name="Muzzle" type="AnimatedSprite3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, -0.75, -6)
layers = 2
sprite_frames = ExtResource("4_m6ukc")
frame = 2
[node name="RayCast" type="RayCast3D" parent="Head/Camera"]
exclude_parent = false
target_position = Vector3(0, 0, -10)
collide_with_areas = true
[node name="Shadow" type="Decal" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
size = Vector3(1, 2, 1)
texture_albedo = ExtResource("2_b0fo8")
modulate = Color(1, 1, 1, 0.705882)
normal_fade = 0.5
[node name="SoundFootsteps" type="AudioStreamPlayer" parent="."]
stream = ExtResource("5_ics1s")
volume_db = -5.0
autoplay = true
[node name="Cooldown" type="Timer" parent="."]
one_shot = true
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@@ -0,0 +1,26 @@
[gd_resource type="Environment" format=3 uid="uid://jvmpkdwaeaq"]
[ext_resource type="Texture2D" uid="uid://cb7sdk1i5rx04" path="res://sprites/skybox.png" id="1_u3n42"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_fjheq"]
panorama = ExtResource("1_u3n42")
energy_multiplier = 0.5
[sub_resource type="Sky" id="Sky_7bk1c"]
sky_material = SubResource("PanoramaSkyMaterial_fjheq")
[resource]
background_mode = 2
background_color = Color(0.360784, 0.392157, 0.462745, 1)
sky = SubResource("Sky_7bk1c")
ambient_light_source = 2
ambient_light_color = Color(0.662745, 0.694118, 0.772549, 1)
tonemap_mode = 2
ssao_enabled = true
ssao_radius = 0.45
ssao_intensity = 1.0
ssao_power = 5.0
glow_enabled = true
glow_levels/2 = 0.6
glow_levels/3 = 0.6
glow_levels/5 = 6.0
+156
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@@ -0,0 +1,156 @@
[gd_scene format=3 uid="uid://dxvvlck8lej3f"]
[ext_resource type="Environment" uid="uid://jvmpkdwaeaq" path="res://scenes/main-environment.tres" id="1_q8fpv"]
[ext_resource type="PackedScene" uid="uid://dl2ed4gkybggf" path="res://objects/player.tscn" id="2_elriq"]
[ext_resource type="Script" uid="uid://by0qn28x1i1jj" path="res://scripts/hud.gd" id="3_s8mkj"]
[ext_resource type="FontFile" uid="uid://biqtga8moh7ah" path="res://fonts/lilita_one_regular.ttf" id="3_w27de"]
[ext_resource type="PackedScene" uid="uid://dpm3l05d7fu35" path="res://objects/platform.tscn" id="5_3s40e"]
[ext_resource type="PackedScene" uid="uid://r7rt7pth4u7o" path="res://objects/wall_low.tscn" id="5_6vel1"]
[ext_resource type="PackedScene" uid="uid://c71evdjblk5wp" path="res://objects/wall_high.tscn" id="7_cabne"]
[ext_resource type="PackedScene" uid="uid://bvx5cvigosg0s" path="res://objects/platform_large_grass.tscn" id="7_wggef"]
[ext_resource type="PackedScene" uid="uid://d2g78tpqbyf5g" path="res://objects/enemy.tscn" id="8_7ty2f"]
[ext_resource type="PackedScene" uid="uid://oqfhfp1a80qd" path="res://objects/cloud.tscn" id="10_5ksau"]
[sub_resource type="LabelSettings" id="LabelSettings_fpmwk"]
font = ExtResource("3_w27de")
font_size = 36
outline_size = 12
outline_color = Color(0, 0, 0, 0.470588)
[node name="Main" type="Node3D" unique_id=1176673032]
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=529470734]
environment = ExtResource("1_q8fpv")
[node name="Player" parent="." unique_id=1938858786 node_paths=PackedStringArray("crosshair") instance=ExtResource("2_elriq")]
crosshair = NodePath("../HUD/Crosshair")
[node name="Sun" type="DirectionalLight3D" parent="." unique_id=1871256661]
transform = Transform3D(-0.422618, -0.694272, 0.582563, 0, 0.642788, 0.766044, -0.906308, 0.323744, -0.271654, 0, 0, 0)
shadow_enabled = true
shadow_opacity = 0.75
[node name="HUD" type="CanvasLayer" parent="." unique_id=1419663090]
script = ExtResource("3_s8mkj")
[node name="Crosshair" type="TextureRect" parent="HUD" unique_id=288362464]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
scale = Vector2(0.35, 0.35)
pivot_offset = Vector2(64, 64)
[node name="Health" type="Label" parent="HUD" unique_id=212586905]
offset_left = 48.0
offset_top = 627.0
offset_right = 138.0
offset_bottom = 672.0
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size_flags_vertical = 8
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vertical_alignment = 2
[node name="Enemies" type="Node" parent="." unique_id=2021581775]
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player = NodePath("../../Player")
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player = NodePath("../../Player")
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transform = Transform3D(-0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, -0.707107, 5.5, 3.5, 9)
player = NodePath("../../Player")
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player = NodePath("../../Player")
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[node name="platform3" parent="Level" unique_id=1588414703 instance=ExtResource("5_3s40e")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.5, 3, -3.5)
[node name="platform4" parent="Level" unique_id=1667612161 instance=ExtResource("5_3s40e")]
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[node name="platform-large-grass5" parent="Level" unique_id=712189155 instance=ExtResource("7_wggef")]
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extends Node
# Code adapted from KidsCanCode
var num_players = 12
var bus = "master"
var available = [] # The available players.
var queue = [] # The queue of sounds to play.
func _ready():
for i in num_players:
var p = AudioStreamPlayer.new()
add_child(p)
available.append(p)
p.volume_db = -10
p.finished.connect(_on_stream_finished.bind(p))
p.bus = bus
func _on_stream_finished(stream):
available.append(stream)
func play(sound_path): # Path (or multiple, separated by commas)
var sounds = sound_path.split(",")
queue.append("res://" + sounds[randi() % sounds.size()].strip_edges())
func _process(_delta):
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available[0].play()
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extends Resource
class_name Weapon
@export_subgroup("Model")
@export var model: PackedScene # Model of the weapon
@export var position: Vector3 # On-screen position
@export var rotation: Vector3 # On-screen rotation
@export var muzzle_position: Vector3 # On-screen position of muzzle flash
@export_subgroup("Properties")
@export_range(0.1, 1) var cooldown: float = 0.1 # Firerate
@export_range(1, 20) var max_distance: int = 10 # Fire distance
@export_range(0, 100) var damage: float = 25 # Damage per hit
@export_range(0, 5) var spread: float = 0 # Spread of each shot
@export_range(1, 5) var shot_count: int = 1 # Amount of shots
@export_range(0, 50) var knockback: int = 20 # Amount of knockback
@export var min_knockback: Vector2 = Vector2(0.001, 0.001) # x for vertical knockback, y for horizontal knockback
@export var max_knockback: Vector2 = Vector2(0.0025, 0.002) # x for vertical knockback, y for horizontal knockback
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@export var sound_shoot: String # Sound path
@export_subgroup("Crosshair")
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