Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built with Godot 4 and netfox. ## What's new - Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu - 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP - Bomb plant/defuse with 2 bombsites - Flashbang & smoke grenades - Proper netfox rollback netcode at 64 tick - Network popup UI for host/join - HUD, crosshair, round timer, scoreboard - All netfox singletons registered as autoloads (works in exported builds) ## Architecture - Listen-server (host from client, no dedicated server binary) - Multiplayer-fps game lives at examples/multiplayer-fps/ - Netfox addons registered as autoloads for exported build compat - Godot 4.7 with Forward+ renderer ## Removed - Old headless-server architecture (client_main, server_main, player.gd, etc.) - Custom netfox bootstrap with ENet fallback - Old ChaffGames FPS template (2,420 lines, 844 KB) - SimulationServer GDExtension stub - Godot-jolt physics (netfox sample uses default Godot physics) - Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc. - Server browser API Python venv (87 MB) - test_range map and modular assets ## Preserved - Git history - Server config at config/default_server_config.cfg - Windows export preset - Build directory (gitignored) Co-authored-by: naxIO <naxIO@users.noreply.github.com>
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extends Node3D
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@export var offset: Vector3 = Vector3(0, 2.5, 0)
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@export var tween_time: float = 0.2
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var is_enabled: bool = true
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var target: BrawlerController
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func _ready():
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# Start as hidden
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scale = Vector3.ZERO
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is_enabled = false
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# Start animation
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$"brawler-crown/AnimationPlayer".play("crown_rotate")
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GameEvents.on_scores_updated.connect(_handle_scores)
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func _process(delta):
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if not target:
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is_enabled = false
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else:
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var target_pos = target.global_position + offset
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var dst = global_position.distance_squared_to(target_pos)
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global_position = global_position.move_toward(target_pos, dst / tween_time * delta)
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scale = scale.move_toward(Vector3.ONE if is_enabled else Vector3.ZERO, delta / tween_time)
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visible = scale.length_squared() > 0.05
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func _handle_scores(scores: Dictionary):
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is_enabled = false
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# No crown in single player
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if scores.size() == 1:
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return
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var max_score = scores.values().max()
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var max_players = scores.keys().filter(func(p): return scores[p] == max_score)
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# Multiple players share the crown
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if max_players.size() > 1:
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return
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var player_id = max_players[0]
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var player = get_tree().get_nodes_in_group("Brawlers")\
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.filter(func(it): return it.player_id == player_id)\
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.pop_back()
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target = player
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is_enabled = true
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