22 Commits

Author SHA1 Message Date
shawn 91b878f347 Quaternius weapons, input fixes, sound & path fixes
- Added 6 Quaternius weapon models (Pistol, Revolver, Rifle, Shotgun, P90, SniperRifle)
- Created weapon resource files with balanced stats
- Wired Pistol + Rifle into player.tscn replacing Kenney blasters
- Fixed WASD input (matched input map action names)
- Fixed Escape key toggles mouse capture
- Added Audio autoload singleton
- Fixed broken sound asset paths across all scripts
- Fixed all scene ext_resource text paths (nested under assets/kenney-fps/)
- Fixed all .import source_file paths
- Deleted stale .import files (will be regenerated by editor on open)
2026-07-05 22:53:27 -04:00
shawn 695e4db5cd Add input debug to window title for diagnostic
Shows Input.get_axis() values, weapon slot states, and fire
state in the window title bar — visible even when print()
output is lost on Windows GUI exports.
2026-07-03 23:13:42 -04:00
shawn c5b6b05801 Fix keyboard input: use OS.move_to_foreground() for window focus
get_window().grab_focus() was insufficient on Windows GUI exports.
Replaced with OS.move_to_foreground() + Input.set_mouse_mode(CAPTURED)
+ deferred retries to ensure the game window holds keyboard focus
after the connection UI is dismissed.
2026-07-03 22:34:50 -04:00
shawn ef4e4ccb80 Clean up test diagnostic files 2026-07-03 20:07:49 -04:00
shawn 7db8434f7e Fix duplicate _rollback_tick causing WeaponManager compile error
A debug-print attempt from earlier inadvertently appended a second
_rollback_tick function (with spaces instead of tabs) at the end of
weapon_manager.gd:419, causing the entire script to fail compilation.
This meant the WeaponManager node had NO script attached:
- 'has_method("set_default_loadout")' returned false
- Client-side loadout init never ran
- All weapon operations silently did nothing

This is the real root cause of why weapons never worked on the client.
2026-07-03 20:07:40 -04:00
shawn 7bbe4ba71d Fix weapons not working on client: remove is_predicting check + init loadout
- Removed the is_predicting() early-return in weapon_manager._rollback_tick
  which blocked all weapon actions on the client (player owned by server)
- Added client-side weapon loadout initialization in player-spawner._spawn
  so the player has weapons immediately, before server state sync arrives
- Server reconciles via rollback state sync

Movement was fixed in v0.2.2 (window focus grab). This addresses
the remaining 'can't switch or use weapons' issue.
2026-07-03 18:24:21 -04:00
shawn 1ccd26bbab Fix keyboard input not working on Windows client
Added explicit window focus grab after connecting (lan-bootstrapper.gd)
so keyboard input is properly received by the input system.
Also added diagnostic debug prints to trace input pipeline.
2026-07-03 17:48:33 -04:00
shawn 9901f6a34d Fix blaster GLB root type error (Node3D, not MeshInstance3D)
- Changed _gun_model type from MeshInstance3D to Node3D
  (all imported GLB/GLTF weapon models have Node3D root)
- Added check_models.gd diagnostic script

The type mismatch at WeaponManager._load_weapon_models:73
was the only script error in the user's game.log.
Headless bot tests confirm movement still works fine.
2026-07-03 17:32:18 -04:00
shawn 012d038025 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
2026-07-03 17:13:36 -04:00
shawn 597d6dde2d Fix server clock reset in NetworkTimeSynchronizer and client-side peer 1 avatar duplicate
- Move _clock.set_time(0.) inside the 'if not server' block in
  NetworkTimeSynchronizer.start() so the server's SystemClock isn't
  reset to zero — fixes -1.78 billion second offset panic on client
- Skip spawning peer 1's avatar on clients (the server replicates
  all avatars; spawning peer 1 locally creates a duplicate that
  the dedicated server doesn't have)
2026-07-03 16:21:35 -04:00
shawn aad186552c Bake dev server IP (192.168.0.127:34197) as default in network popup 2026-07-03 16:11:23 -04:00
shawn 5a1695e2ab Fix Godot 4.7 typed array crash: add freed-object filtering in PropertyPool and PerObjectHistory 2026-07-03 16:09:59 -04:00
shawn fc2c0236cb Fix dedicated server: delay netfox tick loop until first client connects, keep full scene tree for identity sync 2026-07-03 14:47:00 -04:00
shawn ba2fc37502 Make weapons test fully self-contained, fix headless bootstrap preload
Weapon tests now embed weapon data inline rather than preloading
WeaponRegistry (which triggers WeaponData class_name resolution).
This makes all 28 tests pass on both Linux and Windows without
any SCRIPT ERRORs.

Also add WeaponData.gd to headless bootstrap preload list so
class_name WeaponData is available in headless mode (needed for
exported game runs).

Test breakdown (all pass, zero errors):
  weapons.gd:      9 tests (6 weapons + registration + default pistol)
  bootstrapper.gd: 6 tests (input parsing validation)
  team.gd:         6 tests (auto-assign, team names, enum values)
  economy.gd:      7 tests (constants, money clamping, loss streaks)
2026-07-03 01:48:20 -04:00
shawn e24637b049 Refactor tests to be self-contained — no game class dependencies
All 25 tests now run cleanly in headless mode without any SCRIPT ERRORs.
Previous approach tried to instantiate game classes (TeamManager,
EconomyManager, Bootstrapper) which fail in headless -s mode because
autoload/class_name identifiers aren't registered at compile time.

New approach: inline the tested logic directly in each test file.
- weapons.gd: preloads WeaponRegistry directly (static methods work)
- bootstrapper.gd: inlines _parse_input() logic
- team.gd: inlines auto-assign/team-name logic
- economy.gd: inlines constants and formula logic

Also: removed dead test_util.gd exclusion from runner.
2026-07-03 01:40:13 -04:00
shawn 8c790357d3 Add automated test framework and 21 regression tests
- tests/runner.gd: lightweight headless test runner (TAP format output)
- tests/weapons.gd: 6 tests for weapon registry and stats
- tests/team.gd: 5 tests for team assignment and balancing
- tests/economy.gd: 6 tests for economy constants and loss streaks
- tests/bootstrapper.gd: 4 tests for LAN bootstrapper input parsing

Run with: godot --headless -s tests/runner.gd --path .

All 21 tests pass on Linux and Windows.
2026-07-03 01:29:08 -04:00
shawn 00bb8a21d2 Fix bootstrapper parse error in exports — remove forest-brawl type dependency
lan-bootstrapper.gd and noray-bootstrapper.gd both had a host_only()
function that referenced BrawlerSpawner (class_name from forest-brawl).
Since examples/forest-brawl/ is excluded from exports, the type was
undefined, causing the entire script to fail loading with:
  'Could not find type BrawlerSpawner in current scope'

This meant the Join and Host button signal handlers never existed,
so clicking them did nothing — no error shown, no connection, no UI change.

Fix: remove the unused host_only() function from both bootstrapper files.
2026-07-02 23:05:51 -04:00
shawn 70105d8b68 Fix property-pool rollback errors in headless server
The dedicated server was spawning a host avatar (peer 1) via
player-spawner._handle_host() and _handle_new_peer(1) on startup,
which registered RollbackSynchronizer subjects with the netfox
rollback system. Since no client input exists for peer 1, the
rollback system tried to record state for freed/recycled objects,
flooding the log with property-pool.gd errors.

Fix:
- Add spawn_host_avatar @export flag to player-spawner.gd
- Set it false in headless_server.gd before starting the ENet server
- PlayerSpawner._handle_host() skips avatar spawn when flag is false
- PlayerSpawner._handle_new_peer(1) skips avatar spawn when flag is false

Server startup is now clean: no property-pool errors, no RPC path errors.
2026-07-02 22:34:32 -04:00
shawn 256f0d9a74 Remove test files 2026-07-02 22:30:42 -04:00
shawn 4a834a1d55 Fix RPC path mismatch in headless server
The headless server added the multiplayer-fps game scene as a child node
(/root/HeadlessServer/multiplayer-fps/...), causing RPC node paths to
include the HeadlessServer/ prefix. Clients expected paths relative to
root (/root/multiplayer-fps/...), so every RPC would fail with
'Node not found'.

Fix: add the game scene directly to /root/ via call_deferred, making it
a sibling of the HeadlessServer node rather than a child. RPC paths now
match between server and client.
2026-07-02 22:30:34 -04:00
shawn 841ce19740 Fix Windows export: include examples/shared/ dependencies
The export_presets.cfg excluded examples/shared/** from both Windows
Desktop and Linux Server presets. The multiplayer-fps.tscn main scene
depends on files in this directory (network-popup.tscn, async.gd,
simple-time-display.gd) — without them the exported binary crashes
on startup with 'Can't load dependency' errors.

- Remove examples/shared/** from Windows Desktop exclude_filter
- Remove examples/shared/** from Linux Server exclude_filter
2026-07-02 22:00:22 -04:00
shawn 5b93c514c7 Phase 8: Headless dedicated server + RCON admin + netfox bootstrap
## Headless Server
- New entry point: scenes/headless_server.tscn + scripts/headless_server.gd
- Loads multiplayer-fps game, strips UI/rendering, auto-hosts ENet server
- Port config via --port arg, SERVER_PORT env, or default 34197
- RCON admin console on port 28960 (configurable via --rcon-port)

## Netfox Headless Bootstrap
- scripts/netfox_headless_bootstrap.gd — preloads all netfox dependency
  scripts in headless mode so class_names register before autoloads parse
- Registered as first autoload in project.godot
- Fixes 'Could not find type' errors for NetfoxLogger, NorayProtocolHandler,
  NetworkClocks, etc.

## RCON Admin
- Ported from old project: scripts/rcon/rcon_server.gd (TCP auth layer)
- scripts/rcon/rcon_command_handler.gd (command dispatch)
- Password via config/rcon_password.cfg, --rcon-password, or RCON_PASSWORD env

## Other Changes
- Added GameEvents stub (lan-bootstrapper dependency)
- Updated project.godot features to 4.7
- Added config/server_config.cfg for operator editing
- Updated RCON paths to new project structure
2026-07-02 21:49:49 -04:00
287 changed files with 25776 additions and 59 deletions
+1 -2
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@@ -142,10 +142,9 @@ signal on_panic(offset: float)
func start() -> void:
if _active:
return
_clock.set_time(0.)
if not multiplayer.is_server():
_clock.set_time(0.)
_active = true
_sample_idx = 0
_sample_buffer = _RingBuffer.new(sync_samples)
@@ -11,8 +11,14 @@ func _init(p_history_size: int):
_history_size = p_history_size
func subjects() -> Array[Object]:
# Filter out freed objects — Godot 4.7 stricter typed arrays
# reject invalid references and crash the engine.
var valid := []
for o in _data.keys():
if is_instance_valid(o):
valid.append(o)
var result := [] as Array[Object]
result.assign(_data.keys())
result.assign(valid)
return result
func is_auth(tick: int, subject: Object) -> bool:
+7 -1
View File
@@ -49,8 +49,14 @@ func get_properties_of(subject: Object) -> Array[NodePath]:
return properties
func get_subjects() -> Array[Object]:
# Filter out freed objects — Godot 4.7 stricter typed arrays
# reject invalid references and crash the engine.
var valid := []
for s in _properties_by_subject.keys():
if is_instance_valid(s):
valid.append(s)
var subjects := [] as Array[Object]
subjects.assign(_properties_by_subject.keys())
subjects.assign(valid)
return subjects
func is_empty() -> bool:
+2
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@@ -0,0 +1,2 @@
# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
+20
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@@ -0,0 +1,20 @@
# 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
+21
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@@ -0,0 +1,21 @@
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.
+47
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@@ -0,0 +1,47 @@
<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/)
+94
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@@ -0,0 +1,94 @@
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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+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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@@ -0,0 +1,19 @@
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
+1
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@@ -0,0 +1 @@
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://assets/kenney-fps/models/cloud.glb" id="1_2mo3p"]
[ext_resource type="Script" uid="uid://bfgpo8fvf136p" path="res://assets/kenney-fps/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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@@ -0,0 +1,68 @@
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("assets/kenney-fps/sounds/enemy_hurt.ogg")
health -= amount
if health <= 0 and !destroyed:
destroy()
# Destroy the enemy when out of health
func destroy():
Audio.play("assets/kenney-fps/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("assets/kenney-fps/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://assets/kenney-fps/models/enemy-flying.glb" id="1_3v8nl"]
[ext_resource type="Script" uid="uid://b6udw8uhlp4ei" path="res://assets/kenney-fps/objects/enemy.gd" id="1_jg24b"]
[ext_resource type="SpriteFrames" uid="uid://dbv3sy5qjatnl" path="res://assets/kenney-fps/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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@@ -0,0 +1,7 @@
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://assets/kenney-fps/sprites/hit.png" id="1_mdfft"]
[ext_resource type="Script" uid="uid://bwkexrmt718dx" path="res://assets/kenney-fps/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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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("assets/kenney-fps/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 — Escape toggles
if Input.is_action_just_pressed("escape"):
if mouse_captured:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
mouse_captured = false
input_mouse = Vector2.ZERO
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
mouse_captured = true
# Movement
var input := Input.get_vector("move_west", "move_east", "move_north", "move_south")
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("assets/kenney-fps/sounds/jump_a.ogg, assets/kenney-fps/sounds/jump_b.ogg, assets/kenney-fps/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://assets/kenney-fps/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("assets/kenney-fps/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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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://assets/kenney-fps/objects/player.gd" id="1_ffboj"]
[ext_resource type="Resource" uid="uid://quaternius_pistol_auto" path="res://assets/quaternius/weapons/pistol.tres" id="2_6epbw"]
[ext_resource type="Texture2D" uid="uid://8ggihh27mlrr" path="res://assets/kenney-fps/sprites/blob_shadow.png" id="2_b0fo8"]
[ext_resource type="Script" uid="uid://dg01pkkc1c5vd" path="res://assets/kenney-fps/scripts/weapon.gd" id="2_i825w"]
[ext_resource type="Resource" uid="uid://quaternius_rifle_auto" path="res://assets/quaternius/weapons/rifle.tres" id="3_kr4p8"]
[ext_resource type="SpriteFrames" uid="uid://dbv3sy5qjatnl" path="res://assets/kenney-fps/sprites/burst_animation.tres" id="4_m6ukc"]
[ext_resource type="AudioStream" uid="uid://cydjn1ct3hps2" path="res://assets/kenney-fps/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://assets/kenney-fps/scenes/main-environment.tres" id="1_q8fpv"]
[ext_resource type="PackedScene" uid="uid://dl2ed4gkybggf" path="res://assets/kenney-fps/objects/player.tscn" id="2_elriq"]
[ext_resource type="Script" uid="uid://by0qn28x1i1jj" path="res://assets/kenney-fps/scripts/hud.gd" id="3_s8mkj"]
[ext_resource type="FontFile" uid="uid://biqtga8moh7ah" path="res://assets/kenney-fps/fonts/lilita_one_regular.ttf" id="3_w27de"]
[ext_resource type="PackedScene" uid="uid://dpm3l05d7fu35" path="res://assets/kenney-fps/objects/platform.tscn" id="5_3s40e"]
[ext_resource type="PackedScene" uid="uid://r7rt7pth4u7o" path="res://assets/kenney-fps/objects/wall_low.tscn" id="5_6vel1"]
[ext_resource type="PackedScene" uid="uid://c71evdjblk5wp" path="res://assets/kenney-fps/objects/wall_high.tscn" id="7_cabne"]
[ext_resource type="PackedScene" uid="uid://bvx5cvigosg0s" path="res://assets/kenney-fps/objects/platform_large_grass.tscn" id="7_wggef"]
[ext_resource type="PackedScene" uid="uid://d2g78tpqbyf5g" path="res://assets/kenney-fps/objects/enemy.tscn" id="8_7ty2f"]
[ext_resource type="PackedScene" uid="uid://oqfhfp1a80qd" path="res://assets/kenney-fps/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
size_flags_horizontal = 0
size_flags_vertical = 8
text = "100%"
label_settings = SubResource("LabelSettings_fpmwk")
vertical_alignment = 2
[node name="Enemies" type="Node" parent="." unique_id=2021581775]
[node name="enemy-flying" parent="Enemies" unique_id=532550342 node_paths=PackedStringArray("player") instance=ExtResource("8_7ty2f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.5, 2.5, -6)
player = NodePath("../../Player")
[node name="enemy-flying2" parent="Enemies" unique_id=342903539 node_paths=PackedStringArray("player") instance=ExtResource("8_7ty2f")]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -9.5, 2.5, 1.5)
player = NodePath("../../Player")
[node name="enemy-flying3" parent="Enemies" unique_id=1201559634 node_paths=PackedStringArray("player") instance=ExtResource("8_7ty2f")]
transform = Transform3D(-0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, -0.707107, 5.5, 3.5, 9)
player = NodePath("../../Player")
[node name="enemy-flying4" parent="Enemies" unique_id=816910819 node_paths=PackedStringArray("player") instance=ExtResource("8_7ty2f")]
transform = Transform3D(0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, 0.707107, 15.5, 4, -7.5)
player = NodePath("../../Player")
[node name="Level" type="Node" parent="." unique_id=1748836644]
[node name="wall-low" parent="Level" unique_id=1331411824 instance=ExtResource("5_6vel1")]
transform = Transform3D(0.965926, 0, 0.258819, 0, 1, 0, -0.258819, 0, 0.965926, -1.92088, 1.05, -6.90166)
[node name="wall-low3" parent="Level" unique_id=676185619 instance=ExtResource("5_6vel1")]
transform = Transform3D(-1, 0, -1.19209e-07, 0, 1, 0, 1.19209e-07, 0, -1, 6.07912, 1.05, 6.59834)
[node name="platform" parent="Level" unique_id=1577014397 instance=ExtResource("5_3s40e")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.5, 0, 6.5)
[node name="platform2" parent="Level" unique_id=1962163043 instance=ExtResource("5_3s40e")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.5, 2.5, -2.5)
[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")]
transform = Transform3D(0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, 0.707107, 7, 1, -2)
[node name="wall-high" parent="Level" unique_id=1578391320 instance=ExtResource("7_cabne")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5, 1.5, 4)
[node name="wall-high2" parent="Level" unique_id=545025321 instance=ExtResource("7_cabne")]
transform = Transform3D(0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, 0.707107, 11.5, 3, -5.5)
[node name="platform-large-grass" parent="Level" unique_id=510059275 instance=ExtResource("7_wggef")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0)
[node name="platform-large-grass2" parent="Level" unique_id=2138675056 instance=ExtResource("7_wggef")]
transform = Transform3D(0.965926, 0, 0.258819, 0, 1, 0, -0.258819, 0, 0.965926, -2, 0.5, -6)
[node name="platform-large-grass3" parent="Level" unique_id=1910704433 instance=ExtResource("7_wggef")]
transform = Transform3D(0.965926, 0, -0.258819, 0, 1, 0, 0.258819, 0, 0.965926, -6, 1, 2.5)
[node name="platform-large-grass5" parent="Level" unique_id=712189155 instance=ExtResource("7_wggef")]
transform = Transform3D(0.866026, 0, -0.5, 0, 1, 0, 0.5, 0, 0.866026, 12, 2.5, -5)
[node name="platform-large-grass4" parent="Level" unique_id=851780756 instance=ExtResource("7_wggef")]
transform = Transform3D(0.965926, 0, 0.258819, 0, 1, 0, -0.258819, 0, 0.965926, 5, 0.5, 5.5)
[node name="Decoration" type="Node" parent="." unique_id=912926462]
[node name="cube2" parent="Decoration" unique_id=1196119060 instance=ExtResource("10_5ksau")]
transform = Transform3D(1.49603, 0.232188, 3.70243, 1.85892, 3.40786, -0.964843, -3.21035, 2.08149, 1.16666, -9.48509, 8.49799, 20.5554)
[node name="cube9" parent="Decoration" unique_id=1301160745 instance=ExtResource("10_5ksau")]
transform = Transform3D(1.49603, 1.85892, -3.21035, 0.232188, 3.40786, 2.08149, 3.70243, -0.964843, 1.16666, 25.5597, 6.35221, -12.1167)
[node name="cube5" parent="Decoration" unique_id=975688358 instance=ExtResource("10_5ksau")]
transform = Transform3D(3.0771, 1.12972, -2.29242, -0.0239142, 3.60054, 1.74228, 2.55556, -1.32658, 2.77656, 6.4111, 6.35221, -28.6551)
[node name="cube3" parent="Decoration" unique_id=1682789681 instance=ExtResource("10_5ksau")]
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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):
if not queue.is_empty() and not available.is_empty():
available[0].stream = load(queue.pop_front())
available[0].play()
available[0].pitch_scale = randf_range(0.9, 1.1)
available.pop_front()
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extends CanvasLayer
func _on_health_updated(health):
$Health.text = str(health) + "%"
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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
@export_subgroup("Sounds")
@export var sound_shoot: String # Sound path
@export_subgroup("Crosshair")
@export var crosshair: Texture2D # Image of crosshair on-screen
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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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