Files
shawn b0c83af092 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>
2026-07-02 20:55:20 -04:00

70 lines
2.0 KiB
GDScript

extends Node
class_name ScoreManager
@export var scorescreen: ScoreScreen
@export var hit_threshold_time: float = 8.0
var _scores = {}
var _brawlers = {}
func get_score(player: int) -> int:
return _scores.get(player, 0)
func _ready():
GameEvents.on_brawler_spawn.connect(_handle_spawn)
GameEvents.on_brawler_fall.connect(_handle_fall)
GameEvents.on_brawler_respawn.connect(_handle_respawn)
GameEvents.on_brawler_despawn.connect(_handle_despawn)
set_multiplayer_authority(1)
func _handle_spawn(brawler: BrawlerController):
var id = brawler.player_id
_scores[id] = _scores.get(id, 0)
_brawlers[id] = brawler
func _handle_fall(brawler: BrawlerController):
var id = brawler.player_id
# Update scores
if is_multiplayer_authority():
if NetworkTime.seconds_between(brawler.last_hit_tick, NetworkTime.tick) < hit_threshold_time \
and brawler.last_hit_player:
var hit_id = brawler.last_hit_player.player_id
_scores[hit_id] = _scores.get(hit_id, 0) + 1
else:
_scores[id] = _scores.get(id, 0) - 1
GameEvents.on_scores_updated.emit(_scores)
_submit_scores.rpc(_scores)
# Display scoreboard
if id == multiplayer.get_unique_id():
scorescreen.render(_render_scores())
scorescreen.active = true
func _handle_respawn(brawler: BrawlerController):
# Hide scoreboard
if brawler.player_id == multiplayer.get_unique_id():
scorescreen.active = false
func _handle_despawn(brawler: BrawlerController):
_scores.erase(brawler.player_id)
_brawlers.erase(brawler.player_id)
@rpc("authority", "reliable", "call_remote")
func _submit_scores(scores: Dictionary):
print("Received new scores, updating %s -> %s" % [_scores, scores])
_scores = scores
GameEvents.on_scores_updated.emit(_scores)
# Re-render scoreboard if visible
if scorescreen.active:
scorescreen.render(_render_scores())
func _render_scores() -> Dictionary:
var render_scores = {}
for pid in _scores:
var brawler = _brawlers[pid]
var score = _scores[pid]
render_scores[brawler.player_name] = score
return render_scores