Files
tactical-shooter/examples/multiplayer-fps/scripts/ui/crosshair.gd
T
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

32 lines
797 B
GDScript

@tool
class_name CrossHair extends Node2D
## Places a crosshair in the center of the screen
@export var crosshair_sprite: Texture2D
@export var crosshair_scale: Vector2 = Vector2(1, 1)
var sprite2d: Sprite2D = Sprite2D.new()
func _ready() -> void:
if Engine.is_editor_hint():
return
get_tree().get_root().size_changed.connect(func(): _on_window_resized(DisplayServer.window_get_size()))
_on_window_resized(DisplayServer.window_get_size())
func _enter_tree() -> void:
if has_node("Sprite2D"): return
sprite2d.name = "Sprite2D"
sprite2d.set_texture(crosshair_sprite)
sprite2d.scale = crosshair_scale;
add_child(sprite2d)
func _on_window_resized(new_size: Vector2) -> void:
if Engine.is_editor_hint():
return
sprite2d.position = new_size / 2
sprite2d.scale = crosshair_scale