Files
tactical-shooter/examples/input-prediction/marble.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

91 lines
2.4 KiB
GDScript

extends CharacterBody3D
@export var max_speed: float = 16.
@export var acceleration: float = 16.
@export var turn_degrees: float = 360.
@export var jump_strength: float = 8.
var is_reversing := false
@onready var _rollback_synchronizer := $RollbackSynchronizer as RollbackSynchronizer
@onready var input := $Input as Node
var gravity: float = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func _ready():
position = Vector3(0, 4, 0)
var player_id := input.get_multiplayer_authority()
var mesh := $MeshInstance3D as MeshInstance3D
var material := mesh.get_active_material(0).duplicate() as StandardMaterial3D
material.albedo_color = Color.from_hsv((player_id % 256) / 256.0, 1.0, 1.0)
mesh.set_surface_override_material(0, material)
func _rollback_tick(dt, _t, _if):
if is_zero_approx(input.confidence):
# Can't predict, not enough confidence in input
_rollback_synchronizer.ignore_prediction(self)
return
_force_update()
if is_on_floor():
velocity.y = input.movement.y * jump_strength
else:
velocity.y -= gravity * dt
var movement := input.movement as Vector3
movement.y = 0.
var reverse_factor = 1.
if is_on_floor():
var accel := 0.
var steer := 0.
var brake := 0.
var speed := velocity.length()
if movement.is_zero_approx():
# Brake
brake = acceleration * 1. * dt
else:
if is_zero_approx(speed) and not is_zero_approx(movement.z):
is_reversing = not is_reversing
if is_reversing:
movement.z *= -1.
if movement.z > 0:
accel = abs(movement.z) * acceleration * dt
else:
brake = abs(movement.z) * 2. * acceleration * dt
steer = movement.x * turn_degrees
steer *= pow(clampf(speed / max_speed, 0., 1.), .5)
if is_reversing:
reverse_factor = -1.
brake = minf(brake, speed)
velocity += accel * reverse_factor * transform.basis.z - velocity.normalized() * brake
velocity = velocity.rotated(transform.basis.y, deg_to_rad(steer) * dt)
if velocity.length() > max_speed:
velocity = velocity.normalized() * max_speed
velocity *= NetworkTime.physics_factor
move_and_slide()
velocity /= NetworkTime.physics_factor
# Face velocity
var look = velocity.normalized() * reverse_factor
if not look.is_zero_approx() and abs(look.y) < .95:
look_at_from_position(position, position + look, transform.basis.y, true)
func _force_update():
var old_velocity = velocity
velocity *= 0
move_and_slide()
velocity = old_velocity