Files
tactical-shooter/examples/multiplayer-state-machine/scripts/character-states/Move.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

30 lines
975 B
GDScript

extends RewindableState
@export var character: CharacterBody3D
@export var input: PlayerInputStateMachine
@export var speed = 5.0
func display_enter(_previous, _t):
character.color = Color.RED
func tick(delta, tick, is_fresh):
var input_dir = input.movement
var direction = (character.transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
if direction:
character.velocity.x = direction.x * speed
character.velocity.z = direction.z * speed
else:
character.velocity.x = move_toward(character.velocity.x, 0, speed)
character.velocity.z = move_toward(character.velocity.z, 0, speed)
# move_and_slide assumes physics delta
# multiplying velocity by NetworkTime.physics_factor compensates for it
character.velocity *= NetworkTime.physics_factor
character.move_and_slide()
character.velocity /= NetworkTime.physics_factor
if input.jump:
state_machine.transition(&"Jump")
elif input_dir == Vector3.ZERO:
state_machine.transition(&"Idle")