b0c83af092
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>
57 lines
1.4 KiB
GDScript
57 lines
1.4 KiB
GDScript
extends Control
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class_name ScoreScreen
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@export var messages: PackedStringArray
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@export var message_label: Label
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@export var names_column: Control
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@export var scores_column: Control
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@export var fade_time: float = 0.2
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var active: bool = false
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func render(scores: Dictionary):
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clear()
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if not visible:
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message_label.text = messages[randi() % messages.size()]
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for player_name in _sort_scores(scores):
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var points = scores[player_name]
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names_column.add_child(_make_label(str(player_name)))
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scores_column.add_child(_make_label(str(points)))
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func clear():
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for child in names_column.get_children() + scores_column.get_children():
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child.queue_free()
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func _ready():
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modulate.a = 0
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visible = false
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func _process(delta):
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var current = modulate.a
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var target = 1.0 if active else 0.0
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modulate.a = move_toward(current, target, delta / fade_time)
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visible = false if modulate.a < 0.05 else true
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func _make_label(text: String) -> Label:
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var label = Label.new()
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label.text = text
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label.size_flags_horizontal = SIZE_FILL
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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return label
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func _sort_scores(scores: Dictionary) -> Array[String]:
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var result: Array[String] = []
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var points = scores.values()
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points.sort()
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points.reverse()
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for score in points:
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for player_name in scores:
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if not result.has(player_name) and scores[player_name] == score:
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result.push_back(player_name)
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return result
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