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>
114 lines
3.8 KiB
GDScript
114 lines
3.8 KiB
GDScript
extends Control
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class_name BombHUD
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var bomb: Bomb
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var _progress_bar: ProgressBar
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var _timer_label: Label
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var _status_label: Label
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const COLOR_T := Color("#FFCC00")
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const COLOR_CT := Color("#99CCFF")
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const COLOR_DANGER := Color("#FF4444")
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func _ready():
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var scene_root := get_tree().current_scene
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bomb = scene_root.get_node_or_null("Network/Bomb")
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mouse_filter = MOUSE_FILTER_IGNORE
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_build_ui()
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func _build_ui():
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# Progress bar for plant/defuse
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_progress_bar = ProgressBar.new()
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_progress_bar.name = "BombProgress"
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_progress_bar.min_value = 0.0
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_progress_bar.max_value = 1.0
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_progress_bar.step = 0.01
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_progress_bar.show_percentage = false
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_progress_bar.mouse_filter = MOUSE_FILTER_IGNORE
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var bg_style := StyleBoxFlat.new()
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bg_style.bg_color = Color(0.1, 0.1, 0.1, 0.7)
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_progress_bar.add_theme_stylebox_override("background", bg_style)
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var fill_style := StyleBoxFlat.new()
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fill_style.bg_color = COLOR_T
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_progress_bar.add_theme_stylebox_override("fill", fill_style)
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add_child(_progress_bar)
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_progress_bar.hide()
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# Bomb timer label
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_timer_label = Label.new()
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_timer_label.name = "BombTimer"
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_timer_label.add_theme_font_size_override("font_size", 24)
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_timer_label.add_theme_color_override("font_color", COLOR_DANGER)
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_timer_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_timer_label.mouse_filter = MOUSE_FILTER_IGNORE
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add_child(_timer_label)
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_timer_label.hide()
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# Status label (BOMB PLANTED, DEFUSING, etc.)
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_status_label = Label.new()
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_status_label.name = "BombStatus"
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_status_label.add_theme_font_size_override("font_size", 16)
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_status_label.add_theme_color_override("font_color", COLOR_DANGER)
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_status_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_status_label.mouse_filter = MOUSE_FILTER_IGNORE
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add_child(_status_label)
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_status_label.hide()
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func _process(_delta: float):
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if bomb == null:
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return
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var vp := get_viewport_rect().size
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match bomb.state:
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Bomb.BombState.PLANTING:
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_progress_bar.value = bomb.get_plant_progress()
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_progress_bar.size = Vector2(200, 12)
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_progress_bar.position = Vector2(vp.x / 2.0 - 100, vp.y * 0.65)
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_progress_bar.show()
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_status_label.text = "PLANTING..."
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_status_label.add_theme_color_override("font_color", COLOR_T)
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_status_label.size = Vector2(200, 24)
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_status_label.position = Vector2(vp.x / 2.0 - 100, vp.y * 0.65 - 28)
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_status_label.show()
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_timer_label.hide()
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Bomb.BombState.PLANTED:
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_progress_bar.hide()
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var remaining := bomb.get_bomb_time_remaining()
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_timer_label.text = "%.1f" % remaining
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_timer_label.add_theme_color_override("font_color", COLOR_DANGER if remaining < 10.0 else COLOR_T)
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_timer_label.size = Vector2(100, 32)
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_timer_label.position = Vector2(vp.x / 2.0 - 50, vp.y * 0.35)
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_timer_label.show()
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_status_label.text = "BOMB PLANTED"
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_status_label.add_theme_color_override("font_color", COLOR_DANGER)
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_status_label.size = Vector2(200, 24)
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_status_label.position = Vector2(vp.x / 2.0 - 100, vp.y * 0.35 - 28)
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_status_label.show()
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Bomb.BombState.DEFUSING:
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_progress_bar.value = bomb.get_defuse_progress()
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_progress_bar.size = Vector2(200, 12)
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_progress_bar.position = Vector2(vp.x / 2.0 - 100, vp.y * 0.65)
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_progress_bar.show()
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var remaining := bomb.get_bomb_time_remaining()
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_timer_label.text = "%.1f" % remaining
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_timer_label.add_theme_color_override("font_color", COLOR_DANGER if remaining < 10.0 else COLOR_T)
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_timer_label.size = Vector2(100, 32)
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_timer_label.position = Vector2(vp.x / 2.0 - 50, vp.y * 0.35)
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_timer_label.show()
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_status_label.text = "DEFUSING..."
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_status_label.add_theme_color_override("font_color", COLOR_CT)
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_status_label.size = Vector2(200, 24)
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_status_label.position = Vector2(vp.x / 2.0 - 100, vp.y * 0.65 - 28)
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_status_label.show()
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_:
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_progress_bar.hide()
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_timer_label.hide()
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_status_label.hide()
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