Files
tactical-shooter/examples/rollback-fps/scripts/player.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

118 lines
3.1 KiB
GDScript

extends CharacterBody3D
@export var speed = 5.0
@export var jump_strength = 5.0
@onready var display_name := $DisplayNameLabel3D as Label3D
@onready var input := $Input as ExampleRollbackFPS.PlayerInput
@onready var tick_interpolator := $TickInterpolator as TickInterpolator
@onready var head := $Head as Node3D
@onready var camera := $Head/Camera3D as Camera3D
@onready var hit_sfx := $"Hit SFX" as AudioStreamPlayer3D
#+#
static var _logger := NetfoxLogger.new("game", "Player")
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
var health: int = 100
var death_tick: int = -1
var respawn_position: Vector3
var did_respawn := false
var deaths := 0
# Track deaths and *acknowledged* deaths
# Acknowledge the number of deaths on tick loop start
# If the value changes by the end of the loop, that means the player has
# respawned, and needs to `teleport()`
var _ackd_deaths := 0
var _was_hit := false
func _ready():
display_name.text = name
NetworkTime.before_tick_loop.connect(_before_tick_loop)
NetworkTime.after_tick_loop.connect(_after_tick_loop)
# Wait for deps to setup
await get_tree().process_frame
if input.is_multiplayer_authority():
camera.current = true
ExampleRollbackFPS.HUD.set_player(self)
func _before_tick_loop():
_ackd_deaths = deaths
func _after_tick_loop():
if _ackd_deaths != deaths:
tick_interpolator.teleport()
_ackd_deaths = deaths
if _was_hit:
hit_sfx.play()
_was_hit = false
func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
# Handle respawn
if tick == death_tick:
global_position = respawn_position
did_respawn = true
else:
did_respawn = false
# Gravity
_force_update_is_on_floor()
if is_on_floor():
if input.jump:
velocity.y = jump_strength
else:
velocity.y -= gravity * delta
# Handle look left and right
rotate_object_local(Vector3(0, 1, 0), input.look_angle.x)
# Handle look up and down
head.rotate_object_local(Vector3(1, 0, 0), input.look_angle.y)
head.rotation.x = clamp(head.rotation.x, -1.57, 1.57)
head.rotation.z = 0
head.rotation.y = 0
# Apply movement
var input_dir = input.movement
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
# move_and_slide assumes physics delta
# multiplying velocity by NetworkTime.physics_factor compensates for it
velocity *= NetworkTime.physics_factor
move_and_slide()
velocity /= NetworkTime.physics_factor
# Handle death
if health <= 0:
deaths += 1
global_position = get_parent().get_next_spawn_point(get_player_id(), deaths)
health = 100
func _force_update_is_on_floor():
var old_velocity = velocity
velocity = Vector3.ZERO
move_and_slide()
velocity = old_velocity
func damage(amount: int, is_new_hit: bool = false):
# Queue hit sound
if is_new_hit:
_was_hit = true
health -= amount
_logger.info("%s HP now at %s", [name, health])
func get_player_id() -> int:
return input.get_multiplayer_authority()