inital commit

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2026-04-22 13:36:22 +03:00
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extends CharacterBody3D
signal died(points: int)
enum State { CHASING, FLYING, STUNNED, DEAD }
var move_speed: float = 3.0
var health: int = 30
var damage_to_player: int = 8
var score_value: int = 10
var wall_damage_mult: float = 1.8
var chain_factor: float = 0.65
var stun_time: float = 0.5
var base_scale: float = 1.0
var state: State = State.CHASING
var fly_vel: Vector3 = Vector3.ZERO
var stun_timer: float = 0.0
var contact_timer: float = 0.0
var target: Node3D = null
var mesh_node: MeshInstance3D
var mat: StandardMaterial3D
var COLOR_CHASE = Color(1.0, 0.28, 0.18)
var COLOR_FLY = Color(1.0, 0.85, 0.1)
var COLOR_STUN = Color(0.55, 0.55, 0.65)
const CONTACT_CD = 0.7
const AIR_FRICTION = 0.86
func _ready() -> void:
add_to_group("enemies")
_build_mesh()
_build_collider()
func setup(type: String, wave: int) -> void:
match type:
"slime":
move_speed = 2.8 + wave * 0.12
health = 28 + wave * 4
score_value = 10
damage_to_player = 8
"bat":
move_speed = 5.5 + wave * 0.15
health = 14 + wave * 2
score_value = 15
damage_to_player = 6
base_scale = 0.7
mesh_node.scale = Vector3(0.7, 0.7, 0.7)
COLOR_CHASE = Color(0.6, 0.2, 0.8)
mat.albedo_color = COLOR_CHASE
"ogre":
move_speed = 1.8 + wave * 0.08
health = 80 + wave * 12
score_value = 25
damage_to_player = 18
base_scale = 1.5
mesh_node.scale = Vector3(1.5, 1.5, 1.5)
COLOR_CHASE = Color(0.3, 0.7, 0.3)
mat.albedo_color = COLOR_CHASE
func _build_mesh() -> void:
mesh_node = MeshInstance3D.new()
var box := BoxMesh.new()
box.size = Vector3(0.85, 0.85, 0.85)
mesh_node.mesh = box
mesh_node.position.y = 0.425
mat = StandardMaterial3D.new()
mat.albedo_color = COLOR_CHASE
mat.roughness = 0.8
mesh_node.material_override = mat
add_child(mesh_node)
func _build_collider() -> void:
var col := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = Vector3(0.85, 0.85, 0.85)
col.shape = shape
col.position.y = 0.425
add_child(col)
func _physics_process(delta: float) -> void:
match state:
State.CHASING: _chase(delta)
State.FLYING: _fly(delta)
State.STUNNED: _stun_tick(delta)
State.DEAD: pass
func _chase(delta: float) -> void:
if not is_instance_valid(target):
return
contact_timer = max(0.0, contact_timer - delta)
var diff := target.global_position - global_position
diff.y = 0.0
var dist := diff.length()
if dist < 1.0 and contact_timer <= 0.0:
contact_timer = CONTACT_CD
if target.has_method("take_damage"):
target.take_damage(damage_to_player)
if dist > 0.05:
var dir := diff.normalized()
velocity.x = dir.x * move_speed
velocity.z = dir.z * move_speed
rotation.y = lerp_angle(rotation.y, atan2(dir.x, dir.z), 8.0 * delta)
velocity.y = 0.0
move_and_slide()
func _fly(delta: float) -> void:
var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
velocity = fly_vel
velocity.y = 0.0
move_and_slide()
var hit_wall := false
for i in get_slide_collision_count():
var col := get_slide_collision(i)
var col3d := col.get_collider() as Node3D
if col3d == null:
continue
if col3d.has_meta("is_wall"):
var dmg := int(speed_now * wall_damage_mult)
_take_hit(dmg)
_wall_impact_effect()
fly_vel = Vector3.ZERO
velocity = Vector3.ZERO
_enter_stun()
hit_wall = true
break
elif col3d.is_in_group("enemies") and col3d != self:
var chain_dir := col3d.global_position - global_position
chain_dir.y = 0.0
if chain_dir.length() > 0.01:
col3d.call("receive_kick", chain_dir.normalized(), speed_now * chain_factor)
elif col3d.is_in_group("player"):
col3d.call("take_damage", int(speed_now * 0.6))
if not hit_wall:
fly_vel = velocity
fly_vel.y = 0.0
fly_vel *= pow(AIR_FRICTION, delta * 60.0)
if Vector2(fly_vel.x, fly_vel.z).length() < 0.4:
_enter_chase()
# Spin while airborne
mesh_node.rotation.y += delta * 10.0
func _stun_tick(delta: float) -> void:
velocity = Vector3.ZERO
stun_timer -= delta
if stun_timer <= 0.0:
_enter_chase()
func receive_kick(direction: Vector3, force: float) -> void:
if state == State.DEAD:
return
fly_vel = direction * force
fly_vel.y = 0.0
state = State.FLYING
mat.albedo_color = COLOR_FLY
var tw := create_tween()
tw.tween_property(mesh_node, "scale:y", base_scale * 0.35, 0.06)
tw.tween_property(mesh_node, "scale:y", base_scale, 0.18)
func _enter_stun() -> void:
state = State.STUNNED
stun_timer = stun_time
mat.albedo_color = COLOR_STUN
var bs := base_scale
var tw := create_tween()
tw.tween_property(mesh_node, "scale", Vector3(bs * 1.6, bs * 0.25, bs * 1.6), 0.07)
tw.tween_property(mesh_node, "scale", Vector3(bs, bs, bs), 0.22)
func _enter_chase() -> void:
state = State.CHASING
mat.albedo_color = COLOR_CHASE
func _take_hit(dmg: int) -> void:
if state == State.DEAD:
return
health -= dmg
if health <= 0:
_die()
func _wall_impact_effect() -> void:
var tw := create_tween()
tw.tween_property(mat, "albedo_color", Color.WHITE, 0.04)
tw.tween_property(mat, "albedo_color", COLOR_STUN, 0.12)
func _die() -> void:
if state == State.DEAD:
return
state = State.DEAD
set_physics_process(false)
emit_signal("died", score_value)
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(2.0, 0.05, 2.0), 0.18)
tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
tw.tween_callback(queue_free)
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extends Node3D
const PLAYER_SCENE := preload("res://scenes/Player.tscn")
const ENEMY_SCENE := preload("res://scenes/Enemy.tscn")
const ARENA := 14.0
const WALL_T := 1.2
const CAM_DIST := 8.0
const MOUSE_SENS := 0.18
const PITCH_MIN := 5.0
const PITCH_MAX := 70.0
var cam_yaw: float = 0.0
var cam_pitch: float = 28.0
@onready var spawn_timer: Timer = $SpawnTimer
var player: CharacterBody3D
var camera: Camera3D
var wave: int = 1
var score: int = 0
var kills: int = 0
var kills_for_next: int = 10
var game_active: bool = false
var upgrading: bool = false
# UI nodes
var canvas: CanvasLayer
var score_label: Label
var wave_label: Label
var hp_bar: ColorRect
var hp_bar_bg: ColorRect
var progress_bar: ColorRect
var progress_bg: ColorRect
var upgrade_panel: Panel
var gameover_panel: Panel
func _ready() -> void:
_create_environment()
_create_arena()
_create_camera()
_create_ui()
_spawn_player()
_start_game()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
var motion := event as InputEventMouseMotion
if motion != null and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
cam_yaw -= motion.relative.x * MOUSE_SENS
cam_pitch -= motion.relative.y * MOUSE_SENS
cam_pitch = clampf(cam_pitch, PITCH_MIN, PITCH_MAX)
if event.is_action_pressed("ui_cancel"):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# ─── Environment ──────────────────────────────────────────────────────────────
func _create_environment() -> void:
var env := Environment.new()
env.background_mode = Environment.BG_COLOR
env.background_color = Color(0.04, 0.04, 0.08)
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.35, 0.35, 0.5)
env.ambient_light_energy = 0.6
var we := WorldEnvironment.new()
we.environment = env
add_child(we)
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-55, -25, 0)
sun.light_energy = 1.8
sun.shadow_enabled = true
add_child(sun)
# ─── Arena ────────────────────────────────────────────────────────────────────
func _create_arena() -> void:
var floor_mat := StandardMaterial3D.new()
floor_mat.albedo_color = Color(0.12, 0.12, 0.18)
floor_mat.roughness = 1.0
# Floor mesh (visual only)
var fm := MeshInstance3D.new()
var plane := PlaneMesh.new()
plane.size = Vector2(ARENA * 2, ARENA * 2)
plane.subdivide_width = 8
plane.subdivide_depth = 8
fm.mesh = plane
fm.material_override = floor_mat
add_child(fm)
# Floor collider
var fb := StaticBody3D.new()
var fc := CollisionShape3D.new()
var fs := BoxShape3D.new()
fs.size = Vector3(ARENA * 2, 0.2, ARENA * 2)
fc.shape = fs
fb.position.y = -0.1
fb.add_child(fc)
add_child(fb)
# Grid lines on floor
_draw_grid()
# Four walls
var wall_mat := StandardMaterial3D.new()
wall_mat.albedo_color = Color(0.28, 0.28, 0.42)
wall_mat.roughness = 0.9
wall_mat.metallic = 0.1
_make_wall(Vector3(0, 0.5, -(ARENA + WALL_T * 0.5)),
Vector3(ARENA * 2 + WALL_T * 2, 1.0, WALL_T), wall_mat)
_make_wall(Vector3(0, 0.5, (ARENA + WALL_T * 0.5)),
Vector3(ARENA * 2 + WALL_T * 2, 1.0, WALL_T), wall_mat)
_make_wall(Vector3(-(ARENA + WALL_T * 0.5), 0.5, 0),
Vector3(WALL_T, 1.0, ARENA * 2), wall_mat)
_make_wall(Vector3( (ARENA + WALL_T * 0.5), 0.5, 0),
Vector3(WALL_T, 1.0, ARENA * 2), wall_mat)
func _make_wall(pos: Vector3, size: Vector3, mat: StandardMaterial3D) -> void:
var body := StaticBody3D.new()
body.position = pos
body.set_meta("is_wall", true)
var col := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = size
col.shape = shape
body.add_child(col)
var msh := MeshInstance3D.new()
var box := BoxMesh.new()
box.size = size
msh.mesh = box
msh.material_override = mat
body.add_child(msh)
add_child(body)
func _draw_grid() -> void:
# Subtle grid as thin quads
var grid_mat := StandardMaterial3D.new()
grid_mat.albedo_color = Color(0.2, 0.2, 0.3, 0.5)
grid_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
grid_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
var step := 4.0
var n := int(ARENA / step)
for i in range(-n, n + 1):
for axis in [0, 1]:
var msh := MeshInstance3D.new()
var box := BoxMesh.new()
if axis == 0:
box.size = Vector3(0.05, 0.01, ARENA * 2)
msh.position = Vector3(i * step, 0.005, 0)
else:
box.size = Vector3(ARENA * 2, 0.01, 0.05)
msh.position = Vector3(0, 0.005, i * step)
msh.mesh = box
msh.material_override = grid_mat
add_child(msh)
# ─── Camera ───────────────────────────────────────────────────────────────────
func _create_camera() -> void:
camera = Camera3D.new()
camera.fov = 70.0
add_child(camera)
func _process(delta: float) -> void:
if is_instance_valid(player):
var yaw_r: float = deg_to_rad(cam_yaw)
var pitch_r: float = deg_to_rad(cam_pitch)
var offset := Vector3(
sin(yaw_r) * cos(pitch_r) * CAM_DIST,
sin(pitch_r) * CAM_DIST,
cos(yaw_r) * cos(pitch_r) * CAM_DIST
)
var look_at_pos := player.global_position + Vector3(0, 0.8, 0)
camera.global_position = camera.global_position.lerp(look_at_pos + offset, 14.0 * delta)
camera.look_at(look_at_pos, Vector3.UP)
# ─── Player ───────────────────────────────────────────────────────────────────
func _spawn_player() -> void:
player = PLAYER_SCENE.instantiate() as CharacterBody3D
player.position = Vector3(0, 0, 0)
player.connect("died", _on_player_died)
player.connect("health_changed", _on_health_changed)
add_child(player)
# ─── Game flow ────────────────────────────────────────────────────────────────
func _start_game() -> void:
game_active = true
wave = 1
score = 0
kills = 0
kills_for_next = 10
_update_labels()
spawn_timer.wait_time = 1.4
spawn_timer.connect("timeout", _on_spawn_timer)
spawn_timer.start()
func _on_spawn_timer() -> void:
if not game_active or upgrading:
return
_spawn_enemy()
spawn_timer.wait_time = max(0.25, 1.4 - wave * 0.07)
func _spawn_enemy() -> void:
var enemy := ENEMY_SCENE.instantiate() as CharacterBody3D
add_child(enemy)
# Pick type based on wave
var pool: Array[String] = ["slime"]
if wave >= 4: pool.append("bat")
if wave >= 7: pool.append("ogre")
var type: String = pool[randi() % pool.size()]
enemy.setup(type, wave)
enemy.target = player
enemy.connect("died", _on_enemy_died)
# Spawn at random edge
var side := randi() % 4
var r := randf_range(-(ARENA - 1.0), ARENA - 1.0)
match side:
0: enemy.position = Vector3(r, 0, -(ARENA - 0.5))
1: enemy.position = Vector3(r, 0, (ARENA - 0.5))
2: enemy.position = Vector3(-(ARENA - 0.5), 0, r)
3: enemy.position = Vector3( (ARENA - 0.5), 0, r)
func _on_enemy_died(points: int) -> void:
score += points
kills += 1
_update_labels()
_update_progress()
if kills >= kills_for_next:
kills = 0
kills_for_next = int(kills_for_next * 1.6)
wave += 1
_show_upgrade()
func _on_player_died() -> void:
game_active = false
spawn_timer.stop()
_show_gameover()
func _on_health_changed(cur: int, mx: int) -> void:
hp_bar.size.x = 200.0 * float(cur) / float(mx)
# ─── Upgrades ─────────────────────────────────────────────────────────────────
const UPGRADES := [
{"id": "kick_force", "name": "💥 Stronger Kick", "desc": "Enemies fly farther"},
{"id": "kick_range", "name": "🌐 Wider Kick", "desc": "Bigger kick area"},
{"id": "kick_cooldown", "name": "⚡ Faster Kick", "desc": "Kick more often"},
{"id": "move_speed", "name": "💨 Fleet Foot", "desc": "Move faster"},
{"id": "max_health", "name": "❤️ Vitality", "desc": "+30 max HP"},
]
func _show_upgrade() -> void:
upgrading = true
get_tree().paused = true
upgrade_panel.visible = true
# Pick 3 random upgrades
var pool: Array = UPGRADES.duplicate()
pool.shuffle()
var choices: Array = pool.slice(0, 3)
for i in range(3):
var btn := upgrade_panel.get_node("VBox/Btn%d" % i) as Button
if i < choices.size():
var upg: Dictionary = choices[i]
btn.text = "%s\n%s" % [upg["name"], upg["desc"]]
btn.visible = true
# Disconnect old signals
for conn in btn.get_signal_connection_list("pressed"):
btn.disconnect("pressed", conn["callable"])
var uid: String = upg["id"]
btn.connect("pressed", _pick_upgrade.bind(uid))
else:
btn.visible = false
func _pick_upgrade(id: String) -> void:
player.apply_upgrade(id)
upgrade_panel.visible = false
get_tree().paused = false
upgrading = false
_update_labels()
func _show_gameover() -> void:
gameover_panel.visible = true
var lbl := gameover_panel.get_node("VBox/ScoreLabel") as Label
lbl.text = "Score: %d\nWave: %d" % [score, wave]
func _restart() -> void:
get_tree().paused = false
get_tree().reload_current_scene()
# ─── UI ───────────────────────────────────────────────────────────────────────
func _create_ui() -> void:
canvas = CanvasLayer.new()
canvas.process_mode = Node.PROCESS_MODE_ALWAYS
add_child(canvas)
_make_hud()
_make_upgrade_panel()
_make_gameover_panel()
func _make_hud() -> void:
# Score
score_label = _label(Vector2(12, 10), "Score: 0", 22)
# Wave
wave_label = _label(Vector2(12, 38), "Wave: 1", 22)
# HP bar
_label(Vector2(12, 68), "HP", 16)
hp_bar_bg = _crect(Vector2(12, 88), Vector2(200, 16), Color(0.25, 0.04, 0.04))
hp_bar = _crect(Vector2(12, 88), Vector2(200, 16), Color(0.9, 0.15, 0.15))
# Kill progress toward next upgrade
_label(Vector2(12, 110), "Next upgrade", 16)
progress_bg = _crect(Vector2(12, 130), Vector2(200, 10), Color(0.1, 0.1, 0.25))
progress_bar = _crect(Vector2(12, 130), Vector2(0, 10), Color(0.4, 0.8, 1.0))
func _make_upgrade_panel() -> void:
upgrade_panel = Panel.new()
upgrade_panel.process_mode = Node.PROCESS_MODE_ALWAYS
upgrade_panel.visible = false
canvas.add_child(upgrade_panel)
# Center with explicit anchors (420x300)
upgrade_panel.anchor_left = 0.5
upgrade_panel.anchor_right = 0.5
upgrade_panel.anchor_top = 0.5
upgrade_panel.anchor_bottom = 0.5
upgrade_panel.offset_left = -210.0
upgrade_panel.offset_right = 210.0
upgrade_panel.offset_top = -150.0
upgrade_panel.offset_bottom = 150.0
var vbox := VBoxContainer.new()
vbox.name = "VBox"
vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
vbox.add_theme_constant_override("separation", 12)
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
upgrade_panel.add_child(vbox)
var title := Label.new()
title.text = "LEVEL UP! Choose an upgrade:"
title.add_theme_font_size_override("font_size", 20)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
for i in range(3):
var btn := Button.new()
btn.name = "Btn%d" % i
btn.custom_minimum_size = Vector2(380, 60)
btn.add_theme_font_size_override("font_size", 16)
btn.process_mode = Node.PROCESS_MODE_ALWAYS
vbox.add_child(btn)
func _make_gameover_panel() -> void:
gameover_panel = Panel.new()
gameover_panel.process_mode = Node.PROCESS_MODE_ALWAYS
gameover_panel.visible = false
canvas.add_child(gameover_panel)
# Center with explicit anchors (360x240)
gameover_panel.anchor_left = 0.5
gameover_panel.anchor_right = 0.5
gameover_panel.anchor_top = 0.5
gameover_panel.anchor_bottom = 0.5
gameover_panel.offset_left = -180.0
gameover_panel.offset_right = 180.0
gameover_panel.offset_top = -120.0
gameover_panel.offset_bottom = 120.0
var vbox := VBoxContainer.new()
vbox.name = "VBox"
vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
vbox.alignment = BoxContainer.ALIGNMENT_CENTER
vbox.add_theme_constant_override("separation", 16)
gameover_panel.add_child(vbox)
var title := Label.new()
title.text = "GAME OVER"
title.add_theme_font_size_override("font_size", 32)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
var score_lbl := Label.new()
score_lbl.name = "ScoreLabel"
score_lbl.add_theme_font_size_override("font_size", 20)
score_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(score_lbl)
var restart_btn := Button.new()
restart_btn.text = "Play Again"
restart_btn.add_theme_font_size_override("font_size", 18)
restart_btn.process_mode = Node.PROCESS_MODE_ALWAYS
restart_btn.connect("pressed", _restart)
vbox.add_child(restart_btn)
# ─── UI helpers ───────────────────────────────────────────────────────────────
func _label(pos: Vector2, text: String, size: int) -> Label:
var lbl := Label.new()
lbl.position = pos
lbl.text = text
lbl.add_theme_font_size_override("font_size", size)
lbl.add_theme_color_override("font_color", Color.WHITE)
lbl.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.8))
lbl.add_theme_constant_override("shadow_offset_x", 2)
lbl.add_theme_constant_override("shadow_offset_y", 2)
canvas.add_child(lbl)
return lbl
func _crect(pos: Vector2, sz: Vector2, col: Color) -> ColorRect:
var r := ColorRect.new()
r.position = pos
r.size = sz
r.color = col
canvas.add_child(r)
return r
func _update_labels() -> void:
score_label.text = "Score: %d" % score
wave_label.text = "Wave: %d" % wave
func _update_progress() -> void:
var t := float(kills) / float(kills_for_next)
progress_bar.size.x = 200.0 * t
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extends CharacterBody3D
signal died
signal health_changed(current: int, maximum: int)
@export var move_speed: float = 7.0
@export var kick_range: float = 3.5
@export var kick_force: float = 22.0
@export var kick_cooldown: float = 0.6
@export var kick_angle: float = 120.0
@export var max_health: int = 100
var health: int = max_health
var kick_timer: float = 0.0
var invincible_timer: float = 0.0
var is_alive: bool = true
var last_move_dir: Vector3 = Vector3.FORWARD
var mesh_node: MeshInstance3D
var player_mat: StandardMaterial3D
var indicator_node: MeshInstance3D
var indicator_mat: StandardMaterial3D
const IFRAMES_DURATION := 0.6
const BASE_COLOR := Color(0.2, 0.55, 1.0)
func _ready() -> void:
add_to_group("player")
_build_visuals()
_build_collider()
func _build_visuals() -> void:
mesh_node = MeshInstance3D.new()
var capsule := CapsuleMesh.new()
capsule.radius = 0.4
capsule.height = 1.0
mesh_node.mesh = capsule
mesh_node.position.y = 0.5
player_mat = StandardMaterial3D.new()
player_mat.albedo_color = BASE_COLOR
player_mat.roughness = 0.6
player_mat.metallic = 0.2
mesh_node.material_override = player_mat
add_child(mesh_node)
# Kick arc indicator (sector/fan mesh on floor)
indicator_node = MeshInstance3D.new()
indicator_node.mesh = _make_kick_arc_mesh()
indicator_node.position.y = 0.02
indicator_mat = StandardMaterial3D.new()
indicator_mat.albedo_color = Color(1.0, 0.85, 0.1, 0.2)
indicator_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
indicator_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
indicator_mat.no_depth_test = true
indicator_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
indicator_node.material_override = indicator_mat
add_child(indicator_node)
func _make_kick_arc_mesh() -> ArrayMesh:
var verts := PackedVector3Array()
var half_rad: float = deg_to_rad(kick_angle * 0.5)
const SEGS := 24
verts.append(Vector3(0.0, 0.0, 0.0))
for i in range(SEGS + 1):
var t: float = float(i) / float(SEGS)
var a: float = lerpf(-half_rad, half_rad, t)
verts.append(Vector3(sin(a) * kick_range, 0.0, -cos(a) * kick_range))
var indices := PackedInt32Array()
for i in range(SEGS):
indices.append(0)
indices.append(i + 1)
indices.append(i + 2)
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = verts
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
func _build_collider() -> void:
var col := CollisionShape3D.new()
var shape := CapsuleShape3D.new()
shape.radius = 0.4
shape.height = 1.0
col.shape = shape
col.position.y = 0.5
add_child(col)
func _physics_process(delta: float) -> void:
if not is_alive:
return
_handle_movement(delta)
_handle_kick(delta)
_handle_iframes(delta)
if Input.is_action_just_pressed("ui_accept") and kick_timer <= 0.0:
_do_kick()
func _handle_movement(delta: float) -> void:
var input_x: float = (
float(Input.is_key_pressed(KEY_D) or Input.is_key_pressed(KEY_RIGHT)) -
float(Input.is_key_pressed(KEY_A) or Input.is_key_pressed(KEY_LEFT))
)
var input_z: float = (
float(Input.is_key_pressed(KEY_S) or Input.is_key_pressed(KEY_DOWN)) -
float(Input.is_key_pressed(KEY_W) or Input.is_key_pressed(KEY_UP))
)
# Camera-relative movement: camera is independent (mouse-controlled), no feedback loop
var cam := get_viewport().get_camera_3d()
if (abs(input_x) > 0.0 or abs(input_z) > 0.0) and cam != null:
var cam_fwd := -cam.global_transform.basis.z
cam_fwd.y = 0.0
if cam_fwd.length() > 0.01:
cam_fwd = cam_fwd.normalized()
else:
cam_fwd = Vector3(0.0, 0.0, -1.0)
var cam_right := cam.global_transform.basis.x
cam_right.y = 0.0
if cam_right.length() > 0.01:
cam_right = cam_right.normalized()
else:
cam_right = Vector3(1.0, 0.0, 0.0)
var move := cam_fwd * (-input_z) + cam_right * input_x
if move.length() > 0.01:
move = move.normalized()
velocity.x = move.x * move_speed
velocity.z = move.z * move_speed
last_move_dir = move
var target_y: float = atan2(-move.x, -move.z)
rotation.y = lerp_angle(rotation.y, target_y, 16.0 * delta)
else:
velocity.x = move_toward(velocity.x, 0.0, move_speed * 12.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, move_speed * 12.0 * delta)
velocity.y = 0.0
move_and_slide()
func _handle_kick(delta: float) -> void:
kick_timer = max(0.0, kick_timer - delta)
var t: float = clamp(1.0 - kick_timer / kick_cooldown, 0.0, 1.0)
indicator_mat.albedo_color.a = 0.05 + t * 0.3
func _handle_iframes(delta: float) -> void:
if invincible_timer > 0.0:
invincible_timer -= delta
if invincible_timer > 0.0:
mesh_node.visible = fmod(invincible_timer * 10.0, 1.0) > 0.5
else:
mesh_node.visible = true
func _do_kick() -> void:
kick_timer = kick_cooldown
var forward := -global_transform.basis.z
forward.y = 0.0
if forward.length() > 0.01:
forward = forward.normalized()
else:
forward = Vector3(0, 0, -1)
var half_cos: float = cos(deg_to_rad(kick_angle * 0.5))
var enemies := get_tree().get_nodes_in_group("enemies")
var kicked_any := false
for e in enemies:
if not is_instance_valid(e):
continue
var en := e as Node3D
if en == null:
continue
var diff := en.global_position - global_position
diff.y = 0.0
var dist := diff.length()
if dist < 0.1 or dist > kick_range:
continue
var dir_to_enemy := diff / dist
if dir_to_enemy.dot(forward) >= half_cos:
en.call("receive_kick", dir_to_enemy, kick_force)
kicked_any = true
if kicked_any:
_squish_effect()
func _squish_effect() -> void:
var tw := create_tween()
tw.tween_property(mesh_node, "scale", Vector3(1.3, 0.55, 1.3), 0.07)
tw.tween_property(mesh_node, "scale", Vector3(1.0, 1.0, 1.0), 0.18)
func take_damage(amount: int) -> void:
if not is_alive or invincible_timer > 0.0:
return
invincible_timer = IFRAMES_DURATION
health = max(0, health - amount)
emit_signal("health_changed", health, max_health)
var tw := create_tween()
tw.tween_property(player_mat, "albedo_color", Color.RED, 0.08)
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.25)
if health <= 0:
_die()
func _die() -> void:
is_alive = false
emit_signal("died")
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(2.0, 0.0, 2.0), 0.35)
func apply_upgrade(id: String) -> void:
match id:
"kick_force":
kick_force += 6.0
"kick_range":
kick_range += 0.7
indicator_node.mesh = _make_kick_arc_mesh()
"kick_cooldown":
kick_cooldown = max(0.12, kick_cooldown - 0.09)
"move_speed":
move_speed += 1.2
"max_health":
max_health += 30
health = min(health + 30, max_health)
emit_signal("health_changed", health, max_health)
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uid://beqb88qvr2lk0