Files
KickSurvivors/scripts/Main.gd
T
2026-04-22 13:36:22 +03:00

441 lines
14 KiB
GDScript

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