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Marek Lenczewski
2026-04-02 16:02:24 +02:00
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@@ -24,30 +24,19 @@ Der User kommuniziert auf Deutsch. Code und Variablen auf Englisch. Kommentare n
- **Resources** für Basiswerte (Stats, Abilities), **Stats Autoload** für Laufzeitwerte
## Projektstruktur
- `scenes/` — .tscn Dateien
- `world.tscn` — Hauptszene (100x100m, Taverne, 10 Systeme)
- `player/player.tscn` — Spieler
- `enemy/enemy.tscn` — Gegner
- `enemy/boss.tscn` — Boss
- `portal/portal.tscn` — Portal
- `portal/gate.tscn` — Gate (Teleporter)
- `dungeon/dungeon.tscn` — Dungeon (15x90m, 10 Systeme)
- `hud/hud.tscn` — HUD
- `scripts/systems/` — 10 Systeme (health, shield, damage, ability, cooldown, aggro, enemy_ai, respawn, spawn, buff)
- `scripts/player/` — Spieler-Skripte (player, camera, movement, combat, targeting, role, hud)
- `scripts/enemy/` — Gegner-Skripte (enemy, enemy_movement, boss)
- `scripts/portal/` — Portal + Gate (portal, gate)
- `scripts/dungeon/` — Dungeon-Logik (dungeon_manager)
- `scripts/components/` — Healthbar (healthbar)
- `scripts/abilities/` — Ability-Daten (ability, ability_set)
- `scripts/resources/` — Resource-Klassen (base_stats, player_stats, enemy_stats, boss_stats, portal_stats)
- `scripts/event_bus.gd` — Globale Signals
- `scripts/stats.gd` — Zentrale Entity-Datenhaltung
- `scripts/game_state.gd` — Szene + Position zwischen Szenenwechseln
- `scripts/world/portal_spawner.gd` — Portal-Spawning
- `resources/stats/` — Stats .tres (player_stats, enemy_stats, portal_stats, boss_stats)
- `resources/abilities/` — Ability .tres pro Rolle
- `resources/ability_sets/` — AbilitySet .tres pro Rolle (tank_set, damage_set, healer_set)
- `player/` — Spieler (.tscn + .gd): player, camera, movement, combat, targeting, role
- `enemy/` — Gegner (.tscn + .gd): enemy, enemy_movement, boss
- `portal/` — Portal + Gate (.tscn + .gd): portal, gate
- `dungeon/` — Dungeon (.tscn + .gd): dungeon, dungeon_manager
- `hud/` — HUD (.tscn + .gd): hud
- `world/` — Hauptszene (.tscn + .gd): world, portal_spawner
- `systems/` — 10 Systeme: health, shield, damage, ability, cooldown, aggro, enemy_ai, respawn, spawn, buff
- `autoload/` — EventBus (event_bus), Stats (stats), GameState (game_state)
- `components/` — Shared Components: healthbar
- `resources/stats/` — Stats-Klassen (.gd) + Daten (.tres): base_stats, player_stats, enemy_stats, boss_stats, portal_stats
- `resources/roles/` — Ability/AbilitySet-Klassen (.gd) + pro Rolle (damage, tank, healer):
- `{rolle}/set.tres` — AbilitySet der Rolle
- `{rolle}/abilities/` — Abilities (single, aoe, utility, ult, passive)
## Planungsdokument
`plan.md` enthält die vollständige Projektstruktur: Szenenbaum, Szenen mit Nodes, Skripte, Components, Stats, Aggro-Regeln, Abilities und Events. Dieses Dokument ist die Wahrheit für den Soll-Zustand.