last init

This commit is contained in:
Marek
2026-03-29 16:05:31 +02:00
commit aa2c182534
53 changed files with 1419 additions and 0 deletions

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root = true
[*]
charset = utf-8

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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/
/android/

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plan.md Normal file
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# Projektstruktur
## Szenenbaum
- Welt
- Player
- Gegner
- HUD
## Architektur
- Zwischen Szenen: Kommunikation über EventBus (Szenen kennen sich nicht)
- Innerhalb einer Szene: Modulare Skripte, Zugriff auf Geschwister-Nodes erlaubt
## Szenen
- world.tscn — Hauptszene
- NavigationRegion3D (Wegfindung für Gegner)
- Boden (MeshInstance3D, 20x20m PlaneMesh, Gras-Noise-Textur)
- Kollision (StaticBody3D, WorldBoundaryShape3D)
- Licht (DirectionalLight3D, 45°, Schatten)
- Spieler (Instanz von player.tscn)
- HUD (Instanz von hud.tscn)
- player.tscn — Spieler
- CharacterBody3D (player.gd)
- Kollision (CapsuleShape3D, 1.8m x 0.3m)
- Mesh (CapsuleMesh)
- CameraPivot (Node3D, Kopfhöhe, camera.gd)
- Camera3D (hinter/über Spieler)
- Movement (Node, movement.gd)
- Combat (Node, combat.gd)
- PlayerClass (Node, player_class.gd)
- Targeting (Node, targeting.gd)
- Health (Node, health.gd)
- Shield (Node, shield.gd)
- Respawn (Node, respawn.gd)
- hud.tscn — HUD (eigene Szene, kommuniziert nur über Events)
- CanvasLayer (hud.gd)
- HealthBar (ProgressBar, links oben)
- ShieldBar (ProgressBar, links oben, unter HealthBar)
- RespawnTimer (Label, mitte, Countdown bei Tod)
- AbilityBar (HBoxContainer, mitte unten)
- ClassIcon (Label, Klassen-Symbol: T=Tank, D=Schaden, H=Heiler)
- Ability 1-5
- enemy.tscn — Gegner
- CharacterBody3D (enemy.gd)
- Kollision (CapsuleShape3D)
- Mesh (SphereMesh, Platzhalter)
- Health (Node, health.gd)
- Shield (Node, shield.gd)
- HitArea (Area3D, Trefferbereich des Gegners)
- CollisionShape3D (CapsuleShape3D)
- DetectionArea (Area3D, Erkennungsradius)
- CollisionShape3D (SphereShape3D)
- NavigationAgent3D (Wegfindung)
- EnemyMovement (Node, enemy_movement.gd)
- EnemyCombat (Node, enemy_combat.gd)
- Healthbar (Sprite3D + SubViewport, über dem Gegner, enemy_healthbar.gd)
- SubViewport
- Border (ColorRect, gelb, sichtbar bei Anvisierung)
- HealthBar (ProgressBar, grün)
- ShieldBar (ProgressBar, blau)
## Skripte
- player.gd — Kern, verbindet Komponenten
- camera.gd — LMB freies Umsehen, RMB Kamera + Laufrichtung anpassen
- movement.gd — Bewegung (WASD relativ zur Kamera), Springen, Schwerkraft
- combat.gd — Führt Abilities aus, Fähigkeiten 1-5
- 1 Single: Anvisiertes Ziel angreifen (10 Schaden, Distanzprüfung)
- 2 AOE: Alle Gegner im Bereich (5 Schaden, halber Single-Schaden)
- 3 Utility: Schild-Regeneration sofort zurücksetzen
- 4 Ult: 4x Schaden an anvisiertem Ziel + 2x AOE-Schaden um das Ziel herum
- 5 Passive: 50% mehr Schaden (permanent aktiv)
- targeting.gd — Klick/TAB anvisieren, Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner
- event_bus.gd — Autoload-Singleton, globale Signals
- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren)
- enemy_movement.gd — Navigation zum Ziel/Spawnpunkt
- enemy_combat.gd — Angriff über Event (damage_requested)
- health.gd — Leben, 1/s Regeneration, Tod bei 0 (wiederverwendbar)
- shield.gd — Schild, regeneriert nach 3s ohne Schaden, in 5s voll (wiederverwendbar)
- player_class.gd — Klassenwechsel ALT+1 bis ALT+3 (Tank/Schaden/Heiler), tauscht AbilitySet
- respawn.gd — Bei Tod: Spieler deaktivieren, 3s Timer, Respawn am Startpunkt, Leben/Schild voll
- hud.gd — Reagiert auf Events, aktualisiert HealthBar/ShieldBar/AbilityBar/RespawnTimer
- enemy_healthbar.gd — Liest Health/Shield vom Gegner, aktualisiert Balken über dem Gegner, gelber Rand bei Anvisierung
## Abilities (Resources)
- ability.gd (Resource) — name, type, damage, range, execute()
- ability_set.gd (Resource) — Set von 5 Abilities pro Klasse
- ability_modifier.gd (Resource) — Verändert Ability (Element, Beruf, Prestige)
- Typen: Single, AOE, Utility, Ult, Passive
- Jede Klasse hat ein eigenes AbilitySet
- Beim Klassenwechsel wird das AbilitySet getauscht
- Elemente und Modifikatoren verändern Abilities nachträglich
## Events
- attack_executed(attacker, position, direction, damage) — Angriff wurde ausgeführt
- damage_dealt(attacker, target, damage) — Schaden wurde verteilt
- damage_requested(attacker, target, amount) — Schaden zwischen Szenen anfordern
- entity_died(entity) — Entity ist gestorben
- shield_broken(entity) — Schild ist auf 0 gefallen
- shield_regenerated(entity) — Schild ist wieder voll
- target_changed(player, target) — Spieler hat neues Ziel anvisiert
- player_respawned(player) — Spieler ist respawnt
- class_changed(player, class_name) — Spieler hat Klasse gewechselt
- health_changed(entity, current, max) — Leben hat sich verändert
- shield_changed(entity, current, max) — Schild hat sich verändert
- respawn_tick(timer) — Respawn-Countdown Update
- enemy_engaged(enemy, target) — Gegner hat Spieler anvisiert

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="mmo"
run/main_scene="res://scenes/world.tscn"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
EventBus="*res://scripts/event_bus.gd"
[input]
move_forward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
move_back={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
ability_1={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null)
]
}
ability_2={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":50,"key_label":0,"unicode":50,"location":0,"echo":false,"script":null)
]
}
ability_3={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":51,"key_label":0,"unicode":51,"location":0,"echo":false,"script":null)
]
}
ability_4={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":52,"key_label":0,"unicode":52,"location":0,"echo":false,"script":null)
]
}
ability_5={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":53,"key_label":0,"unicode":53,"location":0,"echo":false,"script":null)
]
}
target_next={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
class_tank={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null)
]
}
class_damage={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":50,"key_label":0,"unicode":50,"location":0,"echo":false,"script":null)
]
}
class_healer={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":51,"key_label":0,"unicode":51,"location":0,"echo":false,"script":null)
]
}
[physics]
3d/physics_engine="Jolt Physics"
[rendering]
rendering_device/driver.windows="d3d12"

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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "AOE"
type = 1
damage = 5.0
ability_range = 5.0
icon = "2"

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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Damage Boost"
type = 4
damage = 50.0
ability_range = 0.0
icon = "5"

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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Single"
type = 0
damage = 10.0
ability_range = 3.0
icon = "1"

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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Burst"
type = 3
damage = 10.0
ability_range = 5.0
icon = "4"

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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Shield Reset"
type = 2
damage = 0.0
ability_range = 0.0
icon = "3"

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[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://beodknb6i1pm4"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scripts/abilities/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1_ability"]
[ext_resource type="Resource" path="res://resources/abilities/single_attack.tres" id="2"]
[ext_resource type="Resource" path="res://resources/abilities/aoe_attack.tres" id="3"]
[ext_resource type="Resource" path="res://resources/abilities/utility_shield_reset.tres" id="4"]
[ext_resource type="Resource" path="res://resources/abilities/ult_burst.tres" id="5"]
[ext_resource type="Resource" path="res://resources/abilities/passive_damage_boost.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])

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[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://kcwuhnqy34mj"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scripts/abilities/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1_ability"]
[ext_resource type="Resource" path="res://resources/abilities/single_attack.tres" id="2"]
[ext_resource type="Resource" path="res://resources/abilities/aoe_attack.tres" id="3"]
[ext_resource type="Resource" path="res://resources/abilities/utility_shield_reset.tres" id="4"]
[ext_resource type="Resource" path="res://resources/abilities/ult_burst.tres" id="5"]
[ext_resource type="Resource" path="res://resources/abilities/passive_damage_boost.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])

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[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://cgxtn7dfs40bh"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scripts/abilities/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1_ability"]
[ext_resource type="Resource" path="res://resources/abilities/single_attack.tres" id="2"]
[ext_resource type="Resource" path="res://resources/abilities/aoe_attack.tres" id="3"]
[ext_resource type="Resource" path="res://resources/abilities/utility_shield_reset.tres" id="4"]
[ext_resource type="Resource" path="res://resources/abilities/ult_burst.tres" id="5"]
[ext_resource type="Resource" path="res://resources/abilities/passive_damage_boost.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])

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[gd_scene load_steps=6 format=3]
[ext_resource type="Script" path="res://scripts/enemy/enemy.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
[ext_resource type="Script" path="res://scripts/components/shield.gd" id="3"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_healthbar.gd" id="4"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_combat.gd" id="6"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
radius = 0.4
height = 1.5
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2"]
radius = 0.4
height = 1.5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_bg"]
bg_color = Color(0.3, 0.1, 0.1, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"]
bg_color = Color(0.2, 0.8, 0.2, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_bg"]
bg_color = Color(0.1, 0.1, 0.3, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_fill"]
bg_color = Color(0.2, 0.5, 0.9, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.8, 0.1, 0.1, 1)
[sub_resource type="SphereMesh" id="SphereMesh_1"]
radius = 0.5
height = 1.0
material = SubResource("StandardMaterial3D_1")
[sub_resource type="SphereShape3D" id="SphereShape3D_1"]
radius = 8.0
[node name="Enemy" type="CharacterBody3D"]
script = ExtResource("1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_1")
[node name="Mesh" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_1")
[node name="Health" type="Node" parent="."]
script = ExtResource("2")
[node name="Shield" type="Node" parent="."]
script = ExtResource("3")
[node name="HitArea" type="Area3D" parent="."]
collision_layer = 4
collision_mask = 0
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"]
shape = SubResource("CapsuleShape3D_2")
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
[node name="EnemyMovement" type="Node" parent="."]
script = ExtResource("5")
[node name="EnemyCombat" type="Node" parent="."]
script = ExtResource("6")
[node name="DetectionArea" type="Area3D" parent="."]
collision_layer = 0
collision_mask = 1
monitoring = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="DetectionArea"]
shape = SubResource("SphereShape3D_1")
[node name="Healthbar" type="Sprite3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
billboard = 1
pixel_size = 0.01
script = ExtResource("4")
[node name="SubViewport" type="SubViewport" parent="Healthbar"]
transparent_bg = true
size = Vector2i(104, 29)
[node name="Border" type="ColorRect" parent="Healthbar/SubViewport"]
offset_right = 104.0
offset_bottom = 29.0
color = Color(1, 0.9, 0.2, 1)
[node name="HealthBar" type="ProgressBar" parent="Healthbar/SubViewport"]
offset_left = 2.0
offset_top = 2.0
offset_right = 102.0
offset_bottom = 12.0
theme_override_styles/background = SubResource("StyleBoxFlat_health_bg")
theme_override_styles/fill = SubResource("StyleBoxFlat_health_fill")
max_value = 100.0
value = 100.0
show_percentage = false
[node name="ShieldBar" type="ProgressBar" parent="Healthbar/SubViewport"]
offset_left = 2.0
offset_top = 15.0
offset_right = 102.0
offset_bottom = 27.0
theme_override_styles/background = SubResource("StyleBoxFlat_shield_bg")
theme_override_styles/fill = SubResource("StyleBoxFlat_shield_fill")
max_value = 50.0
value = 50.0
show_percentage = false
[connection signal="body_entered" from="DetectionArea" to="." method="_on_detection_area_body_entered"]
[connection signal="body_exited" from="DetectionArea" to="." method="_on_detection_area_body_exited"]

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[gd_scene format=3]
[ext_resource type="Script" path="res://scripts/player/hud.gd" id="1"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ability_active"]
bg_color = Color(0.2, 0.2, 0.2, 0.8)
border_width_bottom = 2
border_width_left = 2
border_width_right = 2
border_width_top = 2
border_color = Color(0.8, 0.8, 0.8, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ability_round"]
bg_color = Color(0.2, 0.2, 0.2, 0.8)
border_width_bottom = 2
border_width_left = 2
border_width_right = 2
border_width_top = 2
border_color = Color(0.8, 0.8, 0.8, 1)
corner_radius_top_left = 22
corner_radius_top_right = 22
corner_radius_bottom_right = 22
corner_radius_bottom_left = 22
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_bg"]
bg_color = Color(0.3, 0.1, 0.1, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"]
bg_color = Color(0.2, 0.8, 0.2, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_bg"]
bg_color = Color(0.1, 0.1, 0.3, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_fill"]
bg_color = Color(0.2, 0.5, 0.9, 1)
[node name="HUD" type="CanvasLayer"]
script = ExtResource("1")
[node name="HealthBar" type="ProgressBar" parent="."]
offset_left = 10.0
offset_top = 10.0
offset_right = 210.0
offset_bottom = 30.0
theme_override_styles/background = SubResource("StyleBoxFlat_health_bg")
theme_override_styles/fill = SubResource("StyleBoxFlat_health_fill")
max_value = 100.0
value = 100.0
show_percentage = false
[node name="ShieldBar" type="ProgressBar" parent="."]
offset_left = 10.0
offset_top = 35.0
offset_right = 210.0
offset_bottom = 55.0
theme_override_styles/background = SubResource("StyleBoxFlat_shield_bg")
theme_override_styles/fill = SubResource("StyleBoxFlat_shield_fill")
max_value = 50.0
value = 50.0
show_percentage = false
[node name="RespawnTimer" type="Label" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -50.0
offset_top = -30.0
offset_right = 50.0
offset_bottom = 30.0
grow_horizontal = 2
grow_vertical = 2
theme_override_font_sizes/font_size = 48
horizontal_alignment = 1
vertical_alignment = 1
[node name="AbilityBar" type="HBoxContainer" parent="."]
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -130.0
offset_top = -60.0
offset_right = 130.0
offset_bottom = -10.0
grow_horizontal = 2
grow_vertical = 0
theme_override_constants/separation = 5
[node name="ClassIcon" type="Panel" parent="AbilityBar"]
custom_minimum_size = Vector2(45, 45)
theme_override_styles/panel = SubResource("StyleBoxFlat_ability_round")
[node name="Label" type="Label" parent="AbilityBar/ClassIcon"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_font_sizes/font_size = 20
text = "D"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Ability1" type="Panel" parent="AbilityBar"]
custom_minimum_size = Vector2(45, 45)
theme_override_styles/panel = SubResource("StyleBoxFlat_ability_active")
[node name="Label" type="Label" parent="AbilityBar/Ability1"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
text = "1"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Ability2" type="Panel" parent="AbilityBar"]
custom_minimum_size = Vector2(45, 45)
theme_override_styles/panel = SubResource("StyleBoxFlat_ability_active")
[node name="Label" type="Label" parent="AbilityBar/Ability2"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
text = "2"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Ability3" type="Panel" parent="AbilityBar"]
custom_minimum_size = Vector2(45, 45)
theme_override_styles/panel = SubResource("StyleBoxFlat_ability_active")
[node name="Label" type="Label" parent="AbilityBar/Ability3"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
text = "3"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Ability4" type="Panel" parent="AbilityBar"]
custom_minimum_size = Vector2(45, 45)
theme_override_styles/panel = SubResource("StyleBoxFlat_ability_active")
[node name="Label" type="Label" parent="AbilityBar/Ability4"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
text = "4"
horizontal_alignment = 1
vertical_alignment = 1
[node name="Ability5" type="Panel" parent="AbilityBar"]
custom_minimum_size = Vector2(45, 45)
theme_override_styles/panel = SubResource("StyleBoxFlat_ability_round")
[node name="Label" type="Label" parent="AbilityBar/Ability5"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
text = "P"
horizontal_alignment = 1
vertical_alignment = 1

62
scenes/player/player.tscn Normal file
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[gd_scene format=3 uid="uid://cdnkbt1f0db7e"]
[ext_resource type="Script" uid="uid://bfpt2p7uucfyb" path="res://scripts/player/player.gd" id="1"]
[ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scripts/player/camera.gd" id="2"]
[ext_resource type="Script" uid="uid://fg87dh8fbc8" path="res://scripts/player/movement.gd" id="3"]
[ext_resource type="Script" uid="uid://d15til6fsxw5b" path="res://scripts/player/combat.gd" id="4"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="5"]
[ext_resource type="Script" path="res://scripts/components/shield.gd" id="6"]
[ext_resource type="Script" path="res://scripts/player/targeting.gd" id="8"]
[ext_resource type="Script" path="res://scripts/player/respawn.gd" id="9"]
[ext_resource type="Script" path="res://scripts/player/player_class.gd" id="10"]
[ext_resource type="Resource" path="res://resources/ability_sets/tank_set.tres" id="11"]
[ext_resource type="Resource" path="res://resources/ability_sets/damage_set.tres" id="12"]
[ext_resource type="Resource" path="res://resources/ability_sets/healer_set.tres" id="13"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
radius = 0.3
height = 1.8
[sub_resource type="CapsuleMesh" id="CapsuleMesh_1"]
radius = 0.3
height = 1.8
[node name="Player" type="CharacterBody3D" unique_id=1350215040]
script = ExtResource("1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=33887999]
shape = SubResource("CapsuleShape3D_1")
[node name="Mesh" type="MeshInstance3D" parent="." unique_id=1346931672]
mesh = SubResource("CapsuleMesh_1")
[node name="CameraPivot" type="Node3D" parent="." unique_id=1292689540]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
script = ExtResource("2")
[node name="Camera3D" type="Camera3D" parent="CameraPivot" unique_id=1225820651]
transform = Transform3D(1, 0, 0, 0, 0.966, 0.259, 0, -0.259, 0.966, 0, 2, 5)
[node name="Movement" type="Node" parent="." unique_id=654979387]
script = ExtResource("3")
[node name="Combat" type="Node" parent="." unique_id=1754235583]
script = ExtResource("4")
[node name="Targeting" type="Node" parent="."]
script = ExtResource("8")
[node name="Health" type="Node" parent="."]
script = ExtResource("5")
[node name="Shield" type="Node" parent="."]
script = ExtResource("6")
[node name="Respawn" type="Node" parent="."]
script = ExtResource("9")
[node name="PlayerClass" type="Node" parent="."]
script = ExtResource("10")
tank_set = ExtResource("11")
damage_set = ExtResource("12")
healer_set = ExtResource("13")

64
scenes/world.tscn Normal file
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[gd_scene format=3 uid="uid://dy1icabu2ssbw"]
[ext_resource type="PackedScene" path="res://scenes/enemy/enemy.tscn" id="enemy"]
[ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"]
[ext_resource type="PackedScene" uid="uid://cdnkbt1f0db7e" path="res://scenes/player/player.tscn" id="player"]
[sub_resource type="NavigationMesh" id="NavigationMesh_1"]
vertices = PackedVector3Array(-9.5, 0.5, -9.5, -9.5, 0.5, 9.5, 9.5, 0.5, 9.5, 9.5, 0.5, -9.5)
polygons = [PackedInt32Array(3, 2, 0), PackedInt32Array(0, 2, 1)]
[sub_resource type="Gradient" id="Gradient_1"]
colors = PackedColorArray(0.15, 0.35, 0.05, 1, 0.3, 0.55, 0.1, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_1"]
frequency = 0.05
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_1"]
noise = SubResource("FastNoiseLite_1")
color_ramp = SubResource("Gradient_1")
seamless = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_texture = SubResource("NoiseTexture2D_1")
uv1_scale = Vector3(3, 3, 1)
[sub_resource type="PlaneMesh" id="PlaneMesh_1"]
material = SubResource("StandardMaterial3D_1")
size = Vector2(20, 20)
[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_1"]
[node name="World" type="Node3D" unique_id=1834775183]
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="." unique_id=561649622]
navigation_mesh = SubResource("NavigationMesh_1")
[node name="Boden" type="MeshInstance3D" parent="NavigationRegion3D" unique_id=1129907783]
mesh = SubResource("PlaneMesh_1")
[node name="BodenCollision" type="StaticBody3D" parent="." unique_id=391155617]
[node name="CollisionShape3D" type="CollisionShape3D" parent="BodenCollision" unique_id=809444866]
shape = SubResource("WorldBoundaryShape3D_1")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=1132129079]
transform = Transform3D(1, 0, 0, 0, 0.707, 0.707, 0, -0.707, 0.707, 0, 10, 0)
shadow_enabled = true
[node name="Player" parent="." unique_id=190642073 instance=ExtResource("player")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 1, -7)
[node name="HUD" parent="." unique_id=24362518 instance=ExtResource("hud")]
[node name="Enemy1" parent="." unique_id=1152011787 instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0.75, 5)
[node name="Enemy2" parent="." unique_id=877649363 instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0.75, 5)
[node name="Enemy3" parent="." unique_id=1831736748 instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0.75, 7)
[node name="Enemy4" parent="." unique_id=1818643429 instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0.75, 7)

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extends Resource
class_name Ability
enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
@export var ability_name: String = ""
@export var type: Type = Type.SINGLE
@export var damage: float = 0.0
@export var ability_range: float = 3.0
@export var icon: String = ""
func execute(player: Node, targeting: Node) -> void:
var dmg: float = _get_modified_damage(player, damage)
match type:
Type.SINGLE:
_execute_single(player, targeting, dmg)
Type.AOE:
_execute_aoe(player, dmg)
Type.UTILITY:
_execute_utility(player)
Type.ULT:
_execute_ult(player, targeting, dmg)
func _get_modified_damage(player: Node, base: float) -> float:
var combat: Node = player.get_node("Combat")
return combat.apply_passive(base)
func _execute_single(player: Node, targeting: Node, dmg: float) -> void:
var target: Node3D = targeting.current_target
if not target or not is_instance_valid(target):
return
var dist: float = player.global_position.distance_to(target.global_position)
if dist > ability_range:
return
EventBus.damage_requested.emit(player, target, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
func _execute_aoe(player: Node, dmg: float) -> void:
var enemies := player.get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist <= ability_range:
EventBus.damage_requested.emit(player, enemy, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
func _execute_utility(player: Node) -> void:
var shield: Node = player.get_node_or_null("Shield")
if shield:
shield.current_shield = shield.max_shield
EventBus.shield_changed.emit(player, shield.current_shield, shield.max_shield)
func _execute_ult(player: Node, targeting: Node, dmg: float) -> void:
var target: Node3D = targeting.current_target
if not target or not is_instance_valid(target):
return
var dist: float = player.global_position.distance_to(target.global_position)
if dist > ability_range:
return
EventBus.damage_requested.emit(player, target, dmg * 4.0)
var enemies := player.get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
if enemy != target:
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
if enemy_dist <= ability_range:
EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 4.0)

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uid://c03xbbf3yhfl3

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extends Resource
class_name AbilitySet
@export var abilities: Array[Ability] = []

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uid://voedgs25cwrb

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extends Node
@export var max_health := 100.0
const HEALTH_REGEN := 1.0
var current_health: float
func _ready() -> void:
current_health = max_health
EventBus.damage_requested.connect(_on_damage_requested)
func _process(delta: float) -> void:
if current_health > 0 and current_health < max_health:
current_health = min(current_health + HEALTH_REGEN * delta, max_health)
EventBus.health_changed.emit(get_parent(), current_health, max_health)
func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:
if target != get_parent():
return
var remaining: float = amount
var shield: Node = get_parent().get_node_or_null("Shield")
if shield:
remaining = shield.absorb(remaining)
EventBus.damage_dealt.emit(attacker, get_parent(), amount)
if remaining > 0:
take_damage(remaining, attacker)
func take_damage(amount: float, attacker: Node) -> void:
current_health -= amount
if current_health <= 0:
current_health = 0
EventBus.health_changed.emit(get_parent(), current_health, max_health)
if current_health <= 0:
EventBus.entity_died.emit(get_parent())

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uid://b053b4fkkeaod

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extends Node
@export var max_shield := 50.0
const REGEN_DELAY := 3.0
const REGEN_TIME := 5.0
var current_shield: float
var regen_timer := 0.0
func _ready() -> void:
current_shield = max_shield
func _process(delta: float) -> void:
if current_shield < max_shield:
regen_timer += delta
if regen_timer >= REGEN_DELAY:
current_shield += (max_shield / REGEN_TIME) * delta
if current_shield >= max_shield:
current_shield = max_shield
EventBus.shield_regenerated.emit(get_parent())
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
func absorb(amount: float) -> float:
if current_shield <= 0:
return amount
regen_timer = 0.0
var absorbed: float = min(amount, current_shield)
current_shield -= absorbed
print("%s Schild: %s/%s (-%s)" % [get_parent().name, current_shield, max_shield, absorbed])
if current_shield <= 0:
EventBus.shield_broken.emit(get_parent())
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
return amount - absorbed

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uid://bpfw71oprcvou

38
scripts/enemy/enemy.gd Normal file
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extends CharacterBody3D
enum State { IDLE, CHASE, ATTACK, RETURN }
var state: int = State.IDLE
var target: Node3D = null
var spawn_position: Vector3
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var health: Node = $Health
func _ready() -> void:
spawn_position = global_position
add_to_group("enemies")
EventBus.entity_died.connect(_on_entity_died)
func _on_entity_died(entity: Node) -> void:
if entity == self:
queue_free()
elif entity == target:
target = null
state = State.RETURN
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
move_and_slide()
func _on_detection_area_body_entered(body: Node3D) -> void:
if body is CharacterBody3D and body.name == "Player":
target = body
state = State.CHASE
EventBus.enemy_engaged.emit(self, body)
func _on_detection_area_body_exited(body: Node3D) -> void:
if body == target and state == State.CHASE:
state = State.RETURN
target = null

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uid://bwi75jx0agktd

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extends Node
const ATTACK_RANGE := 2.0
const ATTACK_COOLDOWN := 1.5
const ATTACK_DAMAGE := 5.0
var attack_timer := 0.0
@onready var enemy: CharacterBody3D = get_parent()
func _physics_process(delta: float) -> void:
attack_timer -= delta
if enemy.state != enemy.State.ATTACK:
return
if not is_instance_valid(enemy.target):
enemy.state = enemy.State.RETURN
return
var dist := enemy.global_position.distance_to(enemy.target.global_position)
if dist > ATTACK_RANGE:
enemy.state = enemy.State.CHASE
return
if attack_timer <= 0:
attack_timer = ATTACK_COOLDOWN
EventBus.damage_requested.emit(enemy, enemy.target, ATTACK_DAMAGE)
enemy.velocity.x = 0
enemy.velocity.z = 0

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uid://ct4u62xalrjyo

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extends Sprite3D
@onready var viewport: SubViewport = $SubViewport
@onready var health_bar: ProgressBar = $SubViewport/HealthBar
@onready var shield_bar: ProgressBar = $SubViewport/ShieldBar
@onready var border: ColorRect = $SubViewport/Border
@onready var health: Node = get_parent().get_node("Health")
@onready var shield: Node = get_parent().get_node("Shield")
func _ready() -> void:
texture = viewport.get_texture()
health_bar.max_value = health.max_health
shield_bar.max_value = shield.max_shield
border.visible = false
EventBus.target_changed.connect(_on_target_changed)
func _process(_delta: float) -> void:
health_bar.value = health.current_health
shield_bar.value = shield.current_shield
func _on_target_changed(_player: Node, target: Node) -> void:
border.visible = (target == get_parent())

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uid://dwqx03nfypa7u

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extends Node
const SPEED := 3.0
const LEASH_RANGE := 15.0
const ATTACK_RANGE := 2.0
@onready var enemy: CharacterBody3D = get_parent()
@onready var nav_agent: NavigationAgent3D = get_parent().get_node("NavigationAgent3D")
func _physics_process(_delta: float) -> void:
match enemy.state:
enemy.State.IDLE:
enemy.velocity.x = 0
enemy.velocity.z = 0
enemy.State.CHASE:
_chase()
enemy.State.RETURN:
_return_to_spawn()
func _chase() -> void:
if not is_instance_valid(enemy.target):
enemy.state = enemy.State.RETURN
return
var dist_to_spawn := enemy.global_position.distance_to(enemy.spawn_position)
if dist_to_spawn > LEASH_RANGE:
enemy.state = enemy.State.RETURN
enemy.target = null
return
var dist_to_target := enemy.global_position.distance_to(enemy.target.global_position)
if dist_to_target <= ATTACK_RANGE:
enemy.state = enemy.State.ATTACK
return
nav_agent.target_position = enemy.target.global_position
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - enemy.global_position).normalized()
direction.y = 0
enemy.velocity.x = direction.x * SPEED
enemy.velocity.z = direction.z * SPEED
func _return_to_spawn() -> void:
var dist := enemy.global_position.distance_to(enemy.spawn_position)
if dist < 1.0:
enemy.state = enemy.State.IDLE
enemy.velocity.x = 0
enemy.velocity.z = 0
return
nav_agent.target_position = enemy.spawn_position
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - enemy.global_position).normalized()
direction.y = 0
enemy.velocity.x = direction.x * SPEED
enemy.velocity.z = direction.z * SPEED

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uid://tnx6rbnnngn

15
scripts/event_bus.gd Normal file
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extends Node
signal attack_executed(attacker, position, direction, damage)
signal damage_dealt(attacker, target, damage)
signal entity_died(entity)
signal shield_broken(entity)
signal shield_regenerated(entity)
signal target_changed(player, target)
signal player_respawned(player)
signal class_changed(player, class_type)
signal damage_requested(attacker, target, amount)
signal health_changed(entity, current, max_val)
signal shield_changed(entity, current, max_val)
signal respawn_tick(timer)
signal enemy_engaged(enemy, target)

1
scripts/event_bus.gd.uid Normal file
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uid://g7a7xkg1pgb4

30
scripts/player/camera.gd Normal file
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extends Node3D
const SENSITIVITY := 0.003
const PITCH_MIN := -80.0
const PITCH_MAX := 80.0
var pitch := -0.3
var camera_yaw := 0.0
var player_yaw := -2.356
func _ready() -> void:
get_parent().rotation.y = player_yaw
rotation = Vector3(pitch, camera_yaw, 0)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var lmb := Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
var rmb := Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
if lmb or rmb:
pitch -= event.relative.y * SENSITIVITY
pitch = clamp(pitch, deg_to_rad(PITCH_MIN), deg_to_rad(PITCH_MAX))
if rmb:
player_yaw -= event.relative.x * SENSITIVITY
get_parent().rotation.y = player_yaw
else:
camera_yaw -= event.relative.x * SENSITIVITY
rotation = Vector3(pitch, camera_yaw, 0)

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uid://cohjyjge1kqxb

35
scripts/player/combat.gd Normal file
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extends Node
@onready var player: CharacterBody3D = get_parent()
@onready var targeting: Node = get_parent().get_node("Targeting")
@onready var player_class: Node = get_parent().get_node("PlayerClass")
var abilities: Array = []
func _ready() -> void:
_load_abilities()
EventBus.class_changed.connect(_on_class_changed)
func _load_abilities() -> void:
var ability_set: AbilitySet = player_class.get_ability_set()
if ability_set:
abilities = ability_set.abilities
else:
abilities = []
func _unhandled_input(event: InputEvent) -> void:
for i in range(min(abilities.size(), 5)):
if event.is_action_pressed("ability_%s" % (i + 1)) and abilities[i]:
if abilities[i].type == Ability.Type.PASSIVE:
return
abilities[i].execute(player, targeting)
return
func apply_passive(base_damage: float) -> float:
for ability in abilities:
if ability and ability.type == Ability.Type.PASSIVE:
return base_damage * (1.0 + ability.damage / 100.0)
return base_damage
func _on_class_changed(_player: Node, _class_type: int) -> void:
_load_abilities()

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43
scripts/player/hud.gd Normal file
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extends CanvasLayer
@onready var health_bar: ProgressBar = $HealthBar
@onready var shield_bar: ProgressBar = $ShieldBar
@onready var respawn_label: Label = $RespawnTimer
@onready var class_icon: Label = $AbilityBar/ClassIcon/Label
var player_node: Node = null
func _ready() -> void:
respawn_label.visible = false
EventBus.health_changed.connect(_on_health_changed)
EventBus.shield_changed.connect(_on_shield_changed)
EventBus.entity_died.connect(_on_entity_died)
EventBus.player_respawned.connect(_on_player_respawned)
EventBus.class_changed.connect(_on_class_changed)
EventBus.respawn_tick.connect(_on_respawn_tick)
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
if entity.name == "Player":
health_bar.max_value = max_val
health_bar.value = current
func _on_shield_changed(entity: Node, current: float, max_val: float) -> void:
if entity.name == "Player":
shield_bar.max_value = max_val
shield_bar.value = current
func _on_entity_died(entity: Node) -> void:
if entity.name == "Player":
respawn_label.visible = true
func _on_player_respawned(_player: Node) -> void:
respawn_label.visible = false
func _on_respawn_tick(timer: float) -> void:
respawn_label.text = str(ceil(timer))
func _on_class_changed(_player: Node, class_type: int) -> void:
match class_type:
0: class_icon.text = "T"
1: class_icon.text = "D"
2: class_icon.text = "H"

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extends Node
const SPEED := 5.0
const JUMP_VELOCITY := 4.5
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var player: CharacterBody3D = get_parent()
func _physics_process(delta: float) -> void:
if not player.is_on_floor():
player.velocity.y -= gravity * delta
if Input.is_action_just_pressed("ui_accept") and player.is_on_floor():
player.velocity.y = JUMP_VELOCITY
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var camera_pivot := player.get_node("CameraPivot") as Node3D
var forward := -camera_pivot.global_transform.basis.z
forward.y = 0
forward = forward.normalized()
var right := camera_pivot.global_transform.basis.x
right.y = 0
right = right.normalized()
var direction := (forward * -input_dir.y + right * input_dir.x).normalized()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
player.move_and_slide()

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1
scripts/player/player.gd Normal file
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extends CharacterBody3D

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extends Node
enum PlayerClass { TANK, DAMAGE, HEALER }
var current_class: int = PlayerClass.DAMAGE
@export var tank_set: AbilitySet
@export var damage_set: AbilitySet
@export var healer_set: AbilitySet
@onready var player: CharacterBody3D = get_parent()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("class_tank"):
set_class(PlayerClass.TANK)
elif event.is_action_pressed("class_damage"):
set_class(PlayerClass.DAMAGE)
elif event.is_action_pressed("class_healer"):
set_class(PlayerClass.HEALER)
func set_class(new_class: int) -> void:
current_class = new_class
EventBus.class_changed.emit(player, current_class)
func get_class_icon() -> String:
match current_class:
PlayerClass.TANK: return "T"
PlayerClass.DAMAGE: return "D"
PlayerClass.HEALER: return "H"
return ""
func get_ability_set() -> AbilitySet:
match current_class:
PlayerClass.TANK: return tank_set
PlayerClass.DAMAGE: return damage_set
PlayerClass.HEALER: return healer_set
return damage_set

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46
scripts/player/respawn.gd Normal file
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extends Node
const RESPAWN_TIME := 3.0
var respawn_timer := 0.0
var is_dead := false
var spawn_position: Vector3
@onready var player: CharacterBody3D = get_parent()
func _ready() -> void:
spawn_position = player.global_position
EventBus.entity_died.connect(_on_entity_died)
func _process(delta: float) -> void:
if is_dead:
respawn_timer -= delta
EventBus.respawn_tick.emit(respawn_timer)
if respawn_timer <= 0:
_respawn()
func _on_entity_died(entity: Node) -> void:
if entity == player and not is_dead:
is_dead = true
respawn_timer = RESPAWN_TIME
player.velocity = Vector3.ZERO
player.get_node("Mesh").visible = false
player.get_node("CollisionShape3D").disabled = true
player.get_node("Movement").set_physics_process(false)
player.get_node("Combat").set_process_unhandled_input(false)
player.get_node("Targeting").set_process_unhandled_input(false)
func _respawn() -> void:
is_dead = false
player.global_position = spawn_position
player.get_node("Mesh").visible = true
player.get_node("CollisionShape3D").disabled = false
player.get_node("Movement").set_physics_process(true)
player.get_node("Combat").set_process_unhandled_input(true)
player.get_node("Targeting").set_process_unhandled_input(true)
var health_node: Node = player.get_node("Health")
var shield_node: Node = player.get_node("Shield")
health_node.current_health = health_node.max_health
shield_node.current_shield = shield_node.max_shield
EventBus.health_changed.emit(player, health_node.current_health, health_node.max_health)
EventBus.shield_changed.emit(player, shield_node.current_shield, shield_node.max_shield)
EventBus.player_respawned.emit(player)

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113
scripts/player/targeting.gd Normal file
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extends Node
const TARGET_RANGE := 20.0
const COMBAT_TIMEOUT := 3.0
var current_target: Node3D = null
var mouse_press_pos: Vector2 = Vector2.ZERO
var in_combat := false
var combat_timer := 0.0
@onready var player: CharacterBody3D = get_parent()
@onready var camera: Camera3D = get_parent().get_node("CameraPivot/Camera3D")
func _ready() -> void:
EventBus.damage_dealt.connect(_on_damage_dealt)
EventBus.entity_died.connect(_on_entity_died)
EventBus.enemy_engaged.connect(_on_enemy_engaged)
func _process(delta: float) -> void:
if in_combat:
combat_timer -= delta
if combat_timer <= 0:
in_combat = false
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
mouse_press_pos = event.position
else:
var drag: float = event.position.distance_to(mouse_press_pos)
if drag < 5.0:
_try_target_under_mouse(event.position)
if event.is_action_pressed("target_next"):
_cycle_target()
func _try_target_under_mouse(mouse_pos: Vector2) -> void:
var from := camera.project_ray_origin(mouse_pos)
var to := from + camera.project_ray_normal(mouse_pos) * TARGET_RANGE
var space := player.get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.create(from, to)
query.collision_mask = 4
query.collide_with_areas = true
query.collide_with_bodies = false
var result := space.intersect_ray(query)
if result:
var hit_target := result.collider.get_parent() as Node3D
set_target(hit_target)
else:
set_target(null)
func _cycle_target() -> void:
var enemies := get_tree().get_nodes_in_group("enemies")
if enemies.is_empty():
set_target(null)
return
if current_target == null or current_target not in enemies:
set_target(enemies[0])
return
var idx := enemies.find(current_target)
var next_idx := (idx + 1) % enemies.size()
set_target(enemies[next_idx])
func set_target(target: Node3D) -> void:
current_target = target
EventBus.target_changed.emit(player, target)
func _on_enemy_engaged(_enemy: Node, target: Node) -> void:
if target == player:
combat_timer = COMBAT_TIMEOUT
if not in_combat:
in_combat = true
if current_target == null:
_target_nearest()
func _on_damage_dealt(_attacker: Node, target: Node, _amount: float) -> void:
if target == player:
combat_timer = COMBAT_TIMEOUT
if not in_combat:
in_combat = true
if current_target == null:
_target_nearest()
func _on_entity_died(entity: Node) -> void:
if entity == current_target:
set_target(null)
if in_combat:
_target_nearest_except(entity)
func _target_nearest_except(exclude: Node = null) -> void:
var enemies := get_tree().get_nodes_in_group("enemies")
var nearest: Node3D = null
var nearest_dist: float = INF
for enemy in enemies:
if is_instance_valid(enemy) and enemy != exclude:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist < nearest_dist:
nearest_dist = dist
nearest = enemy
if nearest:
set_target(nearest)
func _target_nearest() -> void:
var enemies := get_tree().get_nodes_in_group("enemies")
var nearest: Node3D = null
var nearest_dist: float = INF
for enemy in enemies:
if is_instance_valid(enemy):
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist < nearest_dist:
nearest_dist = dist
nearest = enemy
if nearest:
set_target(nearest)

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