Player (player/player.gd, shared by both island.tscn's real Player and the player/player.tscn debug prototype via the same script): - Health (max_health/health, take_damage, heal_full, death via change_scene_to_file to a new Game Over screen). - Left-click move-to-point layered onto existing WASD (WASD cancels an active click-target and takes priority; click-move re-derives the existing screen-relative animation logic from the world-space direction instead of duplicating it). New "attack" input action (Space) does a simple range check against everything in the "enemies" group. Runs via _unhandled_input so an open interaction menu naturally takes priority (button consumes the event first). New systems: - world/enemy/enemy.gd + .tscn: direct-chase CharacterBody3D (no pathfinding), contact damage with its own cooldown, reports death to ArenaManager rather than freeing itself (which owns the live count). - world/arena/tiles/: 6 placeholder tile scenes (4 plain floor colors, 2 with a simple obstacle pillar) — pure static geometry, same unshaded-flat-color convention as terrain.gd. - autoload/arena_manager.gd (new singleton): assembles a 3x3 grid of random tiles (center forced to plain floor) under a persistent ArenaRoot positioned far below the island (0,-300,0, group "arena_root"), rebuilding it fresh on every trigger since only one arena is ever active. Adds 4 axis-aligned invisible walls (same idea as terrain.gd's _build_edge_barrier, no rotation needed for a square). Spawns 3 enemies, teleports the player in. On the last enemy's death: calls the POI's mark_visited(), reuses InteractionManager.open_message() (existing, previously-unused code) for a "Sieg!" message, then teleports the player back after a timer. - world/poi/poi_arena.gd + .tscn: same Area3D/sprite shell as poi.gd, but interacting starts an arena directly instead of opening the generic menu (same divergence pattern poi_gate.gd already established). Exposes the same duck-typed `visited` field, so poi_gate.gd's region-gate group check needed zero changes. - boot/game_over_screen.gd + .tscn: same Control/Panel/Button structure as main_menu.tscn, one button back to the main menu. - world/ui/player_hud.gd + .tscn: minimal CanvasLayer HP label. Content pass: poi.gd gained `event_text` (falls back to the old flat placeholder if unset); interaction_manager.gd's "explore" case uses it and "rest" now actually calls player.heal_full(). Applied to region 1: Ort1/Ort4/Ort6 became arena POIs, Ort2/Ort3/Ort5 got distinct event text — first concrete proof of the "mix of events and arenas" pattern, replicating to regions 2-6 is a fast follow-up. Verified headless via direct method calls (confirmed limitation: synthetic clicks/keypresses don't reliably drive _unhandled_input in this harness): start_arena produces 9 tiles + a wall body + 3 enemies and teleports the player near y=-300; killing all 3 enemies flips the POI's visited flag and opens the win message; completing the win flow returns the player next to the original POI; marking the other 5 region-1 POIs visited then correctly unlocks GateR1toR2 (proving the arena-POI/gate integration without touching poi_gate.gd); player take_damage(max_health) triggers is_dead and a scene change to game_over_screen.tscn (confirmed after allowing deferred frames to process). Also verified an enemy actually closes distance on the player and lands contact damage over a live physics simulation, and that the player's attack respects both damage and cooldown. Not verifiable headlessly, needs in-editor testing: real click-to-move and Space-bar attack end-to-end, combat feel/balance, arena tile visuals.
112 lines
3.8 KiB
GDScript
112 lines
3.8 KiB
GDScript
extends Node
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const TILE_SIZE := 8.0
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const GRID_SIZE := 3
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const ENEMY_COUNT := 3
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const WIN_MESSAGE_SECONDS := 1.5
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const WALL_HEIGHT := 6.0
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const WALL_THICKNESS := 1.0
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const PLAIN_TILES := [
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preload("res://world/arena/tiles/arena_tile_plain_a.tscn"),
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preload("res://world/arena/tiles/arena_tile_plain_b.tscn"),
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preload("res://world/arena/tiles/arena_tile_plain_c.tscn"),
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preload("res://world/arena/tiles/arena_tile_plain_d.tscn"),
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]
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const OBSTACLE_TILES := [
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preload("res://world/arena/tiles/arena_tile_obstacle_a.tscn"),
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preload("res://world/arena/tiles/arena_tile_obstacle_b.tscn"),
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]
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const ENEMY_SCENE := preload("res://world/enemy/enemy.tscn")
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var _current_poi: Node = null
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var _live_enemies: int = 0
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# Baut die Arena bei jedem Aufruf komplett neu (nur eine gleichzeitig aktiv) und
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# teleportiert den Spieler hinein. 3x3-Raster aus den Kacheln, Mittelfeld immer
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# ein Boden-Stück (damit niemand auf einem Hindernis landet).
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func start_arena(poi: Node) -> void:
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_current_poi = poi
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var arena_root := get_tree().get_first_node_in_group("arena_root")
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if arena_root == null:
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push_error("ArenaRoot nicht gefunden! Gruppe 'arena_root' gesetzt?")
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return
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for child in arena_root.get_children():
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child.queue_free()
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_build_walls(arena_root)
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var half := float(GRID_SIZE) * TILE_SIZE * 0.5
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var center_index := GRID_SIZE / 2
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var spawn_cells: Array[Vector3] = []
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for gx in range(GRID_SIZE):
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for gz in range(GRID_SIZE):
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var is_center := gx == center_index and gz == center_index
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var palette := PLAIN_TILES if is_center else (PLAIN_TILES + OBSTACLE_TILES)
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var tile_scene: PackedScene = palette[randi() % palette.size()]
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var tile := tile_scene.instantiate()
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var local_pos := Vector3(
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gx * TILE_SIZE - half + TILE_SIZE * 0.5,
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0.0,
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gz * TILE_SIZE - half + TILE_SIZE * 0.5
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)
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tile.position = local_pos
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arena_root.add_child(tile)
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if not is_center:
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spawn_cells.append(local_pos)
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spawn_cells.shuffle()
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_live_enemies = 0
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for i in range(min(ENEMY_COUNT, spawn_cells.size())):
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var enemy := ENEMY_SCENE.instantiate()
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arena_root.add_child(enemy)
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enemy.global_position = arena_root.global_position + spawn_cells[i] + Vector3(0, 1.0, 0)
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_live_enemies += 1
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var player := get_tree().get_first_node_in_group("player")
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if player:
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player.global_position = arena_root.global_position + Vector3(0, 1.0, 0)
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func on_enemy_died(enemy: Node) -> void:
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enemy.queue_free()
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_live_enemies -= 1
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if _live_enemies <= 0:
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_on_win()
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func _on_win() -> void:
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var poi := _current_poi
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if poi and poi.has_method("mark_visited"):
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poi.mark_visited()
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InteractionManager.open_message(poi, "Sieg!", "Die Gegner wurden besiegt.")
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var timer := get_tree().create_timer(WIN_MESSAGE_SECONDS)
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timer.timeout.connect(_on_win_message_done)
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func _on_win_message_done() -> void:
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InteractionManager.close()
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var player := get_tree().get_first_node_in_group("player")
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if player and _current_poi:
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player.global_position = _current_poi.global_position + Vector3(0, 0.5, 0.6)
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_current_poi = null
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func _build_walls(arena_root: Node3D) -> void:
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var half := float(GRID_SIZE) * TILE_SIZE * 0.5
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var barrier := StaticBody3D.new()
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barrier.name = "ArenaWalls"
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arena_root.add_child(barrier)
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var configs := [
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{"size": Vector3(WALL_THICKNESS, WALL_HEIGHT, half * 2.0), "pos": Vector3(half, WALL_HEIGHT * 0.5, 0)},
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{"size": Vector3(WALL_THICKNESS, WALL_HEIGHT, half * 2.0), "pos": Vector3(-half, WALL_HEIGHT * 0.5, 0)},
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{"size": Vector3(half * 2.0, WALL_HEIGHT, WALL_THICKNESS), "pos": Vector3(0, WALL_HEIGHT * 0.5, half)},
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{"size": Vector3(half * 2.0, WALL_HEIGHT, WALL_THICKNESS), "pos": Vector3(0, WALL_HEIGHT * 0.5, -half)},
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]
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for cfg in configs:
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var box := BoxShape3D.new()
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box.size = cfg["size"]
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var cs := CollisionShape3D.new()
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cs.shape = box
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cs.position = cfg["pos"]
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barrier.add_child(cs)
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