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.
61 lines
1.8 KiB
GDScript
61 lines
1.8 KiB
GDScript
extends Area3D
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@export var poi_name: String = "Kampfarena"
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@export var marker_color: Color = Color.WHITE
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@onready var sprite: AnimatedSprite3D = $AnimatedSprite3D
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@onready var name_label: Label3D = $Billboard/NameLabel
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@onready var prompt: Label3D = $Billboard/InteractionPrompt
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var player_nearby: bool = false
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var visited: bool = false
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func _ready() -> void:
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prompt.visible = false
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prompt.text = "[F] Interact"
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_update_visuals()
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body_entered.connect(_on_body_entered)
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body_exited.connect(_on_body_exited)
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# Terrain-Kollision braucht mind. einen Physik-Tick um registriert zu sein
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await get_tree().physics_frame
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_snap_to_terrain()
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func _snap_to_terrain() -> void:
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var space_state := get_world_3d().direct_space_state
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var from := global_position + Vector3(0, 20, 0)
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var to := global_position + Vector3(0, -20, 0)
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var query := PhysicsRayQueryParameters3D.create(from, to)
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query.exclude = [get_rid(), $StaticBody3D.get_rid()]
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var result := space_state.intersect_ray(query)
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if result:
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global_position.y = result.position.y + 0.5
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func _update_visuals() -> void:
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if visited:
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name_label.text = poi_name
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sprite.modulate = marker_color
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else:
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name_label.text = "???"
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sprite.modulate = marker_color * Color(0.4, 0.4, 0.4, 1.0)
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func mark_visited() -> void:
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visited = true
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_update_visuals()
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func _on_body_entered(body: Node3D) -> void:
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if body.is_in_group("player"):
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player_nearby = true
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prompt.visible = true
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func _on_body_exited(body: Node3D) -> void:
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if body.is_in_group("player"):
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player_nearby = false
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prompt.visible = false
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func _input(event: InputEvent) -> void:
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if player_nearby and Input.is_action_just_pressed("interact"):
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if not visited:
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ArenaManager.start_arena(self)
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else:
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InteractionManager.open_message(self, poi_name, "Bereits bezwungen.")
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