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.
54 lines
1.5 KiB
Plaintext
54 lines
1.5 KiB
Plaintext
[gd_scene format=3]
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[ext_resource type="Script" path="res://world/poi/poi_arena.gd" id="1_arena"]
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[ext_resource type="Texture2D" uid="uid://c3ajv7vb8c4fb" path="res://assets/debug/checkerboard.png" id="2_arena"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_arena"]
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radius = 0.6
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[sub_resource type="SpriteFrames" id="SpriteFrames_arena"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": ExtResource("2_arena")
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}],
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"loop": true,
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"name": &"default",
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"speed": 5.0
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}]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_arena"]
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radius = 0.4
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height = 1.0
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[node name="POIArena" type="Area3D"]
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script = ExtResource("1_arena")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("SphereShape3D_arena")
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[node name="AnimatedSprite3D" type="AnimatedSprite3D" parent="."]
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billboard = 2
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pixel_size = 0.004
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sprite_frames = SubResource("SpriteFrames_arena")
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[node name="StaticBody3D" type="StaticBody3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D"]
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shape = SubResource("CylinderShape3D_arena")
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[node name="Billboard" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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[node name="NameLabel" type="Label3D" parent="Billboard"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.7, 0)
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billboard = 1
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text = "???"
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font_size = 16
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[node name="InteractionPrompt" type="Label3D" parent="Billboard"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0)
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visible = false
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billboard = 1
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font_size = 12
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