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.
52 lines
1.5 KiB
GDScript
Executable File
52 lines
1.5 KiB
GDScript
Executable File
extends Node
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signal interaction_opened
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signal interaction_closed
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var active: bool = false
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var current_poi: Node = null
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func open_poi(poi: Node) -> void:
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active = true
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current_poi = poi
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InteractionUI.show_menu(poi.poi_name, _get_main_options())
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func _get_main_options() -> Array:
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return [
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{ "label": "Erkunden", "action": "explore" },
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{ "label": "Ausruhen", "action": "rest" },
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{ "label": "Beenden", "action": "close" },
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]
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func handle_selection(action: String) -> void:
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match action:
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"explore":
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var text := "Das wurde besucht."
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if current_poi and current_poi.has_method("get_event_text"):
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text = current_poi.get_event_text()
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InteractionUI.show_text(text)
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"rest":
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var player := get_tree().get_first_node_in_group("player")
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if player and player.has_method("heal_full"):
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player.heal_full()
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InteractionUI.show_text("Du rastest eine Weile...\nDu fühlst dich erholt.")
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"close":
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close()
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_:
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# POI-spezifische Aktionen (z.B. Ja/Nein bei einem Portal)
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if current_poi and current_poi.has_method("handle_interaction_action"):
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current_poi.handle_interaction_action(action)
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# Für POIs außerhalb des generischen Menüs (z.B. Portale): Panel mit reinem
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# Info-Text öffnen, ohne die Erkunden/Ausruhen/Beenden-Optionen.
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func open_message(poi: Node, title: String, text: String) -> void:
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active = true
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current_poi = poi
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InteractionUI.show_menu(title, [])
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InteractionUI.show_text(text)
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func close() -> void:
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active = false
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current_poi = null
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InteractionUI.hide_menu()
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