first commit

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-12 19:16:29 -04:00
parent f68121832b
commit b55453d948
19 changed files with 529 additions and 1580 deletions
View File
+264
View File
@@ -0,0 +1,264 @@
# Networking Implementation Plan
Step-by-step breakdown for taking Spacewar from single-player-only to working
multiplayer. `tech.md` describes the target architecture; this doc is the
ordered checklist for getting there from the current codebase.
**Current state (as of this doc):** zero networking code exists anywhere in
the project. The server browser's JOIN button and the main menu's CASUAL
button just set local `GameConfig` fields and load `world.tscn` — no
connection is ever made. Everything downstream assumes exactly one player.
**Guiding principle:** get two peers moving/shooting/dying correctly over
ENet *first*, with ugly/no prediction. Polish feel (prediction,
reconciliation, lag comp) only after the authoritative loop is proven
correct. Don't build matchmaking/Steam/galaxy-war until basic peer-to-peer
combat works.
---
## Phase 0 — Decisions to make before writing code
- [ ] Pick topology for early dev: dedicated headless server instance vs.
one client acting as host. (Recommend: always run a dedicated server,
even locally — avoids a host-migration refactor later, and matches
the authoritative-server model in `tech.md`.)
- [ ] Decide the connection target for now: hardcoded `127.0.0.1` / LAN IP
is fine until Phase 8. Don't build matchmaking yet.
- [ ] Confirm max casual match size (25v25 per `overview.md`) — this affects
how much you can get away with naive replication before needing
interest management / area-of-interest culling.
---
## Phase 1 — ENet bootstrap & connect flow
**Goal:** two Godot instances can connect over ENet and see each other join/leave.
- [ ] Add a `NetworkManager` autoload (new, alongside `GameConfig` in
`autoload/`) that owns the `ENetMultiplayerPeer`, exposes
`host_server(port)` / `join_server(ip, port)`, and connects to
`multiplayer.peer_connected` / `peer_disconnected` / `connected_to_server`
/ `connection_failed`.
- [ ] Wire `menu/server_browser.gd`'s `_on_join_pressed` (currently just sets
`GameConfig` fields and changes scene) to actually call
`NetworkManager.join_server(...)` and only transition to `world.tscn`
on `connected_to_server`.
- [ ] Add a minimal headless server launch path (`--server` CLI flag or a
separate export target) that calls `host_server()` and loads
`world.tscn` without a local player.
- [ ] Smoke test: launch one headless server + two client instances, confirm
`peer_connected` fires on the server for both and each client sees the
other's peer_id.
---
## Phase 2 — Per-peer player state
**Goal:** replace the single-player assumption in `GameConfig` with a real
per-peer registry.
- [ ] Split `autoload/game_config.gd`: keep shared/match-wide constants
(thrust, speed, fire rate, `world_bounds`, etc.) as-is, but move the
per-player fields (`player_name`, `player_race`, `player_ship_path`,
`player_ship_scale`, `player_ship_speed_factor`) out of flat globals
into a `Dictionary[int, PlayerInfo]` keyed by `peer_id`, on
`NetworkManager` or a new `PlayerRegistry` autoload.
- [ ] On connect, client sends its chosen name/race/ship to the server via
RPC (`@rpc("any_peer", "call_local", "reliable") submit_loadout(...)`);
server stores it in the registry and relays to all peers so everyone
knows everyone's loadout.
- [ ] Update `menu/team_select.gd` (currently sets `GameConfig` fields
directly and emits local `team_selected`) to submit the choice via
this RPC path instead.
- [ ] Update anywhere still reading `GameConfig.player_name` /
`player_race` / `player_ship_path` directly to read from the local
peer's entry in the registry instead.
---
## Phase 3 — Spawning multiple ships
**Goal:** N ships exist in `world.tscn`, one per connected peer, each owned
by the right client.
- [ ] `world.tscn` currently has a single hardcoded ship node named "Player"
as a direct child. Remove it; replace with an empty `Node2D`
container (e.g. `Ships`) that ships get added to at runtime.
- [ ] Add a `MultiplayerSpawner` in `world.tscn` pointed at the `Ships`
container, with `ship.tscn` in its spawnable scene list.
- [ ] Server-side: on `peer_connected` (or once loadout is submitted),
instantiate `ship.tscn` for that peer under `Ships`, set
`set_multiplayer_authority(peer_id)` on the ship root, name the node
by peer_id (e.g. `str(peer_id)`) so it replicates deterministically.
- [ ] On `peer_disconnected`, despawn that peer's ship and remove it from
the registry.
- [ ] **Camera2D fix:** `ship.tscn` currently bakes a `Camera2D` into the
scene itself, which breaks with multiple instances. Move the camera
out of `ship.tscn`; in `ship_movement.gd`'s `_ready()`, only create/
activate a `Camera2D` if `is_multiplayer_authority()` is true (i.e.
this is the local player's own ship).
- [ ] **HUD fix:** `ship_movement.gd` currently pushes health to
`/root/World/HUD/HealthLabel` via a hardcoded absolute path. Gate this
the same way — only the locally-authoritative ship should update the
local HUD.
---
## Phase 4 — Split input from simulation
**Goal:** stop reading `Input.is_action_pressed()` inside the shared
simulation code; every ship's movement should be driven by whoever is
authoritative for it (server), fed by input coming from the owning client.
- [ ] In `ship_movement.gd`, extract the current `_physics_process` block
(lines ~4566, direct `Input.is_action_pressed` calls) into a small
input struct/dictionary (`{thrust: bool, rotate: float, firing: bool}`)
gathered only when `is_multiplayer_authority()` on the *client* side.
- [ ] Add `@rpc("any_peer", "call_remote", "unreliable") send_input(input)`
on the ship: client calls it every physics tick with its local input;
server receives it, validates the sender is this ship's owning peer,
and stores it as "current input" for that ship.
- [ ] Server's `_physics_process` runs the actual movement/`move_and_slide`
simulation using the last-received input for every ship it owns
authority over (the server owns authority over all ships in the
dedicated-server model).
- [ ] Add a `MultiplayerSynchronizer` per ship replicating `position`,
`rotation`, `velocity` from server → clients.
- [ ] Get this working *without* prediction first: local ship will feel
laggy (input → server → back). That's expected at this stage — fixed
in Phase 7.
---
## Phase 5 — Shooting / bullets over the network
**Goal:** bullets are server-simulated and replicated, not spawned locally
by each client.
- [ ] `ship_movement.gd`'s fire logic (~line 72) currently does
`get_parent().add_child(bullet)` directly on whichever peer runs it.
Change so firing is just another bit in the input struct from Phase 4;
server decides when a shot is actually fired (respecting fire-rate
cooldown server-side, not trusting client timing).
- [ ] Server instantiates `bullet.tscn` via a `MultiplayerSpawner` (or
manual spawn + RPC) under a shared `Bullets` container in
`world.tscn`.
- [ ] `bullet.gd` currently self-simulates movement in `_process` and
resolves damage locally via `body_entered`. Keep bullet *movement*
client-side-predicted for visual smoothness if desired, but damage
resolution (`take_damage()` call, ~lines 1520) must only happen on
the server's copy of the bullet.
- [ ] Despawn bullets server-side when out of `world_bounds`; replicate
despawn to clients.
---
## Phase 6 — Server-authoritative health / death / respawn
**Goal:** no client can kill, heal, or respawn anything except by asking the
server.
- [ ] Move `take_damage` / `_die` / `_respawn` (`ship_movement.gd` lines
~104135) so the actual state mutation only runs where
`multiplayer.is_server()` is true. Clients only ever display the
replicated result.
- [ ] Add an authority check at the top of `take_damage`: reject calls that
didn't originate from the server (bullets are already server-spawned
after Phase 5, so this mostly falls out naturally — but double check
nothing client-side can still call it directly).
- [ ] Replicate `health`, `is_dead` (or similar) via the ship's
`MultiplayerSynchronizer` from Phase 4 so HUD and visuals update on
all clients.
- [ ] Respawn: server decides timing/position and re-broadcasts spawn
state; don't let respawn timers run independently on each client.
---
## Phase 7 — Client-side prediction & reconciliation
**Goal:** local ship feels responsive despite server round-trip; remote
ships move smoothly despite update-rate gaps.
- [ ] Local client: predict own ship's movement immediately on input
(re-run the same movement function locally that the server runs),
rather than waiting for the server echo.
- [ ] Server periodically sends authoritative position/velocity/tick back to
the owning client; client reconciles by snapping/blending toward it
if prediction drifted (basic version: hard snap if error exceeds a
threshold; polish later with smoothing).
- [ ] Remote ships (not locally owned): interpolate between the last two
received network states instead of snapping on every update.
- [ ] This is the highest-skill, most iterative phase — budget real time for
tuning "feel," not just correctness.
---
## Phase 8 — Real server browser / connect flow
**Goal:** menus do what they currently only pretend to do.
- [ ] `menu/server_browser.gd`'s server list is a single hardcoded
"Trench Wars 0/32" entry. Replace with either: (a) a small manual
"enter IP" field for direct-connect testing, or (b) if a lightweight
server-list service exists by this point, query it.
- [ ] `menu/main_menu.gd`'s CASUAL/RANKED buttons currently skip networking
entirely and load `world.tscn` locally. Route CASUAL through the same
`NetworkManager.join_server` path once a target server is chosen.
- [ ] Handle connection failure / timeout UI (currently nothing exists for
this — `connection_failed` signal has no handler anywhere).
---
## Phase 9 — Testing & hardening
- [ ] Test with 2 clients, then push toward the real casual target (25v25)
to find where naive full-replication breaks down (bandwidth, spawn
storms). Consider interest management / relevance culling only if
needed at that scale — don't build it preemptively.
- [ ] Artificially add latency/packet loss locally (Godot has debug tools
for this, or use `tc`/`netem` on Linux) and verify prediction/
reconciliation still feels acceptable.
- [ ] Verify a client can't cheat: send garbage/rapid-fire input via a
modified client and confirm the server-side rate limits / bounds
checks (added in Phases 46) actually hold.
---
## Phase 10 — Deferred / parallelizable (not blocking core multiplayer)
These don't block getting ship-vs-ship combat working over the network and
can happen in parallel or after Phases 19:
- [ ] Matchmaking backend (queue, MMR, lobby assignment) — see `tech.md`'s
Go/Node + Redis + Postgres sketch.
- [ ] GodotSteam integration (auth, VAC, lobbies).
- [ ] Lag compensation (server-side rewind for hit validation) — only
matters once hit-detection precision is actually being contested;
skip until basic damage registration is proven reliable.
- [ ] Bot fill for casual matches (`bots.md`) — depends on Phases 36 being
done, since bots need to be simulate-able the same way real players'
ships are.
- [ ] Galaxy war meta / sector control — orthogonal system, layer on top
once match-level multiplayer is solid.
---
## Effort summary
| Phase | Relative effort | Notes |
|---|---|---|
| 1. ENet bootstrap | Small | 12 days |
| 2. Per-peer state | SmallMedium | Mechanical, touches every menu script |
| 3. Spawning | Medium | Camera/HUD ownership bugs are the sharp edges |
| 4. Input/sim split | Medium | The core refactor of `ship_movement.gd` |
| 5. Bullets | SmallMedium | Mostly follows the pattern from Phase 4 |
| 6. Authoritative health | Medium | Mostly enforcement of what Phase 4/5 set up |
| 7. Prediction/reconciliation | MediumLarge | Iterative feel-tuning, not just correctness |
| 8. Real menus | Small | UI wiring once NetworkManager exists |
| 9. Testing/hardening | Medium | Scales with target match size (25v25) |
| 10. Deferred systems | Large, but parallelizable | Doesn't block core multiplayer |
**Bare working version (Phases 16, no prediction polish):** roughly 12
weeks of focused work. **Feeling good at 25v25 (through Phase 9):** the long
pole — budget significantly more for iteration on Phase 7 in particular.
+19 -5
View File
@@ -18,15 +18,18 @@ spacewar/ ← repo root
│ ├── ship_movement.gd ← player ship logic │ ├── ship_movement.gd ← player ship logic
│ └── bullet.tscn/gd ← projectile │ └── bullet.tscn/gd ← projectile
├── world/ ├── world/
│ ├── world.tscn ← game world │ ├── world.tscn ← game world; world.gd loads the active map into MapContainer
── tile_map.tscn ← unused prototype tilemap ── world.gd ← picks/instances a map scene from world/maps/
│ ├── world_tileset.tres ← shared TileSet resource (walls.png + asteroids.png atlas sources)
│ └── maps/
│ └── map_01.tscn ← hand-painted map: Walls + Asteroids TileMapLayers, team spawn Marker2Ds
└── assets/ └── assets/
├── icon.svg ├── icon.svg
└── images/ └── images/
├── background/skybox/ ← 6 space background PNGs (1.png 6.png) ├── background/skybox/ ← 6 space background PNGs (1.png 6.png)
├── effects/ ← explosion1.png ├── effects/ ← explosion1.png
├── ships/example_ships/ ← 4 placeholder ship sprites (1.png, 1B.png, 2a.png, 3b.png) ├── ships/example_ships/ ← 4 placeholder ship sprites (1.png, 1B.png, 2a.png, 3b.png)
└── tiles/ ← bwQ7rQ.png, used by tile_map.tscn └── tiles/ ← walls.png, asteroids.png, used by world_tileset.tres
``` ```
> **Note:** `asteroid_movement.gd` referenced in an earlier version of this doc does not exist yet — it's still an open task (see `CLAUDE.md`). > **Note:** `asteroid_movement.gd` referenced in an earlier version of this doc does not exist yet — it's still an open task (see `CLAUDE.md`).
@@ -40,8 +43,8 @@ MainMenu (Control) ← main_menu.gd builds all UI in _ready()
### `world/world.tscn` — game world ### `world/world.tscn` — game world
``` ```
World (Node2D) World (Node2D) ← world.gd instances MAP_SCENE into MapContainer on _ready()
├── TextureRect ← static space background (skybox/1.png) ├── MapContainer (Node2D) ← holds the instanced map (world/maps/map_01.tscn), background included
├── Player ← instance of ships/ship.tscn ├── Player ← instance of ships/ship.tscn
├── HUD (CanvasLayer) ├── HUD (CanvasLayer)
│ └── HealthLabel │ └── HealthLabel
@@ -49,6 +52,17 @@ World (Node2D)
└── TeamSelect (CanvasLayer, layer=20) ← menu/team_select.tscn; queue_free()s after selection └── TeamSelect (CanvasLayer, layer=20) ← menu/team_select.tscn; queue_free()s after selection
``` ```
### `world/maps/map_01.tscn` — hand-painted map
```
Map01 (Node2D)
├── Background (TextureRect) ← per-map space background (skybox/1.png); visible while editing this scene
├── Walls (TileMapLayer) ← painted by hand in the Godot Tile Editor, uses world_tileset.tres
├── Asteroids (TileMapLayer) ← painted by hand, same shared tileset
└── SpawnPoints (Node2D)
├── TeamASpawn1 (Marker2D) ← group "team_a_spawn"
└── TeamBSpawn1 (Marker2D) ← group "team_b_spawn"
```
### `ships/ship.tscn` — player ship ### `ships/ship.tscn` — player ship
``` ```
Player (CharacterBody2D) ← ship_movement.gd Player (CharacterBody2D) ← ship_movement.gd
Binary file not shown.

After

Width:  |  Height:  |  Size: 893 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c7vt2kqf8ugux"
path="res://.godot/imported/asteroids.png-ee88b2c6e2e07aea70f4dd513b385c96.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/images/tiles/asteroids.png"
dest_files=["res://.godot/imported/asteroids.png-ee88b2c6e2e07aea70f4dd513b385c96.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 653 KiB

@@ -2,16 +2,16 @@
importer="texture" importer="texture"
type="CompressedTexture2D" type="CompressedTexture2D"
uid="uid://dglp131j5tga6" uid="uid://b0arbt71qfb8l"
path="res://.godot/imported/bwQ7rQ.png-f54459e0d6bfa1fb00ae56276884677f.ctex" path="res://.godot/imported/walls.png-6781334e49c209c81b477da0160ec804.ctex"
metadata={ metadata={
"vram_texture": false "vram_texture": false
} }
[deps] [deps]
source_file="res://assets/images/tiles/bwQ7rQ.png" source_file="res://assets/images/tiles/walls.png"
dest_files=["res://.godot/imported/bwQ7rQ.png-f54459e0d6bfa1fb00ae56276884677f.ctex"] dest_files=["res://.godot/imported/walls.png-6781334e49c209c81b477da0160ec804.ctex"]
[params] [params]
+7 -1
View File
@@ -15,12 +15,18 @@ var bullet_speed: float = 450.0
var ship_max_health: int = 100 var ship_max_health: int = 100
var ship_respawn_delay: float = 3.0 var ship_respawn_delay: float = 3.0
var ship_invincibility_time: float = 2.0 var ship_invincibility_time: float = 2.0
var ship_wall_damage: int = 1
var bullet_damage: int = 40 var bullet_damage: int = 40
# Environment collision (asteroids only) — bounce-back and impact damage scale with impact speed
var ship_bounce_restitution: float = 0.45
var ship_collision_damage_scale: float = 0.064
# Set before entering a game # Set before entering a game
var player_name: String = "" var player_name: String = ""
var player_race: int = 0 var player_race: int = 0
var player_ship_path: String = "" var player_ship_path: String = ""
var player_ship_scale: float = 1.0 var player_ship_scale: float = 1.0
var player_ship_speed_factor: float = 1.0 var player_ship_speed_factor: float = 1.0
# Current map's play area, in world coordinates. Set by world.gd on load.
var world_bounds: Rect2 = Rect2(0, 0, 1152, 648)
+5 -3
View File
@@ -21,9 +21,11 @@ GameConfig="*res://autoload/game_config.gd"
[display] [display]
window/size/viewport_width=1280 window/size/viewport_width=2560
window/size/viewport_height=800 window/size/viewport_height=1440
window/size/resizable=false window/size/mode=3
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input] [input]
+2 -3
View File
@@ -8,9 +8,8 @@ func _ready() -> void:
func _process(delta: float) -> void: func _process(delta: float) -> void:
global_position += velocity * delta global_position += velocity * delta
var screen = get_viewport_rect().size var bounds = GameConfig.world_bounds.grow(64.0)
if (global_position.x < 0 or global_position.x > screen.x or if not bounds.has_point(global_position):
global_position.y < 0 or global_position.y > screen.y):
queue_free() queue_free()
func _on_body_entered(body: Node) -> void: func _on_body_entered(body: Node) -> void:
+6
View File
@@ -16,3 +16,9 @@ scale = Vector2(0.229, 0.229)
texture = ExtResource("2_epypp") texture = ExtResource("2_epypp")
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=1504818491] [node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=1504818491]
[node name="Camera2D" type="Camera2D" parent="."]
current = true
rotating = false
position_smoothing_enabled = true
position_smoothing_speed = 8.0
+36 -9
View File
@@ -57,7 +57,9 @@ func _physics_process(delta: float) -> void:
velocity = velocity.limit_length(max_speed) velocity = velocity.limit_length(max_speed)
var velocity_before_move := velocity
move_and_slide() move_and_slide()
_handle_environment_collisions(velocity_before_move)
# 4. SHOOT # 4. SHOOT
_fire_cooldown -= delta _fire_cooldown -= delta
@@ -70,15 +72,34 @@ func _physics_process(delta: float) -> void:
get_parent().add_child(bullet) get_parent().add_child(bullet)
# 5. WALL COLLISION # 5. WALL COLLISION
var screen = get_viewport_rect().size var bounds = GameConfig.world_bounds
if global_position.x < 0 or global_position.x > screen.x: if global_position.x < bounds.position.x or global_position.x > bounds.end.x:
velocity.x = 0 velocity.x = 0
global_position.x = clamp(global_position.x, 0, screen.x) global_position.x = clamp(global_position.x, bounds.position.x, bounds.end.x)
take_damage(GameConfig.ship_wall_damage) if global_position.y < bounds.position.y or global_position.y > bounds.end.y:
if global_position.y < 0 or global_position.y > screen.y:
velocity.y = 0 velocity.y = 0
global_position.y = clamp(global_position.y, 0, screen.y) global_position.y = clamp(global_position.y, bounds.position.y, bounds.end.y)
take_damage(GameConfig.ship_wall_damage)
func _handle_environment_collisions(previous_velocity: Vector2) -> void:
for i in get_slide_collision_count():
var collision := get_slide_collision(i)
var collider := collision.get_collider() as Node
if collider == null:
continue
var is_hazard: bool = collider.is_in_group("environment_hazard")
var is_wall: bool = collider.is_in_group("environment_wall")
if not (is_hazard or is_wall):
continue
var normal := collision.get_normal()
var impact_speed := -previous_velocity.dot(normal)
if impact_speed <= 0.0:
continue
velocity = previous_velocity.bounce(normal) * GameConfig.ship_bounce_restitution
if is_hazard:
var damage := int(impact_speed * GameConfig.ship_collision_damage_scale)
if damage > 0:
take_damage(damage)
func take_damage(amount: int) -> void: func take_damage(amount: int) -> void:
if _invincible or _dead: if _invincible or _dead:
@@ -96,8 +117,7 @@ func _die() -> void:
_respawn() _respawn()
func _respawn() -> void: func _respawn() -> void:
var screen = get_viewport_rect().size global_position = _get_spawn_position()
global_position = screen / 2.0
velocity = Vector2.ZERO velocity = Vector2.ZERO
rotation = 0.0 rotation = 0.0
health = GameConfig.ship_max_health health = GameConfig.ship_max_health
@@ -107,6 +127,13 @@ func _respawn() -> void:
_invincible_timer = GameConfig.ship_invincibility_time _invincible_timer = GameConfig.ship_invincibility_time
_update_hud() _update_hud()
func _get_spawn_position() -> Vector2:
var markers := get_tree().get_nodes_in_group("team_a_spawn") + get_tree().get_nodes_in_group("team_b_spawn")
if markers.size() > 0:
return markers[randi() % markers.size()].global_position
return GameConfig.world_bounds.get_center()
func _update_hud() -> void: func _update_hud() -> void:
var label = get_node_or_null("/root/World/HUD/HealthLabel") var label = get_node_or_null("/root/World/HUD/HealthLabel")
if label: if label:
+33
View File
@@ -0,0 +1,33 @@
[gd_scene format=4 uid="uid://cecn8fghm8h3j"]
[ext_resource type="TileSet" uid="uid://cufng7112p6a7" path="res://world/world_tileset.tres" id="1_tileset"]
[ext_resource type="Texture2D" uid="uid://d0i6jwqh131b1" path="res://assets/images/background/skybox/1.png" id="2_skybox"]
[node name="Map01" type="Node2D" unique_id=1843060857]
[node name="Background" type="TextureRect" parent="." unique_id=1935208901]
texture_repeat = 2
offset_left = -7008.0
offset_top = -3000.0
offset_right = 7008.0
offset_bottom = 3000.0
texture = ExtResource("2_skybox")
expand_mode = 3
[node name="Walls" type="TileMapLayer" parent="." unique_id=1965607014]
scale = Vector2(0.15, 0.15)
tile_map_data = PackedByteArray("AAAFACYAAAABAAAAAAAFABkAAAABAAAAAAAFAA0AAAABAAAAAAAFAAAAAAABAAAAAAAFAPT/AAABAAAAAAARABEAAAABAAEAAAA=")
tile_set = ExtResource("1_tileset")
[node name="Asteroids" type="TileMapLayer" parent="." unique_id=1745417803]
scale = Vector2(0.15, 0.15)
tile_map_data = PackedByteArray("AAAMAAEAAQAAAAMAAAALAPz/AQAAAAMAAAD6////AQAAAAMAAAD6/wgAAQAAAAMAAAAOAAgAAQAAAAMAAAA=")
tile_set = ExtResource("1_tileset")
[node name="SpawnPoints" type="Node2D" parent="." unique_id=1668900368]
[node name="TeamASpawn1" type="Marker2D" parent="SpawnPoints" unique_id=946644647 groups=["team_a_spawn"]]
position = Vector2(5304, 0)
[node name="TeamBSpawn1" type="Marker2D" parent="SpawnPoints" unique_id=449830331 groups=["team_b_spawn"]]
position = Vector2(-5304, 0)
File diff suppressed because it is too large Load Diff
+43
View File
@@ -0,0 +1,43 @@
extends Node2D
const MAP_SCENE: PackedScene = preload("res://world/maps/map_01.tscn")
@onready var _map_container: Node2D = $MapContainer
func _ready() -> void:
var map := MAP_SCENE.instantiate()
_map_container.add_child(map)
var background := map.get_node_or_null("Background") as TextureRect
if background:
GameConfig.world_bounds = Rect2(background.position, background.size)
_build_tile_collisions(map)
# Tiles have no collision shapes of their own, so spawn one StaticBody2D per
# occupied cell. Asteroids get round hitboxes to roughly match their sprites.
# Walls only bounce the ship; asteroids also deal impact damage.
func _build_tile_collisions(map: Node) -> void:
for layer in map.find_children("*", "TileMapLayer", true, false):
var is_asteroid := layer.name == "Asteroids"
var group := "environment_hazard" if is_asteroid else "environment_wall"
_add_layer_colliders(layer, is_asteroid, group)
func _add_layer_colliders(layer: TileMapLayer, use_circle: bool, group: String) -> void:
var tile_size := Vector2(layer.tile_set.tile_size)
for cell in layer.get_used_cells():
var body := StaticBody2D.new()
body.position = layer.map_to_local(cell)
body.add_to_group(group)
var shape := CollisionShape2D.new()
if use_circle:
var circle := CircleShape2D.new()
circle.radius = min(tile_size.x, tile_size.y) * 0.5
shape.shape = circle
else:
var rect := RectangleShape2D.new()
rect.size = tile_size
shape.shape = rect
body.add_child(shape)
layer.add_child(body)
+1
View File
@@ -0,0 +1 @@
uid://dqgg811tgnrka
+3 -5
View File
@@ -1,16 +1,14 @@
[gd_scene format=3 uid="uid://c77s15ns13p6y"] [gd_scene format=3 uid="uid://c77s15ns13p6y"]
[ext_resource type="PackedScene" uid="uid://dygtdlkvo6ofl" path="res://ships/ship.tscn" id="1_f3sb7"] [ext_resource type="PackedScene" uid="uid://dygtdlkvo6ofl" path="res://ships/ship.tscn" id="1_f3sb7"]
[ext_resource type="Texture2D" uid="uid://d0i6jwqh131b1" path="res://assets/images/background/skybox/1.png" id="1_fj7yv"]
[ext_resource type="PackedScene" uid="uid://cpausemenu01a" path="res://menu/pause_menu.tscn" id="2_pm"] [ext_resource type="PackedScene" uid="uid://cpausemenu01a" path="res://menu/pause_menu.tscn" id="2_pm"]
[ext_resource type="PackedScene" uid="uid://dteamselect01" path="res://menu/team_select.tscn" id="3_ts"] [ext_resource type="PackedScene" uid="uid://dteamselect01" path="res://menu/team_select.tscn" id="3_ts"]
[ext_resource type="Script" path="res://world/world.gd" id="4_world"]
[node name="World" type="Node2D" unique_id=1962020789] [node name="World" type="Node2D" unique_id=1962020789]
script = ExtResource("4_world")
[node name="TextureRect" type="TextureRect" parent="." unique_id=1177783968] [node name="MapContainer" type="Node2D" parent="."]
offset_right = 1280.0
offset_bottom = 800.0
texture = ExtResource("1_fj7yv")
[node name="Player" parent="." unique_id=2118863138 instance=ExtResource("1_f3sb7")] [node name="Player" parent="." unique_id=2118863138 instance=ExtResource("1_f3sb7")]
+66
View File
@@ -0,0 +1,66 @@
[gd_resource type="TileSet" format=3 uid="uid://cufng7112p6a7"]
[ext_resource type="Texture2D" uid="uid://b0arbt71qfb8l" path="res://assets/images/tiles/walls.png" id="1_walls"]
[ext_resource type="Texture2D" uid="uid://c7vt2kqf8ugux" path="res://assets/images/tiles/asteroids.png" id="2_asteroids"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_walls"]
texture = ExtResource("1_walls")
texture_region_size = Vector2i(194, 196)
2:0/0 = 0
3:0/0 = 0
4:0/0 = 0
5:0/0 = 0
1:0/0 = 0
0:0/0 = 0
0:1/0 = 0
0:2/0 = 0
0:3/0 = 0
1:3/0 = 0
2:3/0 = 0
3:3/0 = 0
4:3/0 = 0
5:3/0 = 0
5:2/0 = 0
4:2/0 = 0
3:2/0 = 0
2:2/0 = 0
1:2/0 = 0
1:1/0 = 0
2:1/0 = 0
3:1/0 = 0
4:1/0 = 0
5:1/0 = 0
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_asteroids"]
texture = ExtResource("2_asteroids")
texture_region_size = Vector2i(194, 196)
0:0/0 = 0
1:0/0 = 0
2:0/0 = 0
3:0/0 = 0
4:0/0 = 0
5:0/0 = 0
5:1/0 = 0
4:1/0 = 0
3:1/0 = 0
2:1/0 = 0
1:1/0 = 0
0:1/0 = 0
0:2/0 = 0
2:2/0 = 0
1:2/0 = 0
3:2/0 = 0
4:2/0 = 0
5:2/0 = 0
5:3/0 = 0
4:3/0 = 0
3:3/0 = 0
2:3/0 = 0
1:3/0 = 0
0:3/0 = 0
[resource]
tile_size = Vector2i(194, 196)
physics_layer_0/collision_layer = 1
sources/0 = SubResource("TileSetAtlasSource_walls")
sources/1 = SubResource("TileSetAtlasSource_asteroids")