7b44b2f2dc
Server browsing & matchmaking: - HL2-style main menu (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT) replaces the old CASUAL/RANKED tiles; RANKED removed end-to-end (menu, matchmaking-api's Mode.ranked queue path, MMR matching) until ranked is real. - New menu/server_select.gd lists real servers from the matchmaking API's GET /servers and connects directly, retiring the old unreachable menu/server_browser.gd. - Real game-server pool: NetworkManager.host_server() self-registers on boot and heartbeats every 8s with live player counts; API computes available/full status from player_count, and a background sweep marks any server offline once its heartbeat goes stale (catches a crashed server that never deregistered). - Server-select rows get a live UDP ping probe (query port = game port + 10000) instead of trusting stale DB numbers; post-connect HUD shows live RTT off ENet's own peer stats. Race roster overhaul: - Swapped Terran/Mechanos/Vorg for the pivoted roster — Apex Dynamics, Inner Sphere Navy, Outer Rim Collective — each with a 3-ship Fighter/Gunner/Tank lineup, art cropped from concept sheets with background removal + orientation fixes per sheet. - Live headcount + roster + "TEAM FULL" lock on the race-select screen, shared between the initial pre-spawn pick and the pause menu's live SELECT TEAM swap. - Bot personalities (bots/bot_personality.gd): aggression/caution/ accuracy/reaction/awareness traits rolled per bot instead of one fixed AI profile. HUD additions: - Player list (roster, teammates white/enemies yellow, bots flagged), kill feed, minimap, and explosion VFX on death. - Health and energy now render as bars (hud/stat_bar.gd) instead of text in the top-left HUD. Ship energy system: - Per-role max energy (Fighter 100 / Gunner 150 / Tank 250), 75 energy per shot, flat regen (100 per 2.5s), fully server-authoritative and piggybacked on the existing per-tick state broadcast alongside health. - New blue "mirrored" bar top-middle of the screen (hud/energy_bar.gd) whose fill drains from both edges toward the center instead of left-to-right. Ship handling tuning: - Turn rate reduced (4.0 -> 1.0 rad/s) so a quick tap no longer over-rotates; holding past 0.15s ramps to double speed (2.0 rad/s) for fast full turns, gated the same way damage already is so replay during reconciliation can't double-count the hold timer. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
40 lines
1.2 KiB
GDScript
40 lines
1.2 KiB
GDScript
extends Control
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# Simple left-to-right stat bar for the top-left HUD (HealthBar/EnergyBar in
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# world.tscn's HUD node) — fill shrinks from the right as the stat depletes.
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# Contrast hud/energy_bar.gd's top-middle bar, which drains from both edges
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# toward the center instead.
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@export var fill_color: Color = Color(0.3, 0.85, 0.35, 0.95)
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@export var bg_color: Color = Color(0.12, 0.14, 0.18, 0.6)
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var _fill: ColorRect
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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var bg := ColorRect.new()
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bg.color = bg_color
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bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(bg)
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_fill = ColorRect.new()
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_fill.color = fill_color
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_fill.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_fill.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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add_child(_fill)
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set_fill(1.0)
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# frac in [0, 1]; anchor_right (not an explicit pixel width) so the fill
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# tracks this control's actual size regardless of window width.
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func set_fill(frac: float) -> void:
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if _fill == null:
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return
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_fill.anchor_left = 0.0
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_fill.anchor_right = clampf(frac, 0.0, 1.0)
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_fill.offset_left = 0.0
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_fill.offset_right = 0.0
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