Finished working on the minimap system for the test level, shows pawns, enemy and friendly traps, and unfinished 'items'

This commit is contained in:
2026-01-19 00:46:32 -05:00
parent bc48e9cea2
commit b69691c186
26 changed files with 375 additions and 26 deletions

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@@ -1,15 +1,24 @@
extends Node
enum Modes{
STORY,
VS_COM,
VS_MAN
}
const blinder_template = preload("res://templates/blinder.tscn")
const one_shot_template = preload("res://templates/one_shot.tscn")
const story_level = preload("res://scenes/test_level.tscn")
const vs_com_level = preload("res://scenes/test_level.tscn")
const vs_man_level = preload("res://scenes/test_level.tscn")
const pawn_select_scene = preload("res://scenes/character_select.tscn")
var player : PawnController
var hud : HUD
var level : Level
var mode : Modes = Modes.STORY
var multiplayer_game : bool = false
var num_players : int = 1
var pawns_selected : Dictionary[int, PawnBaseData] = {}
@@ -47,7 +56,13 @@ func start_level(pawns : Dictionary[int, PawnBaseData]) -> void:
for i in Multiplayer.players.values():
level_synced[i] = false
level_synced[1] = true
switch_scene(vs_man_level)
match(mode):
Modes.STORY:
switch_scene(story_level, false)
Modes.VS_COM:
switch_scene(vs_com_level, false)
Modes.VS_MAN:
switch_scene(vs_man_level)
func switch_scene(packed_scene : PackedScene, spawn : bool = true) -> void:
var blinder = blinder_template.instantiate() as TextureRect

1
scripts/item.gd Normal file
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@@ -0,0 +1 @@
class_name Item extends Area3D

1
scripts/item.gd.uid Normal file
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@@ -0,0 +1 @@
uid://bjgeppx4pmk66

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@@ -1,5 +1,14 @@
class_name Level extends Node3D
const map_marker_templates : Dictionary[String, PackedScene] = {
"pawn" : preload("res://templates/markers/pawn_marker.tscn"),
"friendly_trap":preload("res://templates/markers/friendly_trap_marker.tscn"),
"enemy_trap": preload("res://templates/markers/enemy_trap_marker.tscn"),
"item": preload("res://templates/markers/item_marker.tscn")
}
const pawn_controller = preload("res://templates/pawn_controller.tscn")
const trap_template = preload("res://templates/trap.tscn")
const camera_template = preload("res://templates/pawn_camera.tscn")
@@ -13,13 +22,19 @@ const camera_offset = Vector3(0, 10, 5.25)
@onready var pawns_node : Node3D = %Pawns
@onready var traps_node : Node3D = %Traps
@onready var cameras_node : Node3D = %Cameras
@onready var map_markers_node : Node3D = %MapMarkers
@export var difficulty : int = 1
var traps : Dictionary[Vector3i, Trap] = {}
var pawns : Dictionary[int, PawnController] = {}
var cameras : Dictionary[int, PawnCamera] = {}
var map_markers : Dictionary[Object, MapMarker] = {}
func _ready() -> void:
Game.level = self
if Game.mode == Game.Modes.STORY:
setup()
add_level_trap.call_deferred(Trap.Type.MINE, Vector3.ZERO, Vector3i(5,0,3))
func setup() -> void:
if Multiplayer.is_host():
@@ -120,3 +135,37 @@ func disarm_trap(crd : Vector3i) -> void:
var trap = traps[crd]
trap.disarm()
traps.erase(crd)
func remove_map_marker(target) -> void:
if !map_markers.has(target):
printerr("Tried to remove a map marker for %s but marker does not exist!" % target.name)
else:
map_markers[target].queue_free()
map_markers[target] = null
func add_map_marker(target) -> void:
var marker : MapMarker
var height : float
if target is PawnController:
marker = map_marker_templates.pawn.instantiate()
height += 40
elif target is Trap:
if target.trap_owner == Multiplayer.id:
marker = map_marker_templates.friendly_trap.instantiate()
else:
marker = map_marker_templates.enemy_trap.instantiate()
marker.visible = false
target.revealed.connect(marker._on_trap_revealed)
height += 30
elif target is Item:
marker = map_marker_templates.item.instantiate()
height += 10
marker.register_target(target)
map_markers[target] = marker
map_markers_node.add_child(marker)
marker.position += Vector3(0, height,0)
func add_level_trap(type : Trap.Type, facing : Vector3, crd : Vector3i) -> void:
var trap = trap_template.instantiate()
trap.setup(type, facing, -1)
add_trap(trap, crd)

15
scripts/map_marker.gd Normal file
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@@ -0,0 +1,15 @@
class_name MapMarker extends Node3D
var target : Node3D
func register_target(target : Node3D) -> void:
self.target = target
func _process(delta: float) -> void:
if target:
var loc = target.position
position = Vector3(loc.x, position.y, loc.z)
func _on_trap_revealed(is_visible : bool) -> void:
visible = is_visible

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@@ -0,0 +1 @@
uid://cnrxwj03j5rw3

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@@ -9,7 +9,9 @@ enum State {
DEAD
}
const trap_template = preload("res://templates/trap.tscn")
const remove_trap_modal = preload("res://templates/remove_trap_modal.tscn")
const disarm_trap_modal = preload("res://templates/disarm_trap_modal.tscn")
@@ -74,6 +76,13 @@ signal combat_target_changed(melee : bool)
signal ammo_changed(current : int, max : int)
signal struggling(value : float)
func _enter_tree() -> void:
Game.level.add_map_marker(self)
func _exit_tree() -> void:
Game.level.remove_map_marker(self)
func _physics_process(delta: float) -> void:
if attack_timer > 0:
attack_timer -= delta
@@ -359,7 +368,7 @@ func start_detecting() -> void:
detecting = true
update_detect_region.rpc(false)
@rpc("authority")
@rpc("authority", "call_local")
func update_detect_region(update : bool) -> void:
var new_square : Vector3i = (global_position - Vector3.ONE * .5).round()
if update and new_square == current_square:

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@@ -3,26 +3,32 @@ extends Control
@onready var menu_list : Array = [
{
"option": %STORY,
"mode" : Game.Modes.STORY,
"scene" : preload("res://scenes/character_select.tscn")
},
{
"option": %"VS-COM",
"mode" : Game.Modes.VS_COM,
"scene" : preload("res://scenes/character_select.tscn")
},
{
"option": %"VS-MAN",
"mode" : Game.Modes.VS_MAN,
"scene" : preload("res://scenes/multiplayer_setup.tscn")
},
{
"option": %STORY,
"mode" : Game.Modes.STORY,
"scene" : preload("res://scenes/character_select.tscn")
},
{
"option": %RECORD,
"mode" : Game.Modes.STORY,
"scene" : preload("res://scenes/character_select.tscn")
},
{
"option": %OPTION,
"mode" : Game.Modes.STORY,
"scene" : preload("res://scenes/character_select.tscn")
}
]
@@ -60,7 +66,6 @@ func _process(delta: float) -> void:
switch_menu(0)
if opened:
var menu_dir = 0
menu_dir += 1 if Input.is_action_just_pressed("ui_down") else 0
menu_dir -= 1 if Input.is_action_just_pressed("ui_up") else 0
@@ -68,6 +73,7 @@ func _process(delta: float) -> void:
switch_sound.play()
switch_menu(wrapi(menu_choice + menu_dir, 0, len(menu_list)))
if Input.is_action_just_pressed("ui_accept"):
Game.mode = menu_list[menu_choice].mode
Game.switch_scene(menu_list[menu_choice].scene, false)

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@@ -61,6 +61,13 @@ var just_revealed : bool = false
signal removed(type : Trap.Type)
signal disarmed(type : Trap.Type)
signal activated(type : Trap.Type)
signal revealed(is_visible : bool)
func _enter_tree() -> void:
Game.level.add_map_marker(self)
func _exit_tree() -> void:
Game.level.remove_map_marker(self)
func setup(type : Type, direction : Vector3, trap_owner : int) -> void:
self.type = type
@@ -84,6 +91,7 @@ func reveal() -> void:
model.visible = true
reveal_timer.start(5)
just_revealed = true
revealed.emit(true)
func is_just_revealed() -> bool:
return just_revealed
@@ -96,6 +104,7 @@ func _on_reveal_timeout() -> void:
reveal_timer.start(5)
else:
model.visible = false
revealed.emit(false)
func _ready() -> void:
var owns_trap = trap_owner == Multiplayer.id