Now About Social Code
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authorLucas Fryzek <lucas.fryzek@fryzekconcepts.com>2024-09-17 22:02:33 +0100
committerLucas Fryzek <lucas.fryzek@fryzekconcepts.com>2024-09-17 22:02:33 +0100
commit0abec8156bd944aa883d544850ee1187219ba943 (patch)
tree55e222da361d176b0ba79611704b56e2d942a831
Initial commit
-rw-r--r--.gitattributes2
-rw-r--r--.gitignore16
-rw-r--r--addons/fpc/EditorModule.gd49
-rw-r--r--addons/fpc/character.gd407
-rw-r--r--addons/fpc/character.tscn425
-rw-r--r--addons/fpc/debug.gd18
-rw-r--r--addons/fpc/reticles/reticle_0.tscn37
-rw-r--r--addons/fpc/reticles/reticle_1.tscn104
-rw-r--r--icon.svg1
-rw-r--r--icon.svg.import37
-rw-r--r--models/round_room.blendbin0 -> 910976 bytes
-rw-r--r--models/round_room.blend.import72
-rw-r--r--models/round_room.blend1bin0 -> 910976 bytes
-rw-r--r--models/round_room_Door.resbin0 -> 3758 bytes
-rw-r--r--models/round_room_RoundRoom.resbin0 -> 14353 bytes
-rw-r--r--prefabs/bsp_level_generator.tscn8
-rw-r--r--prefabs/bullet.tscn17
-rw-r--r--prefabs/door.tscn16
-rw-r--r--prefabs/enemy.tscn29
-rw-r--r--prefabs/level_generator.tscn6
-rw-r--r--prefabs/round_room.tscn16
-rw-r--r--prefabs/test_arena.tscn120
-rw-r--r--project.godot65
-rw-r--r--scripts/bsp_level_generator.gd78
-rw-r--r--scripts/bullet.gd17
-rw-r--r--scripts/enemy.gd87
-rw-r--r--scripts/level_generator.gd118
-rw-r--r--scripts/player.gd76
-rw-r--r--scripts/spin_ground.gd15
-rw-r--r--test.tscn46
-rw-r--r--test_world.tscn106
-rw-r--r--textures/dark.pngbin0 -> 2774 bytes
-rw-r--r--textures/dark.png.import35
-rw-r--r--textures/green.pngbin0 -> 2774 bytes
-rw-r--r--textures/green.png.import35
-rw-r--r--textures/orange.pngbin0 -> 2774 bytes
-rw-r--r--textures/orange.png.import35
-rw-r--r--textures/purple.pngbin0 -> 2774 bytes
-rw-r--r--textures/purple.png.import34
-rw-r--r--textures/red.pngbin0 -> 2774 bytes
-rw-r--r--textures/red.png.import34
41 files changed, 2161 insertions, 0 deletions
diff --git a/.gitattributes b/.gitattributes
new file mode 100644
index 0000000..8ad74f7
--- /dev/null
+++ b/.gitattributes
@@ -0,0 +1,2 @@
+# Normalize EOL for all files that Git considers text files.
+* text=auto eol=lf
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..f34a2c1
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,16 @@
+# Godot 4+ specific ignores
+.godot/
+/android/
+
+# Godot-specific ignores
+.import/
+export.cfg
+export_presets.cfg
+
+# Imported translations (automatically generated from CSV files)
+*.translation
+
+# Mono-specific ignores
+.mono/
+data_*/
+mono_crash.*.json
diff --git a/addons/fpc/EditorModule.gd b/addons/fpc/EditorModule.gd
new file mode 100644
index 0000000..fa1320b
--- /dev/null
+++ b/addons/fpc/EditorModule.gd
@@ -0,0 +1,49 @@
+@tool
+extends Node
+
+# This does not effect runtime yet but will in the future.
+
+@export_category("Controller Editor Module")
+@export_range(-360.0, 360.0, 0.01, "or_greater", "or_less") var head_y_rotation : float = 0.0:
+ set(new_rotation):
+ if HEAD:
+ head_y_rotation = new_rotation
+ HEAD.rotation.y = deg_to_rad(head_y_rotation)
+ update_configuration_warnings()
+@export_range(-90.0, 90.0, 0.01, "or_greater", "or_less") var head_x_rotation : float = 0.0:
+ set(new_rotation):
+ if HEAD:
+ head_x_rotation = new_rotation
+ HEAD.rotation.x = deg_to_rad(head_x_rotation)
+ update_configuration_warnings()
+
+@export_group("Nodes")
+@export var CHARACTER : CharacterBody3D
+@export var head_path : String = "Head" # Relative to the parent node
+#@export var CAMERA : Camera3D
+#@export var HEADBOB_ANIMATION : AnimationPlayer
+#@export var JUMP_ANIMATION : AnimationPlayer
+#@export var CROUCH_ANIMATION : AnimationPlayer
+#@export var COLLISION_MESH : CollisionShape3D
+
+@onready var HEAD = get_node("../" + head_path)
+
+
+func _ready():
+ if !Engine.is_editor_hint():
+ print("not editor")
+ HEAD.rotation.y = deg_to_rad(head_y_rotation)
+ HEAD.rotation.x = deg_to_rad(head_x_rotation)
+
+
+func _get_configuration_warnings():
+ var warnings = []
+
+ if head_y_rotation > 360:
+ warnings.append("The head rotation is greater than 360")
+
+ if head_y_rotation < -360:
+ warnings.append("The head rotation is less than -360")
+
+ # Returning an empty array gives no warnings
+ return warnings
diff --git a/addons/fpc/character.gd b/addons/fpc/character.gd
new file mode 100644
index 0000000..a09c999
--- /dev/null
+++ b/addons/fpc/character.gd
@@ -0,0 +1,407 @@
+
+# COPYRIGHT Colormatic Studios
+# MIT licence
+# Quality Godot First Person Controller v2
+
+
+extends CharacterBody3D
+
+
+## The settings for the character's movement and feel.
+@export_category("Character")
+## The speed that the character moves at without crouching or sprinting.
+@export var base_speed : float = 3.0
+## The speed that the character moves at when sprinting.
+@export var sprint_speed : float = 6.0
+## The speed that the character moves at when crouching.
+@export var crouch_speed : float = 1.0
+## The speed that dapens current velocity
+@export var dapen_speed : float = 3.0
+
+## How fast the character speeds up and slows down when Motion Smoothing is on.
+@export var acceleration : float = 10.0
+## How high the player jumps.
+@export var jump_velocity : float = 4.5
+## How far the player turns when the mouse is moved.
+@export var mouse_sensitivity : float = 0.1
+## Invert the Y input for mouse and joystick
+@export var invert_mouse_y : bool = false # Possibly add an invert mouse X in the future
+## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled.
+@export var immobile : bool = false
+## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove.
+@export_file var default_reticle
+
+@export_group("Nodes")
+## The node that holds the camera. This is rotated instead of the camera for mouse input.
+@export var HEAD : Node3D
+@export var CAMERA : Camera3D
+@export var HEADBOB_ANIMATION : AnimationPlayer
+@export var JUMP_ANIMATION : AnimationPlayer
+@export var CROUCH_ANIMATION : AnimationPlayer
+@export var COLLISION_MESH : CollisionShape3D
+
+@export_group("Controls")
+# We are using UI controls because they are built into Godot Engine so they can be used right away
+@export var JUMP : String = "ui_accept"
+@export var LEFT : String = "ui_left"
+@export var RIGHT : String = "ui_right"
+@export var FORWARD : String = "ui_up"
+@export var BACKWARD : String = "ui_down"
+## By default this does not pause the game, but that can be changed in _process.
+@export var PAUSE : String = "ui_cancel"
+@export var CROUCH : String = "crouch"
+@export var SPRINT : String = "sprint"
+
+# Uncomment if you want controller support
+#@export var controller_sensitivity : float = 0.035
+#@export var LOOK_LEFT : String = "look_left"
+#@export var LOOK_RIGHT : String = "look_right"
+#@export var LOOK_UP : String = "look_up"
+#@export var LOOK_DOWN : String = "look_down"
+
+@export_group("Feature Settings")
+## Enable or disable jumping. Useful for restrictive storytelling environments.
+@export var jumping_enabled : bool = true
+## Wether the player can move in the air or not.
+@export var in_air_momentum : bool = true
+## Smooths the feel of walking.
+@export var motion_smoothing : bool = true
+@export var sprint_enabled : bool = true
+@export var crouch_enabled : bool = true
+@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0
+@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
+## Wether sprinting should effect FOV.
+@export var dynamic_fov : bool = true
+## If the player holds down the jump button, should the player keep hopping.
+@export var continuous_jumping : bool = true
+## Enables the view bobbing animation.
+@export var view_bobbing : bool = true
+## Enables an immersive animation when the player jumps and hits the ground.
+@export var jump_animation : bool = true
+## This determines wether the player can use the pause button, not wether the game will actually pause.
+@export var pausing_enabled : bool = true
+## Use with caution.
+@export var gravity_enabled : bool = true
+
+
+# Member variables
+var speed : float = base_speed
+var current_speed : float = 0.0
+# States: normal, crouching, sprinting
+var state : String = "normal"
+var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
+var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
+
+# The reticle should always have a Control node as the root
+var RETICLE : Control
+
+# Get the gravity from the project settings to be synced with RigidBody nodes
+var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
+
+# Stores mouse input for rotating the camera in the phyhsics process
+var mouseInput : Vector2 = Vector2(0,0)
+
+var local_velocity: Vector3 = Vector3(0,0,0)
+
+func _ready():
+ #It is safe to comment this line if your game doesn't start with the mouse captured
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
+
+ # If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
+ HEAD.rotation.y = rotation.y
+ rotation.y = 0
+
+ if default_reticle:
+ change_reticle(default_reticle)
+
+ # Reset the camera position
+ # If you want to change the default head height, change these animations.
+ HEADBOB_ANIMATION.play("RESET")
+ JUMP_ANIMATION.play("RESET")
+ CROUCH_ANIMATION.play("RESET")
+
+ check_controls()
+
+func check_controls(): # If you add a control, you might want to add a check for it here.
+ # The actions are being disabled so the engine doesn't halt the entire project in debug mode
+ if !InputMap.has_action(JUMP):
+ push_error("No control mapped for jumping. Please add an input map control. Disabling jump.")
+ jumping_enabled = false
+ if !InputMap.has_action(LEFT):
+ push_error("No control mapped for move left. Please add an input map control. Disabling movement.")
+ immobile = true
+ if !InputMap.has_action(RIGHT):
+ push_error("No control mapped for move right. Please add an input map control. Disabling movement.")
+ immobile = true
+ if !InputMap.has_action(FORWARD):
+ push_error("No control mapped for move forward. Please add an input map control. Disabling movement.")
+ immobile = true
+ if !InputMap.has_action(BACKWARD):
+ push_error("No control mapped for move backward. Please add an input map control. Disabling movement.")
+ immobile = true
+ if !InputMap.has_action(PAUSE):
+ push_error("No control mapped for pause. Please add an input map control. Disabling pausing.")
+ pausing_enabled = false
+ if !InputMap.has_action(CROUCH):
+ push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.")
+ crouch_enabled = false
+ if !InputMap.has_action(SPRINT):
+ push_error("No control mapped for sprint. Please add an input map control. Disabling sprinting.")
+ sprint_enabled = false
+
+
+func change_reticle(reticle): # Yup, this function is kinda strange
+ if RETICLE:
+ RETICLE.queue_free()
+
+ RETICLE = load(reticle).instantiate()
+ RETICLE.character = self
+ $UserInterface.add_child(RETICLE)
+
+
+func _physics_process(delta):
+ up_direction = Vector3.UP.rotated(Vector3(0, 0, 1), global_rotation.z)
+ # Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
+ current_speed = Vector3.ZERO.distance_to(get_real_velocity())
+ $UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
+ $UserInterface/DebugPanel.add_property("Target speed", speed, 2)
+ var cv : Vector3 = get_real_velocity()
+ var vd : Array[float] = [
+ snappedf(cv.x, 0.001),
+ snappedf(cv.y, 0.001),
+ snappedf(cv.z, 0.001)
+ ]
+ var readable_velocity : String = "X: " + str(vd[0]) + " Y: " + str(vd[1]) + " Z: " + str(vd[2])
+ $UserInterface/DebugPanel.add_property("Velocity", readable_velocity, 3)
+
+ # Gravity
+ #gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
+ if not is_on_floor() and gravity and gravity_enabled:
+ #var gravity_vector = Vector3(0, -gravity * delta, 0).rotated(Vector3(0, 0, 1), global_rotation.z)
+ #velocity += gravity_vector
+ local_velocity.y -= gravity * delta
+
+ handle_jumping()
+
+ var input_dir = Vector2.ZERO
+ if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
+ input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
+ handle_movement(delta, input_dir)
+
+ handle_head_rotation()
+
+ # The player is not able to stand up if the ceiling is too low
+ low_ceiling = $CrouchCeilingDetection.is_colliding()
+
+ handle_state(input_dir)
+ if dynamic_fov: # This may be changed to an AnimationPlayer
+ update_camera_fov()
+
+ if view_bobbing:
+ headbob_animation(input_dir)
+
+ if jump_animation:
+ if !was_on_floor and is_on_floor(): # The player just landed
+ match randi() % 2: #TODO: Change this to detecting velocity direction
+ 0:
+ JUMP_ANIMATION.play("land_left", 0.25)
+ 1:
+ JUMP_ANIMATION.play("land_right", 0.25)
+
+ was_on_floor = is_on_floor() # This must always be at the end of physics_process
+
+
+func handle_jumping():
+ if jumping_enabled:
+ if continuous_jumping: # Hold down the jump button
+ if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling:
+ if jump_animation:
+ JUMP_ANIMATION.play("jump", 0.25)
+ local_velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
+ else:
+ if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
+ if jump_animation:
+ JUMP_ANIMATION.play("jump", 0.25)
+ local_velocity.y += jump_velocity
+
+func handle_movement(delta, input_dir):
+ var direction = input_dir.rotated(-HEAD.rotation.y)
+ direction = Vector3(direction.x, 0, direction.y)
+ var glob_rot = global_transform.basis.get_rotation_quaternion()
+ velocity = glob_rot * local_velocity
+ var collided = move_and_slide()
+ local_velocity = glob_rot.inverse() * velocity
+
+ #print(local_velocity)
+ if in_air_momentum:
+ if direction.length_squared() > 0.001:
+ if motion_smoothing:
+ local_velocity.x = lerp(local_velocity.x, direction.x * speed, acceleration * delta)
+ local_velocity.z = lerp(local_velocity.z, direction.z * speed, acceleration * delta)
+ local_velocity.y = lerp(local_velocity.y, 0.0, dapen_speed * delta)
+ else:
+ local_velocity.x = direction.x * speed
+ local_velocity.z = direction.z * speed
+ else:
+ local_velocity += -dapen_speed * delta * local_velocity.normalized();
+ else:
+ if motion_smoothing:
+ local_velocity.x = lerp(local_velocity.x, direction.x * speed, acceleration * delta)
+ local_velocity.z = lerp(local_velocity.z, direction.z * speed, acceleration * delta)
+ else:
+ local_velocity.x = direction.x * speed
+ local_velocity.z = direction.z * speed
+
+func handle_head_rotation():
+ HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
+ if invert_mouse_y:
+ HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1.0
+ else:
+ HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
+
+ # Uncomment for controller support
+ #var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * controller_sensitivity # These are inverted because of the nature of 3D rotation.
+ #HEAD.rotation.x += controller_view_rotation.x
+ #if invert_mouse_y:
+ #HEAD.rotation.y += controller_view_rotation.y * -1.0
+ #else:
+ #HEAD.rotation.y += controller_view_rotation.y
+
+
+ mouseInput = Vector2(0,0)
+ HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
+
+
+func handle_state(moving):
+ if sprint_enabled:
+ if sprint_mode == 0:
+ if Input.is_action_pressed(SPRINT) and state != "crouching":
+ if moving:
+ if state != "sprinting":
+ enter_sprint_state()
+ else:
+ if state == "sprinting":
+ enter_normal_state()
+ elif state == "sprinting":
+ enter_normal_state()
+ elif sprint_mode == 1:
+ if moving:
+ # If the player is holding sprint before moving, handle that cenerio
+ if Input.is_action_pressed(SPRINT) and state == "normal":
+ enter_sprint_state()
+ if Input.is_action_just_pressed(SPRINT):
+ match state:
+ "normal":
+ enter_sprint_state()
+ "sprinting":
+ enter_normal_state()
+ elif state == "sprinting":
+ enter_normal_state()
+
+ if crouch_enabled:
+ if crouch_mode == 0:
+ if Input.is_action_pressed(CROUCH) and state != "sprinting":
+ if state != "crouching":
+ enter_crouch_state()
+ elif state == "crouching" and !$CrouchCeilingDetection.is_colliding():
+ enter_normal_state()
+ elif crouch_mode == 1:
+ if Input.is_action_just_pressed(CROUCH):
+ match state:
+ "normal":
+ enter_crouch_state()
+ "crouching":
+ if !$CrouchCeilingDetection.is_colliding():
+ enter_normal_state()
+
+
+# Any enter state function should only be called once when you want to enter that state, not every frame.
+
+func enter_normal_state():
+ #print("entering normal state")
+ var prev_state = state
+ if prev_state == "crouching":
+ CROUCH_ANIMATION.play_backwards("crouch")
+ state = "normal"
+ speed = base_speed
+
+func enter_crouch_state():
+ #print("entering crouch state")
+ var prev_state = state
+ state = "crouching"
+ speed = crouch_speed
+ CROUCH_ANIMATION.play("crouch")
+
+func enter_sprint_state():
+ #print("entering sprint state")
+ var prev_state = state
+ if prev_state == "crouching":
+ CROUCH_ANIMATION.play_backwards("crouch")
+ state = "sprinting"
+ speed = sprint_speed
+
+
+func update_camera_fov():
+ if state == "sprinting":
+ CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3)
+ else:
+ CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3)
+
+
+func headbob_animation(moving):
+ if moving and is_on_floor():
+ var use_headbob_animation : String
+ match state:
+ "normal","crouching":
+ use_headbob_animation = "walk"
+ "sprinting":
+ use_headbob_animation = "sprint"
+
+ var was_playing : bool = false
+ if HEADBOB_ANIMATION.current_animation == use_headbob_animation:
+ was_playing = true
+
+ HEADBOB_ANIMATION.play(use_headbob_animation, 0.25)
+ HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75
+ if !was_playing:
+ HEADBOB_ANIMATION.seek(float(randi() % 2)) # Randomize the initial headbob direction
+ # Let me explain that piece of code because it looks like it does the opposite of what it actually does.
+ # The headbob animation has two starting positions. One is at 0 and the other is at 1.
+ # randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions.
+ # This code is extremely performant but it makes no sense.
+
+ else:
+ if HEADBOB_ANIMATION.current_animation == "sprint" or HEADBOB_ANIMATION.current_animation == "walk":
+ HEADBOB_ANIMATION.speed_scale = 1
+ HEADBOB_ANIMATION.play("RESET", 1)
+
+
+func _process(delta):
+ $UserInterface/DebugPanel.add_property("FPS", Performance.get_monitor(Performance.TIME_FPS), 0)
+ var status : String = state
+ if !is_on_floor():
+ status += " in the air"
+ $UserInterface/DebugPanel.add_property("State", status, 4)
+
+ if pausing_enabled:
+ if Input.is_action_just_pressed(PAUSE):
+ # You may want another node to handle pausing, because this player may get paused too.
+ match Input.mouse_mode:
+ Input.MOUSE_MODE_CAPTURED:
+ Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
+ #get_tree().paused = false
+ Input.MOUSE_MODE_VISIBLE:
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
+ #get_tree().paused = false
+
+
+func _unhandled_input(event : InputEvent):
+ if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
+ mouseInput.x += event.relative.x
+ mouseInput.y += event.relative.y
+ # Toggle debug menu
+ elif event is InputEventKey:
+ if event.is_released():
+ # Where we're going, we don't need InputMap
+ if event.keycode == 4194338: # F7
+ $UserInterface/DebugPanel.visible = !$UserInterface/DebugPanel.visible
diff --git a/addons/fpc/character.tscn b/addons/fpc/character.tscn
new file mode 100644
index 0000000..a43e940
--- /dev/null
+++ b/addons/fpc/character.tscn
@@ -0,0 +1,425 @@
+[gd_scene load_steps=21 format=3 uid="uid://cc1m2a1obsyn4"]
+
+[ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"]
+[ext_resource type="Script" path="res://addons/fpc/EditorModule.gd" id="3_v3ckk"]
+[ext_resource type="Script" path="res://addons/fpc/debug.gd" id="3_x1wcc"]
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"]
+albedo_color = Color(0.909804, 0.596078, 0, 1)
+clearcoat_enabled = true
+clearcoat_roughness = 0.2
+
+[sub_resource type="CapsuleMesh" id="CapsuleMesh_jw1de"]
+material = SubResource("StandardMaterial3D_kp17n")
+
+[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
+
+[sub_resource type="Animation" id="Animation_j8cx7"]
+resource_name = "RESET"
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:scale")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(1, 1, 1)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Collision:scale")
+tracks/1/interp = 2
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(1, 1, 1)]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("Mesh:position")
+tracks/2/interp = 2
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 1, 0)]
+}
+tracks/3/type = "value"
+tracks/3/imported = false
+tracks/3/enabled = true
+tracks/3/path = NodePath("Collision:position")
+tracks/3/interp = 2
+tracks/3/loop_wrap = true
+tracks/3/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 1, 0)]
+}
+tracks/4/type = "value"
+tracks/4/imported = false
+tracks/4/enabled = true
+tracks/4/path = NodePath("Head:position")
+tracks/4/interp = 2
+tracks/4/loop_wrap = true
+tracks/4/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 1.5, 0)]
+}
+
+[sub_resource type="Animation" id="Animation_5ec5e"]
+resource_name = "crouch"
+length = 0.2
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:scale")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Collision:scale")
+tracks/1/interp = 2
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("Mesh:position")
+tracks/2/interp = 2
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
+}
+tracks/3/type = "value"
+tracks/3/imported = false
+tracks/3/enabled = true
+tracks/3/path = NodePath("Collision:position")
+tracks/3/interp = 2
+tracks/3/loop_wrap = true
+tracks/3/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
+}
+tracks/4/type = "value"
+tracks/4/imported = false
+tracks/4/enabled = true
+tracks/4/path = NodePath("Head:position")
+tracks/4/interp = 2
+tracks/4/loop_wrap = true
+tracks/4/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"]
+_data = {
+"RESET": SubResource("Animation_j8cx7"),
+"crouch": SubResource("Animation_5ec5e")
+}
+
+[sub_resource type="Animation" id="Animation_gh776"]
+resource_name = "RESET"
+length = 0.001
+loop_mode = 1
+tracks/0/type = "bezier"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:position:x")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"handle_modes": PackedInt32Array(0),
+"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0)
+}
+tracks/1/type = "bezier"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position:y")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"handle_modes": PackedInt32Array(0),
+"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0)
+}
+
+[sub_resource type="Animation" id="Animation_8ku67"]
+resource_name = "sprint"
+length = 2.0
+loop_mode = 1
+tracks/0/type = "bezier"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:position:x")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
+"points": PackedFloat32Array(0.06, -0.25, 0, 0.25, -0.01, 0, 0, 0, 0, 0, -0.06, -0.25, 0.01, 0.25, 0.01, 0, 0, 0, 0, 0, 0.06, -0.25, -0.01, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+tracks/1/type = "bezier"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position:y")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
+"points": PackedFloat32Array(0.05, -0.25, 0, 0.2, -0.01, 0, -0.2, 0.000186046, 0.2, 0.000186046, 0.05, -0.2, -0.01, 0.2, -0.01, 0, -0.2, 0, 0.2, 0, 0.05, -0.2, -0.01, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+
+[sub_resource type="Animation" id="Animation_lrqmv"]
+resource_name = "walk"
+length = 2.0
+loop_mode = 1
+tracks/0/type = "bezier"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:position:x")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
+"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, -0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, 0.04, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+tracks/1/type = "bezier"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position:y")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
+"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"]
+_data = {
+"RESET": SubResource("Animation_gh776"),
+"sprint": SubResource("Animation_8ku67"),
+"walk": SubResource("Animation_lrqmv")
+}
+
+[sub_resource type="Animation" id="Animation_fvvjq"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:rotation")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 0, 0)]
+}
+
+[sub_resource type="Animation" id="Animation_s07ye"]
+resource_name = "jump"
+length = 3.0
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:rotation")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.6, 3),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)]
+}
+
+[sub_resource type="Animation" id="Animation_l1rph"]
+resource_name = "land_left"
+length = 1.5
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:rotation")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.5, 1.5),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0.0174533), Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.5, 1.5),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
+}
+
+[sub_resource type="Animation" id="Animation_vsknp"]
+resource_name = "land_right"
+length = 1.5
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Camera:rotation")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.5, 1.5),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, -0.0174533), Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Camera:position")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.5, 1.5),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
+_data = {
+"RESET": SubResource("Animation_fvvjq"),
+"jump": SubResource("Animation_s07ye"),
+"land_left": SubResource("Animation_l1rph"),
+"land_right": SubResource("Animation_vsknp")
+}
+
+[sub_resource type="Theme" id="Theme_wdf0f"]
+MarginContainer/constants/margin_bottom = 10
+MarginContainer/constants/margin_left = 10
+MarginContainer/constants/margin_right = 10
+MarginContainer/constants/margin_top = 10
+
+[sub_resource type="SphereShape3D" id="SphereShape3D_k4wwl"]
+
+[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")]
+script = ExtResource("1_0t4e8")
+default_reticle = "res://addons/fpc/reticles/reticle_1.tscn"
+HEAD = NodePath("Head")
+CAMERA = NodePath("Head/Camera")
+HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
+JUMP_ANIMATION = NodePath("Head/JumpAnimation")
+CROUCH_ANIMATION = NodePath("CrouchAnimation")
+COLLISION_MESH = NodePath("Collision")
+
+[node name="Mesh" type="MeshInstance3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+mesh = SubResource("CapsuleMesh_jw1de")
+
+[node name="Collision" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+shape = SubResource("CapsuleShape3D_uy03j")
+
+[node name="CrouchAnimation" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_5e5t5")
+}
+
+[node name="Head" type="Node3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
+
+[node name="Camera" type="Camera3D" parent="Head"]
+
+[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
+libraries = {
+"": SubResource("AnimationLibrary_o0unb")
+}
+blend_times = [&"RESET", &"RESET", 0.5, &"RESET", &"walk", 0.5, &"walk", &"RESET", 0.5]
+
+[node name="JumpAnimation" type="AnimationPlayer" parent="Head"]
+libraries = {
+"": SubResource("AnimationLibrary_qeg5r")
+}
+speed_scale = 4.0
+
+[node name="UserInterface" type="Control" parent="."]
+layout_mode = 3
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+mouse_filter = 1
+
+[node name="DebugPanel" type="PanelContainer" parent="UserInterface"]
+visible = false
+layout_mode = 0
+offset_left = 10.0
+offset_top = 10.0
+offset_right = 453.0
+offset_bottom = 50.0
+theme = SubResource("Theme_wdf0f")
+script = ExtResource("3_x1wcc")
+
+[node name="MarginContainer" type="MarginContainer" parent="UserInterface/DebugPanel"]
+layout_mode = 2
+
+[node name="VBoxContainer" type="VBoxContainer" parent="UserInterface/DebugPanel/MarginContainer"]
+layout_mode = 2
+
+[node name="CrouchCeilingDetection" type="ShapeCast3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+shape = SubResource("SphereShape3D_k4wwl")
+target_position = Vector3(0, 0.5, 0)
+
+[node name="EditorModule" type="Node" parent="."]
+script = ExtResource("3_v3ckk")
diff --git a/addons/fpc/debug.gd b/addons/fpc/debug.gd
new file mode 100644
index 0000000..efdb7a4
--- /dev/null
+++ b/addons/fpc/debug.gd
@@ -0,0 +1,18 @@
+extends PanelContainer
+
+
+func _process(delta):
+ if visible:
+ pass
+
+func add_property(title : String, value, order : int): # This can either be called once for a static property or called every frame for a dynamic property
+ var target
+ target = $MarginContainer/VBoxContainer.find_child(title, true, false) # I have no idea what true and false does here, the function should be more specific
+ if !target:
+ target = Label.new() # Debug lines are of type Label
+ $MarginContainer/VBoxContainer.add_child(target)
+ target.name = title
+ target.text = title + ": " + str(value)
+ elif visible:
+ target.text = title + ": " + str(value)
+ $MarginContainer/VBoxContainer.move_child(target, order)
diff --git a/addons/fpc/reticles/reticle_0.tscn b/addons/fpc/reticles/reticle_0.tscn
new file mode 100644
index 0000000..2828124
--- /dev/null
+++ b/addons/fpc/reticles/reticle_0.tscn
@@ -0,0 +1,37 @@
+[gd_scene load_steps=2 format=3 uid="uid://coqpusufa8a6k"]
+
+[sub_resource type="GDScript" id="GDScript_10f85"]
+script/source = "extends CenterContainer
+
+
+@export_category(\"Reticle\")
+@export_group(\"Nodes\")
+@export var character : CharacterBody3D
+
+@export_group(\"Settings\")
+@export var dot_size : int = 1
+@export var dot_color : Color = Color.WHITE
+
+
+func _process(_delta):
+ if visible: # If the reticle is disabled (not visible), don't bother updating it
+ update_reticle_settings()
+
+func update_reticle_settings():
+ $dot.scale.x = dot_size
+ $dot.scale.y = dot_size
+ $dot.color = dot_color
+"
+
+[node name="Reticle" type="CenterContainer"]
+anchors_preset = 8
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+grow_horizontal = 2
+grow_vertical = 2
+script = SubResource("GDScript_10f85")
+
+[node name="dot" type="Polygon2D" parent="."]
+polygon = PackedVector2Array(-1, -1, 1, -1, 1, 1, -1, 1)
diff --git a/addons/fpc/reticles/reticle_1.tscn b/addons/fpc/reticles/reticle_1.tscn
new file mode 100644
index 0000000..bb83b83
--- /dev/null
+++ b/addons/fpc/reticles/reticle_1.tscn
@@ -0,0 +1,104 @@
+[gd_scene load_steps=2 format=3 uid="uid://3mij3cjhkwsm"]
+
+[sub_resource type="GDScript" id="GDScript_a8kpl"]
+script/source = "extends CenterContainer
+
+
+@export_category(\"Reticle\")
+@export_group(\"Nodes\")
+@export var reticle_lines : Array[Line2D]
+@export var character : CharacterBody3D
+
+@export_group(\"Animate\")
+@export var animated_reticle : bool = true
+@export var reticle_speed : float = 0.5
+@export var reticle_spread : float = 4.0
+
+@export_group(\"Dot Settings\")
+@export var dot_size : int = 1
+@export var dot_color : Color = Color.WHITE
+
+@export_group(\"Line Settings\")
+@export var line_color : Color = Color.WHITE
+@export var line_width : int = 2
+@export var line_length : int = 10
+@export var line_distance : int = 5
+@export_enum(\"None\", \"Round\") var cap_mode : int = 0
+
+
+func _process(_delta):
+ if visible: # If the reticle is disabled (not visible), don't bother updating it
+ update_reticle_settings()
+ if animated_reticle:
+ animate_reticle_lines()
+
+
+func animate_reticle_lines():
+ var vel = character.get_real_velocity()
+ var origin = Vector3(0,0,0)
+ var pos = Vector2(0,0)
+ var speed = origin.distance_to(vel)
+
+ reticle_lines[0].position = lerp(reticle_lines[0].position, pos + Vector2(0, -speed * reticle_spread), reticle_speed)
+ reticle_lines[1].position = lerp(reticle_lines[1].position, pos + Vector2(-speed * reticle_spread, 0), reticle_speed)
+ reticle_lines[2].position = lerp(reticle_lines[2].position, pos + Vector2(speed * reticle_spread, 0), reticle_speed)
+ reticle_lines[3].position = lerp(reticle_lines[3].position, pos + Vector2(0, speed * reticle_spread), reticle_speed)
+
+
+func update_reticle_settings():
+ # Dot
+ $dot.scale.x = dot_size
+ $dot.scale.y = dot_size
+ $dot.color = dot_color
+
+ # Lines
+ for line in reticle_lines:
+ line.default_color = line_color
+ line.width = line_width
+ if cap_mode == 0:
+ line.begin_cap_mode = Line2D.LINE_CAP_NONE
+ line.end_cap_mode = Line2D.LINE_CAP_NONE
+ elif cap_mode == 1:
+ line.begin_cap_mode = Line2D.LINE_CAP_ROUND
+ line.end_cap_mode = Line2D.LINE_CAP_ROUND
+
+ # Please someone find a better way to do this
+ reticle_lines[0].points[0].y = -line_distance
+ reticle_lines[0].points[1].y = -line_length - line_distance
+ reticle_lines[1].points[0].x = -line_distance
+ reticle_lines[1].points[1].x = -line_length - line_distance
+ reticle_lines[2].points[0].x = line_distance
+ reticle_lines[2].points[1].x = line_length + line_distance
+ reticle_lines[3].points[0].y = line_distance
+ reticle_lines[3].points[1].y = line_length + line_distance
+"
+
+[node name="Reticle" type="CenterContainer" node_paths=PackedStringArray("reticle_lines")]
+anchors_preset = 8
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+grow_horizontal = 2
+grow_vertical = 2
+script = SubResource("GDScript_a8kpl")
+reticle_lines = [NodePath("top"), NodePath("left"), NodePath("right"), NodePath("bottom")]
+
+[node name="dot" type="Polygon2D" parent="."]
+polygon = PackedVector2Array(-1, -1, 1, -1, 1, 1, -1, 1)
+
+[node name="top" type="Line2D" parent="."]
+points = PackedVector2Array(0, -5, 0, -15)
+width = 2.0
+
+[node name="left" type="Line2D" parent="."]
+points = PackedVector2Array(-5, 0, -15, 0)
+width = 2.0
+
+[node name="right" type="Line2D" parent="."]
+points = PackedVector2Array(5, 0, 15, 0)
+width = 2.0
+
+[node name="bottom" type="Line2D" parent="."]
+points = PackedVector2Array(0, 5, 0, 15)
+width = 2.0
diff --git a/icon.svg b/icon.svg
new file mode 100644
index 0000000..9d8b7fa
--- /dev/null
+++ b/icon.svg
@@ -0,0 +1 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg> \ No newline at end of file
diff --git a/icon.svg.import b/icon.svg.import
new file mode 100644
index 0000000..7e0ff20
--- /dev/null
+++ b/icon.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
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diff --git a/models/round_room.blend b/models/round_room.blend
new file mode 100644
index 0000000..3012aad
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diff --git a/models/round_room.blend.import b/models/round_room.blend.import
new file mode 100644
index 0000000..619bdcd
--- /dev/null
+++ b/models/round_room.blend.import
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+[remap]
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diff --git a/models/round_room_RoundRoom.res b/models/round_room_RoundRoom.res
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new file mode 100644
index 0000000..9b3c198
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+++ b/prefabs/bsp_level_generator.tscn
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+[gd_scene load_steps=2 format=3 uid="uid://w7hxcvuvud"]
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+++ b/prefabs/bullet.tscn
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new file mode 100644
index 0000000..bfe3abe
--- /dev/null
+++ b/prefabs/door.tscn
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new file mode 100644
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+++ b/prefabs/enemy.tscn
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new file mode 100644
index 0000000..73924f6
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new file mode 100644
index 0000000..4601f05
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1.9134, 1.5, -5, 0.5166, 1.2472, -5, -0.5166, 1.2472, -5, 0.5166, 1.2472, -5, 1.9134, 1.5, -5, 1.2472, 0.5166, -5, 1.9134, -1.5, -5, 1.2472, 0.5166, -5, 1.9134, 1.5, -5, 1.9134, -1.5, -5, 1.2472, -0.5166, -5, 1.2472, 0.5166, -5, 1.2472, -0.5166, -5, 1.9134, -1.5, -5, 0.5166, -1.2472, -5, -1.9134, -1.5, -5, 0.5166, -1.2472, -5, 1.9134, -1.5, -5, -1.9134, -1.5, -5, -0.5166, -1.2472, -5, 0.5166, -1.2472, -5, -0.5166, -1.2472, -5, -1.9134, -1.5, -5, -1.2472, -0.5166, -5, -1.9134, 1.5, -5, -1.2472, -0.5166, -5, -1.9134, -1.5, -5, -1.9134, 1.5, -5, -1.2472, 0.5166, -5, -1.2472, -0.5166, -5, -1.2472, 0.5166, 7, -1.2472, -0.5166, 5, -1.2472, -0.5166, 7, -1.2472, 0.5166, 7, -1.2472, 0.5166, 5, -1.2472, -0.5166, 5, -1.2472, -0.5166, 7, -0.5166, -1.2472, 5, -0.5166, -1.2472, 7, -1.2472, -0.5166, 7, -1.2472, -0.5166, 5, -0.5166, -1.2472, 5, -0.5166, -1.2472, 7, 0.5166, -1.2472, 5, 0.5166, -1.2472, 7, -0.5166, -1.2472, 7, -0.5166, -1.2472, 5, 0.5166, -1.2472, 5, 0.5166, -1.2472, 7, 1.2472, -0.5166, 5, 1.2472, -0.5166, 7, 0.5166, -1.2472, 7, 0.5166, -1.2472, 5, 1.2472, -0.5166, 5, 1.2472, 0.5166, 7, 1.2472, -0.5166, 5, 1.2472, 0.5166, 5, 1.2472, 0.5166, 7, 1.2472, -0.5166, 7, 1.2472, -0.5166, 5, 0.5166, 1.2472, 7, 1.2472, 0.5166, 5, 0.5166, 1.2472, 5, 0.5166, 1.2472, 7, 1.2472, 0.5166, 7, 1.2472, 0.5166, 5, -0.5166, 1.2472, 7, 0.5166, 1.2472, 5, -0.5166, 1.2472, 5, -0.5166, 1.2472, 7, 0.5166, 1.2472, 7, 0.5166, 1.2472, 5, -0.5166, 1.2472, 7, -1.2472, 0.5166, 5, -1.2472, 0.5166, 7, -0.5166, 1.2472, 7, -0.5166, 1.2472, 5, -1.2472, 0.5166, 5, -1.9134, 1.5, 5, 0.5166, 1.2472, 5, 1.9134, 1.5, 5, -1.9134, 1.5, 5, -0.5166, 1.2472, 5, 0.5166, 1.2472, 5, -0.5166, 1.2472, 5, -1.9134, 1.5, 5, -1.2472, 0.5166, 5, -1.9134, -1.5, 5, -1.2472, 0.5166, 5, -1.9134, 1.5, 5, -1.9134, -1.5, 5, -1.2472, -0.5166, 5, -1.2472, 0.5166, 5, -1.2472, -0.5166, 5, -1.9134, -1.5, 5, -0.5166, -1.2472, 5, 1.9134, -1.5, 5, -0.5166, -1.2472, 5, -1.9134, -1.5, 5, 1.9134, -1.5, 5, 0.5166, -1.2472, 5, -0.5166, -1.2472, 5, 0.5166, -1.2472, 5, 1.9134, -1.5, 5, 1.2472, -0.5166, 5, 1.9134, 1.5, 5, 1.2472, -0.5166, 5, 1.9134, -1.5, 5, 1.9134, 1.5, 5, 1.2472, 0.5166, 5, 1.2472, -0.5166, 5)
+
+[node name="RoundRoom" type="Node3D"]
+
+[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
+mesh = ExtResource("1_8mdb7")
+
+[node name="StaticBody3D" type="StaticBody3D" parent="MeshInstance3D"]
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="MeshInstance3D/StaticBody3D"]
+shape = SubResource("ConcavePolygonShape3D_wurhb")
diff --git a/prefabs/test_arena.tscn b/prefabs/test_arena.tscn
new file mode 100644
index 0000000..7b7a510
--- /dev/null
+++ b/prefabs/test_arena.tscn
@@ -0,0 +1,120 @@
+[gd_scene load_steps=9 format=3 uid="uid://dlevowk0jrhlg"]
+
+[ext_resource type="PackedScene" uid="uid://cc1m2a1obsyn4" path="res://addons/fpc/character.tscn" id="1_vc6b5"]
+[ext_resource type="Script" path="res://scripts/player.gd" id="2_puqns"]
+[ext_resource type="PackedScene" uid="uid://cuad3khwmhnsa" path="res://prefabs/enemy.tscn" id="3_4ykmj"]
+
+[sub_resource type="Environment" id="Environment_2poci"]
+background_color = Color(0.130548, 0.170599, 0.433834, 1)
+ambient_light_source = 2
+ambient_light_color = Color(0.244776, 0.244776, 0.244776, 1)
+ambient_light_energy = 2.27
+
+[sub_resource type="BoxMesh" id="BoxMesh_ox60m"]
+size = Vector3(0.1, 0.1, 0.5)
+
+[sub_resource type="Animation" id="Animation_l0ukc"]
+resource_name = "RESET"
+length = 0.001
+tracks/0/type = "bezier"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:position:x")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"handle_modes": PackedInt32Array(0),
+"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0)
+}
+tracks/1/type = "bezier"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath(".:position:y")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"handle_modes": PackedInt32Array(0),
+"points": PackedFloat32Array(1.5, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0)
+}
+
+[sub_resource type="Animation" id="Animation_nw35k"]
+resource_name = "walk"
+length = 2.0
+tracks/0/type = "bezier"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:position:x")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
+"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, -0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, 0.04, -0.25, 0, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+tracks/1/type = "bezier"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath(".:position:y")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
+"points": PackedFloat32Array(1.45, -0.25, 0, 0.2, 0.005, 1.5, -0.2, 0.000186046, 0.2, 0.000186046, 1.45, -0.2, 0.005, 0.2, 0.005, 1.5, -0.2, 0, 0.2, 0, 1.45, -0.2, 0.005, 0.25, 0),
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_7dyvd"]
+_data = {
+"RESET": SubResource("Animation_l0ukc"),
+"walk": SubResource("Animation_nw35k")
+}
+
+[node name="Node3D" type="WorldEnvironment"]
+environment = SubResource("Environment_2poci")
+
+[node name="OmniLight3D" type="DirectionalLight3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 0, -0.0795405)
+
+[node name="Player" parent="." node_paths=PackedStringArray("HEAD", "HEADBOB_ANIMATION") instance=ExtResource("1_vc6b5")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.97532, -1.28752, 0.602886)
+HEAD = NodePath("PlayerCam")
+HEADBOB_ANIMATION = NodePath("PlayerCam/HeadAnimation")
+LEFT = "left"
+RIGHT = "right"
+FORWARD = "forward"
+BACKWARD = "backward"
+jumping_enabled = false
+in_air_momentum = false
+sprint_enabled = false
+crouch_enabled = false
+
+[node name="PlayerCam" type="Node3D" parent="Player"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
+script = ExtResource("2_puqns")
+grapple_distance = 50.0
+
+[node name="Camera3D" type="Camera3D" parent="Player/PlayerCam"]
+current = true
+
+[node name="MeshInstance3D" type="MeshInstance3D" parent="Player/PlayerCam"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.215, -0.09, 0)
+mesh = SubResource("BoxMesh_ox60m")
+
+[node name="HeadAnimation" type="AnimationPlayer" parent="Player/PlayerCam"]
+libraries = {
+"": SubResource("AnimationLibrary_7dyvd")
+}
+
+[node name="Enemy" parent="." node_paths=PackedStringArray("target") instance=ExtResource("3_4ykmj")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8.49959, -1.54414, -8.92046)
+collision_layer = 5
+motion_mode = 0
+target = NodePath("../Player")
+gravity_enabled = true
+
+[node name="CSGBox3D" type="CSGBox3D" parent="."]
+use_collision = true
+flip_faces = true
+size = Vector3(20, 4, 20)
diff --git a/project.godot b/project.godot
new file mode 100644
index 0000000..7fa9387
--- /dev/null
+++ b/project.godot
@@ -0,0 +1,65 @@
+; Engine configuration file.
+; It's best edited using the editor UI and not directly,
+; since the parameters that go here are not all obvious.
+;
+; Format:
+; [section] ; section goes between []
+; param=value ; assign values to parameters
+
+config_version=5
+
+[application]
+
+config/name="SpaceGame"
+run/main_scene="res://test.tscn"
+config/features=PackedStringArray("4.3", "GL Compatibility")
+config/icon="res://icon.svg"
+
+[debug]
+
+gdscript/warnings/integer_division=0
+
+[input]
+
+left={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
+]
+}
+right={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
+]
+}
+forward={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
+]
+}
+backward={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
+]
+}
+crouch={
+"deadzone": 0.5,
+"events": []
+}
+sprint={
+"deadzone": 0.5,
+"events": []
+}
+attack={
+"deadzone": 0.5,
+"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(184, 6),"global_position":Vector2(193, 52),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
+]
+}
+
+[layer_names]
+
+3d_physics/layer_2="grapple"
+
+[rendering]
+
+renderer/rendering_method="gl_compatibility"
+renderer/rendering_method.mobile="gl_compatibility"
diff --git a/scripts/bsp_level_generator.gd b/scripts/bsp_level_generator.gd
new file mode 100644
index 0000000..af34e0b
--- /dev/null
+++ b/scripts/bsp_level_generator.gd
@@ -0,0 +1,78 @@
+extends Node2D
+
+@export var width: int = 40
+@export var height: int = 40
+@export var min_dim: int = 5
+
+var min_room_size: int = min_dim * min_dim
+
+var rects: Array[Vector4i] = []
+
+class BSPNode:
+ var min_dims: Vector2i
+ var max_dims: Vector2i
+ var left: BSPNode
+ var right: BSPNode
+
+ func _init(p_min_dims: Vector2i, p_max_dims: Vector2i, p_left: BSPNode, p_right: BSPNode):
+ min_dims = p_min_dims
+ max_dims = p_max_dims
+ left = p_left
+ right = p_right
+
+func generate_level(axis: int, min_space: Vector2i, max_space: Vector2i, depth: int = 0) -> BSPNode:
+ var dims = max_space - min_space
+ if dims[axis] / 2 < min_dim:
+ #rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
+ return null
+
+ var new_axis = (axis + 1) % 2
+ # 10% we stop here and just create a big room
+ if (depth > 2 and randi_range(0, 9) == 0) \
+ or dims.x * dims.y <= min_dim * min_dim \
+ or dims[new_axis] / 2 < min_dim:
+ rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
+ return BSPNode.new(min_space, max_space, null, null)
+
+ # Calculate min and max ranges so that a split
+ # doesn't create a room that violates min dimensions
+ var min_value = min_space[axis] + min_dim
+ var max_value = max_space[axis] - min_dim
+ var split = randi_range(min_value, max_value)
+ print("Spliting axis ", axis, " at ", split)
+
+ var left_min_space = min_space
+ var left_max_space = max_space
+ left_max_space[axis] = split
+ var left = generate_level(new_axis, left_min_space, left_max_space, depth + 1)
+
+ var right_min_space = min_space
+ right_min_space[axis] = split
+ var right_max_space = max_space
+ var right = generate_level(new_axis, right_min_space, right_max_space, depth + 1)
+
+ assert((left == null and right == null) or (left != null and right != null))
+
+ if left == null and right == null:
+ rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
+
+ return BSPNode.new(min_space, max_space, left, right)
+
+func _ready() -> void:
+ var starting_axis = randi_range(0, 1)
+ var min_space = Vector2i(0, 0)
+ var max_space = Vector2i(width, height)
+ var map = generate_level(starting_axis, min_space, max_space)
+
+func _draw():
+ var mult = 1
+ for rect in rects:
+ var pos1 = 5*Vector2i(rect.x, rect.y)
+ var pos2 = 5*Vector2i(rect.z, rect.w)
+ var dims = pos2 - pos1
+ draw_rect(Rect2(pos1, dims), mult*Color(0.01, 0.01, 0.01))
+ draw_line(pos1, Vector2i(pos1.x, pos2.y), Color(0, 1, 0))
+ draw_line(Vector2i(pos1.x, pos2.y), pos2, Color(0, 1, 0))
+ draw_line(pos2, Vector2i(pos2.x, pos1.y), Color(0, 1, 0))
+ draw_line(Vector2i(pos2.x, pos1.y), pos1, Color(0, 1, 0))
+ mult += 2
diff --git a/scripts/bullet.gd b/scripts/bullet.gd
new file mode 100644
index 0000000..93c119a
--- /dev/null
+++ b/scripts/bullet.gd
@@ -0,0 +1,17 @@
+extends Node3D
+
+var target: Vector3
+
+var bullet_speed = 100.0
+
+# Called when the node enters the scene tree for the first time.
+#func _ready() -> void:
+# pass # Replace with function body.
+
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _process(delta: float) -> void:
+ position = position.move_toward(target, bullet_speed * delta)
+
+ if (target - position).length_squared() <= 2:
+ queue_free()
diff --git a/scripts/enemy.gd b/scripts/enemy.gd
new file mode 100644
index 0000000..569905f
--- /dev/null
+++ b/scripts/enemy.gd
@@ -0,0 +1,87 @@
+extends CharacterBody3D
+
+## Speed of enemy
+@export var speed: float = 2.0
+## Target for enemy to follow
+@export var target: Node3D
+
+## Whether to use gravity on enemy
+@export var gravity_enabled: bool = false
+
+var has_astar: bool = false
+var astar: AStar3D
+var tar_vec: Vector3
+var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity")
+
+var original_color: Color
+
+func _ready() -> void:
+ if gravity_enabled:
+ motion_mode = MotionMode.MOTION_MODE_GROUNDED
+
+func chase_target(delta: float) -> void:
+ var target_pos = target.position
+ var direction = (target_pos - position).normalized()
+
+ if direction:
+ velocity.x = direction.x * speed
+ velocity.z = direction.z * speed
+ else:
+ velocity.x = move_toward(velocity.x, 0, speed)
+ velocity.z = move_toward(velocity.z, 0, speed)
+
+ if not is_on_floor() and gravity_enabled:
+ velocity.y -= gravity * delta
+
+ move_and_slide()
+
+func _physics_process(delta: float) -> void:
+ if target == null:
+ return
+
+ if not has_astar:
+ # Just try to chase player directly
+ chase_target(delta)
+ return
+
+ if Input.is_action_pressed("ui_right"):
+ return
+
+ var target_pos = target.position
+ var closest_me = astar.get_closest_point(position)
+ var closest_target = astar.get_closest_point(target_pos)
+
+ var direction: Vector3
+ if closest_me == closest_target:
+ direction = (target_pos - position).normalized()
+ else:
+ var target_path = astar.get_point_path(closest_me, closest_target)
+ if len(target_path) >= 2:
+ direction = (target_path[1] - position).normalized()
+
+ if direction:
+ #velocity.x = move_toward(velocity.x, direction.x * speed, 10.0 * delta)
+ #velocity.z = move_toward(velocity.z, direction.z * speed, 10.0 * delta)
+ velocity.x = direction.x * speed
+ velocity.z = direction.z * speed
+ else:
+ velocity.x = move_toward(velocity.x, 0, speed)
+ velocity.z = move_toward(velocity.z, 0, speed)
+
+ move_and_slide()
+
+func on_hit(_hit_position: Vector3) -> void:
+ if $HitTimer.is_stopped():
+ var material: StandardMaterial3D = $MeshInstance3D.get_active_material(0)
+ original_color = material.albedo_color
+ material.albedo_color = Color(1.0, 0.0, 0.0, 1.0)
+ $HitTimer.start()
+
+func _on_level_generator_astar_created(in_astar: AStar3D) -> void:
+ astar = in_astar
+ has_astar = true
+
+func _on_hit_timer_timeout() -> void:
+ var material: StandardMaterial3D = $MeshInstance3D.get_active_material(0)
+ material.albedo_color = original_color
+ $HitTimer.stop()
diff --git a/scripts/level_generator.gd b/scripts/level_generator.gd
new file mode 100644
index 0000000..94a87dd
--- /dev/null
+++ b/scripts/level_generator.gd
@@ -0,0 +1,118 @@
+extends Node3D
+
+@export var width: int = 10
+@export var height: int = 10
+
+var room = preload("res://prefabs/round_room.tscn")
+var door = preload("res://prefabs/door.tscn")
+
+var bounds: Vector3 = Vector3.ZERO
+var astar: AStar3D
+
+signal astar_created
+
+func get_grid_index(pos: Vector2i) -> int:
+ return pos.y*height + pos.x
+
+func set_grid_index(grid: Array[int], pos: Vector2i):
+ # If the point lies outside the grid we return
+ if pos.x < 0 or pos.x >= width or pos.y < 0 or pos.y >= height:
+ return
+
+ var index = get_grid_index(pos)
+
+ # If we already set this point we exit
+ if grid[index] != 0:
+ return
+
+ grid[index] = 1
+ var new_room: Node3D = room.instantiate()
+ var mesh = new_room.find_child("MeshInstance3D")
+ # TODO can we just load and cache the bounds?
+ bounds = mesh.get_aabb().size
+ var offset_pos = Vector3(pos.x - width / 2, 0, pos.y - height / 2)
+ new_room.position = (offset_pos * bounds)
+ #print("Placing at ", pos)
+ add_child(new_room)
+
+ var next = [pos + Vector2i.UP,
+ pos + Vector2i.LEFT,
+ pos + Vector2i.DOWN,
+ pos + Vector2i.RIGHT]
+
+ for n in next:
+ var chance = randi_range(0, 1)
+ if chance == 0:
+ set_grid_index(grid, n)
+
+func place_door(grid: Array[int], pos: Vector2i):
+ var index = get_grid_index(pos)
+ if grid[index] == 0:
+ return
+
+ var next = [pos + Vector2i.UP,
+ pos + Vector2i.LEFT,
+ pos + Vector2i.DOWN,
+ pos + Vector2i.RIGHT]
+
+ var angle = -90
+ for n in next:
+ angle += 90
+ var next_index = get_grid_index(n)
+ if n.x < 0 or n.x >= width or n.y < 0 or n.y >= height or grid[next_index] == 0:
+ var new_door: Node3D = door.instantiate()
+ var offset_pos = Vector3(pos.x - width / 2, 0, pos.y - height / 2)
+ new_door.position = (offset_pos * bounds)
+ new_door.rotate_y(deg_to_rad(angle))
+ add_child(new_door)
+
+func place_doors(grid: Array[int]):
+ for y in range(0, height):
+ for x in range(0, width):
+ place_door(grid, Vector2i(x, y))
+
+func compute_astar(grid: Array[int]):
+ for y in range(0, height):
+ for x in range(0, width):
+ var pos = Vector2i(x, y)
+ var index = get_grid_index(pos)
+ if grid[index] == 0:
+ continue
+ var offset_pos = Vector3(pos.x - width / 2, 0, pos.y - height / 2)
+ astar.add_point(index, offset_pos * bounds)
+
+ for y in range(0, height):
+ for x in range(0, width):
+ var pos = Vector2i(x, y)
+ var index = get_grid_index(pos)
+ if grid[index] == 0:
+ continue
+
+ var next = [pos + Vector2i.UP,
+ pos + Vector2i.LEFT,
+ pos + Vector2i.DOWN,
+ pos + Vector2i.RIGHT]
+ for n in next:
+ var next_index = get_grid_index(n)
+ if n.x < 0 or n.x >= width or n.y < 0 or n.y >= height or grid[next_index] == 0:
+ continue
+
+ astar.connect_points(index, next_index)
+
+# Called when the node enters the scene tree for the first time.
+func _ready() -> void:
+ astar = AStar3D.new()
+ var grid: Array[int] = [0]
+ grid.resize(width*height)
+ grid.fill(0)
+
+ var middle_x: int = width / 2
+ var middle_y: int = height / 2
+
+ var pos = Vector2i(middle_x, middle_y)
+ set_grid_index(grid, pos)
+
+ place_doors(grid)
+ compute_astar(grid)
+
+ astar_created.emit(astar)
diff --git a/scripts/player.gd b/scripts/player.gd
new file mode 100644
index 0000000..e76b4d1
--- /dev/null
+++ b/scripts/player.gd
@@ -0,0 +1,76 @@
+extends Node3D
+
+@export var grapple_distance: float = 10
+@export var grapple_speed: float = 10
+@export var fire_distance: float = 100
+
+enum State {
+ NO_GRAPPLE,
+ FREE,
+ GRAPPLING
+}
+
+var current_state: State = State.FREE
+var grapple_target: Vector3 = Vector3.ZERO
+
+var bullet_inst = preload("res://prefabs/bullet.tscn")
+
+# Called when the node enters the scene tree for the first time.
+func _ready() -> void:
+ pass # Replace with function body.
+
+func do_grapple() -> void:
+ if Input.is_action_just_pressed("attack") and current_state == State.FREE:
+ var space_state = get_world_3d().direct_space_state
+
+ var starting_pos = global_position
+ var ending_pos = starting_pos + grapple_distance * -global_transform.basis.z
+ var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos)
+ query.collision_mask = 0x2
+ var result = space_state.intersect_ray(query)
+
+ if result:
+ grapple_target = result.position + global_transform.basis.z
+ current_state = State.GRAPPLING
+
+ if Input.is_action_just_released("attack") and current_state == State.GRAPPLING:
+ current_state = State.FREE
+ grapple_target = Vector3.ZERO
+
+
+ #print("State ", current_state, " ", grapple_target)
+ if current_state == State.GRAPPLING:
+ var dir_to_target = (grapple_target - global_position).normalized()
+
+ get_parent().local_velocity = dir_to_target * grapple_speed
+
+func fire_weapon() -> void:
+ if Input.is_action_just_pressed("attack"):
+ var space_state = get_world_3d().direct_space_state
+ var starting_pos = global_position
+ var ending_pos = starting_pos + fire_distance * -global_transform.basis.z
+ var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos)
+ var result = space_state.intersect_ray(query)
+
+ var end = ending_pos
+ if result:
+ print("Hit! ")
+ if result.collider.has_method("on_hit"):
+ result.collider.on_hit(result.position)
+ end = result.position
+ else:
+ print("Miss")
+
+ var bullet: Node3D = bullet_inst.instantiate()
+ bullet.position = starting_pos
+ bullet.target = end
+ get_tree().get_root().add_child(bullet)
+ bullet.look_at(end)
+
+func _physics_process(_delta: float) -> void:
+ do_grapple()
+ fire_weapon()
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _process(_delta: float) -> void:
+ pass
diff --git a/scripts/spin_ground.gd b/scripts/spin_ground.gd
new file mode 100644
index 0000000..078a757
--- /dev/null
+++ b/scripts/spin_ground.gd
@@ -0,0 +1,15 @@
+extends Node3D
+
+@export var rotation_dir: float = 1
+@export var rotation_axis: Vector3 = Vector3.BACK
+
+# Called when the node enters the scene tree for the first time.
+func _ready() -> void:
+ #rotate_z(deg_to_rad(180))
+ pass
+
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _process(delta: float) -> void:
+ rotate(rotation_axis, rotation_dir * delta);
+ pass
diff --git a/test.tscn b/test.tscn
new file mode 100644
index 0000000..a8eb607
--- /dev/null
+++ b/test.tscn
@@ -0,0 +1,46 @@
+[gd_scene load_steps=6 format=3 uid="uid://cuyu3mwm6sp3c"]
+
+[ext_resource type="PackedScene" uid="uid://cc1m2a1obsyn4" path="res://addons/fpc/character.tscn" id="1_00nvw"]
+[ext_resource type="Script" path="res://scripts/player.gd" id="1_cfdah"]
+[ext_resource type="PackedScene" uid="uid://cuad3khwmhnsa" path="res://prefabs/enemy.tscn" id="3_1yqys"]
+[ext_resource type="PackedScene" uid="uid://dcu5otkh0t1pg" path="res://prefabs/level_generator.tscn" id="3_ykfds"]
+
+[sub_resource type="Environment" id="Environment_2poci"]
+background_color = Color(0.130548, 0.170599, 0.433834, 1)
+ambient_light_source = 2
+ambient_light_color = Color(0.244776, 0.244776, 0.244776, 1)
+ambient_light_energy = 2.27
+
+[node name="Node3D" type="WorldEnvironment"]
+environment = SubResource("Environment_2poci")
+
+[node name="OmniLight3D" type="DirectionalLight3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 0, -0.0795405)
+
+[node name="Player" parent="." node_paths=PackedStringArray("HEAD") instance=ExtResource("1_00nvw")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.97532, -1.28752, 0.602886)
+motion_mode = 1
+HEAD = NodePath("PlayerCam")
+LEFT = "left"
+RIGHT = "right"
+FORWARD = "forward"
+BACKWARD = "backward"
+jumping_enabled = false
+sprint_enabled = false
+crouch_enabled = false
+gravity_enabled = false
+
+[node name="PlayerCam" type="Node3D" parent="Player"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
+script = ExtResource("1_cfdah")
+grapple_distance = 50.0
+
+[node name="Camera3D" type="Camera3D" parent="Player/PlayerCam"]
+current = true
+
+[node name="Enemy" parent="." node_paths=PackedStringArray("target") instance=ExtResource("3_1yqys")]
+target = NodePath("../Player")
+
+[node name="LevelGenerator" parent="." instance=ExtResource("3_ykfds")]
+
+[connection signal="astar_created" from="LevelGenerator" to="Enemy" method="_on_level_generator_astar_created"]
diff --git a/test_world.tscn b/test_world.tscn
new file mode 100644
index 0000000..b6901b9
--- /dev/null
+++ b/test_world.tscn
@@ -0,0 +1,106 @@
+[gd_scene load_steps=15 format=3 uid="uid://cs4drhmc1bql5"]
+
+[ext_resource type="PackedScene" uid="uid://cc1m2a1obsyn4" path="res://addons/fpc/character.tscn" id="1_e18vq"]
+[ext_resource type="Texture2D" uid="uid://pe7a4weirj2g" path="res://textures/dark.png" id="2_08fdt"]
+[ext_resource type="Texture2D" uid="uid://cxjxvqmf4boxq" path="res://textures/green.png" id="3_q4clv"]
+[ext_resource type="Texture2D" uid="uid://dsv4jm4vydflb" path="res://textures/orange.png" id="4_1ns5t"]
+
+[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_edcox"]
+ground_color = Color(0.160784, 0.815686, 0.905882, 1)
+
+[sub_resource type="Sky" id="Sky_2iust"]
+sky_material = SubResource("PhysicalSkyMaterial_edcox")
+
+[sub_resource type="Environment" id="Environment_20rw3"]
+background_mode = 2
+sky = SubResource("Sky_2iust")
+tonemap_mode = 1
+ssao_enabled = true
+
+[sub_resource type="Gradient" id="Gradient_ur0vy"]
+colors = PackedColorArray(0, 0.476245, 0.0193456, 1, 0.360494, 0.612721, 0.119744, 1)
+
+[sub_resource type="FastNoiseLite" id="FastNoiseLite_jd3pw"]
+frequency = 0.0027
+
+[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_7akuf"]
+width = 1024
+height = 1024
+in_3d_space = true
+seamless = true
+color_ramp = SubResource("Gradient_ur0vy")
+noise = SubResource("FastNoiseLite_jd3pw")
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_67ysu"]
+albedo_texture = SubResource("NoiseTexture2D_7akuf")
+uv1_scale = Vector3(0.1, 0.1, 0.1)
+uv1_triplanar = true
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gomnb"]
+albedo_texture = ExtResource("2_08fdt")
+metallic = 0.81
+metallic_specular = 0.2
+roughness = 0.5
+uv1_triplanar = true
+uv1_triplanar_sharpness = 0.000850145
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_u0sbk"]
+albedo_texture = ExtResource("3_q4clv")
+metallic = 0.81
+metallic_specular = 0.2
+roughness = 0.5
+uv1_triplanar = true
+uv1_triplanar_sharpness = 0.000850145
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_7j4uu"]
+albedo_texture = ExtResource("4_1ns5t")
+metallic = 0.81
+metallic_specular = 0.2
+roughness = 0.5
+uv1_triplanar = true
+uv1_triplanar_sharpness = 0.000850145
+
+[node name="test_world" type="Node3D"]
+
+[node name="Character" parent="." instance=ExtResource("1_e18vq")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+
+[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
+environment = SubResource("Environment_20rw3")
+
+[node name="sun" type="DirectionalLight3D" parent="."]
+transform = Transform3D(0.87959, -0.436605, 0.188936, 0, 0.397148, 0.917755, -0.475732, -0.807248, 0.349328, 0, 0, 0)
+light_energy = 2.0
+shadow_enabled = true
+
+[node name="terrain" type="Node3D" parent="."]
+
+[node name="CSGBox3D" type="CSGBox3D" parent="terrain"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10, -0.5, 10)
+use_collision = true
+size = Vector3(30, 1, 30)
+material = SubResource("StandardMaterial3D_67ysu")
+
+[node name="CSGBox3D2" type="CSGBox3D" parent="terrain"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, -10)
+use_collision = true
+size = Vector3(10, 1, 10)
+material = SubResource("StandardMaterial3D_gomnb")
+
+[node name="CSGBox3D3" type="CSGBox3D" parent="terrain"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3, 1.8, -13)
+use_collision = true
+size = Vector3(4, 0.5, 4)
+material = SubResource("StandardMaterial3D_gomnb")
+
+[node name="CSGBox3D4" type="CSGBox3D" parent="terrain"]
+transform = Transform3D(0.939693, 0.34202, 0, -0.34202, 0.939693, 0, 0, 0, 1, -9.5, 1.2, -10)
+use_collision = true
+size = Vector3(10, 1, 10)
+material = SubResource("StandardMaterial3D_u0sbk")
+
+[node name="CSGBox3D5" type="CSGBox3D" parent="terrain"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.5, 3, -15.5)
+use_collision = true
+size = Vector3(19, 8, 1)
+material = SubResource("StandardMaterial3D_7j4uu")
diff --git a/textures/dark.png b/textures/dark.png
new file mode 100644
index 0000000..69be211
--- /dev/null
+++ b/textures/dark.png
Binary files differ
diff --git a/textures/dark.png.import b/textures/dark.png.import
new file mode 100644
index 0000000..2a82a3f
--- /dev/null
+++ b/textures/dark.png.import
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+"imported_formats": ["s3tc_bptc"],
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diff --git a/textures/green.png b/textures/green.png
new file mode 100644
index 0000000..7bc7cf8
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+++ b/textures/green.png
Binary files differ
diff --git a/textures/green.png.import b/textures/green.png.import
new file mode 100644
index 0000000..7c7e044
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+dest_files=["res://.godot/imported/green.png-b4f8ddc6b00d4e627f0e027e2e1193bf.s3tc.ctex"]
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+compress/lossy_quality=0.7
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diff --git a/textures/orange.png b/textures/orange.png
new file mode 100644
index 0000000..dec5b59
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+++ b/textures/orange.png
Binary files differ
diff --git a/textures/orange.png.import b/textures/orange.png.import
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diff --git a/textures/purple.png b/textures/purple.png
new file mode 100644
index 0000000..48a51c1
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+++ b/textures/purple.png
Binary files differ
diff --git a/textures/purple.png.import b/textures/purple.png.import
new file mode 100644
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diff --git a/textures/red.png b/textures/red.png
new file mode 100644
index 0000000..bf1cb17
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+++ b/textures/red.png
Binary files differ
diff --git a/textures/red.png.import b/textures/red.png.import
new file mode 100644
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+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
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+detect_3d/compress_to=1