Overworld, Dungeon-System, Goblin-Modell, NavMesh-Pathfinding, Kamera-Kollision

- Overworld: Gras-Terrain mit Noise-Shader, Berg, Dungeon-Tor, Felsen, Bäume
- Dungeon: Prozedurale Generierung (Grid, Räume, L-Gänge), Multi-Ebenen mit Persistenz
- Portal-System: Blau (zurück/raus), Rot (tiefer), Auswahl-UI ab Ebene 2+
- Gegner: Goblin-Modell + Animationen statt Warrior, Capsule angepasst
- NavMesh: Manuell gebautes NavigationMesh im Dungeon mit Wand-Margin und shared Vertices
- Pathfinding: Gegner nutzen NavigationAgent3D, laufen um Wände herum
- Leash-System: Gegner verlieren Aggro ab 30 Einheiten vom Spawn
- Kamera-Kollision: Raycast verhindert Durchsehen durch Wände, ignoriert Gegner
- Respawn-Timer auf 60s, Death-Timer auf 10s erhöht
- Dokumentation aktualisiert (Dungeon, NavMesh, Goblin, Kamera)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Andre 2026-03-19 01:51:07 +01:00
parent 463c00f47f
commit 12b70c7498
40 changed files with 1903 additions and 88 deletions

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@ -38,15 +38,28 @@ Gegner bekämpfen und ihre Charaktere mit verschiedenen Klassen und Ausrüstunge
### world.tscn
Hauptszene der Spielwelt. Zeigt bei Start das Hauptmenü (Einstellungen), dann Klassenauswahl.
Enthält Overworld (Gras-Terrain, Berg, Dungeon-Tor, Felsen, Bäume) und generiert Dungeon-Ebenen zur Laufzeit.
```
World (Node3D)
├── Player (player.tscn)
├── Enemy (enemy.tscn)
├── Boden (StaticBody3D)
│ ├── MeshInstance3D (Schachbrett-Shader)
├── Enemy (enemy.tscn) # Overworld-Gegner
├── Boden (StaticBody3D) # Gras-Terrain mit Noise-Shader
│ ├── MeshInstance3D
│ └── CollisionShape3D
├── DirectionalLight3D
└── NavigationRegion3D
├── NavigationRegion3D # Overworld NavMesh (im Editor backen!)
├── Mountain (CSGCombiner3D) # Berg mit 4 CSGSphere3D, use_collision
├── DungeonGate # Tor zum Dungeon (Area3D + Label)
│ ├── GateArea (Area3D)
│ └── GateLabel (Label3D)
├── Rocks (9x CSGSphere3D)
├── Trees (6x CSGCylinder3D + CSGSphere3D)
└── [DungeonContainer] (zur Laufzeit) # Wird bei Dungeon-Eintritt generiert
├── DungeonNavRegion (NavigationRegion3D)
├── Floor/Wall/Ceiling Tiles (CSGBox3D)
├── Enemies
├── ReturnPortal (Area3D)
└── DeeperPortal (Area3D)
```
### player.tscn
@ -63,12 +76,12 @@ Player (CharacterBody3D)
UI-Panels (CharacterPanel, InventoryPanel, LootWindow, SkillPanel) werden zur Laufzeit erstellt.
### enemy.tscn
Ein Gegner mit Patrol-KI und Kampf-Animationen.
Ein Gegner (Goblin-Modell) mit Patrol-KI, NavMesh-Pathfinding und Kampf-Animationen.
```
Enemy (CharacterBody3D)
├── Model (castle_guard_01.fbx — Mixamo Charakter mit Skeleton3D + AnimationPlayer)
├── CollisionShape3D
├── NavigationAgent3D
├── Model (goblin_d_shareyko.fbx — Goblin mit Skeleton3D + AnimationPlayer)
├── CollisionShape3D (CapsuleShape3D, radius=0.35, height=1.4)
├── NavigationAgent3D (radius=0.4, für NavMesh-Pfadfindung)
└── HealthDisplay (Node3D)
└── Label3D
```
@ -88,6 +101,12 @@ Enemy (CharacterBody3D)
Lock-On springt automatisch zurück sobald LMB/RMB losgelassen wird und Ziel noch markiert ist.
### Kamera-Kollision
- Raycast vom Pivot zur gewünschten Kameraposition
- Bei Wandkollision: Kamera rückt näher an den Spieler (min 1.0 Abstand)
- Ignoriert CharacterBody3D (Gegner) — nur Wände/Terrain
- Smooth-Zoom zurück wenn Wand nicht mehr im Weg
---
## Klassen, Stats & Level-System
@ -300,27 +319,35 @@ Stats werden in `_ready()` basierend auf `mob_level` skaliert (Basiswerte = Leve
| PATROL | Läuft zwischen zufälligen Punkten im Spawn-Radius, walk-Animation, Turn-Animationen beim Richtungswechsel |
| CHASING | Rennt zum Spieler (run-Animation), aktiviert bei detection_range oder Schaden |
| ATTACKING | Steht, dreht sich zum Spieler, greift in attack_speed-Intervallen an |
| DEAD | Spielt death-Animation, wird nach 2s entfernt |
| DEAD | Spielt death-Animation, wird nach 10s entfernt |
### Patrol-System
- Enemy patrouilliert um seinen Spawnpunkt im konfigurierbaren Radius
- Wartet 2-5 Sekunden zwischen Patrol-Punkten (idle-Animation)
- Spielt Turn-Animation (left_turn_90 / right_turn_90) vor dem Loslaufen
- Läuft mit langsamer patrol_speed und walk-Animation
- Patrol-Ziel wird auf nächsten begehbaren NavMesh-Punkt gesnapped
- Bei Aggro sofort Wechsel zu run-Animation und move_speed
### Aggro
### Pathfinding (NavigationAgent3D)
- Nutzt `NavigationAgent3D` mit NavMesh-Pfadfindung (Dungeon)
- Gegner laufen um Wände und Ecken herum zum Spieler
- Pfad wird nur neu berechnet wenn Spieler sich > 1.5 Einheiten bewegt hat (Anti-Flicker)
- Fallback auf direkte Bewegung wenn kein NavMesh vorhanden (Overworld)
### Aggro & Leash
- **Detection Range:** Spieler wird automatisch erkannt wenn in 15m Reichweite
- **Schaden-Aggro:** Bei Schaden sofort Wechsel zu CHASING, auch aus PATROL
- **Leash Range:** Gegner verliert Aggro wenn > 30 Einheiten vom Spawnpunkt entfernt
- **Spieler-Suche:** Per `get_nodes_in_group("player")`
### Respawn
- Gegner spawnen nach 5 Sekunden am Ursprungsort neu
- Gegner spawnen nach 60 Sekunden am Ursprungsort neu
- Verwaltet durch world.gd (`_on_enemy_died` Signal)
### Animationen
Werden zur Laufzeit aus FBX-Dateien geladen (gleiche Methode wie Player):
- idle, walk, run, autoattack, death, turn_left, turn_right
### Animationen (Goblin-Modell)
Werden zur Laufzeit aus FBX-Dateien geladen (assets/Goblin+Animation/):
- idle, walking, standard run, attack, die, left turn 90, right turn 90
- Root Motion wird automatisch entfernt (`_strip_root_motion`)
### Loot-Drops
@ -342,7 +369,7 @@ Charaktermodelle stammen von Mixamo (castle_guard_01.fbx) und werden mit separat
4. Loop-Modus wird gesetzt (Bewegungsanimationen loopen, Angriff/Tod nicht)
5. Animation wird der AnimationLibrary hinzugefügt
### Verfügbare Animationen (assets/Warrior+Animation/)
### Spieler-Animationen (assets/Warrior+Animation/)
| Animation | Datei | Loop | Verwendung |
|---|---|---|---|
| idle | idle.fbx | Ja | Stillstehen |
@ -361,8 +388,19 @@ Charaktermodelle stammen von Mixamo (castle_guard_01.fbx) und werden mit separat
| death | Dying Backwards.fbx | Nein | Tod |
| roll | Quick Roll To Run.fbx | Nein | Ausweichrolle |
| turn_180 | Running Turn 180.fbx | Nein | 180°-Drehung |
| turn_left | Left Turn 90.fbx | Nein | 90° links (Enemy Patrol) |
| turn_right | Right Turn 90.fbx | Nein | 90° rechts (Enemy Patrol) |
| turn_left | Left Turn 90.fbx | Nein | 90° links |
| turn_right | Right Turn 90.fbx | Nein | 90° rechts |
### Gegner-Animationen (assets/Goblin+Animation/)
| Animation | Datei | Loop | Verwendung |
|---|---|---|---|
| idle | idle.fbx | Ja | Stillstehen |
| walk | walking.fbx | Ja | Patrol-Laufen |
| run | standard run.fbx | Ja | Rennen (Aggro) |
| autoattack | attack.fbx | Nein | Angriff |
| death | die.fbx | Nein | Tod |
| turn_left | left turn 90.fbx | Nein | 90° links (Patrol) |
| turn_right | right turn 90.fbx | Nein | 90° rechts (Patrol) |
---
@ -450,13 +488,53 @@ Rarity steigt durch Skill-Generationen (Verbindung/Fusion) — nicht durch Grind
---
## Dungeon-System (world.gd)
### Überblick
Prozedural generierte Dungeon-Ebenen innerhalb derselben Szene (kein Szenenwechsel). Overworld wird versteckt, Dungeon als Kind-Nodes generiert. Spieler-State (HP, Inventar, Level) bleibt erhalten.
### Dungeon-Generierung
- **Grid-basiert:** 60x60 Zellen, TILE_SIZE = 3.0
- **Räume:** 6-10 Räume, Größe 4-9 Zellen
- **Gänge:** L-förmige Korridore zwischen Räumen (Breite 2)
- **Geometrie:** CSGBox3D für Boden, Wände (Höhe 6.0), Decke, jeweils mit `use_collision`
- **Beleuchtung:** OmniLight3D pro Raum + Decken-SpotLights in Gängen
- **Environment:** Eigene WorldEnvironment mit Fog, kein Himmel
### NavMesh (Navigation)
- Pro Dungeon-Ebene wird ein `NavigationRegion3D` mit manuell gebautem `NavigationMesh` erstellt
- Positions-basierte Vertex-Deduplizierung: gleiche Position → gleicher Index → zusammenhängendes NavMesh
- Wand-Margin (0.5): Kanten an Wänden werden nach innen versetzt, damit Gegner Abstand halten
- Edge-Connection-Margin auf 0.6 gesetzt
### Portal-System
| Portal | Farbe | Funktion |
|---|---|---|
| Rückkehr-Portal | Blau | Im ersten Raum, führt eine Ebene hoch oder raus |
| Deeper-Portal | Rot/Orange | Im letzten Raum, führt eine Ebene tiefer |
- **Ebene 1:** Rückkehr-Portal → direkt zur Overworld
- **Ebene 2+:** Rückkehr-Portal → Auswahl: "Eine Ebene hoch" oder "Dungeon verlassen"
- **Interaktion:** E-Taste, Labels zeigen Ebenen-Info
### Dungeon-Persistenz
- Generierte Ebenen werden in `saved_dungeons` Dictionary gespeichert (Level → {grid, rooms})
- Beim Zurückgehen wird das gespeicherte Layout wiederhergestellt
- Beim Verlassen des Dungeons werden alle gespeicherten Ebenen gelöscht
### Gegner im Dungeon
- Spawnen in Räumen 2 bis N-1 (nicht im Start- und End-Raum)
- `mob_level = dungeon_level` (steigt mit jeder Ebene)
- Nutzen NavMesh-Pathfinding um Wände herum
---
## Geplante Features
- [ ] Skill Mastery & Fusion System (siehe Konzept oben)
- [ ] Wut-Ressource für Krieger
- [ ] Spell-System (Feuerbälle etc.)
- [ ] Schadenstypen (Physical, Fire, Ice, Lightning, Poison)
- [ ] Mehrere Gegnertypen
- [ ] Dungeon-Level mit Wänden und Räumen
- [ ] Multiplayer (bis zu 6 Spieler)
- [ ] Boss-Gegner
- [ ] Item-Shop / Händler
@ -467,7 +545,8 @@ Rarity steigt durch Skill-Generationen (Verbindung/Fusion) — nicht durch Grind
```
DungeonCrawler/
├── assets/
│ ├── Warrior+Animation/ # Mixamo Charakter + Animationen (castle_guard_01.fbx + FBX)
│ ├── Warrior+Animation/ # Spieler-Charakter + Animationen (castle_guard_01.fbx + FBX)
│ ├── Goblin+Animation/ # Gegner-Modell + Animationen (goblin_d_shareyko.fbx + FBX)
│ └── kenney_animated-characters-1/ # Kenney Animated Characters Pack
├── classes/ # Klassen-Definitionen (.tres)
│ ├── warrior.tres

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View file

@ -27,12 +27,14 @@ extends Node3D
var pitch: float = 0.0
var world_yaw: float = 0.0 # Absolute Weltausrichtung der Kamera (unabhängig von Spielerrotation)
var desired_zoom: float = 10.0 # Gewünschter Zoom-Abstand
@onready var camera = $Camera3D
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
world_yaw = get_parent().rotation.y
desired_zoom = camera.position.z
func _input(event):
var player = get_parent()
@ -56,9 +58,9 @@ func _input(event):
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
camera.position.z = clamp(camera.position.z + zoom_speed, min_zoom, max_zoom)
desired_zoom = clamp(desired_zoom + zoom_speed, min_zoom, max_zoom)
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
camera.position.z = clamp(camera.position.z - zoom_speed, min_zoom, max_zoom)
desired_zoom = clamp(desired_zoom - zoom_speed, min_zoom, max_zoom)
func _process(delta):
var player = get_parent()
@ -77,3 +79,23 @@ func _process(delta):
# Lokale Rotation so setzen dass Kamera immer auf world_yaw zeigt
rotation.y = world_yaw - player.rotation.y
# Kamera-Kollision: Raycast vom Pivot zur gewünschten Kameraposition
var space_state = get_world_3d().direct_space_state
var pivot_pos = global_position
# Kamera sitzt auf lokaler Z-Achse des Pivots
var desired_cam_local = Vector3(0, 0, desired_zoom)
var desired_cam_pos = global_transform * desired_cam_local
var query = PhysicsRayQueryParameters3D.create(pivot_pos, desired_cam_pos)
query.exclude = [player.get_rid()]
query.collide_with_bodies = true
query.collide_with_areas = false
query.collision_mask = 1
var result = space_state.intersect_ray(query)
if result and not result.collider is CharacterBody3D:
var hit_dist = pivot_pos.distance_to(result.position) - 0.5
camera.position.z = clamp(hit_dist, 1.0, desired_zoom)
else:
camera.position.z = lerp(camera.position.z, desired_zoom, delta * 5.0)

View file

@ -34,6 +34,7 @@ signal enemy_dropped_loot(loot: Dictionary, world_pos: Vector3)
@export var xp_reward: int = 20
@export var mob_level: int = 1
@export var detection_range: float = 15.0
@export var leash_range: float = 30.0 # Max Entfernung vom Spawn bevor Aggro verloren geht
@export var loot_table: LootTable = null
var current_hp: int
@ -62,13 +63,13 @@ const GRAVITY = 9.8
# ANIMATION
# ═══════════════════════════════════════════════════════════════
const ANIM_IDLE = "res://assets/Warrior+Animation/idle.fbx"
const ANIM_WALK = "res://assets/Warrior+Animation/walking.fbx"
const ANIM_RUN = "res://assets/Warrior+Animation/running.fbx"
const ANIM_AUTOATTACK = "res://assets/Warrior+Animation/Autoattack.fbx"
const ANIM_DEATH = "res://assets/Warrior+Animation/Dying Backwards.fbx"
const ANIM_TURN_LEFT = "res://assets/Warrior+Animation/Left Turn 90.fbx"
const ANIM_TURN_RIGHT = "res://assets/Warrior+Animation/Right Turn 90.fbx"
const ANIM_IDLE = "res://assets/Goblin+Animation/idle.fbx"
const ANIM_WALK = "res://assets/Goblin+Animation/walking.fbx"
const ANIM_RUN = "res://assets/Goblin+Animation/standard run.fbx"
const ANIM_AUTOATTACK = "res://assets/Goblin+Animation/attack.fbx"
const ANIM_DEATH = "res://assets/Goblin+Animation/die.fbx"
const ANIM_TURN_LEFT = "res://assets/Goblin+Animation/left turn 90.fbx"
const ANIM_TURN_RIGHT = "res://assets/Goblin+Animation/right turn 90.fbx"
var anim_player: AnimationPlayer = null
var current_anim: String = ""
@ -108,6 +109,7 @@ func _ready():
# NavigationAgent konfigurieren
nav_agent.path_desired_distance = 0.5
nav_agent.target_desired_distance = attack_range * 0.9
nav_agent.radius = 0.4 # Gegner-Breite für Pfadberechnung
# Animationen einrichten
_setup_animations()
@ -240,6 +242,16 @@ func _physics_process(delta):
var distance = global_position.distance_to(target.global_position)
# Leash-Check: Zu weit vom Spawn → Aggro verlieren, zurücklaufen
var dist_from_spawn = global_position.distance_to(spawn_position)
if dist_from_spawn > leash_range and (state == State.CHASING or state == State.ATTACKING):
target = null
state = State.PATROL
_pick_patrol_target()
_do_patrol(delta)
move_and_slide()
return
match state:
State.IDLE:
_play_anim("idle")
@ -272,18 +284,40 @@ func _physics_process(delta):
move_and_slide()
func _chase_target():
if target == null:
func _has_navmesh() -> bool:
var map_rid = get_world_3d().navigation_map
return NavigationServer3D.map_get_regions(map_rid).size() > 0
func _move_toward(goal: Vector3, speed: float):
# Nur neuen Pfad berechnen wenn sich das Ziel deutlich bewegt hat
if nav_agent.target_position.distance_to(goal) > 1.5:
nav_agent.target_position = goal
if nav_agent.is_navigation_finished():
return
var direction = (target.global_position - global_position)
var path = nav_agent.get_current_navigation_path()
var next_pos = nav_agent.get_next_path_position()
var direction = (next_pos - global_position)
direction.y = 0
if direction.length() < 0.1:
if not _has_navmesh() or path.size() <= 1:
# Kein NavMesh oder kein gültiger Pfad → direkte Bewegung
direction = (goal - global_position)
direction.y = 0
if direction.length() < 0.1:
return
direction = direction.normalized()
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
velocity.x = direction.x * speed
velocity.z = direction.z * speed
_face_direction(direction)
func _chase_target():
if target == null:
return
if global_position.distance_to(target.global_position) < 0.5:
return
_move_toward(target.global_position, move_speed)
func _do_patrol(delta: float):
# Turn-Animation läuft → warten
if is_turning:
@ -302,9 +336,8 @@ func _do_patrol(delta: float):
_turn_toward_patrol_target()
return
# Zum Patrol-Ziel laufen
var dist = global_position.distance_to(patrol_target)
if dist <= 1.0:
# Zum Patrol-Ziel laufen (via NavMesh mit Fallback)
if global_position.distance_to(patrol_target) <= 1.0:
# Ziel erreicht → kurz warten, neues Ziel
velocity.x = 0
velocity.z = 0
@ -313,12 +346,7 @@ func _do_patrol(delta: float):
_pick_patrol_target()
return
var direction = (patrol_target - global_position)
direction.y = 0
direction = direction.normalized()
velocity.x = direction.x * patrol_speed
velocity.z = direction.z * patrol_speed
_face_direction(direction)
_move_toward(patrol_target, patrol_speed)
_play_anim("walk")
func _turn_toward_patrol_target():
@ -343,7 +371,15 @@ func _turn_toward_patrol_target():
func _pick_patrol_target():
var angle = randf() * TAU
var dist = randf_range(3.0, patrol_radius)
patrol_target = spawn_position + Vector3(cos(angle) * dist, 0, sin(angle) * dist)
var raw_target = spawn_position + Vector3(cos(angle) * dist, 0, sin(angle) * dist)
# Auf nächsten begehbaren Punkt snappen (verhindert Ziele in Wänden)
var map_rid = get_world_3d().navigation_map
var snapped = NavigationServer3D.map_get_closest_point(map_rid, raw_target)
# Fallback: wenn Snap fehlschlägt (kein NavMesh), Rohziel verwenden
if snapped == Vector3.ZERO and raw_target != Vector3.ZERO:
patrol_target = raw_target
else:
patrol_target = snapped
func _face_target():
if target == null:
@ -424,5 +460,5 @@ func _die():
# Kollision deaktivieren und Node entfernen
set_deferred("collision_layer", 0)
set_deferred("collision_mask", 0)
await get_tree().create_timer(2.0).timeout
await get_tree().create_timer(10.0).timeout
queue_free()

View file

@ -1,10 +1,11 @@
[gd_scene format=3 uid="uid://cvojaeanxugfj"]
[ext_resource type="Script" uid="uid://gaqwoakxyhet" path="res://enemy.gd" id="1_enemy"]
[ext_resource type="PackedScene" uid="uid://daeym1tdcnhhd" path="res://assets/Warrior+Animation/castle_guard_01.fbx" id="2_model"]
[ext_resource type="PackedScene" path="res://assets/Goblin+Animation/goblin_d_shareyko.fbx" id="2_model"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_7k104"]
height = 2.208252
radius = 0.35
height = 1.4
[node name="Enemy" type="CharacterBody3D" unique_id=393882142]
script = ExtResource("1_enemy")
@ -12,13 +13,13 @@ script = ExtResource("1_enemy")
[node name="Model" parent="." unique_id=842107644 instance=ExtResource("2_model")]
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=1531674298]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.010422, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.7, 0)
shape = SubResource("CapsuleShape3D_7k104")
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="." unique_id=838601477]
[node name="HealthDisplay" type="Node3D" parent="." unique_id=1341862509]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.2, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
[node name="Label3D" type="Label3D" parent="HealthDisplay" unique_id=80852959]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1362207, 0)

View file

@ -31,7 +31,6 @@ drop_chance = 0.15
[sub_resource type="Resource" id="entry_5"]
script = ExtResource("2")
item = ExtResource("7")
drop_chance = 0.1
[resource]
script = ExtResource("1")

View file

@ -122,6 +122,11 @@ walk_toggle={
"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":4194330,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
interact={
"deadzone": 0.2,
"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":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
[physics]

709
world.gd
View file

@ -3,18 +3,19 @@
# Spielwelt-Controller
#
# Verantwortlichkeiten:
# • Prozeduraler Boden-Shader (Schachbrettmuster, world-space stabil)
# • Prozeduraler Himmel (ProceduralSkyMaterial + WorldEnvironment)
# • Overworld + Dungeon in einer Szene (kein Szenenwechsel)
# • Prozeduraler Boden-Shader, Himmel
# • Hauptmenü → Klassenauswahl → Spielinitialisierung
# • Startausrüstung je nach Klasse
# • Gegner-Setup, Loot-Weiterleitung, Respawn nach Tod
# • Dungeon-Generierung und Portal-System
# ─────────────────────────────────────────────────────────────────────────────
extends Node3D
const ENEMY_SCENE = preload("res://enemy.tscn")
const MAIN_MENU = preload("res://main_menu.tscn")
const CLASS_SELECTION_MENU = preload("res://class_selection_menu.tscn")
const RESPAWN_TIME = 5.0
const RESPAWN_TIME = 60.0
# Startausrüstung
const STARTER_SWORD = preload("res://equipment/iron_sword.tres")
@ -25,8 +26,41 @@ const STARTER_POTION = preload("res://consumables/small_hp_potion.tres")
# Loot Tables
const GOBLIN_LOOT = preload("res://loot_tables/goblin_loot.tres")
# Dungeon-Konstanten
const TILE_SIZE = 3.0
const WALL_HEIGHT = 6.0
const GRID_WIDTH = 60
const GRID_HEIGHT = 60
const MIN_ROOMS = 6
const MAX_ROOMS = 10
const MIN_ROOM_SIZE = 4
const MAX_ROOM_SIZE = 9
@onready var player = $Player
@onready var floor_mesh = $Boden/MeshInstance3D
@onready var gate_area = $DungeonGate/GateArea
@onready var gate_label = $DungeonGate/GateLabel
var in_dungeon: bool = false
var dungeon_level: int = 0 # 0 = Overworld, 1+ = Dungeon-Ebene
var overworld_nodes: Array = [] # Nodes die im Dungeon versteckt werden
var dungeon_container: Node3D = null
var dungeon_env: WorldEnvironment = null
var overworld_env: WorldEnvironment = null
var return_portal_area: Area3D = null
var return_portal_label: Label3D = null
var deeper_portal_area: Area3D = null
var deeper_portal_label: Label3D = null
var player_overworld_pos: Vector3 = Vector3.ZERO
var portal_choice_panel: PanelContainer = null
var overworld_env_resource: Environment = null
# Dungeon-Daten
var dungeon_grid: Array = []
var dungeon_rooms: Array = []
# Gespeicherte Dungeon-Ebenen (Level → {grid, rooms})
var saved_dungeons: Dictionary = {}
func _ready():
_setup_floor_material()
@ -55,37 +89,667 @@ func _setup_sky():
env.ambient_light_energy = 0.6
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
var world_env = WorldEnvironment.new()
world_env.environment = env
add_child(world_env)
overworld_env = WorldEnvironment.new()
overworld_env.name = "OverworldEnv"
overworld_env.environment = env
add_child(overworld_env)
func _setup_floor_material():
var shader = Shader.new()
shader.code = """
shader_type spatial;
uniform float grid_size : hint_range(0.5, 10.0) = 2.0;
uniform vec4 color_a : source_color = vec4(0.22, 0.22, 0.22, 1.0);
uniform vec4 color_b : source_color = vec4(0.38, 0.38, 0.38, 1.0);
uniform vec4 grass_color_a : source_color = vec4(0.18, 0.42, 0.12, 1.0);
uniform vec4 grass_color_b : source_color = vec4(0.22, 0.50, 0.15, 1.0);
uniform vec4 dirt_color : source_color = vec4(0.35, 0.25, 0.15, 1.0);
uniform float noise_scale : hint_range(0.01, 0.5) = 0.08;
uniform float dirt_threshold : hint_range(0.0, 1.0) = 0.72;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
void fragment() {
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec2 cell = floor(world_pos.xz / grid_size);
float checker = mod(cell.x + cell.y, 2.0);
ALBEDO = mix(color_a.rgb, color_b.rgb, checker);
ROUGHNESS = 0.85;
vec2 uv = world_pos.xz * noise_scale;
float n1 = noise(uv * 3.0);
float n2 = noise(uv * 7.0 + vec2(50.0));
float n3 = noise(uv * 15.0 + vec2(100.0));
float combined = n1 * 0.5 + n2 * 0.35 + n3 * 0.15;
vec3 grass = mix(grass_color_a.rgb, grass_color_b.rgb, n2);
vec3 col = mix(grass, dirt_color.rgb, step(dirt_threshold, combined));
ALBEDO = col;
ROUGHNESS = 0.92;
METALLIC = 0.0;
NORMAL_MAP = vec3(n2 * 0.3, n3 * 0.3, 1.0);
}
"""
var mat = ShaderMaterial.new()
mat.shader = shader
floor_mesh.material_override = mat
# ─────────────────────────────────────────────────────────────────────────────
# PROCESS
# ─────────────────────────────────────────────────────────────────────────────
func _process(_delta):
if in_dungeon:
_check_return_portal()
_check_deeper_portal()
else:
_check_gate_proximity()
func _check_gate_proximity():
if not player or not gate_area or not gate_label:
return
var dist = player.global_position.distance_to(gate_area.global_position)
gate_label.visible = dist < 6.0
if dist < 6.0 and Input.is_action_just_pressed("interact"):
_enter_dungeon()
func _check_return_portal():
if not player or not return_portal_area or not return_portal_label:
return
if portal_choice_panel and is_instance_valid(portal_choice_panel):
return # Menü ist offen
var dist = player.global_position.distance_to(return_portal_area.global_position)
return_portal_label.visible = dist < 6.0
if dist < 6.0 and Input.is_action_just_pressed("interact"):
if dungeon_level <= 1:
_exit_dungeon()
else:
_show_portal_choice()
func _check_deeper_portal():
if not player or not deeper_portal_area or not deeper_portal_label:
return
var dist = player.global_position.distance_to(deeper_portal_area.global_position)
deeper_portal_label.visible = dist < 6.0
if dist < 6.0 and Input.is_action_just_pressed("interact"):
_go_deeper()
# ─────────────────────────────────────────────────────────────────────────────
# DUNGEON BETRETEN / VERLASSEN
# ─────────────────────────────────────────────────────────────────────────────
func _enter_dungeon():
in_dungeon = true
dungeon_level = 1
player_overworld_pos = player.global_position
# Overworld-Nodes verstecken
_hide_overworld()
# Ersten Dungeon generieren
_generate_dungeon_level()
func _go_deeper():
# Aktuelle Ebene speichern
_save_current_dungeon()
_clear_dungeon()
dungeon_level += 1
_generate_dungeon_level()
func _go_up():
# Aktuelle Ebene speichern
_save_current_dungeon()
_clear_dungeon()
dungeon_level -= 1
_generate_dungeon_level()
func _save_current_dungeon():
saved_dungeons[dungeon_level] = {
"grid": dungeon_grid.duplicate(true),
"rooms": dungeon_rooms.duplicate(true)
}
func _show_portal_choice():
get_tree().paused = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
portal_choice_panel = PanelContainer.new()
portal_choice_panel.process_mode = Node.PROCESS_MODE_ALWAYS
var vbox = VBoxContainer.new()
vbox.add_theme_constant_override("separation", 10)
var title = Label.new()
title.text = "Wohin möchtest du gehen?"
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(title)
var btn_up = Button.new()
btn_up.text = "Eine Ebene höher (Ebene " + str(dungeon_level - 1) + ")"
btn_up.pressed.connect(_on_portal_go_up)
vbox.add_child(btn_up)
var btn_out = Button.new()
btn_out.text = "Zurück zur Oberwelt"
btn_out.pressed.connect(_on_portal_exit)
vbox.add_child(btn_out)
var btn_cancel = Button.new()
btn_cancel.text = "Abbrechen"
btn_cancel.pressed.connect(_on_portal_cancel)
vbox.add_child(btn_cancel)
portal_choice_panel.add_child(vbox)
player.hud.add_child(portal_choice_panel)
portal_choice_panel.anchors_preset = Control.PRESET_CENTER
portal_choice_panel.position -= portal_choice_panel.size / 2
func _on_portal_go_up():
_close_portal_choice()
_go_up()
func _on_portal_exit():
_close_portal_choice()
_exit_dungeon()
func _on_portal_cancel():
_close_portal_choice()
func _close_portal_choice():
if portal_choice_panel and is_instance_valid(portal_choice_panel):
portal_choice_panel.queue_free()
portal_choice_panel = null
get_tree().paused = false
func _hide_overworld():
overworld_nodes.clear()
for child in get_children():
if child == player:
continue
if child.name == "OverworldEnv":
continue
if child is Node3D or child is StaticBody3D:
overworld_nodes.append(child)
child.visible = false
if child is StaticBody3D:
child.process_mode = Node.PROCESS_MODE_DISABLED
if overworld_env:
overworld_env_resource = overworld_env.environment
overworld_env.environment = null
func _generate_dungeon_level():
dungeon_container = Node3D.new()
dungeon_container.name = "DungeonContainer"
add_child(dungeon_container)
# Gespeichertes Level laden oder neu generieren
if saved_dungeons.has(dungeon_level):
dungeon_grid = saved_dungeons[dungeon_level]["grid"].duplicate(true)
dungeon_rooms = saved_dungeons[dungeon_level]["rooms"].duplicate(true)
else:
_generate_dungeon()
_build_dungeon_geometry()
_build_dungeon_navmesh()
# Edge-Connection-Margin erhöhen damit NavMesh-Zellen sich verbinden
var map_rid = get_world_3d().navigation_map
NavigationServer3D.map_set_edge_connection_margin(map_rid, 0.6)
_place_return_portal()
_place_deeper_portal()
_setup_dungeon_lighting()
_setup_dungeon_environment()
# Spieler-Spawn: beim Hochgehen im letzten Raum, sonst im ersten
var spawn_room: Rect2i
if saved_dungeons.has(dungeon_level) and dungeon_level < _get_max_visited_level():
# Von unten zurückgekommen → Spawn am Deeper-Portal (letzter Raum)
spawn_room = dungeon_rooms[dungeon_rooms.size() - 1]
else:
# Neu betreten oder von oben → Spawn am Eingang (erster Raum)
spawn_room = dungeon_rooms[0]
var spawn = Vector3(
(spawn_room.position.x + spawn_room.size.x / 2.0) * TILE_SIZE,
0.5,
(spawn_room.position.y + spawn_room.size.y / 2.0) * TILE_SIZE
)
player.global_position = spawn
# Gegner im Dungeon spawnen
_spawn_dungeon_enemies()
func _get_max_visited_level() -> int:
var max_level = 0
for key in saved_dungeons.keys():
if key > max_level:
max_level = key
return max_level
func _clear_dungeon():
if dungeon_container:
dungeon_container.queue_free()
dungeon_container = null
if dungeon_env:
dungeon_env.queue_free()
dungeon_env = null
return_portal_area = null
return_portal_label = null
deeper_portal_area = null
deeper_portal_label = null
dungeon_grid.clear()
dungeon_rooms.clear()
func _exit_dungeon():
in_dungeon = false
dungeon_level = 0
_clear_dungeon()
saved_dungeons.clear()
# Overworld-Nodes wieder zeigen
for node in overworld_nodes:
if is_instance_valid(node):
node.visible = true
if node is StaticBody3D:
node.process_mode = Node.PROCESS_MODE_INHERIT
overworld_nodes.clear()
if overworld_env:
overworld_env.environment = overworld_env_resource
# Spieler zurück zur Overworld
player.global_position = player_overworld_pos
# ─────────────────────────────────────────────────────────────────────────────
# DUNGEON-GENERIERUNG
# ─────────────────────────────────────────────────────────────────────────────
func _generate_dungeon():
dungeon_grid.clear()
dungeon_rooms.clear()
for x in range(GRID_WIDTH):
var col = []
for y in range(GRID_HEIGHT):
col.append(0)
dungeon_grid.append(col)
var attempts = 0
var target_rooms = randi_range(MIN_ROOMS, MAX_ROOMS)
while dungeon_rooms.size() < target_rooms and attempts < 200:
attempts += 1
var w = randi_range(MIN_ROOM_SIZE, MAX_ROOM_SIZE)
var h = randi_range(MIN_ROOM_SIZE, MAX_ROOM_SIZE)
var x = randi_range(2, GRID_WIDTH - w - 2)
var y = randi_range(2, GRID_HEIGHT - h - 2)
var new_room = Rect2i(x, y, w, h)
if _dungeon_room_fits(new_room):
dungeon_rooms.append(new_room)
_carve_room(new_room)
for i in range(dungeon_rooms.size() - 1):
_carve_corridor(dungeon_rooms[i], dungeon_rooms[i + 1])
func _dungeon_room_fits(new_room: Rect2i) -> bool:
var expanded = Rect2i(new_room.position - Vector2i(2, 2), new_room.size + Vector2i(4, 4))
for room in dungeon_rooms:
if expanded.intersects(room):
return false
return true
func _carve_room(room: Rect2i):
for x in range(room.position.x, room.position.x + room.size.x):
for y in range(room.position.y, room.position.y + room.size.y):
dungeon_grid[x][y] = 1
func _carve_corridor(room_a: Rect2i, room_b: Rect2i):
var ax = room_a.position.x + room_a.size.x / 2
var ay = room_a.position.y + room_a.size.y / 2
var bx = room_b.position.x + room_b.size.x / 2
var by = room_b.position.y + room_b.size.y / 2
var corridor_width = 2
var start_x = min(ax, bx)
var end_x = max(ax, bx)
for x in range(start_x, end_x + 1):
for w in range(corridor_width):
if x >= 0 and x < GRID_WIDTH and ay + w >= 0 and ay + w < GRID_HEIGHT:
dungeon_grid[x][ay + w] = 1
var start_y = min(ay, by)
var end_y = max(ay, by)
for y in range(start_y, end_y + 1):
for w in range(corridor_width):
if bx + w >= 0 and bx + w < GRID_WIDTH and y >= 0 and y < GRID_HEIGHT:
dungeon_grid[bx + w][y] = 1
func _build_dungeon_geometry():
var floor_mat = StandardMaterial3D.new()
floor_mat.albedo_color = Color(0.25, 0.22, 0.2)
floor_mat.roughness = 0.9
var wall_mat = StandardMaterial3D.new()
wall_mat.albedo_color = Color(0.35, 0.3, 0.28)
wall_mat.roughness = 0.95
var ceiling_mat = StandardMaterial3D.new()
ceiling_mat.albedo_color = Color(0.2, 0.18, 0.16)
ceiling_mat.roughness = 0.95
for x in range(GRID_WIDTH):
for y in range(GRID_HEIGHT):
if dungeon_grid[x][y] == 1:
# Boden
var floor_tile = CSGBox3D.new()
floor_tile.size = Vector3(TILE_SIZE, 0.3, TILE_SIZE)
floor_tile.position = Vector3(x * TILE_SIZE, -0.15, y * TILE_SIZE)
floor_tile.material = floor_mat
floor_tile.use_collision = true
dungeon_container.add_child(floor_tile)
# Decke
var ceil_tile = CSGBox3D.new()
ceil_tile.size = Vector3(TILE_SIZE, 0.3, TILE_SIZE)
ceil_tile.position = Vector3(x * TILE_SIZE, WALL_HEIGHT + 0.15, y * TILE_SIZE)
ceil_tile.material = ceiling_mat
dungeon_container.add_child(ceil_tile)
# Wände
var directions = [
Vector2i(-1, 0), Vector2i(1, 0),
Vector2i(0, -1), Vector2i(0, 1)
]
for dir in directions:
var nx = x + dir.x
var ny = y + dir.y
if nx < 0 or nx >= GRID_WIDTH or ny < 0 or ny >= GRID_HEIGHT or dungeon_grid[nx][ny] == 0:
var wall = CSGBox3D.new()
if dir.x != 0:
wall.size = Vector3(0.3, WALL_HEIGHT, TILE_SIZE)
wall.position = Vector3(
x * TILE_SIZE + dir.x * TILE_SIZE / 2.0,
WALL_HEIGHT / 2.0,
y * TILE_SIZE
)
else:
wall.size = Vector3(TILE_SIZE, WALL_HEIGHT, 0.3)
wall.position = Vector3(
x * TILE_SIZE,
WALL_HEIGHT / 2.0,
y * TILE_SIZE + dir.y * TILE_SIZE / 2.0
)
wall.material = wall_mat
wall.use_collision = true
dungeon_container.add_child(wall)
func _place_return_portal():
var first = dungeon_rooms[0]
var portal_pos = Vector3(
(first.position.x + 1.0) * TILE_SIZE,
0,
(first.position.y + 1.0) * TILE_SIZE
)
var portal = Node3D.new()
portal.name = "ReturnPortal"
portal.position = portal_pos
dungeon_container.add_child(portal)
var portal_mat = StandardMaterial3D.new()
portal_mat.albedo_color = Color(0.2, 0.4, 1.0)
portal_mat.emission_enabled = true
portal_mat.emission = Color(0.2, 0.4, 1.0)
portal_mat.emission_energy_multiplier = 2.0
# Portal-Ring
var frame = CSGTorus3D.new()
frame.inner_radius = 1.2
frame.outer_radius = 1.6
frame.ring_sides = 16
frame.sides = 24
frame.position = Vector3(0, 2.0, 0)
frame.material = portal_mat
portal.add_child(frame)
# Portal-Fläche
var surface = CSGCylinder3D.new()
surface.radius = 1.2
surface.height = 0.1
surface.sides = 24
surface.position = Vector3(0, 2.0, 0)
surface.material = portal_mat
portal.add_child(surface)
# Trigger
return_portal_area = Area3D.new()
return_portal_area.name = "PortalArea"
return_portal_area.position = Vector3(0, 1.5, 0)
portal.add_child(return_portal_area)
var col = CollisionShape3D.new()
var shape = BoxShape3D.new()
shape.size = Vector3(4, 4, 4)
col.shape = shape
return_portal_area.add_child(col)
# Label
return_portal_label = Label3D.new()
return_portal_label.text = "Zurück zur Oberwelt [E]"
return_portal_label.position = Vector3(0, 4.5, 0)
return_portal_label.font_size = 48
return_portal_label.modulate = Color(0.3, 0.6, 1.0)
return_portal_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
return_portal_label.visible = false
portal.add_child(return_portal_label)
func _place_deeper_portal():
var last = dungeon_rooms[dungeon_rooms.size() - 1]
var portal_pos = Vector3(
(last.position.x + last.size.x / 2.0) * TILE_SIZE,
0,
(last.position.y + last.size.y / 2.0) * TILE_SIZE
)
var portal = Node3D.new()
portal.name = "DeeperPortal"
portal.position = portal_pos
dungeon_container.add_child(portal)
var portal_mat = StandardMaterial3D.new()
portal_mat.albedo_color = Color(1.0, 0.3, 0.1)
portal_mat.emission_enabled = true
portal_mat.emission = Color(1.0, 0.3, 0.1)
portal_mat.emission_energy_multiplier = 2.0
# Portal-Ring (rot/orange)
var frame = CSGTorus3D.new()
frame.inner_radius = 1.2
frame.outer_radius = 1.6
frame.ring_sides = 16
frame.sides = 24
frame.position = Vector3(0, 2.0, 0)
frame.material = portal_mat
portal.add_child(frame)
# Portal-Fläche
var surface = CSGCylinder3D.new()
surface.radius = 1.2
surface.height = 0.1
surface.sides = 24
surface.position = Vector3(0, 2.0, 0)
surface.material = portal_mat
portal.add_child(surface)
# Trigger
deeper_portal_area = Area3D.new()
deeper_portal_area.name = "DeeperPortalArea"
deeper_portal_area.position = Vector3(0, 1.5, 0)
portal.add_child(deeper_portal_area)
var col = CollisionShape3D.new()
var shape = BoxShape3D.new()
shape.size = Vector3(4, 4, 4)
col.shape = shape
deeper_portal_area.add_child(col)
# Label
deeper_portal_label = Label3D.new()
deeper_portal_label.text = "Ebene " + str(dungeon_level + 1) + " betreten [E]"
deeper_portal_label.position = Vector3(0, 4.5, 0)
deeper_portal_label.font_size = 48
deeper_portal_label.modulate = Color(1.0, 0.5, 0.2)
deeper_portal_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
deeper_portal_label.visible = false
portal.add_child(deeper_portal_label)
func _setup_dungeon_lighting():
# Licht in jedem Raum
for room in dungeon_rooms:
var center = Vector3(
(room.position.x + room.size.x / 2.0) * TILE_SIZE,
WALL_HEIGHT - 1.0,
(room.position.y + room.size.y / 2.0) * TILE_SIZE
)
var light = OmniLight3D.new()
light.position = center
light.omni_range = 15.0
light.light_energy = 1.2
light.light_color = Color(1.0, 0.85, 0.6)
light.shadow_enabled = true
dungeon_container.add_child(light)
# Korridor-Beleuchtung
for i in range(dungeon_rooms.size() - 1):
var room_a = dungeon_rooms[i]
var room_b = dungeon_rooms[i + 1]
var ax = (room_a.position.x + room_a.size.x / 2.0) * TILE_SIZE
var ay = (room_a.position.y + room_a.size.y / 2.0) * TILE_SIZE
var bx = (room_b.position.x + room_b.size.x / 2.0) * TILE_SIZE
var by = (room_b.position.y + room_b.size.y / 2.0) * TILE_SIZE
# Licht am L-Knick
var corner_light = OmniLight3D.new()
corner_light.position = Vector3(bx, WALL_HEIGHT - 1.0, ay)
corner_light.omni_range = 12.0
corner_light.light_energy = 1.0
corner_light.light_color = Color(1.0, 0.8, 0.5)
dungeon_container.add_child(corner_light)
# Mitte horizontaler Gang
var mid_h = OmniLight3D.new()
mid_h.position = Vector3((ax + bx) / 2.0, WALL_HEIGHT - 1.0, ay)
mid_h.omni_range = 10.0
mid_h.light_energy = 0.8
mid_h.light_color = Color(1.0, 0.8, 0.5)
dungeon_container.add_child(mid_h)
# Mitte vertikaler Gang
var mid_v = OmniLight3D.new()
mid_v.position = Vector3(bx, WALL_HEIGHT - 1.0, (ay + by) / 2.0)
mid_v.omni_range = 10.0
mid_v.light_energy = 0.8
mid_v.light_color = Color(1.0, 0.8, 0.5)
dungeon_container.add_child(mid_v)
func _setup_dungeon_environment():
var env = Environment.new()
env.background_mode = Environment.BG_COLOR
env.background_color = Color(0.02, 0.02, 0.04)
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.08, 0.07, 0.1)
env.ambient_light_energy = 0.3
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
env.fog_enabled = true
env.fog_light_color = Color(0.05, 0.05, 0.08)
env.fog_density = 0.02
dungeon_env = WorldEnvironment.new()
dungeon_env.name = "DungeonEnv"
dungeon_env.environment = env
add_child(dungeon_env)
func _build_dungeon_navmesh():
var nav_region = NavigationRegion3D.new()
nav_region.name = "DungeonNavRegion"
var nav_mesh = NavigationMesh.new()
var half = TILE_SIZE / 2.0
var margin = 0.5 # Abstand zu Wänden
# Positions-basierte Vertex-Deduplizierung:
# Gleiche Position → gleicher Index → NavMesh ist automatisch zusammenhängend
var pos_to_idx: Dictionary = {} # "x_z" String → vertex index
var vertices = PackedVector3Array()
var cell_indices: Array = [] # [{i0, i1, i2, i3}, ...]
for x in range(GRID_WIDTH):
for y in range(GRID_HEIGHT):
if dungeon_grid[x][y] != 1:
continue
var wall_left = (x <= 0 or dungeon_grid[x - 1][y] == 0)
var wall_right = (x >= GRID_WIDTH - 1 or dungeon_grid[x + 1][y] == 0)
var wall_top = (y <= 0 or dungeon_grid[x][y - 1] == 0)
var wall_bot = (y >= GRID_HEIGHT - 1 or dungeon_grid[x][y + 1] == 0)
var lx = x * TILE_SIZE - half + (margin if wall_left else 0.0)
var rx = (x + 1) * TILE_SIZE - half - (margin if wall_right else 0.0)
var tz = y * TILE_SIZE - half + (margin if wall_top else 0.0)
var bz = (y + 1) * TILE_SIZE - half - (margin if wall_bot else 0.0)
var corners = [
Vector3(lx, 0.0, tz), Vector3(rx, 0.0, tz),
Vector3(rx, 0.0, bz), Vector3(lx, 0.0, bz)
]
var indices = PackedInt32Array()
for c in corners:
var key = "%0.4f_%0.4f" % [c.x, c.z]
if not pos_to_idx.has(key):
pos_to_idx[key] = vertices.size()
vertices.append(c)
indices.append(pos_to_idx[key])
cell_indices.append(indices)
nav_mesh.vertices = vertices
for ci in cell_indices:
nav_mesh.add_polygon(ci)
nav_region.navigation_mesh = nav_mesh
dungeon_container.add_child(nav_region)
func _spawn_dungeon_enemies():
for i in range(1, dungeon_rooms.size()):
# Letzter Raum = Deeper-Portal, keine Gegner
if i == dungeon_rooms.size() - 1:
continue
var room = dungeon_rooms[i]
var center = Vector3(
(room.position.x + room.size.x / 2.0) * TILE_SIZE,
0.5,
(room.position.y + room.size.y / 2.0) * TILE_SIZE
)
var enemy = ENEMY_SCENE.instantiate()
dungeon_container.add_child(enemy)
enemy.global_position = center
# Gegner-Level = Dungeon-Ebene
enemy.mob_level = dungeon_level
_setup_enemy(enemy)
# ─────────────────────────────────────────────────────────────────────────────
# MENÜ & SPIELER-SETUP
# ─────────────────────────────────────────────────────────────────────────────
# Nach Hauptmenü: Klassenauswahl anzeigen
func _on_start_game():
var menu = CLASS_SELECTION_MENU.instantiate()
add_child(menu)
menu.class_selected.connect(_on_class_selected)
# Spiel wieder pausieren für Klassenauswahl
get_tree().paused = true
# Klasse ausgewählt: Spieler initialisieren
@ -120,7 +784,10 @@ func _on_class_selected(character_class: CharacterClass):
if child.has_method("take_damage") and child != player:
_setup_enemy(child)
# Gegner initialisieren und Signal verbinden
# ─────────────────────────────────────────────────────────────────────────────
# GEGNER-SYSTEM
# ─────────────────────────────────────────────────────────────────────────────
func _setup_enemy(enemy):
if enemy and player:
enemy.target = player
@ -130,26 +797,26 @@ func _setup_enemy(enemy):
enemy.enemy_died.connect(_on_enemy_died)
if not enemy.enemy_dropped_loot.is_connected(_on_enemy_dropped_loot):
enemy.enemy_dropped_loot.connect(_on_enemy_dropped_loot)
else:
print("Fehler: Player oder Enemy nicht gefunden!")
# Loot-Drop an Spieler weiterleiten
func _on_enemy_dropped_loot(loot: Dictionary, world_pos: Vector3):
if player:
player.receive_loot(loot, world_pos)
# Gegner gestorben: Nach 5 Sekunden respawnen
func _on_enemy_died(spawn_position: Vector3, xp_reward: int):
if player:
player.gain_xp(xp_reward)
print("Respawn in ", RESPAWN_TIME, " Sekunden...")
await get_tree().create_timer(RESPAWN_TIME).timeout
if in_dungeon and dungeon_container:
var new_enemy = ENEMY_SCENE.instantiate()
dungeon_container.add_child(new_enemy)
new_enemy.global_position = spawn_position
_setup_enemy(new_enemy)
elif not in_dungeon:
_spawn_enemy(spawn_position)
# Neuen Gegner an Position spawnen
func _spawn_enemy(position: Vector3):
var new_enemy = ENEMY_SCENE.instantiate()
add_child(new_enemy)
new_enemy.global_position = position
_setup_enemy(new_enemy)
print("Gegner respawned!")

View file

@ -4,34 +4,337 @@
[ext_resource type="Script" uid="uid://cx56h588mfsk0" path="res://world.gd" id="1_tlwt5"]
[ext_resource type="PackedScene" uid="uid://cvojaeanxugfj" path="res://enemy.tscn" id="3_enemy"]
[sub_resource type="BoxShape3D" id="BoxShape3D_fj7yv"]
[sub_resource type="BoxShape3D" id="BoxShape3D_floor"]
size = Vector3(200, 0.5, 200)
[sub_resource type="BoxMesh" id="BoxMesh_tlwt5"]
[sub_resource type="BoxMesh" id="BoxMesh_floor"]
size = Vector3(200, 0.5, 200)
[sub_resource type="NavigationMesh" id="NavigationMesh_fj7yv"]
[node name="World" type="Node3D" unique_id=2007838514]
[sub_resource type="StandardMaterial3D" id="mat_rock"]
albedo_color = Color(0.4, 0.38, 0.35, 1)
roughness = 0.95
[sub_resource type="StandardMaterial3D" id="mat_stone"]
albedo_color = Color(0.3, 0.28, 0.25, 1)
roughness = 0.9
[sub_resource type="StandardMaterial3D" id="mat_entrance"]
albedo_color = Color(0.02, 0.02, 0.02, 1)
[sub_resource type="BoxShape3D" id="BoxShape3D_gate"]
size = Vector3(5, 4, 4)
[sub_resource type="StandardMaterial3D" id="mat_rock_small"]
albedo_color = Color(0.45, 0.42, 0.38, 1)
roughness = 0.95
[sub_resource type="StandardMaterial3D" id="mat_trunk"]
albedo_color = Color(0.35, 0.22, 0.1, 1)
roughness = 0.9
[sub_resource type="StandardMaterial3D" id="mat_leaf"]
albedo_color = Color(0.15, 0.45, 0.12, 1)
roughness = 0.85
[node name="World" type="Node3D" unique_id=1518976304]
script = ExtResource("1_tlwt5")
[node name="Boden" type="StaticBody3D" parent="." unique_id=2101916269]
[node name="Boden" type="StaticBody3D" parent="." unique_id=1937472568]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Boden" unique_id=1873339390]
shape = SubResource("BoxShape3D_fj7yv")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Boden" unique_id=1499976920]
shape = SubResource("BoxShape3D_floor")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Boden" unique_id=1214783061]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2)
mesh = SubResource("BoxMesh_tlwt5")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Boden" unique_id=1316024844]
mesh = SubResource("BoxMesh_floor")
[node name="Player" parent="." unique_id=937297102 instance=ExtResource("1_f3sb7")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.4345045, 0)
[node name="Player" parent="." unique_id=841198255 instance=ExtResource("1_f3sb7")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.435, 0)
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=1394887598]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=1642167272]
transform = Transform3D(-45, 0, 0, 0, -45, 0, 0, 0, -45, 0, 0, 0)
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="." unique_id=827244005]
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="." unique_id=1093030835]
navigation_mesh = SubResource("NavigationMesh_fj7yv")
[node name="enemy" parent="." unique_id=393882142 instance=ExtResource("3_enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.38837337, -35.95893)
[node name="enemy" parent="." unique_id=1435537835 instance=ExtResource("3_enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.388, -36)
[node name="Mountain" type="CSGCombiner3D" parent="." unique_id=677409308]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -80)
use_collision = true
[node name="MainBody" type="CSGSphere3D" parent="Mountain" unique_id=578990011]
transform = Transform3D(1.5, 0, 0, 0, 0.6, 0, 0, 0, 1, 0, -5, 0)
radius = 30.0
radial_segments = 24
rings = 16
material = SubResource("mat_rock")
[node name="Peak" type="CSGSphere3D" parent="Mountain" unique_id=1930092098]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 10, 0)
radius = 15.0
radial_segments = 16
rings = 12
material = SubResource("mat_rock")
[node name="LeftHill" type="CSGSphere3D" parent="Mountain" unique_id=1517453171]
transform = Transform3D(1.2, 0, 0, 0, 0.5, 0, 0, 0, 0.8, -25, -8, 5)
radius = 20.0
radial_segments = 16
rings = 12
material = SubResource("mat_rock")
[node name="RightHill" type="CSGSphere3D" parent="Mountain" unique_id=334184404]
transform = Transform3D(1, 0, 0, 0, 0.45, 0, 0, 0, 0.9, 22, -8, 8)
radius = 18.0
radial_segments = 16
rings = 12
material = SubResource("mat_rock")
[node name="DungeonGate" type="Node3D" parent="." unique_id=1787139888]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -45)
[node name="LeftPillar" type="CSGBox3D" parent="DungeonGate" unique_id=975630240]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.5, 3, 0)
use_collision = true
size = Vector3(1.5, 6, 1.5)
material = SubResource("mat_stone")
[node name="RightPillar" type="CSGBox3D" parent="DungeonGate" unique_id=682177996]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.5, 3, 0)
use_collision = true
size = Vector3(1.5, 6, 1.5)
material = SubResource("mat_stone")
[node name="TopBar" type="CSGBox3D" parent="DungeonGate" unique_id=1917431148]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6.6, 0)
use_collision = true
size = Vector3(6.5, 1.2, 1.5)
material = SubResource("mat_stone")
[node name="Entrance" type="CSGBox3D" parent="DungeonGate" unique_id=782262731]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.75, -0.5)
size = Vector3(3.5, 5.5, 2)
material = SubResource("mat_entrance")
[node name="GateArea" type="Area3D" parent="DungeonGate" unique_id=1947692918]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 2)
[node name="CollisionShape3D" type="CollisionShape3D" parent="DungeonGate/GateArea" unique_id=1018035780]
shape = SubResource("BoxShape3D_gate")
[node name="GateLabel" type="Label3D" parent="DungeonGate" unique_id=1720057230]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 7.5, 1)
visible = false
billboard = 1
modulate = Color(1, 0.85, 0.3, 1)
text = "Dungeon betreten [E]"
font_size = 48
[node name="Rock1" type="CSGSphere3D" parent="." unique_id=427636709]
transform = Transform3D(1.1, 0, 0, 0, 0.5, 0, 0, 0, 0.9, 15, 0.5, -20)
radius = 1.8
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Rock2" type="CSGSphere3D" parent="." unique_id=176525307]
transform = Transform3D(0.9, 0, 0, 0, 0.6, 0, 0, 0, 1.1, -18, 0.4, -15)
radius = 1.4
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Rock3" type="CSGSphere3D" parent="." unique_id=1182279621]
transform = Transform3D(1.2, 0, 0, 0, 0.45, 0, 0, 0, 0.8, 25, 0.7, 10)
radius = 2.2
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Rock4" type="CSGSphere3D" parent="." unique_id=1966368230]
transform = Transform3D(0.8, 0, 0, 0, 0.55, 0, 0, 0, 1, -22, 0.3, 25)
radius = 1.0
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Rock5" type="CSGSphere3D" parent="." unique_id=48323199]
transform = Transform3D(1.3, 0, 0, 0, 0.5, 0, 0, 0, 0.9, 30, 0.6, -40)
radius = 2.0
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Rock6" type="CSGSphere3D" parent="." unique_id=604365640]
transform = Transform3D(1, 0, 0, 0, 0.7, 0, 0, 0, 1.2, -28, 0.5, -45)
radius = 1.6
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Rock7" type="CSGSphere3D" parent="." unique_id=1821485412]
transform = Transform3D(0.9, 0, 0, 0, 0.4, 0, 0, 0, 1, 12, 0.3, 30)
radius = 1.2
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Rock8" type="CSGSphere3D" parent="." unique_id=1387702407]
transform = Transform3D(1.1, 0, 0, 0, 0.6, 0, 0, 0, 0.85, -10, 0.6, -50)
radius = 2.4
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Rock9" type="CSGSphere3D" parent="." unique_id=1450102956]
transform = Transform3D(1, 0, 0, 0, 0.5, 0, 0, 0, 1.1, 35, 0.4, -25)
radius = 1.5
radial_segments = 8
material = SubResource("mat_rock_small")
[node name="Tree1" type="Node3D" parent="." unique_id=618772270]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 20, 0, -10)
[node name="Trunk" type="CSGCylinder3D" parent="Tree1" unique_id=1186519127]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.75, 0)
radius = 0.3
height = 5.5
material = SubResource("mat_trunk")
[node name="Crown1" type="CSGSphere3D" parent="Tree1" unique_id=2089075716]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.3, 4.2, -0.2)
radius = 2.2
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Crown2" type="CSGSphere3D" parent="Tree1" unique_id=2070989054]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.4, 5.4, 0.3)
radius = 2.0
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Tree2" type="Node3D" parent="." unique_id=1889546293]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -15, 0, -30)
[node name="Trunk" type="CSGCylinder3D" parent="Tree2" unique_id=997380154]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.25, 0)
radius = 0.3
height = 6.5
material = SubResource("mat_trunk")
[node name="Crown1" type="CSGSphere3D" parent="Tree2" unique_id=809808235]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 5, 0.2)
radius = 2.5
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Crown2" type="CSGSphere3D" parent="Tree2" unique_id=481648384]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.3, 6.2, -0.4)
radius = 2.2
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Crown3" type="CSGSphere3D" parent="Tree2" unique_id=184574046]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.1, 7.4, 0.1)
radius = 1.8
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Tree3" type="Node3D" parent="." unique_id=1385340799]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 20)
[node name="Trunk" type="CSGCylinder3D" parent="Tree3" unique_id=387398909]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.25, 0)
radius = 0.3
height = 4.5
material = SubResource("mat_trunk")
[node name="Crown1" type="CSGSphere3D" parent="Tree3" unique_id=1139907459]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.2, 3.5, 0.5)
radius = 2.0
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Crown2" type="CSGSphere3D" parent="Tree3" unique_id=391069386]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.4, 4.7, -0.3)
radius = 2.3
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Tree4" type="Node3D" parent="." unique_id=613675839]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -25, 0, 15)
[node name="Trunk" type="CSGCylinder3D" parent="Tree4" unique_id=220117087]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0)
radius = 0.3
height = 6.0
material = SubResource("mat_trunk")
[node name="Crown1" type="CSGSphere3D" parent="Tree4" unique_id=129254377]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.6, 4.5, -0.1)
radius = 2.4
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Crown2" type="CSGSphere3D" parent="Tree4" unique_id=929192645]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 5.7, 0.4)
radius = 2.1
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Tree5" type="Node3D" parent="." unique_id=94347379]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10, 0, 35)
[node name="Trunk" type="CSGCylinder3D" parent="Tree5" unique_id=199856993]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.5, 0)
radius = 0.3
height = 7.0
material = SubResource("mat_trunk")
[node name="Crown1" type="CSGSphere3D" parent="Tree5" unique_id=1965121271]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.3, 5.3, 0.6)
radius = 2.6
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Crown2" type="CSGSphere3D" parent="Tree5" unique_id=1961694117]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 6.5, -0.2)
radius = 2.3
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Crown3" type="CSGSphere3D" parent="Tree5" unique_id=1346853660]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 7.7, 0.3)
radius = 1.9
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Tree6" type="Node3D" parent="." unique_id=1309473387]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -30, 0, -10)
[node name="Trunk" type="CSGCylinder3D" parent="Tree6" unique_id=1889196546]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
radius = 0.3
height = 5.0
material = SubResource("mat_trunk")
[node name="Crown1" type="CSGSphere3D" parent="Tree6" unique_id=1159575861]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.2, 3.8, -0.4)
radius = 2.1
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")
[node name="Crown2" type="CSGSphere3D" parent="Tree6" unique_id=2073540260]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.6, 5, 0.2)
radius = 2.4
radial_segments = 10
rings = 8
material = SubResource("mat_leaf")