DungeonCrawler/world.gd
Andre e4efb239f2 Enemy-System komplett überarbeitet, Kamera-Steuerung verbessert
- Enemy: Neues castle_guard_01 Modell mit Animationen (idle, walk, run, autoattack, death, turn)
- Enemy: Patrol-KI mit Turn-Animationen beim Richtungswechsel, 5s idle nach Spawn
- Enemy: Aggro durch Detection Range (15m) und Schadens-Aggro, Patrol→Chase Übergang
- Enemy: Respawn nach 5s am Spawnpunkt, XP-Vergabe beim Tod
- Kamera: LMB frei drehen (umschauen) auch mit markiertem Ziel
- Kamera: RMB Lock-On temporär aufheben zum Weglaufen
- Kamera: LMB-Klick auf freie Fläche visiert Ziel ab
- Kamera: Drag vs Klick Unterscheidung (< 5px Bewegung = Klick)
- Autoattack greift automatisch wieder an wenn Ziel zurück in Range
- Player zur Gruppe "player" hinzugefügt für Enemy-Detection
- Dokumentation vollständig aktualisiert

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 00:56:14 +01:00

150 lines
5.3 KiB
GDScript

# World.gd
# ─────────────────────────────────────────────────────────────────────────────
# Spielwelt-Controller
#
# Verantwortlichkeiten:
# • Prozeduraler Boden-Shader (Schachbrettmuster, world-space stabil)
# • Prozeduraler Himmel (ProceduralSkyMaterial + WorldEnvironment)
# • Hauptmenü → Klassenauswahl → Spielinitialisierung
# • Startausrüstung je nach Klasse
# • Gegner-Setup, Loot-Weiterleitung, Respawn nach Tod
# ─────────────────────────────────────────────────────────────────────────────
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
# Startausrüstung
const STARTER_SWORD = preload("res://equipment/iron_sword.tres")
const STARTER_STAFF = preload("res://equipment/wooden_staff.tres")
const STARTER_CHEST = preload("res://equipment/leather_chest.tres")
# Loot Tables
const GOBLIN_LOOT = preload("res://loot_tables/goblin_loot.tres")
@onready var player = $Player
@onready var floor_mesh = $Boden/MeshInstance3D
func _ready():
_setup_floor_material()
_setup_sky()
# Hauptmenü anzeigen
var main_menu = MAIN_MENU.instantiate()
add_child(main_menu)
main_menu.start_game.connect(_on_start_game)
func _setup_sky():
var sky_mat = ProceduralSkyMaterial.new()
sky_mat.sky_top_color = Color(0.15, 0.35, 0.75)
sky_mat.sky_horizon_color = Color(0.55, 0.75, 1.0)
sky_mat.ground_horizon_color = Color(0.35, 0.30, 0.25)
sky_mat.ground_bottom_color = Color(0.1, 0.1, 0.1)
sky_mat.sun_angle_max = 30.0
sky_mat.sun_curve = 0.15
var sky = Sky.new()
sky.sky_material = sky_mat
var env = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_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)
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);
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;
METALLIC = 0.0;
}
"""
var mat = ShaderMaterial.new()
mat.shader = shader
floor_mesh.material_override = mat
# 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
func _on_class_selected(character_class: CharacterClass):
player.character_class = character_class
# Skills klassenabhängig aufbauen
player._init_class_skills()
for i in range(9):
player._refresh_action_slot(i)
# Startausrüstung klassenabhängig
if character_class.resource_type == CharacterClass.ResourceType.MANA:
player.equip_item(STARTER_STAFF)
else:
player.equip_item(STARTER_SWORD)
player.equip_item(STARTER_CHEST)
player._calculate_stats()
player.current_hp = player.max_hp
player.current_resource = player.max_resource
player.hud.update_health(player.current_hp, player.max_hp)
player.hud.update_resource(player.current_resource, player.max_resource, player.get_resource_name())
print("Klasse gewählt: ", character_class.class_name_de)
# Jetzt Gegner initialisieren
for child in get_children():
if child.has_method("take_damage") and child != player:
_setup_enemy(child)
# Gegner initialisieren und Signal verbinden
func _setup_enemy(enemy):
if enemy and player:
enemy.target = player
if enemy.loot_table == null:
enemy.loot_table = GOBLIN_LOOT
if not enemy.enemy_died.is_connected(_on_enemy_died):
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
_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!")