Musik-Player wird beim Klick auf Spielen an den World-Node übergeben statt gestoppt. Erst bei Klassenauswahl wird die Musik beendet. So läuft die Intro-Musik auch während der Charakterauswahl. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
828 lines
27 KiB
GDScript
828 lines
27 KiB
GDScript
# World.gd
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# ─────────────────────────────────────────────────────────────────────────────
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# Spielwelt-Controller
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#
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# Verantwortlichkeiten:
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# • Overworld + Dungeon in einer Szene (kein Szenenwechsel)
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# • Prozeduraler Boden-Shader, Himmel
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# • Hauptmenü → Klassenauswahl → Spielinitialisierung
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# • Startausrüstung je nach Klasse
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# • Gegner-Setup, Loot-Weiterleitung, Respawn nach Tod
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# • Dungeon-Generierung und Portal-System
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# ─────────────────────────────────────────────────────────────────────────────
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extends Node3D
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const ENEMY_SCENE = preload("res://enemy.tscn")
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const MAIN_MENU = preload("res://main_menu.tscn")
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const CLASS_SELECTION_MENU = preload("res://class_selection_menu.tscn")
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const RESPAWN_TIME = 60.0
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# Startausrüstung
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const STARTER_SWORD = preload("res://equipment/iron_sword.tres")
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const STARTER_STAFF = preload("res://equipment/wooden_staff.tres")
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const STARTER_CHEST = preload("res://equipment/leather_chest.tres")
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const STARTER_POTION = preload("res://consumables/small_hp_potion.tres")
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# Loot Tables
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const GOBLIN_LOOT = preload("res://loot_tables/goblin_loot.tres")
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# Dungeon-Konstanten
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const TILE_SIZE = 3.0
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const WALL_HEIGHT = 6.0
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const GRID_WIDTH = 60
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const GRID_HEIGHT = 60
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const MIN_ROOMS = 6
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const MAX_ROOMS = 10
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const MIN_ROOM_SIZE = 4
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const MAX_ROOM_SIZE = 9
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@onready var player = $Player
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@onready var floor_mesh = $Boden/MeshInstance3D
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@onready var gate_area = $DungeonGate/GateArea
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@onready var gate_label = $DungeonGate/GateLabel
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var in_dungeon: bool = false
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var dungeon_level: int = 0 # 0 = Overworld, 1+ = Dungeon-Ebene
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var overworld_nodes: Array = [] # Nodes die im Dungeon versteckt werden
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var dungeon_container: Node3D = null
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var dungeon_env: WorldEnvironment = null
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var overworld_env: WorldEnvironment = null
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var return_portal_area: Area3D = null
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var return_portal_label: Label3D = null
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var deeper_portal_area: Area3D = null
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var deeper_portal_label: Label3D = null
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var player_overworld_pos: Vector3 = Vector3.ZERO
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var portal_choice_panel: PanelContainer = null
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var overworld_env_resource: Environment = null
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# Dungeon-Daten
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var dungeon_grid: Array = []
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var dungeon_rooms: Array = []
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# Gespeicherte Dungeon-Ebenen (Level → {grid, rooms})
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var saved_dungeons: Dictionary = {}
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func _ready():
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_setup_floor_material()
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_setup_sky()
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# Hauptmenü anzeigen
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var main_menu = MAIN_MENU.instantiate()
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add_child(main_menu)
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main_menu.start_game.connect(_on_start_game)
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func _setup_sky():
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var sky_mat = ProceduralSkyMaterial.new()
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sky_mat.sky_top_color = Color(0.15, 0.35, 0.75)
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sky_mat.sky_horizon_color = Color(0.55, 0.75, 1.0)
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sky_mat.ground_horizon_color = Color(0.35, 0.30, 0.25)
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sky_mat.ground_bottom_color = Color(0.1, 0.1, 0.1)
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sky_mat.sun_angle_max = 30.0
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sky_mat.sun_curve = 0.15
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var sky = Sky.new()
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sky.sky_material = sky_mat
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var env = Environment.new()
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env.background_mode = Environment.BG_SKY
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env.sky = sky
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env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
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env.ambient_light_energy = 0.6
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env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
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overworld_env = WorldEnvironment.new()
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overworld_env.name = "OverworldEnv"
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overworld_env.environment = env
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add_child(overworld_env)
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func _setup_floor_material():
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var shader = Shader.new()
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shader.code = """
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shader_type spatial;
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uniform vec4 grass_color_a : source_color = vec4(0.18, 0.42, 0.12, 1.0);
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uniform vec4 grass_color_b : source_color = vec4(0.22, 0.50, 0.15, 1.0);
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uniform vec4 dirt_color : source_color = vec4(0.35, 0.25, 0.15, 1.0);
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uniform float noise_scale : hint_range(0.01, 0.5) = 0.08;
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uniform float dirt_threshold : hint_range(0.0, 1.0) = 0.72;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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void fragment() {
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vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec2 uv = world_pos.xz * noise_scale;
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float n1 = noise(uv * 3.0);
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float n2 = noise(uv * 7.0 + vec2(50.0));
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float n3 = noise(uv * 15.0 + vec2(100.0));
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float combined = n1 * 0.5 + n2 * 0.35 + n3 * 0.15;
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vec3 grass = mix(grass_color_a.rgb, grass_color_b.rgb, n2);
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vec3 col = mix(grass, dirt_color.rgb, step(dirt_threshold, combined));
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ALBEDO = col;
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ROUGHNESS = 0.92;
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METALLIC = 0.0;
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NORMAL_MAP = vec3(n2 * 0.3, n3 * 0.3, 1.0);
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}
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"""
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var mat = ShaderMaterial.new()
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mat.shader = shader
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floor_mesh.material_override = mat
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# ─────────────────────────────────────────────────────────────────────────────
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# PROCESS
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# ─────────────────────────────────────────────────────────────────────────────
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func _process(_delta):
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if in_dungeon:
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_check_return_portal()
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_check_deeper_portal()
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else:
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_check_gate_proximity()
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func _check_gate_proximity():
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if not player or not gate_area or not gate_label:
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return
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var dist = player.global_position.distance_to(gate_area.global_position)
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gate_label.visible = dist < 6.0
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if dist < 6.0 and Input.is_action_just_pressed("interact"):
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_enter_dungeon()
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func _check_return_portal():
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if not player or not return_portal_area or not return_portal_label:
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return
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if portal_choice_panel and is_instance_valid(portal_choice_panel):
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return # Menü ist offen
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var dist = player.global_position.distance_to(return_portal_area.global_position)
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return_portal_label.visible = dist < 6.0
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if dist < 6.0 and Input.is_action_just_pressed("interact"):
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if dungeon_level <= 1:
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_exit_dungeon()
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else:
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_show_portal_choice()
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func _check_deeper_portal():
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if not player or not deeper_portal_area or not deeper_portal_label:
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return
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var dist = player.global_position.distance_to(deeper_portal_area.global_position)
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deeper_portal_label.visible = dist < 6.0
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if dist < 6.0 and Input.is_action_just_pressed("interact"):
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_go_deeper()
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# ─────────────────────────────────────────────────────────────────────────────
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# DUNGEON BETRETEN / VERLASSEN
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# ─────────────────────────────────────────────────────────────────────────────
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func _enter_dungeon():
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in_dungeon = true
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dungeon_level = 1
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player_overworld_pos = player.global_position
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# Overworld-Nodes verstecken
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_hide_overworld()
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# Ersten Dungeon generieren
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_generate_dungeon_level()
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func _go_deeper():
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# Aktuelle Ebene speichern
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_save_current_dungeon()
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_clear_dungeon()
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dungeon_level += 1
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_generate_dungeon_level()
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func _go_up():
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# Aktuelle Ebene speichern
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_save_current_dungeon()
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_clear_dungeon()
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dungeon_level -= 1
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_generate_dungeon_level()
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func _save_current_dungeon():
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saved_dungeons[dungeon_level] = {
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"grid": dungeon_grid.duplicate(true),
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"rooms": dungeon_rooms.duplicate(true)
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}
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func _show_portal_choice():
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get_tree().paused = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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portal_choice_panel = PanelContainer.new()
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portal_choice_panel.process_mode = Node.PROCESS_MODE_ALWAYS
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var vbox = VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 10)
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var title = Label.new()
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title.text = "Wohin möchtest du gehen?"
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(title)
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var btn_up = Button.new()
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btn_up.text = "Eine Ebene höher (Ebene " + str(dungeon_level - 1) + ")"
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btn_up.pressed.connect(_on_portal_go_up)
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vbox.add_child(btn_up)
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var btn_out = Button.new()
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btn_out.text = "Zurück zur Oberwelt"
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btn_out.pressed.connect(_on_portal_exit)
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vbox.add_child(btn_out)
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var btn_cancel = Button.new()
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btn_cancel.text = "Abbrechen"
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btn_cancel.pressed.connect(_on_portal_cancel)
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vbox.add_child(btn_cancel)
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portal_choice_panel.add_child(vbox)
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player.hud.add_child(portal_choice_panel)
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portal_choice_panel.anchors_preset = Control.PRESET_CENTER
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portal_choice_panel.position -= portal_choice_panel.size / 2
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func _on_portal_go_up():
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_close_portal_choice()
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_go_up()
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func _on_portal_exit():
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_close_portal_choice()
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_exit_dungeon()
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func _on_portal_cancel():
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_close_portal_choice()
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func _close_portal_choice():
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if portal_choice_panel and is_instance_valid(portal_choice_panel):
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portal_choice_panel.queue_free()
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portal_choice_panel = null
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get_tree().paused = false
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func _hide_overworld():
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overworld_nodes.clear()
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for child in get_children():
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if child == player:
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continue
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if child.name == "OverworldEnv":
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continue
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if child is Node3D or child is StaticBody3D:
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overworld_nodes.append(child)
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child.visible = false
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if child is StaticBody3D:
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child.process_mode = Node.PROCESS_MODE_DISABLED
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if overworld_env:
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overworld_env_resource = overworld_env.environment
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overworld_env.environment = null
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func _generate_dungeon_level():
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dungeon_container = Node3D.new()
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dungeon_container.name = "DungeonContainer"
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add_child(dungeon_container)
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# Gespeichertes Level laden oder neu generieren
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if saved_dungeons.has(dungeon_level):
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dungeon_grid = saved_dungeons[dungeon_level]["grid"].duplicate(true)
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dungeon_rooms = saved_dungeons[dungeon_level]["rooms"].duplicate(true)
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else:
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_generate_dungeon()
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_build_dungeon_geometry()
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_build_dungeon_navmesh()
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# Edge-Connection-Margin erhöhen damit NavMesh-Zellen sich verbinden
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var map_rid = get_world_3d().navigation_map
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NavigationServer3D.map_set_edge_connection_margin(map_rid, 0.6)
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_place_return_portal()
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_place_deeper_portal()
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_setup_dungeon_lighting()
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_setup_dungeon_environment()
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# Spieler-Spawn: beim Hochgehen im letzten Raum, sonst im ersten
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var spawn_room: Rect2i
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if saved_dungeons.has(dungeon_level) and dungeon_level < _get_max_visited_level():
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# Von unten zurückgekommen → Spawn am Deeper-Portal (letzter Raum)
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spawn_room = dungeon_rooms[dungeon_rooms.size() - 1]
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else:
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# Neu betreten oder von oben → Spawn am Eingang (erster Raum)
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spawn_room = dungeon_rooms[0]
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var spawn = Vector3(
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(spawn_room.position.x + spawn_room.size.x / 2.0) * TILE_SIZE,
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0.5,
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(spawn_room.position.y + spawn_room.size.y / 2.0) * TILE_SIZE
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)
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player.global_position = spawn
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# Gegner im Dungeon spawnen
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_spawn_dungeon_enemies()
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func _get_max_visited_level() -> int:
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var max_level = 0
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for key in saved_dungeons.keys():
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if key > max_level:
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max_level = key
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return max_level
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func _clear_dungeon():
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if dungeon_container:
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dungeon_container.queue_free()
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dungeon_container = null
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if dungeon_env:
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dungeon_env.queue_free()
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dungeon_env = null
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return_portal_area = null
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return_portal_label = null
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deeper_portal_area = null
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deeper_portal_label = null
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dungeon_grid.clear()
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dungeon_rooms.clear()
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func _exit_dungeon():
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in_dungeon = false
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dungeon_level = 0
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_clear_dungeon()
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saved_dungeons.clear()
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# Overworld-Nodes wieder zeigen
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for node in overworld_nodes:
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if is_instance_valid(node):
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node.visible = true
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if node is StaticBody3D:
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node.process_mode = Node.PROCESS_MODE_INHERIT
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overworld_nodes.clear()
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if overworld_env:
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overworld_env.environment = overworld_env_resource
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# Spieler zurück zur Overworld
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player.global_position = player_overworld_pos
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# ─────────────────────────────────────────────────────────────────────────────
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# DUNGEON-GENERIERUNG
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# ─────────────────────────────────────────────────────────────────────────────
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func _generate_dungeon():
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dungeon_grid.clear()
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dungeon_rooms.clear()
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for x in range(GRID_WIDTH):
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var col = []
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for y in range(GRID_HEIGHT):
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col.append(0)
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dungeon_grid.append(col)
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var attempts = 0
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var target_rooms = randi_range(MIN_ROOMS, MAX_ROOMS)
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while dungeon_rooms.size() < target_rooms and attempts < 200:
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attempts += 1
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var w = randi_range(MIN_ROOM_SIZE, MAX_ROOM_SIZE)
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var h = randi_range(MIN_ROOM_SIZE, MAX_ROOM_SIZE)
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var x = randi_range(2, GRID_WIDTH - w - 2)
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var y = randi_range(2, GRID_HEIGHT - h - 2)
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var new_room = Rect2i(x, y, w, h)
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if _dungeon_room_fits(new_room):
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dungeon_rooms.append(new_room)
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_carve_room(new_room)
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for i in range(dungeon_rooms.size() - 1):
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_carve_corridor(dungeon_rooms[i], dungeon_rooms[i + 1])
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func _dungeon_room_fits(new_room: Rect2i) -> bool:
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var expanded = Rect2i(new_room.position - Vector2i(2, 2), new_room.size + Vector2i(4, 4))
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for room in dungeon_rooms:
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if expanded.intersects(room):
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return false
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return true
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func _carve_room(room: Rect2i):
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for x in range(room.position.x, room.position.x + room.size.x):
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for y in range(room.position.y, room.position.y + room.size.y):
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dungeon_grid[x][y] = 1
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func _carve_corridor(room_a: Rect2i, room_b: Rect2i):
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var ax = room_a.position.x + room_a.size.x / 2
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var ay = room_a.position.y + room_a.size.y / 2
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var bx = room_b.position.x + room_b.size.x / 2
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var by = room_b.position.y + room_b.size.y / 2
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var corridor_width = 2
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var start_x = min(ax, bx)
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var end_x = max(ax, bx)
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for x in range(start_x, end_x + 1):
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for w in range(corridor_width):
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if x >= 0 and x < GRID_WIDTH and ay + w >= 0 and ay + w < GRID_HEIGHT:
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dungeon_grid[x][ay + w] = 1
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var start_y = min(ay, by)
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var end_y = max(ay, by)
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for y in range(start_y, end_y + 1):
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for w in range(corridor_width):
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if bx + w >= 0 and bx + w < GRID_WIDTH and y >= 0 and y < GRID_HEIGHT:
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dungeon_grid[bx + w][y] = 1
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func _build_dungeon_geometry():
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var floor_mat = StandardMaterial3D.new()
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floor_mat.albedo_color = Color(0.25, 0.22, 0.2)
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floor_mat.roughness = 0.9
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var wall_mat = StandardMaterial3D.new()
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wall_mat.albedo_color = Color(0.35, 0.3, 0.28)
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wall_mat.roughness = 0.95
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var ceiling_mat = StandardMaterial3D.new()
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ceiling_mat.albedo_color = Color(0.2, 0.18, 0.16)
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ceiling_mat.roughness = 0.95
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for x in range(GRID_WIDTH):
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for y in range(GRID_HEIGHT):
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if dungeon_grid[x][y] == 1:
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# Boden
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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)
|
|
get_tree().paused = true
|
|
|
|
# Klasse ausgewählt: Spieler initialisieren
|
|
func _on_class_selected(character_class: CharacterClass):
|
|
# Menü-Musik stoppen und entfernen
|
|
for child in get_children():
|
|
if child is AudioStreamPlayer:
|
|
child.stop()
|
|
child.queue_free()
|
|
|
|
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
|
|
var potion = STARTER_POTION.duplicate()
|
|
potion.stack_size = 3
|
|
player.inventory.add_item(potion)
|
|
player.assign_to_action_bar(2, potion)
|
|
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-SYSTEM
|
|
# ─────────────────────────────────────────────────────────────────────────────
|
|
|
|
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)
|
|
|
|
func _on_enemy_dropped_loot(loot: Dictionary, world_pos: Vector3):
|
|
if player:
|
|
player.receive_loot(loot, world_pos)
|
|
|
|
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)
|
|
|
|
func _spawn_enemy(position: Vector3):
|
|
var new_enemy = ENEMY_SCENE.instantiate()
|
|
add_child(new_enemy)
|
|
new_enemy.global_position = position
|
|
_setup_enemy(new_enemy)
|