Added a basic test map, options menu, bug fixes, and much more.
This commit is contained in:
Patrick 2025-08-08 10:57:42 +02:00
parent d72b5ac57b
commit 2dce012535
34 changed files with 1268 additions and 84 deletions

242
maps/assets/map.gltf Normal file

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@ -0,0 +1,37 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bago2uuxpae22"
path="res://.godot/imported/map.gltf-c3a1ee560168fb25b24f2e9bfd0cd850.scn"
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source_file="res://maps/assets/map.gltf"
dest_files=["res://.godot/imported/map.gltf-c3a1ee560168fb25b24f2e9bfd0cd850.scn"]
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nodes/root_name=""
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
_subresources={}
gltf/naming_version=1
gltf/embedded_image_handling=1

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maps/assets/map_0.png Normal file

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@ -0,0 +1,38 @@
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"md5": "28ac435753fa790c09d222ee0f776064"
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compress/lossy_quality=0.7
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
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maps/assets/test_map.exr Normal file

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@ -0,0 +1,27 @@
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maps/assets/test_map.lmbake Normal file

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@ -4,9 +4,25 @@ extends Node3D
func _ready() -> void:
if multiplayer.is_server():
randomize()
Multiplayer.players[randi_range(0, Multiplayer.players.size() - 1)].hunter = true
var random_id: int = Multiplayer.players.keys()[randi_range(0, Multiplayer.players.size() - 1)]
Multiplayer.players[random_id].hunter = true
for i: int in $PlayerSpawners.get_children().size():
if i < Multiplayer.players.size():
var spawner: PlayerSpawner = $PlayerSpawners.get_child(i)
var player: Dictionary = Multiplayer.players[i]
var player: Dictionary = Multiplayer.players[Multiplayer.players.keys()[i]]
spawner.spawn_player(player)
func _on_exit_entered(body: Node3D) -> void:
if multiplayer.is_server() and (body is Player):
var player: Player = body
if !player.hunter and Multiplayer.fuseboxes <= 0:
Multiplayer.players[player.get_multiplayer_authority()].escaped = true
player.get_caught.rpc_id(player.get_multiplayer_authority(), $SpectatorCamera.get_path())
func _process(_delta: float) -> void:
if Multiplayer.fuseboxes <= 0:
(($EscapeArea/Light as CSGBox3D).material as StandardMaterial3D).albedo_color.r8 = 0
(($EscapeArea/Light as CSGBox3D).material as StandardMaterial3D).albedo_color.g8 = 255
else:
(($EscapeArea/Light as CSGBox3D).material as StandardMaterial3D).albedo_color.r8 = 255
(($EscapeArea/Light as CSGBox3D).material as StandardMaterial3D).albedo_color.g8 = 0

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