Initial commit: Transcience MVP
Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated server with client-side prediction. Clients send input only; the server resolves every hit for both players and enemies (no PvP). - SimWorld: whole simulation as plain RefCounted objects (no nodes, no physics server), ~0.24ms/tick at peak load -- runs headless for free and drives 78 tests in under a second - BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn events rather than per-tick state - Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash enemies and bosses -- a new boss is data in src/content/content.gd, no simulation changes - The Warden of the Fold: stationary 4-phase boss built entirely on that format - Lobby hub with a portal into on-demand dungeon instances; one process hosts the hub plus every concurrent dungeon - Emergency escape: 3s server-owned channel, cancelled by damage - tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over ENet), bench.gd; git hooks wired to the same scripts - docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
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extends Node2D
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## Root of the playable client scene. Wires the view and HUD to whatever client
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## runtime [Net] currently has, and survives that runtime being null (during
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## connection) or replaced (on reconnect).
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@onready var world_view: Node2D = $WorldView
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@onready var hud: CanvasLayer = $HUD
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var _bound: ClientRuntime = null
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func _ready() -> void:
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world_view.position = get_viewport_rect().size * 0.5
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get_viewport().size_changed.connect(_recentre)
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func _recentre() -> void:
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world_view.position = get_viewport_rect().size * 0.5
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func _process(_delta: float) -> void:
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if Net.client != _bound:
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_bound = Net.client
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if _bound != null and not _bound.local_hit.is_connected(_on_local_hit):
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_bound.local_hit.connect(_on_local_hit)
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func _on_local_hit(_damage: int) -> void:
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hud.flash_hit()
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