c4beeae38f
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
49 lines
1.6 KiB
GDScript
49 lines
1.6 KiB
GDScript
extends SceneTree
|
|
## Writes the project's input map into project.godot.
|
|
##
|
|
## Hand-editing the [input] section is error-prone -- the events are serialised
|
|
## engine objects with a long property list. Generating them through the real
|
|
## API means the file is always in the format the engine expects.
|
|
##
|
|
## godot --headless --path . --script tools/setup_input_map.gd
|
|
##
|
|
## Re-run after changing the bindings below. Physical keycodes are used so the
|
|
## bindings follow key position rather than layout.
|
|
|
|
|
|
func _init() -> void:
|
|
_action("move_up", [_key(KEY_W), _key(KEY_UP)])
|
|
_action("move_down", [_key(KEY_S), _key(KEY_DOWN)])
|
|
_action("move_left", [_key(KEY_A), _key(KEY_LEFT)])
|
|
_action("move_right", [_key(KEY_D), _key(KEY_RIGHT)])
|
|
_action("fire", [_mouse(MOUSE_BUTTON_LEFT), _key(KEY_SPACE)])
|
|
_action("emergency_escape", [_key(KEY_F)])
|
|
_action("interact", [_key(KEY_E)])
|
|
var err := ProjectSettings.save()
|
|
print("input map written, err=%d" % err)
|
|
quit(0 if err == OK else 1)
|
|
|
|
|
|
func _action(name: String, events: Array) -> void:
|
|
ProjectSettings.set_setting("input/" + name, {
|
|
"deadzone": 0.2,
|
|
"events": events,
|
|
})
|
|
|
|
|
|
## device -1 (DEVICE_ID_EMULATION) is what the editor writes and is the only
|
|
## value that matches input from a real device. A freshly constructed event
|
|
## defaults to 16, which silently matches nothing.
|
|
func _key(code: Key) -> InputEventKey:
|
|
var e := InputEventKey.new()
|
|
e.device = -1
|
|
e.physical_keycode = code
|
|
return e
|
|
|
|
|
|
func _mouse(button: MouseButton) -> InputEventMouseButton:
|
|
var e := InputEventMouseButton.new()
|
|
e.device = -1
|
|
e.button_index = button
|
|
return e
|