Карта Backrooms, порталы, комнаты по картам и зрение камня

- Backrooms на готовой модели (CC-BY, VTX): отдельный пакет backrooms.pck,
  качается при первом входе в портал (World/map_loader.gd), навмеш запечён заранее.
- Порталы между картами (World/portal.gd); выход из Backrooms возвращает в мир.
- Мультиплеер: игроки и общий камень делятся на комнаты по картам (Net/net.gd).
- Камень видит игрока только вблизи или в поле зрения, может потерять и бродит
  по навмешу (sight_limited); в мире и в Backrooms включено.
- Экспорт: пресет Backrooms для пакета карты, основной пресет без неё.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 16:15:00 +05:00
co-authored by Claude Sonnet 5.5
parent b7ca18ae3d
commit 97fafe6a30
71 changed files with 1920 additions and 97 deletions
+141 -68
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@@ -1,6 +1,9 @@
extends Node extends Node
# Автолоад "Net". Один и тот же скрипт работает и на клиенте, и на выделенном сервере # Автолоад "Net". Один и тот же скрипт работает и на клиенте, и на выделенном сервере
# (RPC требуют одинаковый путь узла и скрипт). Сервер — это headless-запуск Godot. # (RPC требуют одинаковый путь узла и скрипт). Сервер — это headless-запуск Godot.
#
# Игроки делятся на «комнаты» по картам: видят друг друга и общий камень-преследователь
# только те, кто сейчас на одной карте. Сервер ничего не знает об уровнях — он лишь пересылает.
const PORT = 9080 const PORT = 9080
const DEFAULT_URL = "ws://127.0.0.1:9080" const DEFAULT_URL = "ws://127.0.0.1:9080"
@@ -20,16 +23,24 @@ var ghosts := {} # peer_id -> Ghost
var send_timer := 0.0 var send_timer := 0.0
var connected := false var connected := false
# Клиент: на какой мы карте. map_ready — сервер подтвердил, что мы в её комнате.
var current_map := "world"
var map_ready := false
# Камень-преследователь: его считает один клиент (владелец), остальные повторяют # Камень-преследователь: его считает один клиент (владелец), остальные повторяют
var rock: Node3D = null # Камень этой сцены (регистрирует сам) var rock: Node3D = null # Камень этой сцены (регистрирует сам)
var rock_owner := 0 # peer_id владельца (0 — ещё не назначен); на сервере тоже var rock_owner := 0 # peer_id владельца (0 — ещё не назначен)
var rock_pos := Vector3.ZERO var rock_pos := Vector3.ZERO
var rock_yaw := 0.0 var rock_yaw := 0.0
var rock_has_state := false var rock_has_state := false
var rock_last_seen := 0.0 # Сервер: когда владелец в последний раз присылал камень (сек)
var dead_peers := {} # peer_id -> true, пока игрока поймали var dead_peers := {} # peer_id -> true, пока игрока поймали
var hooked_player: Node = null var hooked_player: Node = null
# Сервер
var peer_maps := {} # peer_id -> карта ("" пока клиент не сообщил)
var rock_owners := {} # карта -> peer_id владельца камня
var rock_seen := {} # карта -> время (сек), когда владелец последний раз присылал камень
func _ready() -> void: func _ready() -> void:
is_server = DisplayServer.get_name() == "headless" is_server = DisplayServer.get_name() == "headless"
if is_server: if is_server:
@@ -53,66 +64,95 @@ func _start_server() -> void:
func _server_peer_joined(id: int) -> void: func _server_peer_joined(id: int) -> void:
print("+ игрок ", id) print("+ игрок ", id)
if rock_owner == 0: peer_maps[id] = ""
_set_rock_owner(id)
else:
recv_rock_owner.rpc_id(id, rock_owner)
func _server_peer_left(id: int) -> void: func _server_peer_left(id: int) -> void:
print("- игрок ", id) print("- игрок ", id)
for other in multiplayer.get_peers(): var map: String = peer_maps.get(id, "")
if other != id: peer_maps.erase(id)
recv_left.rpc_id(other, id) _leave_room(id, map)
if id == rock_owner:
_set_rock_owner(_next_rock_owner(id), id)
# Новый владелец камня — наименьший peer_id среди оставшихся, кроме except (0 — никого) # Игроки комнаты map, кроме except
func _next_rock_owner(except: int) -> int: func _room(map: String, except := 0) -> Array:
var next := 0 var out := []
if map == "":
return out
for p in multiplayer.get_peers(): for p in multiplayer.get_peers():
if p != except and (next == 0 or p < next): if p != except and peer_maps.get(p, "") == map:
out.append(p)
return out
# Игрок id покинул комнату map (вышел или сменил карту)
func _leave_room(id: int, map: String) -> void:
if map == "":
return
for other in _room(map, id):
recv_left.rpc_id(other, id)
if rock_owners.get(map, 0) == id:
_set_rock_owner(map, _next_rock_owner(map, id))
# Новый владелец камня — наименьший peer_id в комнате, кроме except (0 — никого)
func _next_rock_owner(map: String, except: int) -> int:
var next := 0
for p in _room(map, except):
if next == 0 or p < next:
next = p next = p
return next return next
func _set_rock_owner(id: int, gone := 0) -> void: func _set_rock_owner(map: String, id: int) -> void:
rock_owner = id rock_owners[map] = id
rock_last_seen = Time.get_ticks_msec() / 1000.0 rock_seen[map] = Time.get_ticks_msec() / 1000.0
if id != 0: if id != 0:
print("камень считает игрок ", id) print("[%s] камень считает игрок %d" % [map, id])
for p in multiplayer.get_peers(): for p in _room(map):
if p != gone:
recv_rock_owner.rpc_id(p, id) recv_rock_owner.rpc_id(p, id)
# Владелец перестал присылать камень (вкладка в фоне, лаги) — передаём другому # Владелец перестал присылать камень (вкладка в фоне, лаги) — передаём другому
func _server_check_rock_owner() -> void: func _server_check_rock_owner() -> void:
if rock_owner == 0: var now := Time.get_ticks_msec() / 1000.0
return for map in rock_owners.keys():
if Time.get_ticks_msec() / 1000.0 - rock_last_seen > ROCK_TIMEOUT: var owner: int = rock_owners[map]
var next := _next_rock_owner(rock_owner) if owner != 0 and now - rock_seen.get(map, now) > ROCK_TIMEOUT:
var next := _next_rock_owner(map, owner)
if next != 0: if next != 0:
_set_rock_owner(next) _set_rock_owner(map, next)
# Клиент -> сервер: своё состояние. Сервер пересылает остальным. # Клиент -> сервер: я теперь на этой карте. Подтверждение приходит в recv_map_ack.
@rpc("any_peer", "reliable")
func submit_map(map: String) -> void:
if not is_server:
return
var id := multiplayer.get_remote_sender_id()
var old: String = peer_maps.get(id, "")
peer_maps[id] = map
if old != map:
_leave_room(id, old)
recv_map_ack.rpc_id(id, map)
if rock_owners.get(map, 0) == 0:
_set_rock_owner(map, id)
else:
recv_rock_owner.rpc_id(id, rock_owners[map])
# Клиент -> сервер: своё состояние. Сервер пересылает остальным на той же карте.
@rpc("any_peer", "unreliable_ordered") @rpc("any_peer", "unreliable_ordered")
func submit_state(pos: Vector3, yaw: float, pitch: float, flags: int) -> void: func submit_state(pos: Vector3, yaw: float, pitch: float, flags: int) -> void:
if not is_server: if not is_server:
return return
var sender := multiplayer.get_remote_sender_id() var sender := multiplayer.get_remote_sender_id()
for other in multiplayer.get_peers(): for other in _room(peer_maps.get(sender, ""), sender):
if other != sender:
recv_state.rpc_id(other, sender, pos, yaw, pitch, flags) recv_state.rpc_id(other, sender, pos, yaw, pitch, flags)
# Владелец камня -> сервер: позиция камня. Сервер пересылает остальным. # Владелец камня -> сервер: позиция камня. Сервер пересылает остальным на той же карте.
@rpc("any_peer", "unreliable_ordered") @rpc("any_peer", "unreliable_ordered")
func submit_rock(pos: Vector3, yaw: float) -> void: func submit_rock(pos: Vector3, yaw: float) -> void:
if not is_server: if not is_server:
return return
var sender := multiplayer.get_remote_sender_id() var sender := multiplayer.get_remote_sender_id()
if sender != rock_owner: var map: String = peer_maps.get(sender, "")
if map == "" or rock_owners.get(map, 0) != sender:
return return
rock_last_seen = Time.get_ticks_msec() / 1000.0 rock_seen[map] = Time.get_ticks_msec() / 1000.0
for other in multiplayer.get_peers(): for other in _room(map, sender):
if other != sender:
recv_rock.rpc_id(other, pos, yaw) recv_rock.rpc_id(other, pos, yaw)
# Клиент -> сервер: его поймали (dead) или он возродился в точке pos. # Клиент -> сервер: его поймали (dead) или он возродился в точке pos.
@@ -121,8 +161,7 @@ func submit_life(dead: bool, pos: Vector3) -> void:
if not is_server: if not is_server:
return return
var sender := multiplayer.get_remote_sender_id() var sender := multiplayer.get_remote_sender_id()
for other in multiplayer.get_peers(): for other in _room(peer_maps.get(sender, ""), sender):
if other != sender:
recv_life.rpc_id(other, sender, dead, pos) recv_life.rpc_id(other, sender, dead, pos)
# ---------- Клиент ---------- # ---------- Клиент ----------
@@ -152,23 +191,81 @@ func _connect_client() -> void:
func _on_connected() -> void: func _on_connected() -> void:
connected = true connected = true
submit_map.rpc_id(1, current_map)
func _on_lost() -> void: func _on_lost() -> void:
connected = false connected = false
for g in ghosts.values(): _reset_room_state()
g.queue_free()
ghosts.clear()
dead_peers.clear()
rock_owner = 0
rock_has_state = false
multiplayer.multiplayer_peer = null multiplayer.multiplayer_peer = null
_schedule_retry() _schedule_retry()
func _schedule_retry() -> void: func _schedule_retry() -> void:
get_tree().create_timer(RETRY_DELAY).timeout.connect(_connect_client) get_tree().create_timer(RETRY_DELAY).timeout.connect(_connect_client)
# Забываем всё, что знали про комнату: чужих игроков, владельца и позицию камня
func _reset_room_state() -> void:
for g in ghosts.values():
if is_instance_valid(g):
g.queue_free()
ghosts.clear()
dead_peers.clear()
rock_owner = 0
rock_has_state = false
hooked_player = null
map_ready = false
# Мы перешли на другую карту (вызывает сама карта при загрузке, идемпотентно)
func enter_map(map: String) -> void:
if map == current_map:
return
current_map = map
_reset_room_state()
if connected:
submit_map.rpc_id(1, map)
# Портал: сообщаем серверу о смене карты и загружаем сцену
func go_to_map(map: String, scene_path: String) -> void:
enter_map(map)
get_tree().change_scene_to_file.call_deferred(scene_path)
# Камень считаем сами: если не в сети или мы владелец. Пока сервер не назначил владельца — ждём.
func rock_is_local() -> bool:
if not connected:
return true
return rock_owner == multiplayer.get_unique_id()
@rpc("authority", "reliable")
func recv_map_ack(map: String) -> void:
if map == current_map:
map_ready = true
@rpc("authority", "reliable")
func recv_rock_owner(id: int) -> void:
if map_ready:
rock_owner = id
@rpc("authority", "unreliable_ordered")
func recv_rock(pos: Vector3, yaw: float) -> void:
if not map_ready:
return
rock_pos = pos
rock_yaw = yaw
rock_has_state = true
@rpc("authority", "reliable")
func recv_life(id: int, dead: bool, pos: Vector3) -> void:
if not map_ready:
return
if dead:
dead_peers[id] = true
else:
dead_peers.erase(id)
peer_respawned.emit(pos)
@rpc("authority", "unreliable_ordered") @rpc("authority", "unreliable_ordered")
func recv_state(id: int, pos: Vector3, yaw: float, pitch: float, flags: int) -> void: func recv_state(id: int, pos: Vector3, yaw: float, pitch: float, flags: int) -> void:
if not map_ready or get_tree().current_scene == null:
return # Идёт смена сцены — следующий пакет придёт через 50 мс
var ghost: Ghost = ghosts.get(id) var ghost: Ghost = ghosts.get(id)
if ghost == null: if ghost == null:
ghost = Ghost.new() ghost = Ghost.new()
@@ -185,30 +282,6 @@ func recv_left(id: int) -> void:
ghosts.erase(id) ghosts.erase(id)
dead_peers.erase(id) dead_peers.erase(id)
# Камень считаем сами: если не в сети или мы владелец. Пока сервер не назначил владельца — ждём.
func rock_is_local() -> bool:
if not connected:
return true
return rock_owner == multiplayer.get_unique_id()
@rpc("authority", "reliable")
func recv_rock_owner(id: int) -> void:
rock_owner = id
@rpc("authority", "unreliable_ordered")
func recv_rock(pos: Vector3, yaw: float) -> void:
rock_pos = pos
rock_yaw = yaw
rock_has_state = true
@rpc("authority", "reliable")
func recv_life(id: int, dead: bool, pos: Vector3) -> void:
if dead:
dead_peers[id] = true
else:
dead_peers.erase(id)
peer_respawned.emit(pos)
# Сообщаем остальным о смерти и возрождении своего игрока # Сообщаем остальным о смерти и возрождении своего игрока
func _hook_player(player: Node) -> void: func _hook_player(player: Node) -> void:
if hooked_player == player: if hooked_player == player:
@@ -218,14 +291,14 @@ func _hook_player(player: Node) -> void:
player.respawned.connect(func(): _send_life(false, player)) player.respawned.connect(func(): _send_life(false, player))
func _send_life(dead: bool, player: Node) -> void: func _send_life(dead: bool, player: Node) -> void:
if connected: if connected and map_ready:
submit_life.rpc_id(1, dead, player.global_position) submit_life.rpc_id(1, dead, player.global_position)
func _process(delta: float) -> void: func _process(delta: float) -> void:
if is_server: if is_server:
_server_check_rock_owner() _server_check_rock_owner()
return return
if not connected: if not connected or not map_ready:
return return
send_timer += delta send_timer += delta
if send_timer < 1.0 / SEND_RATE: if send_timer < 1.0 / SEND_RATE:
+56
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@@ -0,0 +1,56 @@
extends Node3D
# Backrooms на готовой модели. Сцена живёт в отдельном пакете (backrooms.pck) и качается
# только при первом входе в портал. Коллизии строим по мешам модели при загрузке,
# навмеш для камня запечён заранее (backrooms_nav.res) — в вебе запекать на лету долго.
func _ready() -> void:
Net.enter_map("backrooms")
_build_colliders()
_build_environment()
_build_hum()
func _build_colliders() -> void:
for mi in $Map.find_children("*", "MeshInstance3D", true, false):
mi.create_trimesh_collision()
func _build_environment() -> void:
var env := Environment.new()
env.background_mode = Environment.BG_COLOR
env.background_color = Color(0.06, 0.05, 0.03)
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(1.0, 0.95, 0.8)
env.ambient_light_energy = 0.7
env.fog_enabled = true
env.fog_light_color = Color(0.25, 0.2, 0.09)
env.fog_density = 0.012
var we := WorldEnvironment.new()
we.environment = env
add_child(we)
# Гул ламп: 2 секунды, частоты кратны 0.5 Гц — петля без щелчка
func _build_hum() -> void:
const RATE := 11025
var n := RATE * 2
var data := PackedByteArray()
data.resize(n * 2)
var rng := RandomNumberGenerator.new()
rng.seed = 5
for i in n:
var t := float(i) / RATE
var s := 0.50 * sin(TAU * 60.0 * t) + 0.25 * sin(TAU * 120.0 * t) \
+ 0.12 * sin(TAU * 180.0 * t) + 0.06 * sin(TAU * 240.0 * t)
s += rng.randf_range(-1.0, 1.0) * 0.03
data.encode_s16(i * 2, int(clampf(s, -1.0, 1.0) * 12000.0))
var wav := AudioStreamWAV.new()
wav.format = AudioStreamWAV.FORMAT_16_BITS
wav.mix_rate = RATE
wav.stereo = false
wav.loop_mode = AudioStreamWAV.LOOP_FORWARD
wav.loop_begin = 0
wav.loop_end = n
wav.data = data
var player := AudioStreamPlayer.new()
player.stream = wav
player.volume_db = -12.0
player.autoplay = true
add_child(player)
+1
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@@ -0,0 +1 @@
uid://gmpkjl6m3415
+35
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@@ -0,0 +1,35 @@
[gd_scene format=3 uid="uid://djgkggvwiaaoy"]
[ext_resource type="Script" uid="uid://gmpkjl6m3415" path="res://World/Backrooms/backrooms.gd" id="1_level"]
[ext_resource type="PackedScene" uid="uid://b8ef3wy1pthgm" path="res://models/backrooms/backrooms_vr.glb" id="2_map"]
[ext_resource type="PackedScene" uid="uid://c3efk6k8xnf57" path="res://Player/Player.tscn" id="3_player"]
[ext_resource type="PackedScene" path="res://models/Bochi-Rock/rock.tscn" id="4_rock"]
[ext_resource type="Script" uid="uid://bu8v0ivhmnykt" path="res://World/portal.gd" id="5_portal"]
[ext_resource type="NavigationMesh" path="res://World/Backrooms/backrooms_nav.res" id="6_nav"]
[node name="Backrooms" type="Node3D" unique_id=511186617]
script = ExtResource("1_level")
[node name="Map" parent="." unique_id=82811432 instance=ExtResource("2_map")]
transform = Transform3D(1.4, 0, 0, 0, 1.4, 0, 0, 0, 1.4, 0, 0, 0)
[node name="Player" parent="." unique_id=143512730 instance=ExtResource("3_player")]
transform = Transform3D(0, 0, 1, 0, 1, 0, -1, 0, 0, -0.4838078, 1.2, 2.0468445)
[node name="Rock" parent="." unique_id=311663607 instance=ExtResource("4_rock")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -48, 0, 3)
speed = 10.0
catch_distance = 2.0
catch_height = 3.0
sight_limited = true
[node name="Exit" type="Area3D" parent="." unique_id=1540431614]
transform = Transform3D(0, 0, 1, 0, 1, 0, -1, 0, 0, -72, -0.15, 9)
script = ExtResource("5_portal")
target_map = "world"
target_scene = "res://main.tscn"
title = "EXIT"
color = Color(0.3, 1, 0.45, 1)
[node name="Navigation" type="NavigationRegion3D" parent="." unique_id=122126248]
navigation_mesh = ExtResource("6_nav")
Binary file not shown.
+123
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@@ -0,0 +1,123 @@
extends Node
# Подгружает карту отдельным пакетом при первом входе в портал: в вебе её не качают при старте игры.
# Пакет (например backrooms.pck) лежит рядом с index.html. Если сцена уже есть в проекте
# (редактор, десктоп-запуск) — качать нечего, переходим сразу.
signal enter_failed
const PACK_URL_ARG := "--pack-url=" # Для тестов на десктопе: --pack-url=http://127.0.0.1:8000/
var _loaded := {} # имя пакета -> true, чтобы не качать и не монтировать дважды
var _busy := false
var _layer: CanvasLayer
var _label: Label
var _bar: ProgressBar
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
func enter(map: String, scene_path: String, pack_name: String, title: String) -> void:
if _busy:
return
if pack_name != "" and not _loaded.has(pack_name) and not ResourceLoader.exists(scene_path):
_busy = true
var ok := await _download_and_mount(pack_name, title)
_busy = false
if not ok:
enter_failed.emit()
return
Net.go_to_map(map, scene_path)
func _download_and_mount(pack_name: String, title: String) -> bool:
_show("Загрузка: %s…" % title)
get_tree().paused = true # Пока качаем, мир стоит (камень не должен убить игрока на экране загрузки)
var http := HTTPRequest.new()
http.process_mode = Node.PROCESS_MODE_ALWAYS
http.download_file = "user://" + pack_name
add_child(http)
var state := {"done": false, "result": -1, "code": 0}
http.request_completed.connect(func(result: int, code: int, _h, _b):
state.result = result
state.code = code
state.done = true)
var ok := false
# no-cache: браузер сверяет файл с сервером (после обновления пакета не подсунет старый из кэша)
if http.request(_pack_url(pack_name), ["Cache-Control: no-cache"]) == OK:
while not state.done:
_update_progress(http, title)
await get_tree().process_frame
if state.result == HTTPRequest.RESULT_SUCCESS and state.code == 200:
ok = ProjectSettings.load_resource_pack("user://" + pack_name, false) # false: файлы основной игры в приоритете
http.queue_free()
if ok:
_loaded[pack_name] = true
_hide()
else:
_label.text = "Не удалось загрузить карту"
_bar.visible = false
await get_tree().create_timer(2.5).timeout
_hide()
get_tree().paused = false
return ok
func _pack_url(pack_name: String) -> String:
for arg in OS.get_cmdline_user_args():
if arg.begins_with(PACK_URL_ARG):
return arg.substr(PACK_URL_ARG.length()) + pack_name
if OS.has_feature("web"):
return str(JavaScriptBridge.eval("new URL('%s', window.location.href).href" % pack_name))
return "http://127.0.0.1:8000/" + pack_name
# ---------- Экран загрузки ----------
func _show(text: String) -> void:
_layer = CanvasLayer.new()
_layer.layer = 100
add_child(_layer)
var bg := ColorRect.new()
bg.color = Color(0, 0, 0, 0.88)
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
_layer.add_child(bg)
bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_label = Label.new()
_label.text = text
_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_label.add_theme_font_size_override("font_size", 40)
bg.add_child(_label)
_label.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_bar = ProgressBar.new()
_bar.custom_minimum_size = Vector2(420, 14)
_bar.show_percentage = false
_bar.indeterminate = true
var track := StyleBoxFlat.new()
track.bg_color = Color(1, 1, 1, 0.15)
var fill := StyleBoxFlat.new()
fill.bg_color = Color(1.0, 0.85, 0.25)
_bar.add_theme_stylebox_override("background", track)
_bar.add_theme_stylebox_override("fill", fill)
bg.add_child(_bar)
_bar.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM, Control.PRESET_MODE_KEEP_SIZE)
_bar.position.y -= 120
func _update_progress(http: HTTPRequest, title: String) -> void:
var got := http.get_downloaded_bytes()
var total := http.get_body_size() # -1, если сервер не прислал Content-Length (например, gzip)
if total > 0:
_bar.indeterminate = false
_bar.max_value = total
_bar.value = got
_label.text = "Загрузка: %s\n%.1f / %.1f МБ" % [title, got / 1048576.0, total / 1048576.0]
else:
_label.text = "Загрузка: %s\n%.1f МБ" % [title, got / 1048576.0]
func _hide() -> void:
if _layer:
_layer.queue_free()
_layer = null
+1
View File
@@ -0,0 +1 @@
uid://bp4qld1nj4cla
+90
View File
@@ -0,0 +1,90 @@
extends Area3D
# Портал на другую карту: шаг в рамку — переход. Для сети игрок попадает в «комнату» новой карты.
@export var target_map := "backrooms"
@export var target_scene := "res://World/Backrooms/backrooms.tscn"
@export var pack_name := "" # Пакет с картой (качается при первом входе); пусто — карта уже в игре
@export var title := "BACKROOMS"
@export var color := Color(1.0, 0.85, 0.25)
@export var frame_size := Vector2(2.6, 3.6)
@export var trigger_size := Vector3(3.2, 3.6, 3.0) # Зона входа шире рамки, чтобы не обойти сбоку
var _used := false
var _glow: StandardMaterial3D
func _ready() -> void:
collision_layer = 0
collision_mask = 1
var cs := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = trigger_size
cs.shape = shape
cs.position.y = trigger_size.y * 0.5
add_child(cs)
_build_visuals()
body_entered.connect(_on_body_entered)
MapLoader.enter_failed.connect(func(): _used = false) # Не скачалось — можно зайти ещё раз
func _build_visuals() -> void:
var w := frame_size.x
var h := frame_size.y
var frame_mat := StandardMaterial3D.new()
frame_mat.albedo_color = color.darkened(0.5)
frame_mat.emission_enabled = true
frame_mat.emission = color
frame_mat.emission_energy_multiplier = 1.5
_add_box(Vector3(0.2, h, 0.2), Vector3(-w * 0.5 - 0.1, h * 0.5, 0), frame_mat)
_add_box(Vector3(0.2, h, 0.2), Vector3(w * 0.5 + 0.1, h * 0.5, 0), frame_mat)
_add_box(Vector3(w + 0.4, 0.2, 0.2), Vector3(0, h + 0.1, 0), frame_mat)
_glow = StandardMaterial3D.new()
_glow.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_glow.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_glow.cull_mode = BaseMaterial3D.CULL_DISABLED
_glow.albedo_color = Color(color, 0.35)
var quad := QuadMesh.new()
quad.size = frame_size
quad.material = _glow
var plane := MeshInstance3D.new()
plane.mesh = quad
plane.position.y = h * 0.5
plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(plane)
var label := Label3D.new()
label.text = title
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
label.pixel_size = 0.01
label.font_size = 64
label.outline_size = 12
label.modulate = color
label.position.y = h + 0.8
add_child(label)
var light := OmniLight3D.new()
light.light_color = color
light.light_energy = 1.5
light.omni_range = 9.0
light.position.y = h * 0.5
light.shadow_enabled = false
add_child(light)
func _add_box(size: Vector3, pos: Vector3, mat: Material) -> void:
var mesh := BoxMesh.new()
mesh.size = size
mesh.material = mat
var mi := MeshInstance3D.new()
mi.mesh = mesh
mi.position = pos
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(mi)
func _process(_delta: float) -> void:
_glow.albedo_color.a = 0.3 + 0.12 * sin(Time.get_ticks_msec() * 0.004)
func _on_body_entered(body: Node3D) -> void:
if _used or not body.is_in_group("local_player") or body.get("is_dead"):
return
_used = true
MapLoader.enter(target_map, target_scene, pack_name, title)
+1
View File
@@ -0,0 +1 @@
uid://bu8v0ivhmnykt
+51 -1
View File
@@ -10,7 +10,7 @@ dedicated_server=false
custom_features="" custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="" include_filter=""
exclude_filter="" exclude_filter="models/backrooms/*, World/Backrooms/*"
export_path="../grid-world/index.html" export_path="../grid-world/index.html"
patches=PackedStringArray() patches=PackedStringArray()
patch_delta_encoding=false patch_delta_encoding=false
@@ -50,3 +50,53 @@ progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1) progressive_web_app/background_color=Color(0, 0, 0, 1)
threads/emscripten_pool_size=8 threads/emscripten_pool_size=8
threads/godot_pool_size=4 threads/godot_pool_size=4
[preset.1]
name="Backrooms"
platform="Web"
dedicated_server=false
custom_features=""
export_filter="resources"
export_files=PackedStringArray("res://World/Backrooms/backrooms.tscn")
include_filter=""
exclude_filter="Player/*, models/Bochi-Rock/*, World/portal.gd"
export_path="../grid-world/backrooms.pck"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
patch_delta_min_reduction=0.1
patch_delta_include_filters="*"
patch_delta_exclude_filters=""
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=true
variant/thread_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=false
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=3
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
threads/emscripten_pool_size=8
threads/godot_pool_size=4
+13 -1
View File
@@ -18,6 +18,7 @@
[ext_resource type="Script" uid="uid://chtck5eaaddrw" path="res://World/levitate.gd" id="15_levitate"] [ext_resource type="Script" uid="uid://chtck5eaaddrw" path="res://World/levitate.gd" id="15_levitate"]
[ext_resource type="PackedScene" uid="uid://bmprcwbt78ghq" path="res://models/empire-state/Empire-State.glb" id="17_yaehf"] [ext_resource type="PackedScene" uid="uid://bmprcwbt78ghq" path="res://models/empire-state/Empire-State.glb" id="17_yaehf"]
[ext_resource type="Script" uid="uid://c2k1kj4a2s2su" path="res://World/nav-bake.gd" id="18_navbake"] [ext_resource type="Script" uid="uid://c2k1kj4a2s2su" path="res://World/nav-bake.gd" id="18_navbake"]
[ext_resource type="Script" uid="uid://bu8v0ivhmnykt" path="res://World/portal.gd" id="19_portal"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6opy2"] [sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6opy2"]
panorama = ExtResource("2_5vw27") panorama = ExtResource("2_5vw27")
@@ -62,8 +63,14 @@ amplitude = 5.0
period = 8.0 period = 8.0
[node name="rock" type="Node3D" parent="Architecture" unique_id=1419147983] [node name="rock" type="Node3D" parent="Architecture" unique_id=1419147983]
transform = Transform3D(-0.4002386, 0, -0.916411, 0, 1, 0, 0.916411, 0, -0.4002386, 5.2467575, -0.0029411316, 93.87327) transform = Transform3D(-0.4002386, 0, -0.916411, 0, 1, 0, 0.916411, 0, -0.4002386, 8.31884, -0.0029411316, 40.503094)
script = ExtResource("10_4c57u") script = ExtResource("10_4c57u")
sight_limited = true
sight_range = 45.0
sight_fov = 130.0
hearing_radius = 8.0
lose_time = 5.0
wander_radius = 40.0
[node name="Rock" parent="Architecture/rock" unique_id=1431376827 instance=ExtResource("11_efxa6")] [node name="Rock" parent="Architecture/rock" unique_id=1431376827 instance=ExtResource("11_efxa6")]
@@ -127,3 +134,8 @@ transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 188.
[node name="Navigation" type="NavigationRegion3D" parent="." unique_id=1471038126] [node name="Navigation" type="NavigationRegion3D" parent="." unique_id=1471038126]
script = ExtResource("18_navbake") script = ExtResource("18_navbake")
exclude = Array[NodePath]([NodePath("../Architecture/rock"), NodePath("../CharacterBody3D")]) exclude = Array[NodePath]([NodePath("../Architecture/rock"), NodePath("../CharacterBody3D")])
[node name="BackroomsPortal" type="Area3D" parent="." unique_id=982018721]
transform = Transform3D(-0.49999985, 0, -0.8660255, 0, 1, 0, 0.8660255, 0, -0.49999985, -14.694777, 7.7547903, 22.85205)
script = ExtResource("19_portal")
pack_name = "backrooms.pck"
+145 -22
View File
@@ -1,5 +1,7 @@
extends Node3D extends Node3D
# Камень преследует ближайшего живого игрока, обходя препятствия по навмешу, и ловит его. # Камень преследует ближайшего живого игрока, обходя препятствия по навмешу, и ловит его.
# С sight_limited он замечает игрока лишь вблизи или в поле зрения без стен между ними;
# потеряв из виду, идёт к последнему месту, где видел, и дальше бродит по карте.
# В сети камень считает один клиент (владелец, его назначает сервер), остальные # В сети камень считает один клиент (владелец, его назначает сервер), остальные
# плавно повторяют его позицию — поэтому у всех игроков камень один и тот же. # плавно повторяют его позицию — поэтому у всех игроков камень один и тот же.
@@ -12,15 +14,37 @@ extends Node3D
@export var sync_smoothing := 12.0 # Плавность повтора чужого камня @export var sync_smoothing := 12.0 # Плавность повтора чужого камня
@export var snap_distance := 20.0 # Дальше этого чужой камень не едет, а прыгает (сброс на старт) @export var snap_distance := 20.0 # Дальше этого чужой камень не едет, а прыгает (сброс на старт)
@export_group("Зрение")
@export var sight_limited := false # false — знает, где игрок, из любой точки карты
@export var sight_range := 30.0 # Дальность зрения, м
@export var sight_fov := 120.0 # Угол обзора, градусы
@export var hearing_radius := 6.0 # Ближе этого замечает игрока, даже за стеной
@export var lose_time := 4.0 # Сколько ещё идёт за игроком после потери из виду, сек
@export var patrol_speed := 0.4 # Доля speed, когда бродит
@export var wander_radius := 30.0 # Куда выбирает точки для прогулки, м
@export var eye_height := 0.9 # Высота «глаз» над полом, м
@onready var agent: NavigationAgent3D = $NavigationAgent3D @onready var agent: NavigationAgent3D = $NavigationAgent3D
@onready var start_transform := global_transform @onready var start_transform := global_transform
enum State { WANDER, CHASE }
var player: Node3D = null var player: Node3D = null
var _state := State.WANDER
var _last_seen := Vector3.ZERO
var _since_seen := 0.0
var _wander_target := Vector3.ZERO
var _wander_active := false
var _wander_wait := 0.0
var _wander_time := 0.0
var _own_rids: Array[RID] = []
func _ready() -> void: func _ready() -> void:
agent.target_desired_distance = 1.0 agent.target_desired_distance = 1.0
agent.path_desired_distance = 1.5 agent.path_desired_distance = 1.5
agent.path_height_offset = 0.25 # Навмеш лежит чуть выше пола agent.path_height_offset = 0.25 # Навмеш лежит чуть выше пола
for body in find_children("*", "CollisionObject3D", true, false):
_own_rids.append(body.get_rid()) # Луч зрения не должен упираться в сам камень
Net.rock = self Net.rock = self
Net.peer_respawned.connect(_on_respawned) Net.peer_respawned.connect(_on_respawned)
@@ -51,52 +75,151 @@ func _try_catch() -> void:
if flat.length() <= catch_distance and absf(dy) <= catch_height: if flat.length() <= catch_distance and absf(dy) <= catch_height:
player.die() player.die()
# Ближайший по горизонтали живой игрок: свой или чужой # Живые игроки: свой и чужие
func _pick_target() -> Node3D: func _candidates() -> Array[Node3D]:
var best: Node3D = null var out: Array[Node3D] = []
var best_d := INF
var candidates: Array[Node3D] = []
if not player.get("is_dead"): if not player.get("is_dead"):
candidates.append(player) out.append(player)
for id in Net.ghosts: for id in Net.ghosts:
var g: Node3D = Net.ghosts[id] var g: Node3D = Net.ghosts[id]
if is_instance_valid(g) and not Net.dead_peers.has(id): if is_instance_valid(g) and not Net.dead_peers.has(id):
candidates.append(g) out.append(g)
for c in candidates: return out
var d := Vector2(c.global_position.x - global_position.x, c.global_position.z - global_position.z).length_squared()
func _horizontal_dist_sq(c: Node3D) -> float:
return Vector2(c.global_position.x - global_position.x, c.global_position.z - global_position.z).length_squared()
# Ближайший по горизонтали живой игрок
func _pick_target() -> Node3D:
var best: Node3D = null
var best_d := INF
for c in _candidates():
var d := _horizontal_dist_sq(c)
if d < best_d: if d < best_d:
best_d = d best_d = d
best = c best = c
return best return best
func _chase(delta: float) -> void: # Ближайший из тех, кого камень сейчас замечает
var target := _pick_target() func _pick_visible_target() -> Node3D:
if target == null: var best: Node3D = null
return # Все лежат — стоим var best_d := INF
for c in _candidates():
var d := _horizontal_dist_sq(c)
if d < best_d and _can_see(c):
best_d = d
best = c
return best
var flat := target.global_position - global_position # Рядом — слышит (даже за стеной); дальше — только в конусе обзора и если стены не мешают
flat.y = 0.0 func _can_see(c: Node3D) -> bool:
if flat.length() <= catch_distance: var to := c.global_position - global_position
_face(flat, delta) # Стоим над жертвой, пока её клиент не засчитает поимку var flat := Vector3(to.x, 0.0, to.z)
var dist := flat.length()
if dist <= hearing_radius:
return true
if dist > sight_range:
return false
var fwd := -global_transform.basis.z
fwd.y = 0.0
if fwd.normalized().dot(flat / dist) < cos(deg_to_rad(sight_fov * 0.5)):
return false
var query := PhysicsRayQueryParameters3D.create(global_position + Vector3(0, eye_height, 0), c.global_position, 1)
var exclude := _own_rids.duplicate()
if c is CollisionObject3D:
exclude.append(c.get_rid())
query.exclude = exclude
return get_world_3d().direct_space_state.intersect_ray(query).is_empty()
func _chase(delta: float) -> void:
if not sight_limited:
var target := _pick_target()
if target != null: # Все лежат — стоим
_move_to(target.global_position, speed, catch_distance, delta)
return return
var seen := _pick_visible_target()
if seen != null:
_state = State.CHASE
_last_seen = seen.global_position
_since_seen = 0.0
elif _state == State.CHASE:
_since_seen += delta
if _since_seen > lose_time:
_state = State.WANDER
_wander_active = false
_wander_wait = 1.0
if _state == State.CHASE:
# Видим — стоим над жертвой у catch_distance; потеряли — идём к последнему месту
_move_to(_last_seen, speed, catch_distance if seen != null else 1.5, delta)
else:
_wander(delta)
func _wander(delta: float) -> void:
if _wander_wait > 0.0:
_wander_wait -= delta
return
if not _wander_active:
if not _pick_wander_target():
_wander_wait = 1.0
return
_wander_active = true
_wander_time = 0.0
_wander_time += delta
if _move_to(_wander_target, speed * patrol_speed, 1.5, delta) or _wander_time > 20.0:
_wander_active = false
_wander_wait = randf_range(1.0, 3.0)
# Случайная точка навмеша на расстоянии 8..wander_radius м; нет такой — ближайшая из дальних
func _pick_wander_target() -> bool:
var map := agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(map) == 0:
return false
var best := Vector3.INF
var best_d := INF
for i in 8:
var p := NavigationServer3D.map_get_random_point(map, 1, true)
var d := p.distance_to(global_position)
if d < 8.0:
continue
if d <= wander_radius:
best = p
break
if d < best_d:
best = p
best_d = d
if best == Vector3.INF:
return false
_wander_target = best
return true
# Шаг к точке по навмешу. true — дошли (ближе stop_dist по горизонтали)
func _move_to(dest: Vector3, spd: float, stop_dist: float, delta: float) -> bool:
var flat := dest - global_position
flat.y = 0.0
if flat.length() <= stop_dist:
_face(flat, delta) # Стоим над жертвой, пока её клиент не засчитает поимку
return true
var step: Vector3 var step: Vector3
var map := agent.get_navigation_map() var map := agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(map) > 0: if NavigationServer3D.map_get_iteration_id(map) > 0:
if agent.target_position.distance_to(target.global_position) > repath_distance: if agent.target_position.distance_to(dest) > repath_distance:
agent.target_position = target.global_position agent.target_position = dest
if not agent.is_navigation_finished(): if not agent.is_navigation_finished():
step = agent.get_next_path_position() - global_position step = agent.get_next_path_position() - global_position
# Навмеш ещё не готов или игрок вне его — идём напрямую # Навмеш ещё не готов или точка вне его — идём напрямую
if step == Vector3.ZERO: if step == Vector3.ZERO:
step = flat step = flat
var d := step.length() var d := step.length()
if d < 0.001: if d < 0.001:
return return false
global_position += step / d * min(speed * delta, d) global_position += step / d * min(spd * delta, d)
_face(Vector3(step.x, 0.0, step.z), delta) _face(Vector3(step.x, 0.0, step.z), delta)
return false
# Камень считает другой клиент — плавно идём к тому, что он прислал # Камень считает другой клиент — плавно идём к тому, что он прислал
func _follow_owner(delta: float) -> void: func _follow_owner(delta: float) -> void:
+19
View File
@@ -0,0 +1,19 @@
[gd_scene format=3]
[ext_resource type="Script" path="res://models/Bochi-Rock/rock-follow.gd" id="1_script"]
[ext_resource type="PackedScene" uid="uid://cowp33ejxcfcl" path="res://models/Bochi-Rock/Rock.glb" id="2_model"]
[ext_resource type="AudioStream" uid="uid://280pvcvxt2n2" path="res://models/Bochi-Rock/Guitar.ogg" id="3_audio"]
[node name="Rock" type="Node3D"]
script = ExtResource("1_script")
[node name="Model" parent="." instance=ExtResource("2_model")]
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
height = 5.0
radius = 2.0
[node name="AudioStreamPlayer3D" type="AudioStreamPlayer3D" parent="Model"]
stream = ExtResource("3_audio")
autoplay = true
max_distance = 30.0
+5
View File
@@ -0,0 +1,5 @@
# Backrooms VR
Модель «Backrooms VR» — автор VTX (https://sketchfab.com/VTX_car)
Источник: https://sketchfab.com/3d-models/backrooms-vr-1a5c397f0a43408fa38b09ea5c041149
Лицензия: CC-BY 4.0 (http://creativecommons.org/licenses/by/4.0/)
Binary file not shown.
+45
View File
@@ -0,0 +1,45 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://b8ef3wy1pthgm"
path="res://.godot/imported/backrooms_vr.glb-0d2b88698924672a51ea9e43fb3ac8a4.scn"
[deps]
source_file="res://models/backrooms/backrooms_vr.glb"
dest_files=["res://.godot/imported/backrooms_vr.glb-0d2b88698924672a51ea9e43fb3ac8a4.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
mesh_library/use_node_names_as_mesh_names=false
array_mesh/deduplicate_surfaces=true
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
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