Стартовый хаб с порталами, песочница отдельным пакетом, присед

- World/Hub: маленькая стартовая комната (код, без ассетов) с порталами на карты;
  новые карты добавляются записью в PORTALS (влезает 6 порталов).
- Песочница (main.tscn) вынесена в world.pck и качается при входе в портал;
  основной пакет игры вместо 19.7 МБ стал 2.1 МБ. Выходы из карт ведут в хаб.
- Экспорт: три пресета (Web — движок и хаб, World, Backrooms).
- Присед: удерживать C (на бегу Shift+C по-прежнему подкат), скорость 3.5.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 16:44:24 +05:00
co-authored by Claude Sonnet 5.5
parent 75aa525cb8
commit 9a4142419d
8 changed files with 224 additions and 10 deletions
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extends Node3D
# Стартовая комната: ничего тяжёлого, только пол, стены и порталы на карты. Сами карты качаются
# отдельными пакетами при входе в портал (World/map_loader.gd) — поэтому игра стартует быстро.
# Чтобы добавить карту — допиши запись в PORTALS: порталы встанут в ряд по центру (влезает 6).
const PORTALS := [
{"title": "SANDBOX", "map": "world", "scene": "res://main.tscn", "pack": "world.pck", "color": Color(0.2, 0.9, 1.0)},
{"title": "BACKROOMS", "map": "backrooms", "scene": "res://World/Backrooms/backrooms.tscn", "pack": "backrooms.pck", "color": Color(1.0, 0.85, 0.25)},
]
const ROOM_WIDTH := 28.0
const ROOM_DEPTH := 18.0
const ROOM_HEIGHT := 6.0
const WALL := 0.5
const PORTAL_SPACING := 4.5
const GRID_SHADER := """
shader_type spatial;
varying vec3 wpos;
void vertex() { wpos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; }
void fragment() {
vec2 cell = wpos.xz / 2.0;
vec2 g = abs(fract(cell - 0.5) - 0.5) / fwidth(cell);
float line = 1.0 - min(min(g.x, g.y), 1.0);
ALBEDO = mix(vec3(0.03, 0.04, 0.06), vec3(0.1, 0.65, 0.85), line * 0.8);
EMISSION = vec3(0.04, 0.3, 0.4) * line;
ROUGHNESS = 0.9;
}
"""
func _ready() -> void:
Net.enter_map("hub")
_build_room()
_build_portals()
_build_environment()
func _build_room() -> void:
var body := StaticBody3D.new()
body.name = "Room"
add_child(body)
var floor_mat := ShaderMaterial.new()
floor_mat.shader = Shader.new()
floor_mat.shader.code = GRID_SHADER
var wall_mat := StandardMaterial3D.new()
wall_mat.albedo_color = Color(0.09, 0.1, 0.14)
wall_mat.roughness = 1.0
var ceiling_mat := StandardMaterial3D.new()
ceiling_mat.albedo_color = Color(0.05, 0.055, 0.08)
var hw := ROOM_WIDTH * 0.5
var hd := ROOM_DEPTH * 0.5
_add_box(body, Vector3(ROOM_WIDTH + WALL * 2, 0.5, ROOM_DEPTH + WALL * 2), Vector3(0, -0.25, 0), floor_mat)
_add_box(body, Vector3(ROOM_WIDTH + WALL * 2, 0.5, ROOM_DEPTH + WALL * 2), Vector3(0, ROOM_HEIGHT + 0.25, 0), ceiling_mat)
_add_box(body, Vector3(ROOM_WIDTH + WALL * 2, ROOM_HEIGHT, WALL), Vector3(0, ROOM_HEIGHT * 0.5, -hd - WALL * 0.5), wall_mat)
_add_box(body, Vector3(ROOM_WIDTH + WALL * 2, ROOM_HEIGHT, WALL), Vector3(0, ROOM_HEIGHT * 0.5, hd + WALL * 0.5), wall_mat)
_add_box(body, Vector3(WALL, ROOM_HEIGHT, ROOM_DEPTH), Vector3(-hw - WALL * 0.5, ROOM_HEIGHT * 0.5, 0), wall_mat)
_add_box(body, Vector3(WALL, ROOM_HEIGHT, ROOM_DEPTH), Vector3(hw + WALL * 0.5, ROOM_HEIGHT * 0.5, 0), wall_mat)
func _add_box(body: StaticBody3D, size: Vector3, pos: Vector3, mat: Material) -> void:
var shape := BoxShape3D.new()
shape.size = size
var cs := CollisionShape3D.new()
cs.shape = shape
cs.position = pos
body.add_child(cs)
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)
# Порталы вдоль северной стены лицом в комнату, по центру
func _build_portals() -> void:
var portal_script := load("res://World/portal.gd")
var z := -ROOM_DEPTH * 0.5 + 1.0
for i in PORTALS.size():
var info: Dictionary = PORTALS[i]
var portal := Area3D.new()
portal.set_script(portal_script)
portal.target_map = info.map
portal.target_scene = info.scene
portal.pack_name = info.pack
portal.title = info.title
portal.color = info.color
portal.position = Vector3((i - (PORTALS.size() - 1) * 0.5) * PORTAL_SPACING, 0.0, z)
add_child(portal)
var label := Label3D.new()
label.text = "CHOOSE A MAP"
label.pixel_size = 0.012
label.font_size = 64
label.outline_size = 12
label.modulate = Color(0.7, 0.9, 1.0)
label.position = Vector3(0, ROOM_HEIGHT - 0.35, -ROOM_DEPTH * 0.5 + 0.1)
add_child(label)
func _build_environment() -> void:
var env := Environment.new()
env.background_mode = Environment.BG_COLOR
env.background_color = Color(0.02, 0.025, 0.04)
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.5, 0.58, 0.75)
env.ambient_light_energy = 0.55
var we := WorldEnvironment.new()
we.environment = env
add_child(we)
var lamp := OmniLight3D.new()
lamp.position = Vector3(0, ROOM_HEIGHT - 0.6, 2.0)
lamp.omni_range = 22.0
lamp.light_energy = 0.8
lamp.light_color = Color(0.8, 0.9, 1.0)
lamp.shadow_enabled = false
add_child(lamp)