extends Node3D # Паркур в стиле Ghostrunner: подъём по мегабашне от крыш до светящегося ядра. Сцена живёт в отдельном # пакете (parkour.pck); модель — parkour.glb, данные раскладки — parkour_data.gd: оба генерирует скрипт # `Blender models/parkour_02/build_parkour.py` из layout.py (там же описано, как считалась проходимость). # Упал ниже чекпоинта на KILL_DEPTH, попал в лазер — возрождение на последнем чекпоинте. Преследователей нет. const Data = preload("res://maps/parkour/parkour_data.gd") const KILL_DEPTH := 32.0 # Ниже последнего чекпоинта на столько — срыв const GATE_HEIGHT := 5.0 const GATE_HALF_WIDTH := 3.0 var player: Node3D var _lasers: Array = [] # {area, mat, mesh, mode, period, on, phase} var _hud_label: Label var _hud_timer := 0.0 func _ready() -> void: Net.enter_map("parkour") player = get_tree().get_first_node_in_group("local_player") player.global_position = Data.START player.spawn_transform = Transform3D(Basis.IDENTITY, Data.START) player.death_label.text = "СОРВАЛСЯ!" _prepare_map() _build_environment() _build_hud() for pos in Data.CHECKPOINTS: _add_checkpoint(pos) for l in Data.LASERS: _add_laser(l) _add_rain() _add_ambience() _add_music() _add_exit() # Цвета поверхностей — те же значения, что в Blender (kit.py: SOLID); освещение уже запечено в цветах вершин const SURFACES := { "Concrete": Color(0.11, 0.115, 0.125), "Dark": Color(0.016, 0.017, 0.02), "Steel": Color(0.13, 0.14, 0.15), "PaintY": Color(0.38, 0.30, 0.06), "PaintR": Color(0.26, 0.08, 0.05), "PaintB": Color(0.05, 0.08, 0.11), "PaintO": Color(0.33, 0.14, 0.05), } # Светящиеся (мрачная палитра): Cyan — холодный белёсый, Magenta — тревожный красный, Orange — натриевая лампа const GLOWS := { "NeonCyan": [Color(0.50, 0.86, 0.82), 0.65], "NeonMagenta": [Color(0.95, 0.07, 0.04), 1.2], "NeonOrange": [Color(1.0, 0.42, 0.08), 1.3], "NeonYellow": [Color(0.92, 0.62, 0.10), 1.1], "NeonGreen": [Color(0.45, 0.85, 0.35), 1.0], "NeonBlue": [Color(0.25, 0.40, 0.70), 1.0], "NeonRed": [Color(1.0, 0.05, 0.05), 1.5], "NeonWhite": [Color(1.0, 0.72, 0.42), 0.9], } # Коллизию создаёт импорт (узел Collision-colonly), здесь — внешний вид: материалы по именам из Blender func _prepare_map() -> void: var shader := load("res://maps/parkour/baked.gdshader") as Shader var noise := FastNoiseLite.new() noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH noise.frequency = 0.04 noise.fractal_octaves = 4 var grain := NoiseTexture2D.new() grain.noise = noise grain.width = 512 grain.height = 512 grain.seamless = true var sky_tex := load("res://maps/parkour/sky.png") as Texture2D var cache := {} for mi: MeshInstance3D in $Map.find_children("*", "MeshInstance3D", true, false): mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF for s in mi.mesh.get_surface_count(): var src := mi.mesh.surface_get_material(s) var key: String = src.resource_name if src != null else "" if not cache.has(key): if SURFACES.has(key): var m := ShaderMaterial.new() m.shader = shader m.set_shader_parameter("albedo_color", Vector3(SURFACES[key].r, SURFACES[key].g, SURFACES[key].b)) m.set_shader_parameter("grain", grain) m.set_shader_parameter("sky_tex", sky_tex) m.set_shader_parameter("exposure", 2.1) cache[key] = m elif GLOWS.has(key): cache[key] = _emissive(GLOWS[key][0], GLOWS[key][1]) else: cache[key] = null if cache[key] != null: mi.set_surface_override_material(s, cache[key]) func _physics_process(delta: float) -> void: if player == null: return if not player.is_dead: if player.global_position.y < player.spawn_transform.origin.y - KILL_DEPTH: player.die() else: for l in _lasers: if _laser_active(l) and l.area.overlaps_body(player): player.die() break _update_lasers() _update_rain() if _hud_timer > 0.0: _hud_timer -= delta _hud_label.modulate.a = clampf(_hud_timer / 0.5, 0.0, 1.0) # ---------- окружение ---------- func _build_environment() -> void: var sky_mat := PanoramaSkyMaterial.new() sky_mat.panorama = load("res://maps/parkour/sky.png") var sky := Sky.new() sky.sky_material = sky_mat var env := Environment.new() env.background_mode = Environment.BG_SKY env.sky = sky env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR # свет на самом игроке/призраках; уровень освещён запечённо env.ambient_light_color = Color(0.26, 0.29, 0.33) env.ambient_light_energy = 0.6 env.fog_enabled = true env.fog_light_color = Color(0.2, 0.16, 0.13) # грязный дымный воздух env.fog_density = 0.011 env.fog_sky_affect = 0.45 env.tonemap_mode = Environment.TONE_MAPPER_FILMIC env.glow_enabled = true env.glow_intensity = 0.55 env.glow_bloom = 0.1 env.glow_hdr_threshold = 1.0 env.adjustment_enabled = true env.adjustment_contrast = 1.15 env.adjustment_saturation = 0.8 var we := WorldEnvironment.new() we.environment = env add_child(we) var sun := DirectionalLight3D.new() # подсветка только для персонажей sun.rotation_degrees = Vector3(-55.0, 35.0, 0.0) sun.light_color = Color(0.6, 0.68, 0.75) sun.light_energy = 0.4 add_child(sun) func _build_hud() -> void: var layer := CanvasLayer.new() layer.layer = 12 add_child(layer) _hud_label = Label.new() _hud_label.text = "ЧЕКПОИНТ" _hud_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER _hud_label.add_theme_font_size_override("font_size", 44) _hud_label.add_theme_color_override("font_color", Color(0.5, 0.85, 0.4)) _hud_label.add_theme_constant_override("outline_size", 8) _hud_label.add_theme_color_override("font_outline_color", Color.BLACK) _hud_label.modulate.a = 0.0 layer.add_child(_hud_label) _hud_label.set_anchors_and_offsets_preset(Control.PRESET_CENTER_TOP) _hud_label.position.y = 90.0 func _emissive(color: Color, energy: float, alpha := 1.0) -> StandardMaterial3D: var m := StandardMaterial3D.new() m.albedo_color = Color(0, 0, 0, alpha) m.emission_enabled = true m.emission = color m.emission_energy_multiplier = energy if alpha < 1.0: m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA m.cull_mode = BaseMaterial3D.CULL_DISABLED return m # ---------- чекпоинты: высокие светящиеся ворота поперёк трассы ---------- func _add_checkpoint(pos: Vector3) -> void: var mat := _emissive(Color(1.0, 0.5, 0.15), 0.9) var sheet_mat := _emissive(Color(1.0, 0.5, 0.15), 0.3, 0.08) var root := Node3D.new() root.position = Vector3(pos.x, pos.y - 1.2, pos.z) # pos — центр капсулы, ворота ставим на пол add_child(root) for s in [-1.0, 1.0]: var bm := BoxMesh.new() bm.size = Vector3(0.35, GATE_HEIGHT, 0.35) root.add_child(_part(bm, mat, Vector3(s * GATE_HALF_WIDTH, GATE_HEIGHT * 0.5, 0))) var top := BoxMesh.new() top.size = Vector3(GATE_HALF_WIDTH * 2 + 0.35, 0.35, 0.35) root.add_child(_part(top, mat, Vector3(0, GATE_HEIGHT, 0))) var qm := QuadMesh.new() # слабая светящаяся «плёнка» в проёме qm.size = Vector2(GATE_HALF_WIDTH * 2, GATE_HEIGHT) root.add_child(_part(qm, sheet_mat, Vector3(0, GATE_HEIGHT * 0.5, 0))) var label := Label3D.new() label.text = "CHECKPOINT" label.billboard = BaseMaterial3D.BILLBOARD_ENABLED label.pixel_size = 0.012 label.modulate = Color(1.0, 0.62, 0.3) label.outline_modulate = Color.BLACK label.position = Vector3(0, GATE_HEIGHT + 1.0, 0) root.add_child(label) var area := Area3D.new() area.collision_layer = 0 area.collision_mask = 1 area.position = Vector3(0, GATE_HEIGHT * 0.5, 0) var cs := CollisionShape3D.new() var shape := BoxShape3D.new() shape.size = Vector3(GATE_HALF_WIDTH * 2 + 6.0, GATE_HEIGHT + 2.0, 8.0) cs.shape = shape area.add_child(cs) root.add_child(area) area.body_entered.connect(func(body: Node3D) -> void: if body != player or player.spawn_transform.origin.is_equal_approx(pos): return player.spawn_transform = Transform3D(Basis.IDENTITY, pos) var green := Color(0.45, 0.85, 0.35) mat.emission = green sheet_mat.emission = green label.modulate = green _hud_timer = 2.0 ) func _part(mesh: Mesh, mat: Material, pos: Vector3) -> MeshInstance3D: var mi := MeshInstance3D.new() mi.mesh = mesh mi.material_override = mat mi.position = pos mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF return mi # ---------- лазеры ---------- func _add_laser(d: Array) -> void: var area := Area3D.new() area.collision_layer = 0 area.collision_mask = 1 area.position = d[0] var cs := CollisionShape3D.new() var shape := BoxShape3D.new() shape.size = d[1] cs.shape = shape area.add_child(cs) var bm := BoxMesh.new() bm.size = d[1] var mat := _emissive(Color(1.0, 0.04, 0.05), 2.4, 0.35 if d[1].y > 3.0 else 1.0) var mesh := _part(bm, mat, Vector3.ZERO) area.add_child(mesh) add_child(area) _lasers.append({"area": area, "mat": mat, "mesh": mesh, "mode": d[2], "period": d[3], "on": d[4], "phase": d[5]}) # Пульсирующие лазеры считают фазу по системным часам — у всех игроков примерно одинаково func _laser_active(l: Dictionary) -> bool: if l.mode == 0: return true return fposmod(Time.get_unix_time_from_system() + l.phase, l.period) < l.on func _update_lasers() -> void: for l in _lasers: var active := _laser_active(l) l.mat.emission_energy_multiplier = 2.4 if active else 0.06 l.mesh.visible = active or l.mode == 1 # ---------- выход ---------- func _add_exit() -> void: var portal := Area3D.new() portal.set_script(load("res://objects/portal.gd")) portal.target_map = "hub" portal.target_scene = "res://maps/hub/hub.tscn" portal.title = "HUB" portal.color = Color(0.3, 1, 0.45) portal.position = Data.PORTAL add_child(portal) # ---------- дождь и звук ---------- var _rain: GPUParticles3D # Ливень вокруг игрока: тонкие вертикальные штрихи, летящие по ветру; в закрытом зале не идёт func _add_rain() -> void: _rain = GPUParticles3D.new() _rain.amount = 2200 _rain.lifetime = 0.8 _rain.local_coords = false _rain.visibility_aabb = AABB(Vector3(-30, -30, -30), Vector3(60, 60, 60)) var pm := ParticleProcessMaterial.new() pm.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX pm.emission_box_extents = Vector3(26.0, 0.5, 26.0) pm.direction = Vector3(0.12, -1.0, 0.05) pm.spread = 2.0 pm.initial_velocity_min = 34.0 pm.initial_velocity_max = 40.0 pm.gravity = Vector3.ZERO _rain.process_material = pm var quad := QuadMesh.new() quad.size = Vector2(0.018, 0.7) var mat := StandardMaterial3D.new() mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA mat.albedo_color = Color(0.7, 0.78, 0.82, 0.3) mat.billboard_mode = BaseMaterial3D.BILLBOARD_FIXED_Y mat.cull_mode = BaseMaterial3D.CULL_DISABLED quad.material = mat _rain.draw_pass_1 = quad _rain.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF add_child(_rain) func _update_rain() -> void: if _rain == null or player == null: return _rain.global_position = player.global_position + Vector3(0, 12, 0) var p := player.global_position _rain.emitting = not (p.z < -Data.HALL_Y0 + 2.0 and p.z > -Data.HALL_Y1 - 2.0 and absf(p.x) < 11.0 and p.y > Data.HALL_Z - 1.0 and p.y < Data.HALL_Z + 14.0) # Низкий промышленный гул и шум дождя: 3 секунды без щелчка на стыке петли (края сведены перекрёстным затуханием) func _add_ambience() -> void: const RATE := 22050 const FADE := 4410 var n := RATE * 3 var rng := RandomNumberGenerator.new() rng.seed = 13 var raw := PackedFloat32Array() raw.resize(n + FADE) var lp := 0.0 for i in n + FADE: lp = lerpf(lp, rng.randf_range(-1.0, 1.0), 0.55) # мягкий «шипящий» шум raw[i] = lp var data := PackedByteArray() data.resize(n * 2) for i in n: var v := raw[i] if i < FADE: var t := float(i) / FADE v = raw[i] * sin(t * PI * 0.5) + raw[n + i] * cos(t * PI * 0.5) var tt := float(i) / RATE var hum := 0.16 * sin(TAU * 42.0 * tt) + 0.08 * sin(TAU * 63.0 * tt) + 0.05 * sin(TAU * 21.0 * tt) data.encode_s16(i * 2, int(clampf(v * 0.45 + hum, -1.0, 1.0) * 14000.0)) 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 ap := AudioStreamPlayer.new() ap.stream = wav ap.volume_db = -13.0 ap.autoplay = true add_child(ap) # Фоновая песня карты: Ogg Vorbis, моно 32 кГц (~1 МБ вместо 8 МБ исходного MP3), играет по кругу поверх шума дождя func _add_music() -> void: var stream := load("res://maps/parkour/audio/music.ogg") as AudioStreamOggVorbis stream.loop = true var ap := AudioStreamPlayer.new() ap.stream = stream ap.volume_db = -9.0 ap.autoplay = true add_child(ap)