Map screen version

This commit is contained in:
2026-08-23 13:16:04 +03:00
parent 45427b7070
commit d749485126
16 changed files with 650 additions and 9 deletions
+4
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@@ -19,6 +19,10 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
| `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
| `matador.gd` | Matador AI (wander / ragdoll state machine) |
| `matador_spawn.gd` | Spawns N matadors at random arena positions |
| `run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights |
| `level_def.gd` | `LevelDef` resource — a level's name / scene / map colour (arena only for now) |
| `map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) |
| `MapScreen.tscn` / `map_screen.gd` | Between-fights map screen; win → pick a node → next level |
| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) |
| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
| `Blender/` | Blender source files, animation scripts, FBX exports |