class_name LevelDef extends Resource ## Definition of one playable level on the run map — the arena today, later a cave with ## a bear, a china shop to smash, and so on. Every map node references a LevelDef, and ## the map/flow code never hard-codes a scene: adding a level is a new LevelDef (plus its ## scene) handed out by the map generator in run_state.gd. @export var id: StringName = &"" @export var display_name: String = "Level" ## The shell scene loaded when the player enters a node with this level — the reusable ## frame (player, camera, HUD, PS1 filter). Shared by every level; the level's own ## geometry rides in `level_scene`, which the shell instances at runtime. @export_file("*.tscn") var scene_path: String = "" ## The level module instanced into the shell's LevelRoot: spawners, lighting, meshes, ## colliders and any level-specific subscripts. Swapped wholesale between levels so no ## previous level's geometry (or its colliders) can leak into the next. @export var level_scene: PackedScene = null ## Placeholder pip tint on the map until per-level icon art exists. @export var color: Color = Color(0.80, 0.62, 0.24) ## A boss level caps a run — its node is drawn larger and clearing it ends the map. @export var is_boss: bool = false ## The enemy this level pits the bull against. Null → the usual matador wave (the ## spawner's default). Set → a single boss enemy of this scene is spawned instead (e.g. ## the bear), and the fight is won when it falls. The arena scene is shared either way; ## only the opponent changes. @export var enemy_scene: PackedScene = null