31 lines
1.9 KiB
GDScript
31 lines
1.9 KiB
GDScript
class_name LevelDef
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extends Resource
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## Definition of one playable level on the run map — the arena today, later a cave with
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## a bear, a china shop to smash, and so on. Every map node references a LevelDef, and
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## the map/flow code never hard-codes a scene: adding a level is a new LevelDef (plus its
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## scene) handed out by the map generator in run_state.gd.
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@export var id: StringName = &""
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@export var display_name: String = "Level"
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## The shell scene loaded when the player enters a node with this level — the reusable
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## frame (player, camera, HUD, PS1 filter). Shared by every level; the level's own
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## geometry rides in `level_scene`, which the shell instances at runtime.
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@export_file("*.tscn") var scene_path: String = ""
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## The level module instanced into the shell's LevelRoot: spawners, lighting, meshes,
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## colliders and any level-specific subscripts. Swapped wholesale between levels so no
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## previous level's geometry (or its colliders) can leak into the next.
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@export var level_scene: PackedScene = null
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## Placeholder pip tint on the map until per-level icon art exists.
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@export var color: Color = Color(0.80, 0.62, 0.24)
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## Camera framing multiplier when this level loads — 1.0 is the shell camera's default
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## shot; >1 dollies the camera back for a wider view (the lobby pulls out so the whole
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## hub reads). Applied by game_shell; independent of the player's scroll-wheel zoom.
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@export var camera_zoom: float = 1.0
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## A boss level caps a run — its node is drawn larger and clearing it ends the map.
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@export var is_boss: bool = false
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## The enemy this level pits the bull against. Null → the usual matador wave (the
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## spawner's default). Set → a single boss enemy of this scene is spawned instead (e.g.
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## the bear), and the fight is won when it falls. The arena scene is shared either way;
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## only the opponent changes.
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@export var enemy_scene: PackedScene = null
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