Files
Bullosseum/levels/level_def.gd
T
richard 09d4a60f43 Reorganize into role-based folders and consolidate art
Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:22 +03:00

26 lines
1.5 KiB
GDScript

class_name LevelDef
extends Resource
## Definition of one playable level — the arena, the bear's den, the lobby hub, and later
## a china shop to smash. The flow code never hard-codes a scene: a level is a LevelDef
## (plus its scene) built in run_state.gd and served through the lobby.
@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
## Camera framing multiplier when this level loads — 1.0 is the shell camera's default
## shot; >1 dollies the camera back for a wider view (the lobby pulls out so the whole
## hub reads). Applied by game_shell; independent of the player's scroll-wheel zoom.
@export var camera_zoom: float = 1.0
## 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