Spector its like colors. Art is subjective.
-
Keys and Locks - A key opens a corresponding lock, enabling interaction with "levers" across different levels or scenes.
-
Combat and Collision Boxes - Hitbox, hurtbox, parrybox, pushbox, similar to those used in fighting games.
-
Functions Library - Global utility functions for mathematics, pause management, screen effects, and geometry operations.
-
Phantom Camera - Advanced camera system with 2D/3D support, multiple camera types, noise effects, and smooth transitions.
-
Save System - Comprehensive game state persistence with automatic node tracking, manual checkpoints, and file-based save/load operations.
-
Buffer System - Input buffering and action timing management for responsive player controls (coyote jump, input buffering, etc.).
-
Dynamic Expression - Flexible expression evaluation system for mathematical calculations, logical conditions, and property assignments with NodePath resolution.
-
Input Visualizer - Device-aware input display system that automatically detects input devices (keyboard/gamepad) and provides localized button names and images for different platforms (xBox, PlayStation, Nintendo, PC).
-
Waypoint System - Screen-space visual navigation indicators that show direction to their own positions in 2D and 3D space, always visible on screen with icon-based styling.
-
DynamicExpression - Flexible expression evaluation system for mathematical calculations, logical conditions, and property assignments with NodePath resolution.
-
Pawn2D - 2D pawn character with physics-based movement and action system integration.
-
Pawn3D - 3D pawn character with physics-based movement and action system integration.
-
Action - Abstract base class for pawn actions with conditional execution and dynamic expressions.
Save Load System
-
SaveSystemBase - Base class for save system implementations providing core file I/O functionality and data serialization.
-
SaveCheckpoint - Checkpoint system for saving specific game states with predefined node configurations and automatic save management.
-
SaveLoader - Node registration system for automatic save/load tracking with property monitoring and state persistence.
Controllers
-
BaseController - Base class for input controllers providing common functionality and state management for player controls.
-
PlayerController - Player input controller implementing movement, actions, and state management with buffer systems.
Multichecker
-
Multichecker - Core menu controller managing UI generation, Key-Lock integration, and user interaction processing.
-
MulticheckerUI - User interface handler for menu display, input device detection, and focus management.
-
MulticheckerItem - Configuration resource defining individual menu options with conditional behavior and action bindings.
Pawn Actions
- Action - Abstract base class for pawn actions with conditional execution and dynamic expressions.
2D
-
AttackAction2D - 2D attack action system for pawn characters with sequential combo chains, configurable HitBox2D components, and input buffering.
-
MoveAction2D - 2D movement action handling horizontal movement with acceleration and deceleration.
-
DashAction2D - 2D dash action providing quick directional movement bursts.
3D
-
AttackAction3D - 3D attack action system for pawn characters with sequential combo chains and HitBox3D components.
-
MoveAction3D - 3D movement action handling horizontal movement with acceleration and deceleration.
-
DashAction3D - 3D dash action providing quick directional movement bursts.
-
JumpAction3D - 3D jump action handling vertical movement and jump physics.
-
GravityAction3D - 3D gravity action applying downward acceleration to pawns.
Keys and Locks
Waypoint System
-
WayPoint2D - Screen-space visual direction indicator for 2D navigation that shows direction to its own world position, always visible on screen with icon-based visualization.
-
WayPoint3D - Screen-space visual direction indicator for 3D navigation that shows direction to its own world position using camera projection, always visible on screen with icon-based visualization.
Combat and Collision Boxes
2D
-
CustomDetectionBox2D - Interactive 2D detection area that executes dynamic expressions on body enter/exit events for creating triggers and event systems.
-
HitBox2D - Offensive 2D collision area for dealing damage with configurable detection modes, timers, and single/multi-hit behavior.
-
HurtBox2D - Damageable 2D collision area with health management, invincibility frames, and raycast verification for accurate damage detection.
-
ParryBox2D - Defensive 2D collision area for intercepting and parrying HitBox2D attacks with knockback calculations.
-
PullBox2D - 2D attraction area that pulls physics bodies toward its center with configurable speed and detection modes.
3D
-
CustomDetectionBox3D - Interactive 3D detection area that executes dynamic expressions on body enter/exit events for creating triggers and event systems.
-
HitBox3D - Offensive 3D collision area for dealing damage with configurable detection modes, timers, and single/multi-hit behavior.
-
HurtBox3D - Damageable 3D collision area with health management, invincibility frames, and raycast verification for accurate damage detection.
-
ParryBox3D - Defensive 3D collision area for intercepting and parrying HitBox3D attacks with knockback calculations.
-
PullBox3D - 3D attraction area that pulls physics bodies toward its center with configurable speed and detection modes.