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Spector Art

Spector its like colors. Art is subjective.

Mechanics

  • 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.

Systems

  • 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.

Objects

  • 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
  • KLKey - Interactive key component that can be activated/deactivated with timer support, blocking conditions, and dynamic expressions for complex game logic.

  • KLLock - Logical lock that evaluates boolean expressions using key states to determine activation conditions.

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.

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Reusable Godot Game Mechanics Library

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