# Rally Rush: Class Hierarchy

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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:

Area3D |
godot::BeaconPowerup | Area3D that inverts the attack classes of any turret object that it comes into contact with. Resets effects when it is destroyed
godot::Beam | Area3D with a MeshInstance3D that resizes itself based on a from and to position and damages any objects that enter it. Requires a child collision shape and mesh instance. Both with Capsule primitive shapes
godot::DamageArea | Collision area that damages nodes of the given types when entered
godot::ExitTrigger | Area3D that notifies the RallyRushGameMode that the player has exited the game when hit by the CarPlayer. Only if the player has found exactly 3 keys
godot::KeyPickup | Area3D that notifies the RallyRushGameMode and destroys itself when the player enters it
godot::ShieldPowerup | Object for the player's "shield" powerup. Collision area that destroys all cars that hit it
godot::WeaponPickup | Item box that can be found around the map. Triggers a pickup on the player when hit
CanvasLayer |
godot::EndScreen | The game-over screen, used both when the player has won and lost the game
godot::GameUI | The in-game HUD
godot::MenuUI | The main menu UI parent
GameMode |
godot::RallyRushGameMode | Game mode for Rally Rush. Mainly serves as a scorekeeper and patchbay for Observers. Inherits from GameMode so it can be referenced by a level and managed by the GameRoot3D
IPlayer |
godot::CarPlayer | Sandboxed subclass of CarPhysics
Node |
godot::Spawner | Singleton managing enemy and key spawning. Spawns a single enemy at an interval, selecting drone or car based on which is required or taking turns if both. Spawns three keys at the start of the game
Node3D |
godot::Drone | An enemy drone, moves around using navigation. Model is expected to float well above the transform origin
godot::EnemySpawnpoint | Child node to Spawner denoting a place where a car, drone or key can be spawned
godot::ExitDoor | Listener for the all_keys_found Observer. Plays the "open" animation when the observer is broadcast
RigidBody3D |
godot::CarPhysics | Subclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour of a physical car
godot::CarPlayer | Sandboxed subclass of CarPhysics
godot::EnemyCar | The enemy car, inherits CarPhysics subclass sandbox and uses a NavigationAgent3D to direct it
godot::EnemyTargetBody | Collider signifying which part of an enemy can be targeted. Used only for drones because their "real" position is on the ground below where the "drone" is flying
godot::Turret | Generic turret class with the ability to target any type of node as configured. Used for both the player's roof turret pickup and the enemy turrets