# Rally Rush: Class List

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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:

godot |
BeaconPowerup | Area3D that inverts the attack classes of any turret object that it comes into contact with. Resets effects when it is destroyed
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
CarPhysics | Subclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour of a physical car
CarPlayer | Sandboxed subclass of CarPhysics
DamageArea | Collision area that damages nodes of the given types when entered
Drone | An enemy drone, moves around using navigation. Model is expected to float well above the transform origin
EndScreen | The game-over screen, used both when the player has won and lost the game
EnemyCar | The enemy car, inherits CarPhysics subclass sandbox and uses a NavigationAgent3D to direct it
EnemySpawnpoint | Child node to Spawner denoting a place where a car, drone or key can be spawned
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
ExitDoor | Listener for the all_keys_found Observer. Plays the "open" animation when the observer is broadcast
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
GameUI | The in-game HUD
KeyPickup | Area3D that notifies the RallyRushGameMode and destroys itself when the player enters it
MenuUI | The main menu UI parent
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
ShieldPowerup | Object for the player's "shield" powerup. Collision area that destroys all cars that hit it
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
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
WeaponPickup | Item box that can be found around the map. Triggers a pickup on the player when hit