Rally Rush
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CArea3D
 Cgodot::BeaconPowerupArea3D that inverts the attack classes of any turret object that it comes into contact with. Resets effects when it is destroyed
 Cgodot::BeamArea3D 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
 Cgodot::DamageAreaCollision area that damages nodes of the given types when entered
 Cgodot::ExitTriggerArea3D 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
 Cgodot::KeyPickupArea3D that notifies the RallyRushGameMode and destroys itself when the player enters it
 Cgodot::ShieldPowerupObject for the player's "shield" powerup. Collision area that destroys all cars that hit it
 Cgodot::WeaponPickupItem box that can be found around the map. Triggers a pickup on the player when hit
 CCanvasLayer
 Cgodot::EndScreenThe game-over screen, used both when the player has won and lost the game
 Cgodot::GameUIThe in-game HUD
 Cgodot::MenuUIThe main menu UI parent
 CGameMode
 Cgodot::RallyRushGameModeGame 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
 CIPlayer
 Cgodot::CarPlayerSandboxed subclass of CarPhysics
 CNode
 Cgodot::SpawnerSingleton 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
 CNode3D
 Cgodot::DroneAn enemy drone, moves around using navigation. Model is expected to float well above the transform origin
 Cgodot::EnemySpawnpointChild node to Spawner denoting a place where a car, drone or key can be spawned
 Cgodot::ExitDoorListener for the all_keys_found Observer. Plays the "open" animation when the observer is broadcast
 CRigidBody3D
 Cgodot::CarPhysicsSubclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour of a physical car
 Cgodot::CarPlayerSandboxed subclass of CarPhysics
 Cgodot::EnemyCarThe enemy car, inherits CarPhysics subclass sandbox and uses a NavigationAgent3D to direct it
 Cgodot::EnemyTargetBodyCollider 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
 Cgodot::TurretGeneric 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