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