Rally Rush
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Classes | Enumerations
godot Namespace Reference

Classes

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

Enumerations

enum class  DroneState { CHASE , DROP , FLEE }
 State of a drone. More...
 
enum class  TurretState { WAITING = 0x0 , LOCKING = 0x1 , CHARGING , FIRING }
 Current state of a turret. More...
 

Enumeration Type Documentation

◆ DroneState

enum class godot::DroneState
strong

State of a drone.

Enumerator
CHASE 

Chase the player.

DROP 

Stop, drop, and explode.

FLEE 

Go anywhere but where the player is.

◆ TurretState

enum class godot::TurretState
strong

Current state of a turret.

Enumerator
WAITING 

No known valid targets.

LOCKING 

Aim in front of an enemy.

CHARGING 

Hold still.

FIRING 

Wait for beam to end.