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<a href="#nested-classes">Classes</a> &#124;
<a href="#enum-members">Enumerations</a> </div>
<div class="headertitle"><div class="title">godot Namespace Reference</div></div>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1BeaconPowerup.html">BeaconPowerup</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Area3D that inverts the attack classes of any turret object that it comes into contact with. Resets effects when it is destroyed. <a href="classgodot_1_1BeaconPowerup.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Beam.html">Beam</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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. <a href="classgodot_1_1Beam.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1CarPhysics.html">CarPhysics</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Subclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour of a physical car. <a href="classgodot_1_1CarPhysics.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1CarPlayer.html">CarPlayer</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sandboxed subclass of <a class="el" href="classgodot_1_1CarPhysics.html" title="Subclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour...">CarPhysics</a>. <a href="classgodot_1_1CarPlayer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1DamageArea.html">DamageArea</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Collision area that damages nodes of the given types when entered. <a href="classgodot_1_1DamageArea.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Drone.html">Drone</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">An enemy drone, moves around using navigation. Model is expected to float well above the transform origin. <a href="classgodot_1_1Drone.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1EndScreen.html">EndScreen</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The game-over screen, used both when the player has won and lost the game. <a href="classgodot_1_1EndScreen.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1EnemyCar.html">EnemyCar</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The enemy car, inherits <a class="el" href="classgodot_1_1CarPhysics.html" title="Subclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour...">CarPhysics</a> subclass sandbox and uses a NavigationAgent3D to direct it. <a href="classgodot_1_1EnemyCar.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1EnemySpawnpoint.html">EnemySpawnpoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Child node to <a class="el" href="classgodot_1_1Spawner.html" title="Singleton managing enemy and key spawning. Spawns a single enemy at an interval, selecting drone or c...">Spawner</a> denoting a place where a car, drone or key can be spawned. <a href="classgodot_1_1EnemySpawnpoint.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1EnemyTargetBody.html">EnemyTargetBody</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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. <a href="classgodot_1_1EnemyTargetBody.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1ExitDoor.html">ExitDoor</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Listener for the all_keys_found Observer. Plays the "open" animation when the observer is broadcast. <a href="classgodot_1_1ExitDoor.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1ExitTrigger.html">ExitTrigger</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Area3D that notifies the <a class="el" href="classgodot_1_1RallyRushGameMode.html" title="Game mode for Rally Rush. Mainly serves as a scorekeeper and patchbay for Observers....">RallyRushGameMode</a> that the player has exited the game when hit by the <a class="el" href="classgodot_1_1CarPlayer.html" title="Sandboxed subclass of CarPhysics.">CarPlayer</a>. Only if the player has found exactly 3 keys. <a href="classgodot_1_1ExitTrigger.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1GameUI.html">GameUI</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The in-game HUD. <a href="classgodot_1_1GameUI.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1KeyPickup.html">KeyPickup</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Area3D that notifies the <a class="el" href="classgodot_1_1RallyRushGameMode.html" title="Game mode for Rally Rush. Mainly serves as a scorekeeper and patchbay for Observers....">RallyRushGameMode</a> and destroys itself when the player enters it. <a href="classgodot_1_1KeyPickup.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1MenuUI.html">MenuUI</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The main menu UI parent. <a href="classgodot_1_1MenuUI.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1RallyRushGameMode.html">RallyRushGameMode</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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. <a href="classgodot_1_1RallyRushGameMode.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1ShieldPowerup.html">ShieldPowerup</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Object for the player's "shield" powerup. Collision area that destroys all cars that hit it. <a href="classgodot_1_1ShieldPowerup.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Spawner.html">Spawner</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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. <a href="classgodot_1_1Spawner.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html">Turret</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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. <a href="classgodot_1_1Turret.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1WeaponPickup.html">WeaponPickup</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Item box that can be found around the map. Triggers a pickup on the player when hit. <a href="classgodot_1_1WeaponPickup.html#details">More...</a><br /></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:a3044a71a529268b94e6d44ea9c282de2"><td class="memItemLeft" align="right" valign="top">enum class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacegodot.html#a3044a71a529268b94e6d44ea9c282de2">DroneState</a> { <a class="el" href="namespacegodot.html#a3044a71a529268b94e6d44ea9c282de2a2f0492938095f67d986cf0fb13f02385">CHASE</a>
, <a class="el" href="namespacegodot.html#a3044a71a529268b94e6d44ea9c282de2abf8f3be424eb6a72b21549fbb24ffb57">DROP</a>
, <a class="el" href="namespacegodot.html#a3044a71a529268b94e6d44ea9c282de2af975a35247c42f95348a25d4dff6bd38">FLEE</a>
}</td></tr>
<tr class="memdesc:a3044a71a529268b94e6d44ea9c282de2"><td class="mdescLeft">&#160;</td><td class="mdescRight">State of a drone. <a href="namespacegodot.html#a3044a71a529268b94e6d44ea9c282de2">More...</a><br /></td></tr>
<tr class="separator:a3044a71a529268b94e6d44ea9c282de2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3cd92b37d0033cac5c3398a9764c36d2"><td class="memItemLeft" align="right" valign="top">enum class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2">TurretState</a> { <a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2a1869d56535e8b1449a6da54ff5e11f50">WAITING</a> = 0x0
, <a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2ac2d97883ea6d1cb383fee238f2d486f2">LOCKING</a> = 0x1
, <a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2a3a8ea4a62d0682faf83d7372669b5e9b">CHARGING</a>
, <a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2a37b6c9a71129d929d2517fcddaa5e46b">FIRING</a>
}</td></tr>
<tr class="memdesc:a3cd92b37d0033cac5c3398a9764c36d2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Current state of a turret. <a href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2">More...</a><br /></td></tr>
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<h2 class="groupheader">Enumeration Type Documentation</h2>
<a id="a3044a71a529268b94e6d44ea9c282de2" name="a3044a71a529268b94e6d44ea9c282de2"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3044a71a529268b94e6d44ea9c282de2">&#9670;&#160;</a></span>DroneState</h2>
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<td class="memname">enum class <a class="el" href="namespacegodot.html#a3044a71a529268b94e6d44ea9c282de2">godot::DroneState</a></td>
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<span class="mlabels"><span class="mlabel">strong</span></span> </td>
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<p>State of a drone. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a3044a71a529268b94e6d44ea9c282de2a2f0492938095f67d986cf0fb13f02385" name="a3044a71a529268b94e6d44ea9c282de2a2f0492938095f67d986cf0fb13f02385"></a>CHASE&#160;</td><td class="fielddoc"><p>Chase the player. </p>
</td></tr>
<tr><td class="fieldname"><a id="a3044a71a529268b94e6d44ea9c282de2abf8f3be424eb6a72b21549fbb24ffb57" name="a3044a71a529268b94e6d44ea9c282de2abf8f3be424eb6a72b21549fbb24ffb57"></a>DROP&#160;</td><td class="fielddoc"><p>Stop, drop, and explode. </p>
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<tr><td class="fieldname"><a id="a3044a71a529268b94e6d44ea9c282de2af975a35247c42f95348a25d4dff6bd38" name="a3044a71a529268b94e6d44ea9c282de2af975a35247c42f95348a25d4dff6bd38"></a>FLEE&#160;</td><td class="fielddoc"><p>Go anywhere but where the player is. </p>
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<a id="a3cd92b37d0033cac5c3398a9764c36d2" name="a3cd92b37d0033cac5c3398a9764c36d2"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3cd92b37d0033cac5c3398a9764c36d2">&#9670;&#160;</a></span>TurretState</h2>
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<td class="memname">enum class <a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2">godot::TurretState</a></td>
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<p>Current state of a turret. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a3cd92b37d0033cac5c3398a9764c36d2a1869d56535e8b1449a6da54ff5e11f50" name="a3cd92b37d0033cac5c3398a9764c36d2a1869d56535e8b1449a6da54ff5e11f50"></a>WAITING&#160;</td><td class="fielddoc"><p>No known valid targets. </p>
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<tr><td class="fieldname"><a id="a3cd92b37d0033cac5c3398a9764c36d2ac2d97883ea6d1cb383fee238f2d486f2" name="a3cd92b37d0033cac5c3398a9764c36d2ac2d97883ea6d1cb383fee238f2d486f2"></a>LOCKING&#160;</td><td class="fielddoc"><p>Aim in front of an enemy. </p>
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<tr><td class="fieldname"><a id="a3cd92b37d0033cac5c3398a9764c36d2a3a8ea4a62d0682faf83d7372669b5e9b" name="a3cd92b37d0033cac5c3398a9764c36d2a3a8ea4a62d0682faf83d7372669b5e9b"></a>CHARGING&#160;</td><td class="fielddoc"><p>Hold still. </p>
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<tr><td class="fieldname"><a id="a3cd92b37d0033cac5c3398a9764c36d2a37b6c9a71129d929d2517fcddaa5e46b" name="a3cd92b37d0033cac5c3398a9764c36d2a37b6c9a71129d929d2517fcddaa5e46b"></a>FIRING&#160;</td><td class="fielddoc"><p>Wait for beam to end. </p>
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