Files
Emberwild/scripts/world/pickup.gd
Paul Bailey 4640f5e577 M1a: survival core, pause menu, title screen and save/load
Design: docs/SURVIVAL_DESIGN.md (core loop, systems, architecture, phases).

Survival core (M1a):
- Items/recipes as data (data/*.json) in the addon SDK's define_item /
  define_recipe shape; procedural item meshes and offscreen-rendered icons
- Inventory class (40 slots, hotbar = row 1) shared by player and chests;
  click / right-click split / shift-click quick-move
- Actions autoload: the intent layer (craft, pickup, harvest_hit, place,
  transfer) that validates every change; becomes the RPC surface in M2
- Gathering: ground pickups (sticks, stones, flint); trees chopped with an
  axe fall and leave stumps; boulders mined with a pickaxe shrink per hit
- Crafting screen with station checks (workbench); placement mode with
  green/red ghost, rotation and overlap/slope validation
- Pieces: campfire (light, flames, embers), workbench, chest (16 slots)
- HUD: hotbar, held tool view model with swing, prompts, toasts

Menus and saving:
- ESC pause menu: resume, controls, fullscreen, mouse sensitivity, quit
- Title screen over a flyover of the island: Continue / New World (name +
  seed) / Load World (with delete) / Quit
- Saves autoload: one folder per world under user://worlds, atomic writes
  with a .bak; stores only player changes (player, pieces, chest contents,
  harvested resources, taken pickups) and regenerates the rest from the seed
- Autosave every 2 min, Save & Quit to title/desktop, save on window close

Fixes: UI screens now fill the viewport (were pinned top-left); title
backdrop no longer captures the mouse.

Tests: test_survival_core (31 checks), test_save_load (round trip + slots),
test_terrain_edges now checks 8 seeds for deep pits / unbanked water.
2026-11-04 00:34:46 +00:00

36 lines
952 B
GDScript

extends Area3D
## An item lying on the ground (stick, stone, flint). Look at it and press E.
## Lives on collision layer 2, so the player walks through it but the
## interaction ray still finds it.
var item_id := "stick"
var amount := 1
var uid := "" ## stable id for saves (see props.gd)
var taken := false
func setup(id: String, mesh: Mesh, material: Material, radius: float) -> void:
item_id = id
collision_layer = 2
collision_mask = 0
monitoring = false
var mi := MeshInstance3D.new()
mi.mesh = mesh
mi.material_override = material
add_child(mi)
var cs := CollisionShape3D.new()
var sph := SphereShape3D.new()
sph.radius = radius
cs.shape = sph
cs.position = Vector3(0, radius * 0.5, 0)
add_child(cs)
func interact_prompt(_player: Node) -> String:
return "[E] Pick up %s" % ItemDB.item_name(item_id)
func interact(player: Node) -> void:
Actions.pickup(player, self)
func collected() -> void:
taken = true
queue_free()