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https://github.com/jcreek/CosmicClash.git
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c75e142c8a
Adds a [layer_names] section to project.godot (Ships/Ball/Arena/
GoalSensor) and sets collision_layer/collision_mask on the 4 physics
body roots (Ship, Ball, Goal Area3D, ArenaBoundary StaticBody3D),
which previously all sat on the default layer 1 / mask 1 so every
body broadphase-tested against every other.
Ships collide with ships/ball/arena but no longer test against the
goal sensor; the goal's mask (Ball only) is the physics-level fix for
what goal.gd's is_in_group("ball") check was doing defensively in
code (left in place, now a no-op guard). ArenaBoundary's runtime-
generated CollisionShape3D children inherit layer/mask from the
StaticBody3D root automatically.
Verified live via godot-mcp under Jolt Physics: ship-vs-ship and
ship-vs-ball collisions still transfer momentum, the ball still
bounces off arena walls, a ball entering a goal still fires
goal_scored (score updates / HUD reset), and a ship teleported into a
goal recess produces zero overlapping bodies on the goal Area3D (was
reachable before, physics-level fix confirmed, not just the code
guard). Headless smoke test (free_play.tscn) is clean.
17 lines
507 B
Plaintext
17 lines
507 B
Plaintext
[gd_scene load_steps=3 format=3 uid="uid://cofdcxo5170rs"]
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[ext_resource type="Script" path="res://scripts/goal.gd" id="1_v8ikr"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_nmd5r"]
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size = Vector3(3.5, 1.5, 0.1)
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[node name="Goal" type="Area3D"]
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collision_layer = 8
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collision_mask = 2
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script = ExtResource("1_v8ikr")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("BoxShape3D_nmd5r")
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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