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godot-genre-shooter-fps

Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and…

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技能内容

MANDATORY script reads (start here)

  1. [fps_camera_look.gd](scripts/fps_camera_look.gd) — raw _input mouse look (yaw/pitch)
  2. [fps_movement_logic.gd](scripts/fps_movement_logic.gd) — accel/friction/air control
  3. [hitscan_weapon_query.gd](scripts/hitscan_weapon_query.gd) — space-state hitscan
  4. [weapon_bobbing_system.gd](scripts/weapon_bobbing_system.gd) — viewmodel bob/sway

Also: [procedural_recoil_handler.gd](scripts/procedural_recoil_handler.gd), [hitscan_weapon_logic.gd](scripts/hitscan_weapon_logic.gd), [advanced_fps_controller.gd](scripts/advanced_fps_controller.gd), [weapon_state_machine.gd](scripts/weapon_state_machine.gd), [frame_perfect_input.gd](scripts/frame_perfect_input.gd), [bullet_decal_spawner.gd](scripts/bullet_decal_spawner.gd), [weapon_spread_calc.gd](scripts/weapon_spread_calc.gd), [server_projectile_instance.gd](scripts/server_projectile_instance.gd), [player_anim_bridge.gd](scripts/player_anim_bridge.gd), [recoil_system.gd](scripts/recoil_system.gd) (pattern + bloom), [aim_assist.gd](scripts/aim_assist.gd) (controller friction/magnetism).

advanced_weapon_controller.gd is shared theory — keep FPS feel in the scripts above; genre routing for TPS → sibling skill.

Core Loop

Move/Look → Aim → Fire (hitscan) → Recoil recover → Acquire

NEVER Do (FPS)

Gunplay & registration

  • NEVER hit-detect in _process — use _physics_process + intersect_ray.
  • NEVER apply recoil only to the gun mesh — kick camera + bloom/spread.
  • NEVER trust client damage — server authority + lag compensation.
  • NEVER forget exclude / add_exception for the player RID.
  • NEVER use == on float cooldowns — is_equal_approx.

Input & movement

  • NEVER poll mouse in _physics_process_input / _unhandled_input for look.
  • NEVER accumulate look on a raw Transform3D — store yaw/pitch floats.
  • NEVER multiply velocity by delta before move_and_slide().
  • NEVER use Transform3D.looking_at for muzzle forward — use -transform.basis.z.

Polish

  • NEVER single AudioStreamPlayer for gunfire — layer mechanical + shot + tail.
  • NEVER leave decals forever — fade/pool ([bullet_decal_spawner.gd](scripts/bullet_decal_spawner.gd)).
  • NEVER hardcode weapon stats — WeaponData Resources.
  • NEVER use plain Strings for hot weapon states — StringName.

Advanced FPS (keep)

Viewmodel sway / bob

Procedural sine bob + look sway — [weapon_bobbing_system.gd](scripts/weapon_bobbing_system.gd).

Step-up

Ray forward/down from step_height when is_on_wall() after move_and_slide(); lift to step top for stairs.

Tactical lean

Roll camera Z + local X offset from Input.get_axis("lean_left","lean_right") with lerp.

Shared weapon theory

Hitscan vs projectile, spray patterns, and net prediction details that are not FPS-rig specific → godot-genre-shooter + combat/multiplayer complements. Implement FPS fire path via [hitscan_weapon_query.gd](scripts/hitscan_weapon_query.gd) + [procedural_recoil_handler.gd](scripts/procedural_recoil_handler.gd) + [recoil_system.gd](scripts/recoil_system.gd).

> MANDATORY for hitscan/projectile tradeoffs, three-layer recoil, aim assist, weapon balance matrices, and client prediction: [fps-weapon-theory.md](references/fps-weapon-theory.md). Do NOT Load after MANDATORY script reads unless extending beyond bob/step/lean.

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Ray-casting — PhysicsDirectSpaceState3D intersect_ray patterns for hitscan registration without Area3D ballistics.
  • Physics introduction — collision layers/masks, layers for player exclude, and physics tick vs visual frame for gunplay.
  • Using 3D transforms — basis axes and -transform.basis.z forward vectors for aim, recoil, and muzzle direction.
  • Using InputEvent_input vs _physics_process so mouse look stays zero-latency while movement stays physics-synced.
  • Mouse and input coordinates — relative mouse motion, capture, and screen-center projection for aim rays.
  • Controllers, gamepads, and joysticks — analog look axes and deadzones that aim-assist friction/magnetism build on.
  • Using decals — Decal node projection for bullet impacts instead of Sprite3D/QuadMesh stickers.
  • High-level multiplayer — RPC authority and fire-event patterns for server-validated hitscan without syncing every bullet.
  • Using AnimationTree — blend/state machines for idle/aim/fire/reload without ! in expressions.
  • Resources — WeaponData Resource stats (damage, recoil, spread) instead of hardcoded class constants.
  • Audio streams — layered mechanical/shot/tail streams for gunfire weight.
  • Optimization using Servers — RenderingServer RID paths for high-volume visual projectiles without SceneTree spam.

Related Skills

Prerequisites

  • godot-project-foundations — scene tree, InputMap actions, and Resource import basics before FPS controllers and WeaponData wiring.
  • godot-input-handling — mouse capture, action buffering, and look vs move split that frame-perfect fire and camera look depend on.
  • godot-raycasting-queries — physics-synced ray/shape queries and exclude RIDs that hitscan registration builds on.

Complements

Downstream / consumers

  • godot-monte-carlo-balancer — simulate weapon asymmetry matrices, TTK bands, and bloom/recoil knobs before shipping balance tables.
  • godot-genre-battle-royale — large-scale relevancy and lag-compensated combat that reuses FPS hitscan/recoil feel inside BR matches.

Master

  • godot-master — library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting FPS concern.

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