How jkpan/vfighter works
The source tree and sampled C# files describe a Godot space-combat game, not the TexturePacker importer described by the README. The diagram follows the available game code; several flow and gameplay modules are unsampled, so their internal wiring is not inferred.
Main entry points: GameItem.cs GameItem · ExpObj.cs ExpObj · Main.cs Main · MinigunEquip.cs MinigunEquip
Components 24
Game flow
- Main
src/Main.cs - TitleScene
src/flow/TitleScene.cs - GameScene
src/flow/GameScene.cs - Scene
src/flow/Scene.cs
Combat units
- VFighter
src/player/VFighter.cs - Equipment
src/player/Equip.cs - MinigunEquip
src/player/v2/MinigunEquip.cs - Bullet
src/player/v2/Bullet.cs - Weapon
src/weapon/Weapon.cs - GameItem
src/abstract/GameItem.cs - EnemyItem
src/abstract/EnemyItem.cs - PlayerItem
src/abstract/PlayerItem.cs - Tail
src/player/Tail.cs - Parabolic
src/weapon/Parabolic.cs
World and effects
Shared runtime
- Res
src/Res.cs - VMath
src/VMath.cs - SoundManager
src/SoundManager.cs
Other components
- Player
Connections 16
- Player → VFighter: controls
- Main → GameScene: creates
- Main → TitleScene: can create
- VFighter → Equipment: creates equipment
- MinigunEquip → Bullet: fires
- MinigunEquip → ExpObj: creates flash
- Tail → Scene: searches targets
- BezierPlasma → Scene: adds effects
- BezierPlasma → QuadWarp: creates
- Parabolic → Sphere: creates
- GameItem → Res: loads resources
- ExpObj → Res: loads frames
- ExpObj → VMath: uses utilities
- Weapon → GameItem: inherits
- EnemyItem → GameItem: inherits
- PlayerItem → GameItem: inherits