# plants **Repository Path**: mibuding/plants ## Basic Information - **Project Name**: plants - **Description**: 植物大战僵尸 - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2026-03-16 - **Last Updated**: 2026-03-16 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Greenhouse Frontline `Greenhouse Frontline` is a Godot 4 lane-defense prototype inspired by the structure of PvZ-style gameplay, but scoped as an original project we can keep expanding. ## Current state The repository already contains: - a Godot 4 project entry point - a main menu scene - a battle scene shell for Level 01 - grid placement logic - three plant data definitions - three enemy data definitions - wave data for the first level - UI, result panel, cooldown cards, and placeholder visual effects The current build uses procedural placeholder visuals so we can validate gameplay first. ## Open the project 1. Install `Godot 4.x` 2. Open the folder `E:/myProjects/plants` 3. Import `project.godot` 4. Run the project Main scene: - `res://main/Main.tscn` Battle scene: - `res://scenes/battle/BattleScene.tscn` ## Important folders - `main/`: project entry scenes - `autoload/`: global state and scene routing - `scenes/`: battle, board, plants, enemies, projectiles, UI, effects - `data/`: resource-based plant, enemy, and level definitions - `docs/`: design and planning documents ## Best places to tweak first - Plant values: `data/plants/*.tres` - Enemy values: `data/enemies/*.tres` - Level 01 waves: `data/levels/level_01.tres` - Battle flow: `scenes/battle/BattleScene.gd` - Grid behavior: `scenes/board/BoardManager.gd` ## Docs map Start here if you want the design context: - `docs/README.md` - `docs/GDD.md` - `docs/level_01_design.md` - `docs/phase_01_tasks.md` ## Next milestone The next practical goal is to verify the current prototype inside the Godot editor, fix any runtime issues, and then start polishing: - lane readability - attack feedback - hit reactions - card UX - level balancing