Ability refinement, more and more matadors spawn after clears
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@@ -21,6 +21,8 @@ var _thrust_left_charge: float = 0.0
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var _thrust_right_charge: float = 0.0
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var _charge_was_full: bool = false
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var _slam_ring_mesh: ArrayMesh = null
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# Ability system — kick=0, slam=1, dash=2
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var ability_cd: Array[float] = [0.0, 0.0, 0.0]
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var _ability_active: bool = false
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@@ -248,7 +250,12 @@ func _activate_kick() -> void:
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if _bull_anim and _bull_anim.has_animation(&"Armature|FOOTKICK"):
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_bull_anim.play(&"Armature|FOOTKICK")
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_ability_timer = _bull_anim.get_animation(&"Armature|FOOTKICK").length
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_hit_matadors_cone(DP.f("kick_range"), deg_to_rad(60.0), DP.f("kick_strength"))
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var raw := cube_guy.global_transform.basis.z
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var back := -Vector3(raw.x, 0.0, raw.z).normalized()
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_spawn_kick_fx(back)
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get_tree().create_timer(0.2).timeout.connect(
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func() -> void: _hit_matadors_cone(DP.f("kick_range"), deg_to_rad(85.0), DP.f("kick_strength"), back)
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)
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func _activate_slam() -> void:
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@@ -259,7 +266,12 @@ func _activate_slam() -> void:
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if _bull_anim and _bull_anim.has_animation(&"Armature|SLAM"):
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_bull_anim.play(&"Armature|SLAM")
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_ability_timer = _bull_anim.get_animation(&"Armature|SLAM").length
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_hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"))
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_legs.set(&"tail_ragdoll", true)
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_spawn_slam_fx()
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# Delay hit slightly so it lands when the first ring reaches the targets
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get_tree().create_timer(0.15).timeout.connect(
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func() -> void: _hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"))
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)
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func _activate_dash() -> void:
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@@ -280,9 +292,10 @@ func _activate_dash() -> void:
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_huff_player.play()
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func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float) -> void:
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func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float,
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dir: Vector3 = Vector3.ZERO) -> void:
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var raw := cube_guy.global_transform.basis.z
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var forward := Vector3(raw.x, 0.0, raw.z).normalized()
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var forward := dir if dir.length_squared() > 0.01 else Vector3(raw.x, 0.0, raw.z).normalized()
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for mat: Node in get_tree().get_nodes_in_group(&"matador"):
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var to_mat: Vector3 = (mat as Node3D).global_position - global_position
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to_mat.y = 0.0
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@@ -304,6 +317,227 @@ func _hit_matadors_radius(range_m: float, strength: float) -> void:
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mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength)
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func _spawn_slam_fx() -> void:
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if not _slam_ring_mesh:
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_slam_ring_mesh = _make_slam_ring_mesh()
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var max_r := DP.f("slam_range")
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var origin := global_position + Vector3(0.0, -0.5, 0.0)
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_launch_slam_ring(origin, max_r, 0.00, 0.55, Color(1.00, 0.70, 0.10, 0.85))
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_launch_slam_ring(origin, max_r, 0.10, 0.52, Color(1.00, 0.50, 0.10, 0.65))
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_launch_slam_ring(origin, max_r, 0.20, 0.48, Color(0.90, 0.30, 0.10, 0.50))
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_spawn_slam_dust(origin)
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camera_pivot.call(&"trigger_hit", 0.60)
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func _launch_slam_ring(origin: Vector3, max_r: float,
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delay: float, duration: float, col: Color) -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.albedo_color = Color(col.r, col.g, col.b, 0.0)
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var mi := MeshInstance3D.new()
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mi.mesh = _slam_ring_mesh
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mi.material_override = mat
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mi.scale = Vector3(0.02, 1.0, 0.02)
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get_parent().add_child(mi)
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mi.global_position = origin
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var tween := create_tween()
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tween.set_parallel(true)
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tween.tween_property(mi, "scale",
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Vector3(max_r, 1.0, max_r), duration)\
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.set_delay(delay)\
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.set_trans(Tween.TRANS_EXPO)\
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.set_ease(Tween.EASE_OUT)
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var fade := func(a: float) -> void: mat.albedo_color.a = a
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tween.tween_method(fade, col.a, 0.0, duration)\
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.set_delay(delay)\
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.set_trans(Tween.TRANS_SINE)\
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.set_ease(Tween.EASE_IN)
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tween.tween_callback(mi.queue_free).set_delay(delay + duration + 0.05)
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func _spawn_slam_dust(origin: Vector3) -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var sphere := SphereMesh.new()
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sphere.radius = 0.09
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sphere.height = 0.18
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sphere.radial_segments = 4
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sphere.rings = 2
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sphere.material = mat
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var ramp := Gradient.new()
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ramp.set_color(0, Color(0.88, 0.74, 0.46, 1.0))
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ramp.set_color(1, Color(0.88, 0.74, 0.46, 0.0))
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var scale_curve := Curve.new()
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scale_curve.add_point(Vector2(0.0, 0.25))
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scale_curve.add_point(Vector2(0.35, 1.6))
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scale_curve.add_point(Vector2(1.00, 0.0))
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var p := CPUParticles3D.new()
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p.one_shot = true
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p.explosiveness = 0.85
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p.amount = 48
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p.lifetime = 1.1
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p.randomness = 0.5
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p.local_coords = false
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p.direction = Vector3.UP
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p.spread = 85.0
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p.gravity = Vector3(0.0, -7.0, 0.0)
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p.initial_velocity_min = 3.5
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p.initial_velocity_max = 10.0
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p.scale_amount_min = 0.5
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p.scale_amount_max = 2.0
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p.mesh = sphere
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p.color_ramp = ramp
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p.scale_amount_curve = scale_curve
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get_parent().add_child(p)
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p.global_position = origin
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p.restart()
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get_tree().create_timer(2.5).timeout.connect(func() -> void:
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if is_instance_valid(p): p.queue_free()
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)
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func _spawn_kick_fx(back_dir: Vector3) -> void:
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var origin := global_position + back_dir * 0.55 + Vector3(0.0, -0.25, 0.0)
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_spawn_kick_dust(origin, back_dir)
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_spawn_kick_stones(origin, back_dir)
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camera_pivot.call(&"trigger_hit", 0.35)
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func _spawn_kick_dust(origin: Vector3, back_dir: Vector3) -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var sphere := SphereMesh.new()
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sphere.radius = 0.12
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sphere.height = 0.24
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sphere.radial_segments = 4
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sphere.rings = 2
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sphere.material = mat
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var ramp := Gradient.new()
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ramp.set_color(0, Color(0.80, 0.68, 0.42, 0.9))
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ramp.set_color(1, Color(0.80, 0.68, 0.42, 0.0))
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var scale_curve := Curve.new()
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scale_curve.add_point(Vector2(0.0, 0.3))
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scale_curve.add_point(Vector2(0.3, 1.5))
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scale_curve.add_point(Vector2(1.0, 0.0))
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var p := CPUParticles3D.new()
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p.one_shot = true
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p.explosiveness = 0.80
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p.amount = 40
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p.lifetime = 1.2
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p.randomness = 0.5
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p.local_coords = false
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p.direction = (back_dir + Vector3(0.0, 0.7, 0.0)).normalized()
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p.spread = 65.0
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p.gravity = Vector3(0.0, -6.0, 0.0)
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p.initial_velocity_min = 3.0
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p.initial_velocity_max = 9.0
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p.scale_amount_min = 0.5
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p.scale_amount_max = 2.2
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p.mesh = sphere
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p.color_ramp = ramp
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p.scale_amount_curve = scale_curve
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get_parent().add_child(p)
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p.global_position = origin
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p.restart()
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get_tree().create_timer(2.5).timeout.connect(func() -> void:
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if is_instance_valid(p): p.queue_free()
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)
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func _spawn_kick_stones(origin: Vector3, back_dir: Vector3) -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var sphere := SphereMesh.new()
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sphere.radius = 0.055
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sphere.height = 0.11
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sphere.radial_segments = 3
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sphere.rings = 1
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sphere.material = mat
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var ramp := Gradient.new()
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ramp.set_color(0, Color(0.62, 0.58, 0.52, 1.0))
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ramp.set_color(1, Color(0.62, 0.58, 0.52, 0.0))
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var scale_curve := Curve.new()
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scale_curve.add_point(Vector2(0.0, 1.0))
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scale_curve.add_point(Vector2(0.6, 1.0))
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scale_curve.add_point(Vector2(1.0, 0.0))
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var p := CPUParticles3D.new()
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p.one_shot = true
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p.explosiveness = 0.92
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p.amount = 14
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p.lifetime = 0.65
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p.randomness = 0.6
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p.local_coords = false
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p.direction = (back_dir + Vector3(0.0, 0.35, 0.0)).normalized()
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p.spread = 45.0
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p.gravity = Vector3(0.0, -9.8, 0.0)
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p.initial_velocity_min = 5.0
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p.initial_velocity_max = 14.0
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p.scale_amount_min = 0.5
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p.scale_amount_max = 1.8
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p.mesh = sphere
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p.color_ramp = ramp
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p.scale_amount_curve = scale_curve
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get_parent().add_child(p)
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p.global_position = origin
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p.restart()
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get_tree().create_timer(2.0).timeout.connect(func() -> void:
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if is_instance_valid(p): p.queue_free()
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)
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func _make_slam_ring_mesh() -> ArrayMesh:
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const INNER_R: float = 0.82
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const OUTER_R: float = 1.00
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const SEGMENTS: int = 48
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var verts := PackedVector3Array()
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var indices := PackedInt32Array()
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for i: int in SEGMENTS:
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var a0 := i / float(SEGMENTS) * TAU
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var a1 := (i + 1) / float(SEGMENTS) * TAU
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var vi := i * 4
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verts.append(Vector3(cos(a0) * INNER_R, 0.0, sin(a0) * INNER_R))
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verts.append(Vector3(cos(a0) * OUTER_R, 0.0, sin(a0) * OUTER_R))
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verts.append(Vector3(cos(a1) * OUTER_R, 0.0, sin(a1) * OUTER_R))
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verts.append(Vector3(cos(a1) * INNER_R, 0.0, sin(a1) * INNER_R))
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indices.append_array([vi, vi + 2, vi + 1, vi, vi + 3, vi + 2])
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var arrays: Array = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = verts
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arrays[Mesh.ARRAY_INDEX] = indices
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var mesh := ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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return mesh
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func _apply_thrust(dir: Vector3) -> void:
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var impulse := DP.f("thrust_impulse")
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velocity.x += dir.x * impulse
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@@ -357,6 +591,7 @@ func _physics_process(delta: float) -> void:
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_ability_active = false
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_active_ability = -1
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_legs.set(&"charge_pitch_target", 0.0)
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_legs.set(&"tail_ragdoll", false)
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# ── Mouse button single-thrust actions ───────────────────────────────────────
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# Left only → thrust NE (forward-right diagonal)
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