Ability refinement, more and more matadors spawn after clears

This commit is contained in:
2026-06-10 21:53:57 +03:00
parent c1852e8736
commit 09c39e068b
22 changed files with 386 additions and 27 deletions
+239 -4
View File
@@ -21,6 +21,8 @@ var _thrust_left_charge: float = 0.0
var _thrust_right_charge: float = 0.0
var _charge_was_full: bool = false
var _slam_ring_mesh: ArrayMesh = null
# Ability system — kick=0, slam=1, dash=2
var ability_cd: Array[float] = [0.0, 0.0, 0.0]
var _ability_active: bool = false
@@ -248,7 +250,12 @@ func _activate_kick() -> void:
if _bull_anim and _bull_anim.has_animation(&"Armature|FOOTKICK"):
_bull_anim.play(&"Armature|FOOTKICK")
_ability_timer = _bull_anim.get_animation(&"Armature|FOOTKICK").length
_hit_matadors_cone(DP.f("kick_range"), deg_to_rad(60.0), DP.f("kick_strength"))
var raw := cube_guy.global_transform.basis.z
var back := -Vector3(raw.x, 0.0, raw.z).normalized()
_spawn_kick_fx(back)
get_tree().create_timer(0.2).timeout.connect(
func() -> void: _hit_matadors_cone(DP.f("kick_range"), deg_to_rad(85.0), DP.f("kick_strength"), back)
)
func _activate_slam() -> void:
@@ -259,7 +266,12 @@ func _activate_slam() -> void:
if _bull_anim and _bull_anim.has_animation(&"Armature|SLAM"):
_bull_anim.play(&"Armature|SLAM")
_ability_timer = _bull_anim.get_animation(&"Armature|SLAM").length
_hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"))
_legs.set(&"tail_ragdoll", true)
_spawn_slam_fx()
# Delay hit slightly so it lands when the first ring reaches the targets
get_tree().create_timer(0.15).timeout.connect(
func() -> void: _hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"))
)
func _activate_dash() -> void:
@@ -280,9 +292,10 @@ func _activate_dash() -> void:
_huff_player.play()
func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float) -> void:
func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float,
dir: Vector3 = Vector3.ZERO) -> void:
var raw := cube_guy.global_transform.basis.z
var forward := Vector3(raw.x, 0.0, raw.z).normalized()
var forward := dir if dir.length_squared() > 0.01 else Vector3(raw.x, 0.0, raw.z).normalized()
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
to_mat.y = 0.0
@@ -304,6 +317,227 @@ func _hit_matadors_radius(range_m: float, strength: float) -> void:
mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength)
func _spawn_slam_fx() -> void:
if not _slam_ring_mesh:
_slam_ring_mesh = _make_slam_ring_mesh()
var max_r := DP.f("slam_range")
var origin := global_position + Vector3(0.0, -0.5, 0.0)
_launch_slam_ring(origin, max_r, 0.00, 0.55, Color(1.00, 0.70, 0.10, 0.85))
_launch_slam_ring(origin, max_r, 0.10, 0.52, Color(1.00, 0.50, 0.10, 0.65))
_launch_slam_ring(origin, max_r, 0.20, 0.48, Color(0.90, 0.30, 0.10, 0.50))
_spawn_slam_dust(origin)
camera_pivot.call(&"trigger_hit", 0.60)
func _launch_slam_ring(origin: Vector3, max_r: float,
delay: float, duration: float, col: Color) -> void:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(col.r, col.g, col.b, 0.0)
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var mi := MeshInstance3D.new()
mi.mesh = _slam_ring_mesh
mi.material_override = mat
mi.scale = Vector3(0.02, 1.0, 0.02)
get_parent().add_child(mi)
mi.global_position = origin
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(mi, "scale",
Vector3(max_r, 1.0, max_r), duration)\
.set_delay(delay)\
.set_trans(Tween.TRANS_EXPO)\
.set_ease(Tween.EASE_OUT)
var fade := func(a: float) -> void: mat.albedo_color.a = a
tween.tween_method(fade, col.a, 0.0, duration)\
.set_delay(delay)\
.set_trans(Tween.TRANS_SINE)\
.set_ease(Tween.EASE_IN)
tween.tween_callback(mi.queue_free).set_delay(delay + duration + 0.05)
func _spawn_slam_dust(origin: Vector3) -> void:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.vertex_color_use_as_albedo = true
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var sphere := SphereMesh.new()
sphere.radius = 0.09
sphere.height = 0.18
sphere.radial_segments = 4
sphere.rings = 2
sphere.material = mat
var ramp := Gradient.new()
ramp.set_color(0, Color(0.88, 0.74, 0.46, 1.0))
ramp.set_color(1, Color(0.88, 0.74, 0.46, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.25))
scale_curve.add_point(Vector2(0.35, 1.6))
scale_curve.add_point(Vector2(1.00, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.85
p.amount = 48
p.lifetime = 1.1
p.randomness = 0.5
p.local_coords = false
p.direction = Vector3.UP
p.spread = 85.0
p.gravity = Vector3(0.0, -7.0, 0.0)
p.initial_velocity_min = 3.5
p.initial_velocity_max = 10.0
p.scale_amount_min = 0.5
p.scale_amount_max = 2.0
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
get_tree().create_timer(2.5).timeout.connect(func() -> void:
if is_instance_valid(p): p.queue_free()
)
func _spawn_kick_fx(back_dir: Vector3) -> void:
var origin := global_position + back_dir * 0.55 + Vector3(0.0, -0.25, 0.0)
_spawn_kick_dust(origin, back_dir)
_spawn_kick_stones(origin, back_dir)
camera_pivot.call(&"trigger_hit", 0.35)
func _spawn_kick_dust(origin: Vector3, back_dir: Vector3) -> void:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.vertex_color_use_as_albedo = true
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var sphere := SphereMesh.new()
sphere.radius = 0.12
sphere.height = 0.24
sphere.radial_segments = 4
sphere.rings = 2
sphere.material = mat
var ramp := Gradient.new()
ramp.set_color(0, Color(0.80, 0.68, 0.42, 0.9))
ramp.set_color(1, Color(0.80, 0.68, 0.42, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.3))
scale_curve.add_point(Vector2(0.3, 1.5))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.80
p.amount = 40
p.lifetime = 1.2
p.randomness = 0.5
p.local_coords = false
p.direction = (back_dir + Vector3(0.0, 0.7, 0.0)).normalized()
p.spread = 65.0
p.gravity = Vector3(0.0, -6.0, 0.0)
p.initial_velocity_min = 3.0
p.initial_velocity_max = 9.0
p.scale_amount_min = 0.5
p.scale_amount_max = 2.2
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
get_tree().create_timer(2.5).timeout.connect(func() -> void:
if is_instance_valid(p): p.queue_free()
)
func _spawn_kick_stones(origin: Vector3, back_dir: Vector3) -> void:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.vertex_color_use_as_albedo = true
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var sphere := SphereMesh.new()
sphere.radius = 0.055
sphere.height = 0.11
sphere.radial_segments = 3
sphere.rings = 1
sphere.material = mat
var ramp := Gradient.new()
ramp.set_color(0, Color(0.62, 0.58, 0.52, 1.0))
ramp.set_color(1, Color(0.62, 0.58, 0.52, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(0.6, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.92
p.amount = 14
p.lifetime = 0.65
p.randomness = 0.6
p.local_coords = false
p.direction = (back_dir + Vector3(0.0, 0.35, 0.0)).normalized()
p.spread = 45.0
p.gravity = Vector3(0.0, -9.8, 0.0)
p.initial_velocity_min = 5.0
p.initial_velocity_max = 14.0
p.scale_amount_min = 0.5
p.scale_amount_max = 1.8
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
get_tree().create_timer(2.0).timeout.connect(func() -> void:
if is_instance_valid(p): p.queue_free()
)
func _make_slam_ring_mesh() -> ArrayMesh:
const INNER_R: float = 0.82
const OUTER_R: float = 1.00
const SEGMENTS: int = 48
var verts := PackedVector3Array()
var indices := PackedInt32Array()
for i: int in SEGMENTS:
var a0 := i / float(SEGMENTS) * TAU
var a1 := (i + 1) / float(SEGMENTS) * TAU
var vi := i * 4
verts.append(Vector3(cos(a0) * INNER_R, 0.0, sin(a0) * INNER_R))
verts.append(Vector3(cos(a0) * OUTER_R, 0.0, sin(a0) * OUTER_R))
verts.append(Vector3(cos(a1) * OUTER_R, 0.0, sin(a1) * OUTER_R))
verts.append(Vector3(cos(a1) * INNER_R, 0.0, sin(a1) * INNER_R))
indices.append_array([vi, vi + 2, vi + 1, vi, vi + 3, vi + 2])
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = verts
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
func _apply_thrust(dir: Vector3) -> void:
var impulse := DP.f("thrust_impulse")
velocity.x += dir.x * impulse
@@ -357,6 +591,7 @@ func _physics_process(delta: float) -> void:
_ability_active = false
_active_ability = -1
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
# ── Mouse button single-thrust actions ───────────────────────────────────────
# Left only → thrust NE (forward-right diagonal)