Reorganize into role-based folders and consolidate art

Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
This commit is contained in:
2026-09-08 14:56:22 +03:00
parent c0a022fed4
commit 09d4a60f43
244 changed files with 415 additions and 19337 deletions
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extends Node
## Player-facing game options (autoload `Settings`), persisted to user://settings.cfg.
## Distinct from DP (debug tunables) and Controls (keybinds): this is the small set of
## comfort/accessibility toggles the options menu exposes to the player.
signal changed(key: String, value: Variant)
const SAVE_PATH := "user://settings.cfg"
const SECTION := "options"
## Master screen-shake toggle — gates every camera_iso.trigger_hit (hits and ability FX).
var screen_shake: bool = true
## Gore toggle — when off, no blood spawns (impact spurt + ongoing spear-wound bleed).
var gore: bool = true
## Audio volumes stored as linear 0–1. Applied to AudioServer buses on load/change.
var volume_master: float = 1.0
var volume_ambient: float = 1.0
var volume_effects: float = 1.0
var mute_all: bool = false
func _ready() -> void:
_ensure_buses()
load_saved()
## Ensure Ambient and Effects buses exist as children of Master.
func _ensure_buses() -> void:
for bus_name: String in ["Ambient", "Effects"]:
if AudioServer.get_bus_index(bus_name) == -1:
AudioServer.add_bus()
var idx := AudioServer.bus_count - 1
AudioServer.set_bus_name(idx, bus_name)
AudioServer.set_bus_send(idx, &"Master")
func _apply_audio() -> void:
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
func _vol_db(linear: float) -> float:
return linear_to_db(maxf(linear, 0.0001))
func set_screen_shake(value: bool) -> void:
if screen_shake == value:
return
screen_shake = value
changed.emit("screen_shake", value)
save()
func set_gore(value: bool) -> void:
if gore == value:
return
gore = value
changed.emit("gore", value)
save()
func set_volume_master(value: float) -> void:
volume_master = clampf(value, 0.0, 1.0)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
changed.emit("volume_master", volume_master)
save()
func set_volume_ambient(value: float) -> void:
volume_ambient = clampf(value, 0.0, 1.0)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
changed.emit("volume_ambient", volume_ambient)
save()
func set_volume_effects(value: float) -> void:
volume_effects = clampf(value, 0.0, 1.0)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
changed.emit("volume_effects", volume_effects)
save()
func set_mute_all(value: bool) -> void:
if mute_all == value:
return
mute_all = value
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
changed.emit("mute_all", value)
save()
func save() -> void:
var cfg := ConfigFile.new()
cfg.set_value(SECTION, "screen_shake", screen_shake)
cfg.set_value(SECTION, "gore", gore)
cfg.set_value(SECTION, "volume_master", volume_master)
cfg.set_value(SECTION, "volume_ambient", volume_ambient)
cfg.set_value(SECTION, "volume_effects", volume_effects)
cfg.set_value(SECTION, "mute_all", mute_all)
cfg.save(SAVE_PATH)
func load_saved() -> void:
var cfg := ConfigFile.new()
if cfg.load(SAVE_PATH) != OK:
_apply_audio()
return
screen_shake = cfg.get_value(SECTION, "screen_shake", true) as bool
gore = cfg.get_value(SECTION, "gore", true) as bool
volume_master = cfg.get_value(SECTION, "volume_master", 1.0) as float
volume_ambient = cfg.get_value(SECTION, "volume_ambient", 1.0) as float
volume_effects = cfg.get_value(SECTION, "volume_effects", 1.0) as float
mute_all = cfg.get_value(SECTION, "mute_all", false) as bool
_apply_audio()