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
+679
View File
@@ -0,0 +1,679 @@
extends Node
## Quake-style drop-down developer console (autoload "Console"). Toggle with the
## backtick/tilde key (`/~) — matched by physical position so it works on any
## keyboard layout and with or without Shift.
## Query a param: type its name. Set it: "name value".
## Tab = complete top match · ↑↓ = browse suggestions / history · Esc = close.
const CONSOLE_HEIGHT_RATIO := 0.25
const SLIDE_DURATION := 0.18
const MAX_SUGGESTIONS := 10
const LOG_MAX_LINES := 300
# Built-in commands (name → one-line help). Surfaced in autocomplete alongside
# param keys and printed by `help`. None collide with param key names.
const _COMMANDS := {
"save": "persist values to disk",
"reset": "reset all, or reset <name>",
"diff": "list params changed from default",
"toggle": "flip a bool param",
"list": "print params (optional section)",
"level": "select level and reload (level <id> — arena / arena_boss / bear)",
"restart": "reload the current level scene",
"clear": "clear the log",
"help": "show this help",
}
var _canvas: CanvasLayer
var _panel: PanelContainer
var _log: RichTextLabel
var _suggest_panel: PanelContainer
var _suggest_box: VBoxContainer
var _suggest_labels: Array[Label] = []
var _input_field: LineEdit
var _tween: Tween
var _is_open: bool = false
var _prev_mouse: Input.MouseMode = Input.MOUSE_MODE_CAPTURED
var _suggestions: Array[String] = []
var _selected_idx: int = -1
var _history: Array[String] = []
var _history_idx: int = -1 # -1 = editing the live line
var _pending_line: String = "" # live line stashed while browsing history
func _ready() -> void:
# Keep the console (and its slide tween/input) alive while the tree is paused.
process_mode = Node.PROCESS_MODE_ALWAYS
_build_ui()
func _build_ui() -> void:
var mono := SystemFont.new()
mono.font_names = PackedStringArray([
"JetBrains Mono", "DejaVu Sans Mono", "Consolas", "Menlo", "monospace",
])
_canvas = CanvasLayer.new()
_canvas.layer = 128
add_child(_canvas)
_panel = PanelContainer.new()
_panel.anchor_left = 0.0
_panel.anchor_right = 1.0
_panel.anchor_top = 0.0
_panel.anchor_bottom = 0.0
_panel.offset_bottom = 500.0
_panel.mouse_filter = Control.MOUSE_FILTER_STOP
_panel.visible = false
var bg := StyleBoxFlat.new()
bg.bg_color = Color(0.04, 0.06, 0.04, 0.94)
bg.border_width_bottom = 2
bg.border_color = Color(0.2, 0.8, 0.2, 1.0)
_panel.add_theme_stylebox_override("panel", bg)
_canvas.add_child(_panel)
var root_vbox := VBoxContainer.new()
root_vbox.size_flags_horizontal = Control.SIZE_FILL
root_vbox.size_flags_vertical = Control.SIZE_FILL
_panel.add_child(root_vbox)
# ── Log ───────────────────────────────────────────────────────────────────
_log = RichTextLabel.new()
_log.bbcode_enabled = true
_log.scroll_following = true
_log.size_flags_vertical = Control.SIZE_EXPAND_FILL
_log.size_flags_horizontal = Control.SIZE_FILL
_log.add_theme_font_size_override("normal_font_size", 13)
_log.add_theme_constant_override("line_separation", 1)
# Monospace so the rpad-aligned suggestion/list columns actually line up.
_log.add_theme_font_override("normal_font", mono)
_log.add_theme_font_override("bold_font", mono)
_log.add_theme_font_override("mono_font", mono)
root_vbox.add_child(_log)
# ── Suggestion panel ──────────────────────────────────────────────────────
_suggest_panel = PanelContainer.new()
_suggest_panel.visible = false
_suggest_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
var sg_bg := StyleBoxFlat.new()
sg_bg.bg_color = Color(0.06, 0.10, 0.06, 0.97)
sg_bg.border_width_top = 1
sg_bg.border_color = Color(0.15, 0.55, 0.15, 0.8)
_suggest_panel.add_theme_stylebox_override("panel", sg_bg)
root_vbox.add_child(_suggest_panel)
_suggest_box = VBoxContainer.new()
_suggest_box.add_theme_constant_override("separation", 0)
_suggest_panel.add_child(_suggest_box)
for _i in MAX_SUGGESTIONS:
var lbl := Label.new()
lbl.visible = false
lbl.add_theme_font_size_override("font_size", 13)
lbl.add_theme_font_override("font", mono)
_suggest_box.add_child(lbl)
_suggest_labels.append(lbl)
root_vbox.add_child(HSeparator.new())
# ── Input row ─────────────────────────────────────────────────────────────
var in_margin := MarginContainer.new()
in_margin.add_theme_constant_override("margin_left", 10)
in_margin.add_theme_constant_override("margin_right", 10)
in_margin.add_theme_constant_override("margin_top", 4)
in_margin.add_theme_constant_override("margin_bottom", 6)
root_vbox.add_child(in_margin)
var in_row := HBoxContainer.new()
in_row.add_theme_constant_override("separation", 6)
in_margin.add_child(in_row)
var prompt_lbl := Label.new()
prompt_lbl.text = ">"
prompt_lbl.modulate = Color(0.35, 1.0, 0.35)
prompt_lbl.add_theme_font_override("font", mono)
in_row.add_child(prompt_lbl)
_input_field = LineEdit.new()
_input_field.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_input_field.placeholder_text = "param · param value · toggle <bool> · save reset diff list clear help"
_input_field.clear_button_enabled = true
_input_field.add_theme_font_size_override("font_size", 14)
_input_field.add_theme_font_override("font", mono)
# Drop the default LineEdit chrome (the white box border) — the panel is the frame.
var flat := StyleBoxFlat.new()
flat.bg_color = Color(0, 0, 0, 0)
flat.set_border_width_all(0)
flat.set_content_margin_all(2)
_input_field.add_theme_stylebox_override("normal", flat)
_input_field.add_theme_stylebox_override("focus", flat)
in_row.add_child(_input_field)
_input_field.text_changed.connect(_on_text_changed)
_input_field.text_submitted.connect(_on_submitted)
# ── Input handling ────────────────────────────────────────────────────────────
func _input(event: InputEvent) -> void:
if not (event is InputEventKey and (event as InputEventKey).pressed
and not (event as InputEventKey).echo):
return
var ke := event as InputEventKey
# Backtick/tilde — toggle regardless of focus. Match by physical position so a
# non-US layout or a Shift-produced ~ both open the console.
if ke.physical_keycode == KEY_QUOTELEFT:
_toggle()
get_viewport().set_input_as_handled()
return
if not _is_open:
return
# Ctrl+C clears the input line, Ctrl+L clears the log — familiar shell reflexes.
if ke.ctrl_pressed:
match ke.keycode:
KEY_C:
_clear_input()
get_viewport().set_input_as_handled()
return
KEY_L:
_log.clear()
get_viewport().set_input_as_handled()
return
match ke.keycode:
KEY_TAB:
_accept_completion()
get_viewport().set_input_as_handled()
KEY_UP:
_arrow(-1)
get_viewport().set_input_as_handled()
KEY_DOWN:
_arrow(1)
get_viewport().set_input_as_handled()
KEY_ESCAPE:
_toggle()
get_viewport().set_input_as_handled()
# Focus can be stolen a frame or more after we re-grab it (submit, arrows, the tree
# unpausing), so a one-shot deferred grab loses the race. Enforce it every frame
# while the console is open — cheap, and it never lets the command line go dark.
func _process(_delta: float) -> void:
if _is_open and not _input_field.has_focus():
# Diagnostic: name whatever currently holds focus before we snatch it back, so
# a persistent thief (a HUD button, a menu control) shows up in the log instead
# of us guessing. Remove once the culprit is identified.
var owner: Control = get_viewport().gui_get_focus_owner()
var who: String = String(owner.name) if owner != null else "<nothing>"
_log_warn("focus stolen by %s — reclaiming" % who)
_input_field.grab_focus()
func _toggle() -> void:
_is_open = not _is_open
get_tree().paused = _is_open
var h := get_viewport().get_visible_rect().size.y * CONSOLE_HEIGHT_RATIO
_panel.offset_bottom = h
if _tween:
_tween.kill()
_tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_QUART)
if _is_open:
_prev_mouse = Input.mouse_mode
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_panel.position.y = -h
_panel.visible = true
_tween.tween_property(_panel, "position:y", 0.0, SLIDE_DURATION)
_tween.tween_callback(_input_field.grab_focus)
else:
_tween.tween_property(_panel, "position:y", -h, SLIDE_DURATION)
_tween.tween_callback(func() -> void: _panel.visible = false)
Input.mouse_mode = _prev_mouse
_clear_suggestions()
# ── Fuzzy autocomplete ────────────────────────────────────────────────────────
func _on_text_changed(text: String) -> void:
_selected_idx = -1
_history_idx = -1
var query := text.get_slice(" ", 0).strip_edges()
if query.is_empty():
_clear_suggestions()
return
_refresh_suggestions(query)
func _refresh_suggestions(query: String) -> void:
var ql := query.to_lower()
var scored : Array = []
# Commands rank above params on an equal score so a leading "re" surfaces the
# `reset` verb, not just params that happen to contain those letters.
for name: String in _COMMANDS:
var cs := _fuzzy_score(ql, name)
if cs > 0:
scored.append([cs + 1, name])
for key: String in DP.get_all():
var s := _fuzzy_score(ql, key.to_lower())
if s > 0:
scored.append([s, key])
scored.sort_custom(func(a: Array, b: Array) -> bool: return a[0] > b[0])
_suggestions.clear()
for i in mini(scored.size(), MAX_SUGGESTIONS):
_suggestions.append(scored[i][1])
for i in MAX_SUGGESTIONS:
if i < _suggestions.size():
_suggest_labels[i].text = _suggestion_text(_suggestions[i])
_suggest_labels[i].modulate = _suggestion_color(i)
_suggest_labels[i].visible = true
else:
_suggest_labels[i].visible = false
_suggest_panel.visible = not _suggestions.is_empty()
func _is_command(name: String) -> bool:
return _COMMANDS.has(name)
func _suggestion_text(name: String) -> String:
if _is_command(name):
return " %s [cmd] %s" % [name.rpad(10), _COMMANDS[name]]
var meta: Dictionary = DP.get_all()[name]
return " %s %s [%s]" % [name.rpad(28), _fmt_val(name, meta).rpad(8), meta["section"]]
func _suggestion_color(idx: int) -> Color:
if idx == _selected_idx:
return Color(1.0, 1.0, 0.4) # selected — yellow
if idx == 0:
return Color(0.85, 1.0, 0.70) # top match — bright green
return Color(0.60, 0.78, 0.50) # rest — muted green
func _fuzzy_score(query: String, target: String) -> int:
var qi := 0
var score := 0
var last := -1
for ti in target.length():
if qi >= query.length():
break
if target[ti] == query[qi]:
score += 10 + (5 if ti == last + 1 else 0)
last = ti
qi += 1
if qi < query.length():
return 0 # not all query chars matched
if target.begins_with(query):
score += 50
if target == query:
score += 100
return score
func _fmt_val(_key: String, meta: Dictionary) -> String:
if meta["type"] == TYPE_FLOAT:
return _fmt_num(meta["value"] as float)
if meta["type"] == TYPE_BOOL:
var bval: bool = meta["value"]
return "true" if bval else "false"
return str(meta["value"])
# Render a float as a plain decimal — trailing zeros trimmed but always at least one
# place, so it always reads as a float (4.0, 0.4, 0.005) never an int (4).
func _fmt_num(v: float) -> String:
var s := ("%.4f" % v).rstrip("0")
if s.ends_with("."):
s += "0"
return s
func _clear_suggestions() -> void:
_suggestions.clear()
_selected_idx = -1
for lbl in _suggest_labels:
lbl.visible = false
_suggest_panel.visible = false
# ↑/↓ move through the suggestion list while it's open; once it's gone they recall
# command history instead. Same keys, context decides — no separate binding to learn.
func _arrow(dir: int) -> void:
if _suggest_panel.visible and not _suggestions.is_empty():
_move_selection(dir)
else:
_history_step(-dir)
# Highlight the next/prev suggestion and drop "<name> <value>" into the field with the
# value pre-selected, so you just type your number over it.
func _move_selection(dir: int) -> void:
if _selected_idx < 0:
_selected_idx = 0 if dir > 0 else _suggestions.size() - 1
else:
_selected_idx = wrapi(_selected_idx + dir, 0, _suggestions.size())
_recolor_suggestions()
_fill_selected()
# Tab commits the highlighted suggestion (top match if none yet) and closes the list.
func _accept_completion() -> void:
if _suggestions.is_empty():
return
_selected_idx = maxi(_selected_idx, 0)
_fill_selected()
_clear_suggestions()
func _fill_selected() -> void:
var key := _suggestions[_selected_idx]
# A command drops in as "verb " ready for its argument (or a bare Enter); a
# param drops in as "key value" with the value pre-selected to type over.
# Suggestions stay open either way so ↑↓ keeps cycling.
if _is_command(key):
_input_field.text = key + " "
_input_field.caret_column = _input_field.text.length()
return
var meta: Dictionary = DP.get_all()[key]
_input_field.text = "%s %s" % [key, _fmt_val(key, meta)]
_input_field.caret_column = _input_field.text.length()
_input_field.select(key.length() + 1)
func _recolor_suggestions() -> void:
for i in MAX_SUGGESTIONS:
if _suggest_labels[i].visible:
_suggest_labels[i].modulate = _suggestion_color(i)
# ↑ recalls older commands, ↓ newer ones; index -1 is the live (in-progress) line,
# which is stashed on the first ↑ and restored when you step back down to it.
func _history_step(dir: int) -> void:
if _history.is_empty():
return
var target := _history_idx + dir
if target < -1 or target >= _history.size():
return
if _history_idx == -1 and dir > 0:
_pending_line = _input_field.text
_history_idx = target
_set_input(_pending_line if _history_idx == -1 else _history[_history_idx])
# Wipe the live line (Ctrl+C) without submitting — also drops any suggestion popup
# and resets history browsing so the next ↑ starts fresh.
func _clear_input() -> void:
_input_field.clear()
_history_idx = -1
_pending_line = ""
_clear_suggestions()
func _set_input(text: String) -> void:
_input_field.text = text
_input_field.caret_column = text.length()
_clear_suggestions()
# ── Command execution ─────────────────────────────────────────────────────────
func _on_submitted(raw: String) -> void:
raw = raw.strip_edges()
if raw.is_empty():
return
if _history.is_empty() or _history[0] != raw:
_history.push_front(raw)
_history_idx = -1
_pending_line = ""
_input_field.clear()
_clear_suggestions()
_execute(raw)
func _execute(cmd: String) -> void:
_log_raw("[color=#3a5a3a]> %s[/color]" % _esc(cmd))
var parts := cmd.split(" ", false)
if parts.is_empty():
return
if _run_command(parts):
return
# Not a command — treat as a param key, with fuzzy fall-back for partial names.
var key := _resolve_key(parts[0])
if key.is_empty():
return
var meta: Dictionary = DP.get_all()[key]
if parts.size() == 1:
_read_param(key, meta)
else:
_set_param(key, meta, parts[1])
# Run a built-in command; returns false if parts[0] isn't one (caller falls through
# to param handling). Kept separate from _execute to keep each dispatch shallow.
func _run_command(parts: PackedStringArray) -> bool:
match parts[0].to_lower():
"save":
DP.save()
_log_ok("Saved.")
"reset":
_cmd_reset(parts)
"toggle":
_cmd_toggle(parts)
"diff":
_cmd_diff()
"list":
_cmd_list(parts)
"level":
_cmd_level(parts)
"restart":
_log_ok("Restarting…")
get_tree().paused = false
get_tree().reload_current_scene()
"clear":
_log.clear()
"help":
_cmd_help()
_:
return false
return true
# Resolve a user-typed token to a param key: exact match, else unique fuzzy match.
# Logs an ambiguity / unknown warning (and an arrow on a fuzzy hit) and returns
# "" when it can't narrow to a single key.
func _resolve_key(raw: String) -> String:
if DP.get_all().has(raw):
return raw
var matches := _fuzzy_find_all(raw)
if matches.size() == 1:
_log_raw("[color=#8888ff]→ %s[/color]" % matches[0])
return matches[0]
if matches.size() > 1:
_log_warn("Ambiguous '%s': %s" % [_esc(raw), ", ".join(matches.slice(0, 6))])
else:
_log_warn("Unknown: %s" % _esc(raw))
return ""
func _cmd_reset(parts: PackedStringArray) -> void:
if parts.size() == 1:
DP.reset_all()
_log_ok("All params reset to defaults.")
return
var key := _resolve_key(parts[1])
if key.is_empty():
return
DP.reset(key)
_log_ok("[b]%s[/b] reset to [color=#ffe080]%s[/color]" % [key, _fmt_val(key, DP.get_all()[key])])
func _cmd_toggle(parts: PackedStringArray) -> void:
if parts.size() < 2:
_log_warn("Usage: toggle <bool param>")
return
var key := _resolve_key(parts[1])
if key.is_empty():
return
var meta: Dictionary = DP.get_all()[key]
if meta["type"] != TYPE_BOOL:
_log_warn("%s is not a bool — use '%s <value>'" % [key, key])
return
var v := not (meta["value"] as bool)
DP.set_value(key, v)
_log_ok("[b]%s[/b] ← [color=#ffe080]%s[/color]" % [key, "true" if v else "false"])
# List only params that currently differ from their registered default, grouped by
# section — the "what have I actually changed?" view before a save.
func _cmd_diff() -> void:
var all := DP.get_all()
var sections: Dictionary = {}
for key: String in all:
if not DP.is_modified(key):
continue
var sec: String = all[key]["section"]
if not sections.has(sec):
sections[sec] = []
sections[sec].append(key)
if sections.is_empty():
_log_ok("All params at defaults.")
return
for sec: String in sections:
_log_raw("[color=#6699ff][b]%s[/b][/color]" % sec)
for key: String in sections[sec]:
var meta: Dictionary = all[key]
_log_raw(" [color=#777777]%s[/color] = [color=#ffe080]%s[/color] [color=#484848](def %s)[/color]" % [
key, _fmt_val(key, meta), _fmt_default(meta)
])
func _cmd_help() -> void:
_log_raw("[color=#888888] <name>[/color] — read current value + range")
_log_raw("[color=#888888] <name> <value>[/color] — set it (number, or true/false)")
for name: String in _COMMANDS:
_log_raw("[color=#888888] %s[/color] — %s" % [name.rpad(20), _COMMANDS[name]])
_log_raw(" [color=#555555]↑↓ pick suggestion · Tab complete · ↑↓ history when empty · ` close[/color]")
func _fmt_default(meta: Dictionary) -> String:
if meta["type"] == TYPE_FLOAT:
return _fmt_num(meta["default"] as float)
return "true" if (meta["default"] as bool) else "false"
func _read_param(key: String, meta: Dictionary) -> void:
if meta["type"] == TYPE_FLOAT:
_log_raw("[b]%s[/b] = [color=#ffe080]%s[/color] [color=#484848](%s … %s)[/color]" % [
key, _fmt_val(key, meta),
_fmt_num(meta["min"] as float), _fmt_num(meta["max"] as float),
])
else:
_log_raw("[b]%s[/b] = [color=#ffe080]%s[/color] [color=#484848](true / false)[/color]" % [
key, _fmt_val(key, meta),
])
func _set_param(key: String, meta: Dictionary, raw: String) -> void:
if meta["type"] == TYPE_FLOAT:
var lo := meta["min"] as float
var hi := meta["max"] as float
if not raw.is_valid_float() or not is_finite(raw.to_float()):
_log_warn("%s wants a number" % key)
return
var v := raw.to_float()
DP.set_value(key, v)
_log_ok("[b]%s[/b] ← [color=#ffe080]%s[/color]" % [key, _fmt_num(v)])
elif meta["type"] == TYPE_BOOL:
match raw.to_lower():
"1", "true", "yes", "on":
DP.set_value(key, true)
_log_ok("[b]%s[/b] ← [color=#ffe080]true[/color]" % key)
"0", "false", "no", "off":
DP.set_value(key, false)
_log_ok("[b]%s[/b] ← [color=#ffe080]false[/color]" % key)
_:
_log_warn("%s wants true or false" % key)
else:
_log_warn("Cannot set param of type %d" % meta["type"])
func _cmd_level(parts: PackedStringArray) -> void:
if parts.size() == 1:
var cur := Run.active_level()
var cur_name := (cur.id as String) if cur != null else "none"
_log_ok("Current level: [b]%s[/b]" % cur_name)
var ids: Array[StringName] = Run.level_ids()
_log_raw("Available: " + " ".join(ids.map(func(id: StringName) -> String: return str(id))))
return
var id := StringName(parts[1].to_lower())
var level := Run.get_level(id)
if level == null:
var known := " ".join(Run.level_ids().map(func(i: StringName) -> String: return str(i)))
_log_warn("Unknown level '%s'. Try: %s" % [parts[1], known])
return
Run.debug_level_override = level
_log_ok("Level set to [b]%s[/b] — reloading…" % str(id))
get_tree().paused = false
get_tree().change_scene_to_file(level.scene_path)
func _cmd_list(parts: PackedStringArray) -> void:
var filter := parts[1].to_lower() if parts.size() > 1 else ""
var all := DP.get_all()
var sections: Dictionary = {}
for key: String in all:
var sec: String = all[key]["section"]
if filter.length() > 0:
if not sec.to_lower().begins_with(filter) and not key.to_lower().contains(filter):
continue
if not sections.has(sec):
sections[sec] = []
sections[sec].append(key)
for sec: String in sections:
_log_raw("[color=#6699ff][b]%s[/b][/color]" % sec)
for key: String in sections[sec]:
_log_raw(" [color=#777777]%s[/color] = [color=#ffe080]%s[/color]" % [
key, _fmt_val(key, all[key])
])
func _fuzzy_find_all(query: String) -> Array[String]:
var result: Array[String] = []
var ql := query.to_lower()
for key: String in DP.get_all():
if _fuzzy_score(ql, key.to_lower()) > 0:
result.append(key)
return result
# ── Logging ───────────────────────────────────────────────────────────────────
## Neutralise BBCode in user-supplied text before it reaches the RichTextLabel,
## so malformed or hostile tags (e.g. [img]) render literally instead of running.
func _esc(text: String) -> String:
return text.replace("[", "[lb]")
func _log_raw(text: String) -> void:
if _log.get_line_count() > LOG_MAX_LINES:
_log.clear()
_log.append_text(text + "\n")
func _log_ok(text: String) -> void:
_log_raw("[color=#66ee88]%s[/color]" % text)
func _log_warn(text: String) -> void:
_log_raw("[color=#ff7744]%s[/color]" % text)
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extends Node
## Runtime debug overlays (autoload "DebugDraw").
##
## Two mechanisms, both gated by DP "Debug" bool params so they cost nothing when off:
## • Immediate-mode 3D lines — call DebugDraw.line()/ray() each frame; flushed once
## per frame into a single ImmediateMesh. Used for raycasts and the bone overlay.
## • Shape overlays — a MeshInstance3D attached to each CollisionShape3D, reconciled
## incrementally so static geometry is never re-instanced and freshly spawned
## bodies get picked up within one interval.
##
## Toggle from the console:
## show_hitboxes · show_attacks · show_bones · show_raycasts (true / false)
## show_hitboxes — the combatants' hurt volumes: each HitArea + the player/enemy body
## capsules, drawn as calm translucent-blue volumes (what abilities/blades hit)
## show_attacks — the attack hitboxes (bear claw/smash/leap, matador blade, thrown
## spear), filled translucent red and shown ONLY while the swing is actually live
## show_states — floating AI-state tags + velocity vectors over each matador
## show_animation_name — floating current-clip tag over every AnimationPlayer host
## show_stats — 2D corner readout: fps / frame ms / draw calls / matador tally
## show_grid — 1 m reference grid on the ground plane around the origin
## show_axes — RGB world-axis gizmo at the origin
## show_wireframe — render the whole viewport in wireframe
const REBUILD_INTERVAL := 0.5
const STATS_INTERVAL := 0.2 # stats text is re-composed 5×/sec, not every frame
const COLOR_AREA := Color(0.0, 0.9, 1.0) # combatant hurt volumes (cyan, translucent)
const COLOR_ATTACK := Color(1.0, 0.30, 0.15) # attack hitboxes (red, translucent, overlaid)
const COLOR_BONE := Color(1.0, 0.35, 0.9) # skeleton bones (magenta)
const COLOR_VEL := Color(1.0, 0.85, 0.2) # matador velocity vectors (amber)
const COLOR_ANIM := Color(0.55, 0.85, 1.0) # animation-name tags (sky blue)
const COLOR_GRID := Color(0.45, 0.45, 0.45, 0.5)
const AREA_ALPHA := 0.25
const ATTACK_ALPHA := 0.32
const GRID_HALF := 20 # grid extends ±GRID_HALF cells from the origin
const GRID_STEP := 1.0 # metres between grid lines
const AXIS_LEN := 3.0 # length of each world-axis gizmo arm
var _line_mesh: ImmediateMesh
var _lines: PackedVector3Array = PackedVector3Array()
var _colors: PackedColorArray = PackedColorArray()
var _overlays: Dictionary = {} # CollisionShape3D instance id -> MeshInstance3D
var _skeletons: Array[Skeleton3D] = []
var _anim_players: Array[AnimationPlayer] = []
var _reconcile_t: float = 0.0
var _prev_flags: String = ""
var _state_labels: Dictionary = {} # matador instance id -> Label3D
var _anim_labels: Dictionary = {} # AnimationPlayer instance id -> Label3D
var _stats_layer: CanvasLayer = null
var _stats_label: Label = null
var _stats_t: float = 0.0
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS # keep drawing while the console pauses the game
process_priority = 1000 # flush after everyone has queued their lines
# One-time: wireframe debug-draw needs the wireframe index buffers generated.
RenderingServer.set_debug_generate_wireframes(true)
_line_mesh = ImmediateMesh.new()
var inst := MeshInstance3D.new()
inst.mesh = _line_mesh
inst.material_override = _line_material()
inst.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(inst)
# ── Public immediate-mode API ──────────────────────────────────────────────────
func line(from: Vector3, to: Vector3, color: Color = Color.YELLOW) -> void:
_lines.append(from)
_lines.append(to)
_colors.append(color)
_colors.append(color)
func ray(from: Vector3, to: Vector3, color: Color = Color.YELLOW) -> void:
line(from, to, color)
# ── Frame flush ────────────────────────────────────────────────────────────────
func _process(delta: float) -> void:
_reconcile(delta)
_pulse_attacks()
if DP.b("show_bones"):
_draw_bones()
if DP.b("show_states"):
_update_state_labels()
elif not _state_labels.is_empty():
_clear_state_labels()
if DP.b("show_animation_name"):
_update_anim_labels()
elif not _anim_labels.is_empty():
_clear_anim_labels()
if DP.b("show_grid"):
_draw_grid()
if DP.b("show_axes"):
_draw_axes()
_update_wireframe()
_update_stats(delta)
_flush_lines()
func _flush_lines() -> void:
_line_mesh.clear_surfaces()
if not _lines.is_empty():
_line_mesh.surface_begin(Mesh.PRIMITIVE_LINES)
for i in _lines.size():
_line_mesh.surface_set_color(_colors[i])
_line_mesh.surface_add_vertex(_lines[i])
_line_mesh.surface_end()
_lines.clear()
_colors.clear()
# ── Bone overlay ───────────────────────────────────────────────────────────────
func _draw_bones() -> void:
for sk in _skeletons:
if not is_instance_valid(sk):
continue
var gx := sk.global_transform
for b in sk.get_bone_count():
var parent := sk.get_bone_parent(b)
if parent < 0:
continue
var a := gx * sk.get_bone_global_pose(parent).origin
var c := gx * sk.get_bone_global_pose(b).origin
line(a, c, COLOR_BONE)
# ── Matador AI-state overlay ───────────────────────────────────────────────────
# A billboarded state tag hovers over each matador, coloured by state, with an
# amber velocity vector — reads the whole arena's AI at a glance while tuning combat.
func _update_state_labels() -> void:
var seen: Dictionary = {}
for node: Node in get_tree().get_nodes_in_group(&"matador"):
var m := node as Node3D
if m == null:
continue
var id := m.get_instance_id()
seen[id] = true
var lbl: Label3D = _state_labels.get(id)
if lbl == null:
lbl = _new_state_label()
_state_labels[id] = lbl
var state_name := "?"
if m.has_method(&"ai_state_name"):
state_name = m.call(&"ai_state_name")
lbl.text = state_name
lbl.modulate = _state_color(state_name)
lbl.global_position = m.global_position + Vector3.UP * 2.2
if m is CharacterBody3D:
var v: Vector3 = (m as CharacterBody3D).velocity
v.y = 0.0
if v.length() > 0.5:
var base := m.global_position + Vector3.UP * 0.15
line(base, base + v * 0.18, COLOR_VEL)
for id: int in _state_labels.keys():
if not seen.has(id):
var lbl: Label3D = _state_labels[id]
if is_instance_valid(lbl):
lbl.queue_free()
_state_labels.erase(id)
func _new_state_label() -> Label3D:
var lbl := Label3D.new()
lbl.billboard = BaseMaterial3D.BILLBOARD_ENABLED
lbl.no_depth_test = true
lbl.fixed_size = true
lbl.pixel_size = 0.0006
lbl.font_size = 64
lbl.outline_size = 12
lbl.outline_modulate = Color(0.0, 0.0, 0.0, 0.9)
add_child(lbl)
return lbl
func _clear_state_labels() -> void:
for id: int in _state_labels:
var lbl: Label3D = _state_labels[id]
if is_instance_valid(lbl):
lbl.queue_free()
_state_labels.clear()
const _STATE_COLORS := {
"WANDER": Color(0.70, 0.70, 0.70),
"FLEE": Color(0.40, 0.80, 1.00),
"BRACE": Color(1.00, 0.90, 0.30),
"SIDESTEP": Color(1.00, 0.60, 0.10),
"ATTACK": Color(1.00, 0.30, 0.30),
"ROLL": Color(0.60, 1.00, 0.60),
"THROW": Color(1.00, 0.40, 0.90),
"RAGDOLL": Color(0.40, 0.40, 0.40),
}
func _state_color(state_name: String) -> Color:
return _STATE_COLORS.get(state_name, Color.WHITE)
# ── Animation-name overlay ─────────────────────────────────────────────────────
# A billboarded tag showing the clip each AnimationPlayer is currently playing,
# hovering above its nearest Node3D host — catches wrong / stuck animation states
# at a glance. Players are re-collected on the reconcile tick (see _collect).
func _update_anim_labels() -> void:
var seen: Dictionary = {}
for ap in _anim_players:
if not is_instance_valid(ap):
continue
var clip := ap.current_animation
# Skip finished / dormant sub-players so a host with several AnimationPlayers
# (e.g. a matador's main + olé + death players) doesn't stack empty tags.
if clip.is_empty() and not ap.is_playing():
continue
var host := _node3d_host(ap)
if host == null:
continue
var id := ap.get_instance_id()
seen[id] = true
var lbl: Label3D = _anim_labels.get(id)
if lbl == null:
lbl = _new_state_label()
lbl.modulate = COLOR_ANIM
_anim_labels[id] = lbl
lbl.text = clip if not clip.is_empty() else "—"
lbl.global_position = host.global_position + Vector3.UP * 2.6
for id: int in _anim_labels.keys():
if not seen.has(id):
var lbl: Label3D = _anim_labels[id]
if is_instance_valid(lbl):
lbl.queue_free()
_anim_labels.erase(id)
func _clear_anim_labels() -> void:
for id: int in _anim_labels:
var lbl: Label3D = _anim_labels[id]
if is_instance_valid(lbl):
lbl.queue_free()
_anim_labels.clear()
# Nearest Node3D at or above `node` — the anchor an AnimationPlayer's tag hovers over.
func _node3d_host(node: Node) -> Node3D:
var n := node
while n != null:
if n is Node3D:
return n as Node3D
n = n.get_parent()
return null
# ── World reference overlays ───────────────────────────────────────────────────
func _draw_grid() -> void:
var extent := GRID_HALF * GRID_STEP
for i in range(-GRID_HALF, GRID_HALF + 1):
var o := i * GRID_STEP
line(Vector3(o, 0.01, -extent), Vector3(o, 0.01, extent), COLOR_GRID)
line(Vector3(-extent, 0.01, o), Vector3(extent, 0.01, o), COLOR_GRID)
func _draw_axes() -> void:
line(Vector3.ZERO, Vector3.RIGHT * AXIS_LEN, Color.RED) # +X
line(Vector3.ZERO, Vector3.UP * AXIS_LEN, Color.GREEN) # +Y
line(Vector3.ZERO, Vector3(0.0, 0.0, 1.0) * AXIS_LEN, Color.DODGER_BLUE) # +Z
func _update_wireframe() -> void:
var vp := get_viewport()
var want := Viewport.DEBUG_DRAW_WIREFRAME if DP.b("show_wireframe") else Viewport.DEBUG_DRAW_DISABLED
if vp.debug_draw != want:
vp.debug_draw = want
# ── Stats overlay ──────────────────────────────────────────────────────────────
# A 2D corner readout of frame cost + scene load, plus a per-state matador tally so
# a combat slowdown or a stuck AI swarm shows up immediately.
func _update_stats(delta: float) -> void:
if not DP.b("show_stats"):
if _stats_layer != null:
_stats_layer.visible = false
return
_ensure_stats_ui()
_stats_layer.visible = true
_stats_t -= delta
if _stats_t > 0.0:
return
_stats_t = STATS_INTERVAL
_stats_label.text = _compose_stats()
func _ensure_stats_ui() -> void:
if _stats_layer != null:
return
var mono := SystemFont.new()
mono.font_names = PackedStringArray(["JetBrains Mono", "DejaVu Sans Mono", "monospace"])
_stats_layer = CanvasLayer.new()
_stats_layer.layer = 64
add_child(_stats_layer)
var panel := PanelContainer.new()
panel.position = Vector2(8.0, 8.0)
var bg := StyleBoxFlat.new()
bg.bg_color = Color(0.0, 0.0, 0.0, 0.55)
bg.set_content_margin_all(6.0)
panel.add_theme_stylebox_override("panel", bg)
_stats_layer.add_child(panel)
_stats_label = Label.new()
_stats_label.add_theme_font_override("font", mono)
_stats_label.add_theme_font_size_override("font_size", 13)
_stats_label.add_theme_color_override("font_color", Color(0.60, 1.0, 0.60))
panel.add_child(_stats_label)
func _compose_stats() -> String:
var fps := int(Performance.get_monitor(Performance.TIME_FPS))
var proc := Performance.get_monitor(Performance.TIME_PROCESS) * 1000.0
var phys := Performance.get_monitor(Performance.TIME_PHYSICS_PROCESS) * 1000.0
var draws := int(Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME))
var prims := int(Performance.get_monitor(Performance.RENDER_TOTAL_PRIMITIVES_IN_FRAME))
var vmem := int(Performance.get_monitor(Performance.RENDER_VIDEO_MEM_USED) / 1048576.0)
var nodes := int(Performance.get_monitor(Performance.OBJECT_NODE_COUNT))
var phys3d := int(Performance.get_monitor(Performance.PHYSICS_3D_ACTIVE_OBJECTS))
return "fps %d proc %.1fms phys %.1fms\ndraws %d prims %s vmem %dMB\nnodes %d phys3d %d\n%s" % [
fps, proc, phys, draws, _si(prims), vmem, nodes, phys3d, _matador_tally()]
func _matador_tally() -> String:
var mats := get_tree().get_nodes_in_group(&"matador")
if mats.is_empty():
return "matadors 0"
var counts: Dictionary = {}
for node: Node in mats:
var s := "?"
if node.has_method(&"ai_state_name"):
s = node.call(&"ai_state_name")
counts[s] = int(counts.get(s, 0)) + 1
var parts: PackedStringArray = PackedStringArray()
for s: String in counts:
parts.append("%s:%d" % [s.substr(0, 2), counts[s]])
return "matadors %d %s" % [mats.size(), " ".join(parts)]
func _si(n: int) -> String:
if n >= 1000000:
return "%.1fM" % (n / 1000000.0)
if n >= 1000:
return "%.0fk" % (n / 1000.0)
return str(n)
# ── Collision / hit-area overlays (incremental) ────────────────────────────────
func _reconcile(delta: float) -> void:
var hit := DP.b("show_hitboxes")
var atk := DP.b("show_attacks")
var bone := DP.b("show_bones")
var anim := DP.b("show_animation_name")
if not (hit or atk or bone or anim):
if not _overlays.is_empty():
_clear_overlays()
_skeletons.clear()
_anim_players.clear()
_prev_flags = ""
return
var flags := "%d%d%d%d" % [int(hit), int(atk), int(bone), int(anim)]
_reconcile_t -= delta
if flags != _prev_flags: # a toggle just changed — refresh immediately
_prev_flags = flags
_reconcile_t = 0.0
if _reconcile_t > 0.0:
return
_reconcile_t = REBUILD_INTERVAL
_skeletons.clear()
_anim_players.clear()
var wanted: Dictionary = {}
var scene := get_tree().current_scene
if scene != null:
_collect(scene, hit, atk, bone, anim, wanted)
# Drop overlays whose shape is gone or no longer wanted. The overlay is a child of
# the collision shape, so it's freed with it — hold it as Variant, since assigning a
# freed instance to any *typed* var (even Object) throws before is_instance_valid()
# can filter it out.
for id: int in _overlays.keys():
var mi: Variant = _overlays[id]
if not wanted.has(id) or not is_instance_valid(mi):
if is_instance_valid(mi):
(mi as Node).queue_free()
_overlays.erase(id)
# Add overlays for newly seen shapes.
for id: int in wanted:
if not _overlays.has(id):
var entry: Array = wanted[id]
_overlays[id] = _attach(entry[0] as CollisionShape3D, entry[1] as String)
func _collect(node: Node, hit: bool, atk: bool, bone: bool, anim: bool,
wanted: Dictionary) -> void:
# The audience ("public") is ambient decoration, not a debug target — skip the whole
# crowd subtree so its clapping AnimationPlayers/skeletons don't flood the overlays.
if node.is_in_group(&"public"):
return
if bone and node is Skeleton3D and (node as Skeleton3D).is_visible_in_tree():
_skeletons.append(node as Skeleton3D)
if anim and node is AnimationPlayer:
_anim_players.append(node as AnimationPlayer)
if node is CollisionShape3D:
var cs := node as CollisionShape3D
if cs.shape != null and not cs.disabled and _drawable(cs.shape):
var kind := _classify(cs.get_parent())
var show := (kind == "attack" and atk) or (kind == "hitbox" and hit)
if show:
wanted[cs.get_instance_id()] = [cs, kind]
for child in node.get_children():
_collect(child, hit, atk, bone, anim, wanted)
# Sort a shape's owning body/area into an overlay bucket, or "" to skip.
# attack — a swing volume (a Hitbox area, or a thrown-spear projectile body)
# hitbox — a combatant's hurt volume: its HitArea, or its own body capsule
func _classify(parent: Node) -> String:
if parent is Hitbox or parent is SpearProjectile:
return "attack"
if parent is Area3D:
return "hitbox"
# Ragdoll bone colliders (PhysicalBone3D) are excluded — use show_bones for the
# skeleton; otherwise every corpse floods the view with capsules.
if parent is PhysicsBody3D and not (parent is PhysicalBone3D):
if parent.is_in_group(&"player") or parent.is_in_group(&"matador"):
return "hitbox"
return ""
# Skip only the unbounded shapes whose debug mesh is meaningless/huge; concave arena
# geometry is fine — Godot caches each shape's debug mesh, so it's built at most once.
func _drawable(shape: Shape3D) -> bool:
return not (shape is WorldBoundaryShape3D or shape is HeightMapShape3D)
func _attach(cs: CollisionShape3D, kind: String) -> MeshInstance3D:
var mi := MeshInstance3D.new()
var solid := _solid_mesh(cs.shape)
mi.mesh = solid if solid != null else cs.shape.get_debug_mesh()
if kind == "attack":
# Overlaid so a brief swing volume reads clearly on top of the action; its
# visibility is pulsed per-frame in _pulse_attacks so it only shows while live.
mi.material_override = _translucent_material(COLOR_ATTACK, ATTACK_ALPHA, true)
else:
# The calm translucent-blue volume — depth-tested so it sits in the world.
mi.material_override = _translucent_material(COLOR_AREA, AREA_ALPHA, false)
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
cs.add_child(mi)
return mi
# Attack overlays exist for as long as show_attacks is on, but a swing hitbox is only a
# hazard while its Hitbox is monitoring — so show each attack volume only when it's live.
# (A thrown spear has no monitoring gate; it stays visible for its whole flight.)
func _pulse_attacks() -> void:
for id: int in _overlays:
var mi: Variant = _overlays[id]
if not is_instance_valid(mi):
continue
var owner := (mi as Node).get_parent().get_parent()
if owner is Hitbox:
(mi as MeshInstance3D).visible = (owner as Area3D).monitoring
func _clear_overlays() -> void:
for id: int in _overlays:
var mi: Variant = _overlays[id]
if is_instance_valid(mi):
(mi as Node).queue_free()
_overlays.clear()
# ── Meshes & materials ─────────────────────────────────────────────────────────
# A filled mesh matching a primitive shape, for translucent volume overlays. Returns
# null for shapes without a clean solid equivalent (caller falls back to wireframe).
func _solid_mesh(shape: Shape3D) -> Mesh:
if shape is BoxShape3D:
var m := BoxMesh.new()
m.size = (shape as BoxShape3D).size
return m
if shape is SphereShape3D:
var m := SphereMesh.new()
m.radius = (shape as SphereShape3D).radius
m.height = m.radius * 2.0
return m
if shape is CapsuleShape3D:
var m := CapsuleMesh.new()
m.radius = (shape as CapsuleShape3D).radius
m.height = (shape as CapsuleShape3D).height
return m
if shape is CylinderShape3D:
var m := CylinderMesh.new()
m.top_radius = (shape as CylinderShape3D).radius
m.bottom_radius = (shape as CylinderShape3D).radius
m.height = (shape as CylinderShape3D).height
return m
return null
func _line_material() -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.vertex_color_use_as_albedo = true
mat.no_depth_test = true
return mat
func _translucent_material(color: Color, alpha: float, overlay: bool) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(color.r, color.g, color.b, alpha)
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
mat.no_depth_test = overlay
return mat
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extends Node
## Central registry for all runtime-tunable parameters.
## Add a new param with one _reg_f() call in _register_all() — the menu picks it up automatically.
## Access: DP.f("key") • Persist: DP.save() / DP.load_saved() • Reset: DP.reset_all()
signal any_changed(key: String, value: Variant)
const SAVE_PATH := "user://debug_params.cfg"
# _params holds the full metadata (min/max/step/default/section/type) and is the
# authority the debug menu reads. _values is a flat key→value mirror so the hot
# f()/b() reads — called dozens of times per matador per physics frame — cost a
# single hash lookup instead of a nested dict access. Every write updates both.
var _params: Dictionary = {}
var _values: Dictionary = {}
func _ready() -> void:
_register_all()
func _register_all() -> void:
#Gamepad vibration
_reg_b("Gamepad", "gamepad_vibration", true)
#Level Unlocking
_reg_b("Gate", "gate_unlocked_bear", false)
# ── Movement ──────────────────────────────────────────────────────────────
# WASD/arrows drive the bull: move_accel ramps flat velocity toward max_speed in
# the input direction; move_friction bleeds it off when no direction is held.
_reg_f("Movement", "max_speed", 10.0, 2.0, 1000.0)
_reg_f("Movement", "move_accel", 120.0, 5.0, 600.0)
_reg_f("Movement", "move_friction", 90.0, 5.0, 600.0)
_reg_f("Movement", "jump_velocity", 4.5, 1.0, 200.0)
_reg_f("Movement", "visual_turn_speed", 12.0, 1.0, 200.0)
_reg_f("Movement", "bounce_restitution", 0.55, 0.0, 2.0, 0.05)
_reg_f("Movement", "bounce_min_impact", 1.0, 0.0, 20.0)
_reg_f("Movement", "wall_bounce_restitution", 0.6, 0.0, 1.5, 0.05)
_reg_f("Movement", "wall_min_bounce_speed", 6.0, 0.0, 30.0)
# ── Bull health ───────────────────────────────────────────────────────────
# The bull soaks bull_max_hp clean hits before it dies; each hit grants
# bull_hit_iframes seconds of invulnerability so a single pass can't drain it.
_reg_f("Bull", "bull_max_hp", 10.0, 1.0, 100.0, 1.0)
_reg_f("Bull", "bull_hit_iframes", 0.8, 0.0, 3.0, 0.1)
# Half-angle (deg) of the bull's horns-first cone: running into an enemy only wounds it when the
# bull's velocity points within this of the enemy (not a sideways brush). 90 = any contact at speed.
# (The dash ability bypasses this.)
_reg_f("Bull", "bull_gore_arc", 75.0, 10.0, 180.0, 5.0)
# ── Dust speed thresholds ─────────────────────────────────────────────────
# The dust LOOK (colour, size, velocity) lives in systems/fx/bull_hoof_dust.tscn now; these
# two only decide when walk vs charge dust kicks in by ground speed.
_reg_f("Dust", "dust_walk_spd", 1.5, 0.1, 10.0)
_reg_f("Dust", "dust_charge_spd", 7.0, 1.0, 20.0)
# ── Tail ──────────────────────────────────────────────────────────────────
_reg_f("Tail", "tail_gravity", 9.8, 0.0, 30.0)
_reg_f("Tail", "tail_damping", 0.08, 0.0, 0.5, 0.01)
_reg_f("Tail", "tail_body_radius", 0.35, 0.05, 2.0, 0.05)
_reg_f("Tail", "tail_wag_freq", 4.0, 0.5, 15.0)
_reg_f("Tail", "tail_wag_idle", 0.3, 0.0, 2.0, 0.05)
# ── Charge pose (horns-down lean during dash / roll) ─────────────────────
_reg_f("Charge", "charge_head_pitch", 0.3, 0.0, 1.2, 0.01)
_reg_f("Charge", "charge_head_speed", 5.0, 0.5, 20.0)
# ── Body ──────────────────────────────────────────────────────────────────
_reg_f("Body", "body_tilt_fwd", 0.015, 0.0, 0.1, 0.001)
_reg_f("Body", "body_tilt_side", 0.01, 0.0, 0.1, 0.001)
_reg_f("Body", "aerial_pitch_scale", 0.6, 0.0, 2.0)
_reg_f("Body", "aerial_pitch_speed", 5.0, 0.5, 20.0)
# ── Legs ──────────────────────────────────────────────────────────────────
_reg_f("Legs", "leg_step_threshold", 0.15, 0.01, 1.0, 0.01)
_reg_f("Legs", "leg_step_duration", 0.12, 0.02, 0.5, 0.01)
_reg_f("Legs", "leg_step_height", 0.15, 0.0, 0.5)
_reg_f("Legs", "leg_step_overshoot", 0.3, 0.0, 1.0)
_reg_f("Legs", "gait_freq", 1.5, 0.1, 5.0)
_reg_f("Legs", "launch_hold_time", 0.15, 0.0, 1.0, 0.01)
_reg_f("Legs", "ragdoll_wobble_amp", 0.15, 0.0, 1.0)
_reg_f("Legs", "tuck_apex_threshold", 0.5, -5.0, 5.0)
_reg_f("Legs", "jump_tuck_speed", 8.0, 1.0, 30.0)
_reg_f("Legs", "jump_tuck_up", 0.2, 0.0, 1.0)
_reg_f("Legs", "jump_tuck_fwd", -0.1, -0.5, 0.5)
_reg_f("Legs", "jump_land_threshold", 1.5, 0.5, 5.0)
# ── Camera ────────────────────────────────────────────────────────────────
_reg_f("Camera", "charge_zoom_factor", 0.65, 0.3, 1.0, 0.05)
_reg_f("Camera", "cam_lerp_power", 6.0, 0.5, 30.0)
_reg_f("Camera", "cam_sensitivity", 0.005, 0.001, 0.05, 0.001)
_reg_f("Camera", "cam_min_zoom", 3.5, 0.5, 20.0)
_reg_f("Camera", "cam_max_zoom", 40.0, 2.0, 80.0)
_reg_f("Camera", "cam_spring_length", 7.0, 1.0, 30.0)
_reg_f("Camera", "cam_min_vert_angle", -60.0, -90.0, 0.0, 1.0)
_reg_f("Camera", "cam_max_vert_angle", 45.0, 0.0, 90.0, 1.0)
# Trailing "drag" camera: the focus point lags the bull and slides opposite to
# its velocity, so the camera visibly drags behind during a fast charge.
# cam_drag = metres of trail per m/s of bull speed (0 = rigid follow)
# cam_drag_speed = how fast the trail offset eases toward its target
# cam_follow_lerp = how tightly the focus point chases the bull (higher = snappier)
_reg_f("Camera", "cam_drag", 0.12, 0.0, 1.0, 0.01)
_reg_f("Camera", "cam_drag_speed", 3.5, 0.5, 20.0)
_reg_f("Camera", "cam_follow_lerp", 10.0, 1.0, 40.0)
# ── Matador ───────────────────────────────────────────────────────────────
# Wave system: matadors enter the arena in escalating waves (1 → 2 → … → N where N
# is the number of placed spawn points). mat_spawn_stagger is the delay between each
# matador leaping in within a wave; mat_wave_pause is the breather after a wave clears.
_reg_f("Matador", "mat_wave_size", 8.0, 1, 50)
_reg_f("Matador", "mat_spawn_stagger", 0.4, 0.0, 3.0, 0.05)
_reg_f("Matador", "mat_wave_pause", 2.0, 0.0, 8.0, 0.25)
_reg_f("Matador", "mat_walk_speed", 5.5, 0.5, 10.0)
_reg_f("Matador", "mat_wander_radius", 22.0, 5.0, 50.0)
# Radius of the inner fighting floor: bull + matadors spawn on this ring (so
# they stay off the benches). Tune in the console to hug the bench edge.
_reg_f("Matador", "arena_spawn_radius", 10.0, 2.0, 22.0, 0.5)
_reg_f("Matador", "mat_idle_min", 1.2, 0.0, 5.0, 0.1)
_reg_f("Matador", "mat_idle_max", 4.0, 0.5, 10.0, 0.1)
_reg_f("Matador", "mat_hit_threshold", 4.0, 1.0, 30.0)
# Planar reach at which the bull's swept charge path gores a matador (~bull + HitArea radii).
# Raise for a more forgiving charge, lower for a more precise one.
_reg_f("Matador", "mat_charge_gore_radius", 1.2, 0.5, 3.0, 0.05)
_reg_f("Matador", "mat_ragdoll_impulse", 6.0, 0.5, 20.0)
# Ragdoll joint limits — lower swing/twist = stiffer corpse that keeps its
# shape; higher angular damp settles the flail instead of flopping flat.
_reg_f("Matador", "mat_joint_swing", 35.0, 0.0, 180.0, 1.0)
_reg_f("Matador", "mat_joint_twist", 40.0, 0.0, 180.0, 1.0)
_reg_f("Matador", "mat_ragdoll_damp", 1.5, 0.0, 10.0, 0.1)
_reg_f("Matador", "mat_flee_range", 3.5, 2.0, 40.0)
_reg_f("Matador", "mat_flee_speed", 7.0, 0.5, 12.0)
_reg_f("Matador", "mat_charge_speed", 10.0, 1.0, 30.0)
_reg_f("Matador", "mat_brace_range", 5.0, 2.0, 20.0)
_reg_f("Matador", "mat_brace_duration", 0.7, 0.05, 1.5, 0.05)
_reg_f("Matador", "mat_commit_dist", 2.5, 0.5, 6.0, 0.1)
_reg_f("Matador", "mat_step_speed", 6.5, 2.0, 20.0)
_reg_f("Matador", "mat_step_duration", 0.35, 0.1, 1.0, 0.05)
# How strongly the sidestep biases toward the bull so the blade sweeps through
# its path during the pass (0 = pure lateral dodge, 1 = straight at the bull).
_reg_f("Matador", "mat_pass_lunge", 0.35, 0.0, 1.0, 0.05)
_reg_f("Matador", "mat_dodge_cooldown", 2.5, 0.5, 12.0, 0.25)
_reg_f("Matador", "mat_dodge_chance", 0.72, 0.0, 1.0, 0.05)
_reg_f("Matador", "mat_attack_range", 8.0, 2.0, 20.0)
_reg_f("Matador", "mat_attack_speed", 7.5, 1.0, 12.0)
_reg_f("Matador", "mat_attack_duration", 1.8, 0.5, 5.0, 0.1)
# Reach of the reach-based melee hit and its re-strike gap. This now governs ONLY the sidestep
# PASS (mat charges the bull past with the blade out): a fast lateral sweep where the thin blade
# Area would tunnel, so a center-to-center distance check is the reliable gore. The stationary
# ATTACK stab no longer uses this — it drives off the sword's BladeHitbox collider (see below).
_reg_f("Matador", "mat_stab_reach", 2.0, 0.5, 4.0, 0.1)
# Distance the matador plants at to swing. The ATTACK stab damages off the animated BladeHitbox,
# whose thrust reaches ~3.75 m at full extension — so this MUST stay under that or the blade never
# touches the bull and the stab whiffs. 3.5 m keeps the matador clear of the bull's ~1.8 m-long
# body while the thrust still lands. Raise toward 3.75 for more gap, lower to stab from closer.
_reg_f("Matador", "mat_stab_standoff", 3.5, 0.5, 4.0, 0.1)
# Fraction through the Attack clip at which the blade's collider is armed. The clip is guard →
# wind-up (blade pulled back, phase ~0.3-0.5) → thrust (blade drives out to ~3.5 m, phase ~0.55+).
# Arming at the thrust keeps the bull from being gored during the wind-up (blade not yet extended)
# or the guard pose. The BladeHitbox overlap still decides the exact hit; this just gates timing.
_reg_f("Matador", "mat_stab_strike_at", 0.5, 0.0, 1.0, 0.05)
# Chance, each time a stab finishes, that the matador breaks off into something else (give ground,
# circle, or throw) instead of immediately stabbing again — keeps it from drilling the same thrust
# on repeat. 0 = always re-stab if in range, 1 = always break off after every stab.
_reg_f("Matador", "mat_stab_followup_chance", 0.6, 0.0, 1.0, 0.05)
# Beat after every stab where the brain won't re-commit to ATTACK, so it can't machine-gun the
# bull — it circles/gives ground instead. 0 = stab as fast as range allows.
_reg_f("Matador", "mat_stab_recovery", 0.9, 0.0, 3.0, 0.1)
# Chance, when a stab actually CONNECTS, that the matador breaks into a crowd-pleasing taunt and
# gives ground instead of pressing — milking the hit rather than spamming. High by design.
_reg_f("Matador", "mat_taunt_after_hit", 0.85, 0.0, 1.0, 0.05)
_reg_f("Matador", "mat_stab_cooldown", 0.6, 0.1, 3.0, 0.1)
# Half-angle (deg) the matador must be facing the bull within for a stab to land.
# Stops "sword's off to the side but I still died" — you're only gored when the
# blade is actually presented at you.
_reg_f("Matador", "mat_stab_arc", 55.0, 5.0, 180.0, 5.0)
# Chance a matador rolls clear (survives) instead of ragdolling when the bull's charge connects.
_reg_f("Matador", "mat_roll_chance", 0.8, 0.0, 1.0, 0.05)
# How much a committed charge pierces the survival roll: roll chance fades toward
# mat_roll_chance*(1-this) as bull speed climbs to mat_charge_speed. 1 = full-speed charge always
# gores. (A dash connect ignores the roll entirely.)
_reg_f("Matador", "mat_charge_pierce", 0.8, 0.0, 1.0, 0.05)
_reg_f("Matador", "mat_roll_duration", 0.45, 0.1, 1.5, 0.05)
# Playback rate of the Draw_weapon clip used for both drawing and sheathing —
# higher = snappier unholster/holster.
_reg_f("Matador", "mat_draw_speed", 1.9, 0.25, 3.0, 0.05)
# Cross-fade between matador animation clips — smooths Run/Attack/Taunt cuts.
_reg_f("Matador", "mat_anim_blend", 0.12, 0.0, 0.5, 0.01)
# ── Matador heuristics (utility AI) ───────────────────────────────────────
# Every mat_decide_interval seconds the matador scores its options — dodge the
# pass, close for a strike, retreat, throw the blade, or strut/taunt — and picks
# the highest. These weights bias the personality: crank aggression for a reckless
# bullfighter, caution for a slippery one. mat_w_commit is a stickiness bonus for
# the current choice so it doesn't dither between two near-tied options.
_reg_f("Matador", "mat_decide_interval", 0.2, 0.05, 1.0, 0.05)
_reg_f("Matador", "mat_w_aggression", 1.1, 0.0, 3.0, 0.05)
_reg_f("Matador", "mat_w_caution", 1.0, 0.0, 3.0, 0.05)
_reg_f("Matador", "mat_w_flee", 0.8, 0.0, 3.0, 0.05)
# Showmanship (strut, circle the bull, taunt) — the supporting matadors lean on
# this to spread out and give the lead room, so a whole crowd reads as a bullring,
# not a swarm. Crank it for more posturing, drop it for a relentless mob.
_reg_f("Matador", "mat_w_showmanship", 1.6, 0.0, 3.0, 0.05)
# Weight on hurling the blade. Kept low — a thrown sword is an occasional flourish,
# not a barrage; raising this brings back the pelting.
_reg_f("Matador", "mat_w_throw", 0.35, 0.0, 3.0, 0.05)
# How many matadors press the bull at once. The nearest this-many engage (close,
# throw); everyone else keeps their distance and taunts, taking turns as the bull
# moves. 1 = strict one-on-one, higher = a bolder pack.
_reg_f("Matador", "mat_engage_slots", 2.0, 1.0, 8.0, 1.0)
# Preferred distance (m) a taunting matador circles the bull at while waiting its
# turn — the showmanship ring the crowd spreads out onto.
_reg_f("Matador", "mat_taunt_ring", 7.0, 3.0, 15.0, 0.5)
# How long (s) a matador safely out of the action holds a taunt before drifting to
# a new spot — much longer than the between-passes idle, so bystanders mostly pose
# for the crowd instead of milling about. Actual hold is randomised ±30%.
_reg_f("Matador", "mat_taunt_hold", 8.0, 1.0, 20.0, 0.5)
# Small so it smooths dithering without locking the matador into idling.
_reg_f("Matador", "mat_w_commit", 0.15, 0.0, 2.0, 0.05)
# ── Bear (boss) ─────────────────────────────────────────────────────────────
# A Dark-Souls-style boss with a learnable moveset. It soaks bear_max_hp clean hits
# (ram or ability), staggering on each, and only topples when worn down. From NEUTRAL
# it weighs its options by the range band to the bull and commits to one telegraphed
# routine (wind-up → active → recovery); each routine plays to the end (the recovery
# is the player's punish window). Below bear_enrage_frac HP it enters phase 2: faster
# tells and recovery (× bear_enrage_scale) and longer combo chains.
_reg_f("Bear", "bear_max_hp", 30.0, 1.0, 100.0, 1.0)
# HP fraction at which phase 2 ("Fury") triggers, and how much it multiplies every
# wind-up / recovery timer (lower = snappier, more dangerous).
_reg_f("Bear", "bear_enrage_frac", 0.4, 0.0, 1.0, 0.05)
_reg_f("Bear", "bear_enrage_scale", 0.7, 0.3, 1.0, 0.05)
# Range bands (m) that pick the moveset: ≤close it strikes (swipe / smash), ≤mid it
# walks in to close the gap (stalk) or leaps, beyond it lopes in (prowl) or leaps.
# close is deliberately generous — the bear commits to melee "from a bit further" and
# steps in during the swing (see bear_lunge_speed) rather than needing to be on top.
_reg_f("Bear", "bear_close_range", 5.0, 1.0, 12.0, 0.1)
_reg_f("Bear", "bear_mid_range", 10.0, 3.0, 20.0, 0.5)
_reg_f("Bear", "bear_long_range", 15.0, 3.0, 100.0, 0.5)
# Beat spent in NEUTRAL sizing up the bull between routines — kept short so the bear
# flows straight from one action into the next instead of pausing (raise for a more
# hesitant, readable boss; near-0 for relentless pressure). Shrinks again in phase 2.
_reg_f("Bear", "bear_think_time", 0.06, 0.0, 1.0, 0.01)
# Locomotion: the all-fours prowl (close a big gap), the menacing 2-leg walk-in
# (stalk), the facing rate while positioning/winding up, and the softer tracking rate
# a swing keeps on the bull mid-attack so it's harder to just walk out of.
_reg_f("Bear", "bear_run_speed", 11.0, 1.0, 20.0, 0.1)
_reg_f("Bear", "bear_stalk_speed", 5.5, 0.5, 12.0, 0.1)
_reg_f("Bear", "bear_turn_rate", 7.0, 1.0, 20.0, 0.5)
_reg_f("Bear", "bear_track_active", 3.5, 0.0, 12.0, 0.1)
# Forward step-in during a swing so a strike lands even when the bull is a touch out of
# reach (also carries the tracking); 0 = a purely stationary swing.
_reg_f("Bear", "bear_lunge_speed", 7.0, 0.0, 16.0, 0.5)
# Playback multiplier for the swipe/smash clips — >1 makes the punches snappier.
_reg_f("Bear", "bear_attack_anim_speed", 1.35, 0.5, 3.0, 0.05)
# Half-arc (deg) the bear must be facing the bull within for a directional swing to
# connect; slams use their own radius instead of an arc.
_reg_f("Bear", "bear_hit_arc", 70.0, 5.0, 180.0, 5.0)
# Double Swipe (ONE_TWO_HIT) — bread-and-butter close combo, two quick hits.
_reg_f("Bear", "bear_swipe_windup", 0.3, 0.05, 2.0, 0.05)
_reg_f("Bear", "bear_swipe_recover", 0.35, 0.05, 3.0, 0.05)
_reg_f("Bear", "bear_swipe_reach", 4.2, 1.0, 8.0, 0.1)
# Which claw-slash FX plays on the first vs second swipe hit — the L/R clips are easy to
# mix up, so 0 = first hit L then R, 1 = swap them. Purely cosmetic (no gameplay effect).
_reg_f("Bear", "bear_fx_claw_swap", 0.0, 0.0, 1.0, 1.0)
# Live yaw (deg) applied to the whole Bear_FX node before each effect fires, so the claw
# rake / debris can be spun to line up with the bear's facing by eye. Bake the good value.
_reg_f("Bear", "bear_fx_yaw", 0.0, -180.0, 180.0, 5.0)
# The baked crater clip only pops up (no shrink), so hold it on the ground this long after a
# leap slam before hiding it — otherwise it flashes for a single frame and reads as invisible.
_reg_f("Bear", "bear_fx_crater_linger", 0.8, 0.0, 3.0, 0.1)
# Overhead Smash (SMASH_HIT) — slower tell, biggest punish window, AoE on impact.
_reg_f("Bear", "bear_smash_windup", 0.6, 0.1, 3.0, 0.05)
_reg_f("Bear", "bear_smash_recover", 0.75, 0.1, 4.0, 0.05)
# The overhead smash's hitbox is a forward box lane whose size + travel are authored in
# BearAttackHitboxes.tscn's AnimationPlayer ("smash_travel"). Here we only set the upward
# pop the bull takes off its feet at the far end (it ramps 0→this with hit distance).
_reg_f("Bear", "bear_smash_knockup", 6.0, 0.0, 16.0, 0.5)
# Leap Slam (JUMP_SMASH, 47 frames @30fps) — timed to the clip by FRAME: it plays the
# crouch grounded, springs at the takeoff frame, and the arc is solved so the paws hit
# ground exactly on the impact frame (25), leaving the tail frames to settle on the
# ground — no finishing the anim in mid-air. The arc uses its own gravity so peak height
# and airtime are independent: bear_leap_height is the peak reached in that fixed airtime.
_reg_f("Bear", "bear_leap_takeoff_frame", 6.0, 0.0, 46.0, 1.0)
_reg_f("Bear", "bear_leap_impact_frame", 25.0, 1.0, 47.0, 1.0)
_reg_f("Bear", "bear_leap_height", 2.6, 0.5, 8.0, 0.1)
_reg_f("Bear", "bear_leap_recover", 0.35, 0.0, 4.0, 0.05)
_reg_f("Bear", "bear_leap_speed", 14.0, 4.0, 30.0, 0.5)
# Where the leap-slam launch zone starts, as a fraction of the circle radius. 0 = launch anywhere
# inside; raise to carve a grounded inner zone that only mauls (0.75 = only the outer quarter ring).
_reg_f("Bear", "bear_leap_ring_frac", 0.0, 0.0, 1.0, 0.05)
_reg_f("Bear", "bear_leap_knockup", 7.0, 0.0, 16.0, 0.5)
# Stalk (WALK_ON2LEGS) — how long it will keep walking the bull down before re-deciding.
_reg_f("Bear", "bear_stalk_time", 2.5, 0.0, 6.0, 0.1)
# Odds a close combo chains a follow-up smash after the swipe (phase 2 always chains).
_reg_f("Bear", "bear_combo_chance", 0.7, 0.0, 1.0, 0.05)
# Minimum bull speed (ram) that counts as a hit on the bear — a gentle nudge is
# shrugged off, only a real charge or an ability wounds it. (The bear itself never
# damages the bull by colliding — only its swings and slams hurt.)
_reg_f("Bear", "bear_hit_threshold", 6.0, 1.0, 30.0, 0.5)
# Planar reach at which a horns-first bull charge wounds the bear (~bear body radius + bull reach).
# The bull's swept path is tested against this, so a tunnelling or point-blank charge still lands.
_reg_f("Bear", "bear_ram_reach", 2.1, 0.5, 5.0, 0.1)
# How long (s) the bear is rocked back and can't act after taking a hit.
_reg_f("Bear", "bear_stagger_time", 0.5, 0.0, 2.0, 0.05)
# Poise: after a stagger the bear shrugs off staggers for this long (hits still wound
# it), so it can't be perma-stunlocked — it gets a window to commit an attack that then
# rides its hyper-armour. 0 = no poise (stun-locks under sustained fire).
_reg_f("Bear", "bear_stagger_cd", 1.0, 0.0, 4.0, 0.05)
# ── Sword ─────────────────────────────────────────────────────────────────
# Local seating of the sword in the right hand (drawn / fighting).
# The blade model runs along its local +Z, but weapon_bone (like every rig bone)
# points down its local +Y — so identity leaves the blade jutting out sideways.
# rot_x = -90 maps the blade's +Z onto the bone's +Y so it thrusts straight along
# the bone; rot_y is then the free roll (crossguard tilt) about the blade axis.
_reg_f("Sword", "sword_pos_x", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_pos_y", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_pos_z", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_rot_x", -90.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "sword_rot_y", 0.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "sword_rot_z", 0.0, -180.0, 180.0, 1.0)
# Local seating of the sword in the hip holster (sheathed / wandering).
# Independent of the hand grip so each pose can be tuned without affecting the
# other. weapon_rest_bone sits on the left hip; these angle the blade down and
# out along the OUTSIDE of the left thigh (rot_x/rot_y aim the blade, rot_z rolls
# it about its own axis) so it trails back beside the leg instead of clipping it.
_reg_f("Sword", "sword_rest_pos_x", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_rest_pos_y", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_rest_pos_z", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_rest_rot_x", -110.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "sword_rest_rot_y", -133.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "sword_rest_rot_z", 0.0, -180.0, 180.0, 1.0)
# ── Spear throw (matador ranged attack) ──────────────────────────────────
# Local seating of the spear in the throwing hand during the wind-up. Tune to
# seat the shaft in the grip without re-exporting; flight orientation is derived
# from the aim direction at release, not from this pose.
_reg_f("Sword", "spear_pos_x", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "spear_pos_y", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "spear_pos_z", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "spear_rot_x", 0.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "spear_rot_y", 0.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "spear_rot_z", 0.0, -180.0, 180.0, 1.0)
# Delay before a fresh sword reappears in the holster if one is ever lost.
_reg_f("Sword", "mat_resword_delay", 2.0, 0.0, 10.0, 0.5)
_reg_f("Sword", "mat_throw_range", 18.0, 5.0, 40.0)
_reg_f("Sword", "mat_throw_min_dist", 5.0, 2.0, 15.0, 0.1)
_reg_f("Sword", "mat_throw_windup", 0.5, 0.2, 2.0, 0.05)
_reg_f("Sword", "mat_throw_release", 0.55, 0.1, 0.95, 0.01)
# Horizontal speed of the thrown spear; the vertical launch is solved from this
# and the gravity below so the arc lands on the bull. Lower = a higher, slower lob.
_reg_f("Sword", "mat_throw_speed", 11.0, 5.0, 60.0)
# Gravity scale on the spear (higher = a more pronounced arc) and the vertical aim
# offset from the bull origin down onto its low collision body.
_reg_f("Sword", "mat_throw_gravity", 1.0, 0.1, 3.0, 0.05)
_reg_f("Sword", "mat_throw_aim_y", -0.45,-1.5, 0.5, 0.05)
# Aim scatter (± degrees) so thrown blades can be read and dodged on the move.
_reg_f("Sword", "mat_throw_spread", 11.0, 0.0, 30.0, 0.5)
_reg_f("Sword", "mat_throw_arm_cock", 70.0,-180.0, 180.0, 1.0)
_reg_f("Sword", "mat_throw_arm_release", -90.0,-180.0, 180.0, 1.0)
_reg_f("Sword", "mat_throw_elbow", 80.0,-180.0, 180.0, 1.0)
# ── Abilities ─────────────────────────────────────────────────────────────
_reg_f("Abilities", "kick_cooldown", 2, 0.2, 600, 0.1)
_reg_f("Abilities", "kick_range", 6.0, 0.5, 8.0, 0.1)
_reg_f("Abilities", "kick_strength", 12.0, 1.0, 30.0)
_reg_f("Abilities", "slam_cooldown", 12, 0.5, 600, 0.1)
_reg_f("Abilities", "slam_jump_velocity", 7.0, 2.0, 20.0)
# Descent gravity multiplier — higher = faster crash, less airtime.
_reg_f("Abilities", "slam_fall_mult", 3.0, 1.0, 8.0, 0.5)
# Upward launch velocity (m/s) given to a slammed matador's ragdoll — pops them
# skyward. ~7 ≈ a 2.5 m hop; 0 disables the launch.
_reg_f("Abilities", "slam_launch_up", 7.0, 0.0, 15.0, 0.5)
_reg_f("Abilities", "slam_range", 4.0, 1.0, 10.0, 0.1)
_reg_f("Abilities", "slam_strength", 14.0, 1.0, 30.0)
_reg_f("Abilities", "dash_cooldown", 3, 0.1, 600.0, 0.1)
_reg_f("Abilities", "dash_speed", 66.0, 5.0, 200.0)
# Exponential rate the dash bleeds from dash_speed back to cruise (max_speed).
# Higher = a snappier bullet that dies off quicker; lower = a longer glide.
_reg_f("Abilities", "dash_decel", 7.0, 0.5, 30.0, 0.5)
# ── Roll (homing chain ball) ──────────────────────────────────────────────
# The bull curls into a ball and ACCELERATES the longer it rolls, from
# roll_base_speed up to roll_max_speed over roll_rampup_time. It HOMES on the
# closest matador; on slamming one the ball POPS it (launched skyward via
# roll_knockup) then CHAINS to the next closest, up to roll_chain_count times.
# roll_turn is the homing turn rate. When no chain targets remain, the roll ends.
_reg_f("Roll", "roll_cooldown", 20, 0.5, 600, 0.1)
_reg_f("Roll", "roll_duration", 2.5, 0.5, 6.0, 0.1) # max roll time
_reg_f("Roll", "roll_chain_count", 2.0, 0.0, 8.0, 1.0) # extra matadors chained after the first
_reg_f("Roll", "roll_base_speed", 28.0, 5.0, 120.0) # speed at the start of the roll
_reg_f("Roll", "roll_max_speed", 95.0, 10.0, 200.0) # top speed once fully ramped
_reg_f("Roll", "roll_rampup_time", 2.0, 0.2, 6.0, 0.1) # time to reach top speed
_reg_f("Roll", "roll_turn", 7.0, 0.2, 20.0) # homing turn rate (higher = tighter tracking)
_reg_f("Roll", "roll_spin_radius", 1.4, 0.3, 4.0, 0.1) # ball radius for tumble spin (smaller = faster)
_reg_f("Roll", "roll_hit_radius", 2.4, 0.5, 6.0, 0.1) # contact radius that pops the ball
_reg_f("Roll", "roll_hit_strength", 22.0, 1.0, 40.0) # horizontal launch on the pop
_reg_f("Roll", "roll_knockup", 11.0, 0.0, 25.0) # vertical knock-up on the pop
# ── Debug overlays (see debug_draw.gd) ───────────────────────────────────
# PS1 post-process filter (see ps1_filter.gd on the fullscreen ColorRect):
# screen-covering CRT/PS1 shader — pixelation, colour-banding + dither, and a
# rolling scanline. Keys map 1:1 onto the shader uniforms; show_ps1 toggles the
# whole overlay. Ranges mirror the shader's hint_range so the console can't push
# a uniform out of bounds.
_reg_b("PS1", "show_ps1", true)
_reg_f("PS1", "ps1_pixel_scale", 4.0, 1.0, 8.0, 1.0)
_reg_f("PS1", "ps1_color_depth", 4.5, 2.0, 8.0, 1.0)
_reg_f("PS1", "ps1_dither_strength", 1, 0.0, 2.0, 0.05)
_reg_f("PS1", "ps1_scanline_strength", 0.2, 0.0, 1.0, 0.05)
_reg_f("PS1", "ps1_roll_speed", 3.0, 0.0, 10.0, 0.1)
_reg_f("PS1", "ps1_roll_strength", 1.0, 0.0, 1.0, 0.05)
_reg_b("Debug", "show_hitboxes", false)
_reg_b("Debug", "show_attacks", false)
_reg_b("Debug", "show_bones", false)
_reg_b("Debug", "show_raycasts", false)
_reg_b("Debug", "show_tail", false)
_reg_b("Debug", "show_stats", false)
_reg_b("Debug", "show_states", false)
_reg_b("Debug", "show_animation_name", false)
_reg_b("Debug", "show_wireframe", false)
_reg_b("Debug", "show_grid", false)
_reg_b("Debug", "show_axes", false)
# Force the on-screen touch controls (joystick + ability buttons) on even on a
# desktop build — otherwise they appear only when a touchscreen is detected.
_reg_b("Touch", "force_touch_controls", false)
# On-screen readout of live touch state (event count, last position, active zone) so
# touch problems can be diagnosed on the actual device, where no console is reachable.
_reg_b("Touch", "touch_debug", false)
# Rebuild skinned characters as rigid, bone-attached mesh pieces instead of GPU vertex
# skinning. This was a workaround for older Mali/ANGLE web GPUs where Compatibility skinning
# rendered characters invisible — but the Godot 4.7 web templates fixed that (confirmed
# on-device), so native skinning is now the default everywhere: it renders the bear's dense
# mesh without the rigid-seam holes AND drops the per-spawn SurfaceTool rebuild that was
# spiking the arena on matador spawn. Kept as an opt-in fallback (DP toggle, or ?skin=1 in
# the URL) in case a device is found where Compatibility skinning still fails.
_reg_b("Render", "use_rigid_skin", false)
func _reg_f(section: String, key: String, default: float,
min_val: float, max_val: float, step: float = 0.05) -> void:
_params[key] = {
"value": default,
"default": default,
"section": section,
"type": TYPE_FLOAT,
"min": min_val,
"max": max_val,
"step": step,
}
_values[key] = default
func _reg_b(section: String, key: String, default: bool) -> void:
_params[key] = {
"value": default,
"default": default,
"section": section,
"type": TYPE_BOOL,
}
_values[key] = default
## Read a float param. Panics on unknown key — intentional: typos should be loud.
func f(key: String) -> float:
return _values[key] as float
## Read a bool param.
func b(key: String) -> bool:
return _values[key] as bool
func set_value(key: String, value: Variant) -> void:
if not _params.has(key):
return
_params[key]["value"] = value
_values[key] = value
any_changed.emit(key, value)
## Returns the full metadata dict — used by Console to build UI.
func get_all() -> Dictionary:
return _params
func save() -> void:
var path := "res://systems/debug/debug_params.gd"
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_error("DP.save: cannot open " + path)
return
var src := file.get_as_text()
file.close()
for key: String in _params:
var p: Dictionary = _params[key]
if p["value"] == p["default"]:
continue
var re := RegEx.new()
var literal := ""
if p["type"] == TYPE_FLOAT:
re.compile('(_reg_f\\("[^"]+",\\s*"%s",\\s*)([-\\d.e]+)' % key)
literal = _fmt_float(p["value"] as float)
else:
re.compile('(_reg_b\\("[^"]+",\\s*"%s",\\s*)(true|false)' % key)
literal = "true" if bool(p["value"]) else "false"
var m := re.search(src)
if m == null:
push_warning("DP.save: no _reg_ line found for '%s' — skipped" % key)
continue
# Splice the value in by index rather than RegEx.sub(): sub()'s replacement
# string parses "$n" as a backreference, so "$1"+"12.5" becomes "$112.5"
# (group 112 → PCRE2 error → mangled output). Indexed splice inserts the
# literal verbatim, exactly the value the user entered.
src = src.substr(0, m.get_start(2)) + literal + src.substr(m.get_end(2))
p["default"] = p["value"]
var wfile := FileAccess.open(path, FileAccess.WRITE)
if wfile == null:
push_error("DP.save: cannot write " + path)
return
wfile.store_string(src)
wfile.close()
# Godot's String % operator has no "g" conversion — "%.6g" % v slips past the
# compiler (v is not const) but emits the literal "%.6g" at runtime, which would be
# written straight into the source. "%s" gives the shortest round-tripping form,
# matching the value the user entered; the guard keeps it a float literal.
func _fmt_float(v: float) -> String:
var s := "%s" % v
if not ("." in s or "e" in s):
s += ".0"
return s
func load_saved() -> void:
var cfg := ConfigFile.new()
if cfg.load(SAVE_PATH) != OK:
return
for section: String in cfg.get_sections():
for key: String in cfg.get_section_keys(section):
if not _params.has(key):
continue
var p: Dictionary = _params[key]
var val: Variant = cfg.get_value(section, key)
if p["type"] == TYPE_FLOAT:
val = clampf(val as float, p["min"] as float, p["max"] as float)
_params[key]["value"] = val
_values[key] = val
func reset_all() -> void:
for key: String in _params:
var default: Variant = _params[key]["default"]
_params[key]["value"] = default
_values[key] = default
any_changed.emit("__all__", null)
## Reset a single param to its default. No-op on unknown key.
func reset(key: String) -> void:
if not _params.has(key):
return
var default: Variant = _params[key]["default"]
_params[key]["value"] = default
_values[key] = default
any_changed.emit(key, default)
## True when the param currently differs from its registered default.
func is_modified(key: String) -> bool:
return _params.has(key) and _params[key]["value"] != _params[key]["default"]
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