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
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@@ -1,6 +1,6 @@
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extends SceneTree
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## Bear attack-FX test. The four attack effects (crater, smash debris, left/right claw slash)
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## live in Assets/fx/Bear_FX.glb as meshes that rest at scale 0 at Siim's baked positions. The
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## live in art/fx/bear_fx.glb as meshes that rest at scale 0 at Siim's baked positions. The
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## GLB carries its own AnimationPlayer whose clips scale one mesh up at its strike frame and
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## back to 0 (self-hiding) while pinning the others at 0. bear.gd fires the matching clip on
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## each strike (see _play_fx). This asserts each clip pops its own mesh, self-hides by the end,
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@@ -27,7 +27,7 @@ func _ok(c: bool, m: String) -> void:
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func _run() -> void:
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var bear := (load("res://Bear.tscn") as PackedScene).instantiate()
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var bear := (load("res://actors/bear/bear.tscn") as PackedScene).instantiate()
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root.add_child(bear)
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await physics_frame
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