Release 0.2.0: device-aware controls, spear, settings, shaders
Show touch controls only on touch platforms and keyboard hints only on desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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+86
-13
@@ -7,8 +7,14 @@ const MATADOR := preload("res://Matador.tscn")
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var _spawn_count: int = 1
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var _alive: int = 0
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var _kills: int = 0
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var _resolved: bool = false
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# Flat (x,z) positions of the most recent batch spawned. A fresh wave keeps at least
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# _SPAWN_MIN_SEP away from these so it never lands on top of where the last one did.
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const _SPAWN_MIN_SEP: float = 3.5
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var _last_spawn_positions: Array[Vector3] = []
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func _ready() -> void:
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add_to_group(&"matador_spawn")
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@@ -23,8 +29,10 @@ func _spawn() -> void:
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var arena_r := DP.f("arena_spawn_radius")
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var bull_angle := randf() * TAU
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_place_bull(bull_angle, arena_r)
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for pos: Vector3 in _spread_positions(_spawn_count, bull_angle + PI, arena_r):
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var placed: Array[Vector3] = _spread_positions(_spawn_count, bull_angle + PI, arena_r)
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for pos: Vector3 in placed:
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_spawn_at(pos)
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_last_spawn_positions = placed
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func _place_bull(angle: float, arena_r: float) -> void:
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@@ -36,34 +44,99 @@ func _place_bull(angle: float, arena_r: float) -> void:
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)
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# Positions for the matadors, clustered on the far side (centred on `center_angle`)
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# so every matador stays near the point diametrically opposite the bull.
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# Positions for the matadors, spread across the far side (centred on `center_angle`)
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# so every matador stays near the point diametrically opposite the bull. Each slot gets
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# its own angular band and a staggered radius, then rejection-samples inside that band so
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# no two matadors land closer than _SPAWN_MIN_SEP — otherwise they pile up on top of
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# each other on spawn. The arc widens with the crowd so a big wave doesn't get cramped.
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func _spread_positions(count: int, center_angle: float, arena_r: float) -> Array[Vector3]:
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var positions: Array[Vector3] = []
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if count <= 1:
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positions.append(Vector3(cos(center_angle) * arena_r, 1.0, sin(center_angle) * arena_r))
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return positions
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var arc := TAU * 0.33
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var arc := clampf(TAU * 0.33 + float(count) * 0.25, TAU * 0.33, TAU * 0.92)
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var slot := arc / float(count)
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var inner := maxf(2.5, arena_r * 0.5)
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for i: int in count:
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var t := float(i) / float(count - 1) - 0.5 # -0.5 .. 0.5 across the arc
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var angle := center_angle + t * arc
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var radius := randf_range(arena_r * 0.7, arena_r)
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positions.append(Vector3(cos(angle) * radius, 1.0, sin(angle) * radius))
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# Give each matador its own angular slot for an even fan, but sample the radius
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# freely across the whole far-side band so the rejection test can push crowded
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# neighbours onto a different ring instead of piling them at one distance.
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var base_angle := center_angle - arc * 0.5 + slot * (float(i) + 0.5)
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var pos := Vector3(cos(base_angle) * arena_r, 1.0, sin(base_angle) * arena_r)
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for attempt: int in 16:
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var angle := base_angle + randf_range(-0.5, 0.5) * slot
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var radius := randf_range(inner, arena_r)
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pos = Vector3(cos(angle) * radius, 1.0, sin(angle) * radius)
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if _clear_of(pos, positions, _SPAWN_MIN_SEP):
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break
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positions.append(pos)
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return positions
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func _spawn_at(pos: Vector3) -> void:
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func _spawn_at(pos: Vector3, generation: int = 0) -> void:
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var m: Node3D = MATADOR.instantiate()
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m.position = pos
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m.set_meta(&"generation", generation)
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get_parent().add_child(m)
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m.killed.connect(_on_matador_killed)
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m.killed.connect(_on_matador_killed.bind(m))
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_alive += 1
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# Every matador down = the bull wins. No waves, no respawns — one clean arena.
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func _on_matador_killed() -> void:
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# A slain matador is replaced by mat_split_factor fresh ones on the spot (a hydra),
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# so the horde doubles each generation, up to mat_split_generations deep. The bull
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# wins only when a whole generation dies out without splitting — i.e. once the spawns
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# stop and the last body drops.
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func _on_matador_killed(dead: Node3D) -> void:
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matador_killed.emit()
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_alive -= 1
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if _alive <= 0 and not _resolved:
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_kills += 1
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_split(dead)
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var win_kills := int(DP.f("mat_win_kills"))
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var reached_quota := win_kills > 0 and _kills >= win_kills
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if (reached_quota or _alive <= 0) and not _resolved:
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_resolved = true
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all_defeated.emit()
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func _split(dead: Node3D) -> void:
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var count := int(DP.f("mat_split_factor"))
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var generation := int(dead.get_meta(&"generation", 0))
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if count < 2 or generation >= int(DP.f("mat_split_generations")):
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return
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var arena_r := DP.f("arena_spawn_radius")
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var origin := dead.global_position
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origin.y = 0.0
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var wave: Array[Vector3] = []
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for i: int in count:
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var pos := _pick_spawn(origin, arena_r, wave)
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wave.append(pos)
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_spawn_at(pos, generation + 1)
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_last_spawn_positions = wave
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# Rejection-sample a spawn point ringed around `origin`, pushing the ring outward on
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# each failed attempt until it clears both the previous wave (_last_spawn_positions)
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# and the spots already taken this wave — so a fresh wave never lands where the last
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# one did. Falls back to the last candidate if the arena is too cramped to satisfy it.
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func _pick_spawn(origin: Vector3, arena_r: float, taken: Array[Vector3]) -> Vector3:
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var pos := origin
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for attempt: int in 12:
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var angle := randf() * TAU
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var r := randf_range(2.0, 3.5) + float(attempt) * 0.4
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pos = origin + Vector3(cos(angle) * r, 0.0, sin(angle) * r)
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var flat := Vector2(pos.x, pos.z)
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if flat.length() > arena_r:
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flat = flat.normalized() * arena_r
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pos = Vector3(flat.x, 0.0, flat.y)
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if _clear_of(pos, _last_spawn_positions, _SPAWN_MIN_SEP) \
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and _clear_of(pos, taken, _SPAWN_MIN_SEP):
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break
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pos.y = 1.0
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return pos
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func _clear_of(pos: Vector3, others: Array[Vector3], min_sep: float) -> bool:
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for o: Vector3 in others:
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if Vector2(pos.x - o.x, pos.z - o.z).length() < min_sep:
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return false
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return true
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