Add thank-you ending screen and a run timer
Defeating the bear (the run's final boss) now plays a dedicated "Thank You For Playing" clip on the completion screen instead of the generic bull-win video, with the run's finish time shown in place of the usual "Bull Won!" title. A run clock also starts when the player enters the arena (the run's first fight), shown top-left on desktop only, and freezes the instant the bear falls. Re-entering the arena after finishing a run restarts the clock instead of leaving it stuck on the previous run's time. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
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@@ -33,6 +33,14 @@ var cleared: Dictionary = {}
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## loads — the player reads it on spawn — and is capped so it can't stack past BONUS_HP_CAP.
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var bonus_hp: int = 0
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const BONUS_HP_CAP: int = 2
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## Wall-clock run timer: starts the moment the player walks through the arena gate (the
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## run's first fight) and freezes the instant the bear falls, so the completion screen can
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## show a final time. Time.get_ticks_msec()-based — real time, not delta-summed — so it
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## keeps ticking correctly across the scene reload between the arena and the bear's den.
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var _timer_start_msec: int = -1
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var _timer_end_msec: int = -1
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var _timer_running: bool = false
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## True once start_new_run() has built a run. Lets ensure_run() avoid wiping an active run
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## when the shell reloads for each fight.
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var _run_active: bool = false
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@@ -105,6 +113,9 @@ func start_new_run() -> void:
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lobby_choice = null
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cleared = {}
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bonus_hp = 0
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_timer_start_msec = -1
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_timer_end_msec = -1
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_timer_running = false
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_run_active = true
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run_started.emit()
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@@ -154,3 +165,39 @@ func add_bonus_hp(amount: int) -> int:
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var before := bonus_hp
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bonus_hp = clampi(bonus_hp + amount, 0, BONUS_HP_CAP)
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return bonus_hp - before
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## Begin the run clock. No-op while the clock is already running, so walking back through
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## the arena gate mid-run can't restart it — but once it's been stopped (the bear is dead
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## and the player has looped back to the arena to go again), the next call restarts it from
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## zero rather than staying stuck showing the previous run's final time.
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func start_run_timer() -> void:
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if _timer_running:
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return
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_timer_start_msec = Time.get_ticks_msec()
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_timer_end_msec = -1
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_timer_running = true
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## Freeze the run clock — called the instant the bear falls, so the recorded time is the
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## kill moment itself, not whatever the win-screen's celebratory delay adds on top.
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func stop_run_timer() -> void:
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if not _timer_running:
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return
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_timer_end_msec = Time.get_ticks_msec()
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_timer_running = false
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## Seconds elapsed since the timer started (live while running, held steady once
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## stop_run_timer() has been called). 0 before the timer has ever started.
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func run_elapsed() -> float:
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if _timer_start_msec < 0:
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return 0.0
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var end_msec := Time.get_ticks_msec() if _timer_running else _timer_end_msec
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return float(end_msec - _timer_start_msec) / 1000.0
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## Whether the run clock has been started (the player has entered the arena at least once
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## this run). Lets the HUD hide the timer readout until there's a time worth showing.
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func run_timer_started() -> bool:
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return _timer_start_msec >= 0
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@@ -8,5 +8,6 @@ func _ready() -> void:
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func _on_body_entered(body: Node3D) -> void:
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if not body.is_in_group("player"):
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return
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Run.start_run_timer()
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Run.choose_level(&"arena")
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get_tree().change_scene_to_file(Run.active_level().scene_path)
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@@ -66,6 +66,10 @@ const _BULL_FACE_PAD: float = 1.15 # breathing room around the cluster within
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# records which way it went (read by the gameplay test).
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const _WIN_VIDEO := "res://videos/bull_win.ogv" # the bull triumphs
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const _LOSS_VIDEO := "res://videos/matador_win.ogv" # the matador triumphs
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# Clearing the bear — the run's final boss — replaces the usual bull-win clip with the
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# closing "Thank You For Playing" screen. That clip already bakes its own title text in,
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# so _over_label is left blank for this outcome (see _show_game_over).
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const _THANKYOU_VIDEO := "res://videos/thankyou.ogv"
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# Beat between the run ending and the outcome screen. A loss is a short freeze on the
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# dead bull; a win gives the player a longer stretch to strut a victory lap around the
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@@ -81,6 +85,12 @@ var _over_label: Label
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var _over_continue: Button
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var _over_again: Button
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# Run clock readout — top-left, desktop only (touch's top-left corner is already the
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# mobile HP readout from mobile_hud.gd). Tracks Run.run_elapsed(); hidden until the timer
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# has actually started (the player hasn't entered the arena yet) and while the game-over
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# screen is up.
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var _run_timer_label: Label
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func _ready() -> void:
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layer = 11
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@@ -92,6 +102,7 @@ func _ready() -> void:
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_build_ability_bar()
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_build_health()
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_build_version_label()
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_build_run_timer()
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_build_damage_vignette()
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_build_game_over()
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_build_touch_controls()
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@@ -206,8 +217,41 @@ func _build_version_label() -> void:
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add_child(lbl)
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# Run clock, top-left. Desktop only — touch already owns that corner for the mobile HP
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# readout, and a run timer is a nice-to-have there, not worth the crowding.
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func _build_run_timer() -> void:
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if Controls.use_touch_ui():
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return
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_run_timer_label = Label.new()
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_run_timer_label.text = _format_time(0.0)
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_run_timer_label.visible = false
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_run_timer_label.add_theme_font_override("font", UiFonts.body())
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_run_timer_label.add_theme_color_override("font_color", _CREAM)
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_run_timer_label.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
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_run_timer_label.add_theme_constant_override("outline_size", 4)
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_run_timer_label.add_theme_font_size_override("font_size", 20)
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_run_timer_label.set_anchors_preset(Control.PRESET_TOP_LEFT)
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_run_timer_label.offset_left = 20.0
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_run_timer_label.offset_top = 16.0
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_run_timer_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_run_timer_label)
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# mm:ss.hh — matches how a speedrun-style clock reads at a glance.
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static func _format_time(seconds: float) -> String:
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var total_cs := int(round(seconds * 100.0))
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var minutes := total_cs / 6000
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var secs := (total_cs / 100) % 60
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var centis := total_cs % 100
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return "%02d:%02d.%02d" % [minutes, secs, centis]
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func _process(_delta: float) -> void:
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_update_control_hints()
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if _run_timer_label != null:
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_run_timer_label.visible = Run.run_timer_started() and not _game_over
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if _run_timer_label.visible:
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_run_timer_label.text = _format_time(Run.run_elapsed())
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if _player == null:
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var players := get_tree().get_nodes_in_group(&"player")
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if not players.is_empty():
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@@ -434,6 +478,10 @@ func _on_player_died(cause: String = "") -> void:
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func _on_all_defeated() -> void:
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# Freeze the run clock the instant the bear falls — before _show_game_over's
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# celebratory delay — so the recorded time is the kill moment, not the victory lap.
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if Run.active_level().id == &"bear":
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Run.stop_run_timer()
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_show_game_over(true)
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@@ -450,12 +498,16 @@ func _show_game_over(win: bool, _cause: String = "") -> void:
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await get_tree().create_timer(_WIN_DELAY if win else _LOSS_DELAY, false, false, true).timeout
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_over_label.text = "Bull Won!" if _result_win else "Matadors Won!"
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var is_final_boss := _result_win and Run.active_level().id == &"bear"
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# The thank-you clip already bakes in its own title, so this label carries the
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# winning time instead — the one thing that clip can't show.
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_over_label.text = ("Your Time: %s" % _format_time(Run.run_elapsed())) if is_final_boss \
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else ("Bull Won!" if _result_win else "Matadors Won!")
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# A win advances the run (on to the map); a loss ends it (retry from the top).
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_over_continue.visible = _result_win
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_over_again.visible = not _result_win
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var path := _WIN_VIDEO if _result_win else _LOSS_VIDEO
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var path := _THANKYOU_VIDEO if is_final_boss else (_WIN_VIDEO if _result_win else _LOSS_VIDEO)
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if ResourceLoader.exists(path):
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_over_video.stream = load(path)
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_over_video.play()
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Binary file not shown.
@@ -0,0 +1 @@
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uid://b5rupuoe1lk5j
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