Reorganize the codebase into role-based folders (snake_case)

Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.

Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.

Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
This commit is contained in:
2026-09-06 00:04:41 +03:00
parent b839252fe0
commit 7b6a141767
141 changed files with 199 additions and 158 deletions
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extends Node
## Body wobble and tail simulation. Legs stay in rest pose (no IK, no ragdoll).
## Created at runtime by player.gd; call setup() before the first _process tick.
var _player: CharacterBody3D
var _bull: Node3D
var _skeleton: Skeleton3D
# Body wobble
var _prev_vel: Vector3 = Vector3.ZERO
var _tilt_x: float = 0.0
var _tilt_z: float = 0.0
var _aerial_pitch: float = 0.0
var charge_pitch_target: float = 0.0
var _charge_pitch_curr: float = 0.0
# When true, another system (the roll's ball-tumble) owns the bull's full
# orientation — skip writing body wobble so we don't fight it.
var external_rotation: bool = false
# Tail — Verlet chain simulation
const TAIL_BONES: Array = [
&"tail_1", &"tail_2", &"tail_3", &"tail_4",
&"tail_5", &"tail_6",
&"tail_tip_1", &"tail_tip_2", &"tail_tip_2_end",
]
var _tail_idx: Array[int] = []
var _tail_world: Array[Vector3] = []
var _tail_prev: Array[Vector3] = []
var _tail_lengths: Array[float] = []
var _tail_rest_dir: Array[Vector3] = []
var _tail_parent_idx: int = -1
var tail_ragdoll: bool = false
var _prev_on_floor: bool = true
var _dbg_on: bool = false
var _dbg_nodes: Array[MeshInstance3D] = []
func setup(player: CharacterBody3D, bull: Node3D) -> void:
_player = player
_bull = bull
_skeleton = _find_skeleton(bull)
if not _skeleton:
push_error("BullLegs: Skeleton3D not found under bull")
return
# Disable any physical bone simulator
var phys_sim := _find_physical_bones(_skeleton)
if phys_sim:
phys_sim.active = false
_setup_tail()
func _setup_tail() -> void:
for bone_name: StringName in TAIL_BONES:
var idx: int = _skeleton.find_bone(bone_name)
if idx == -1:
push_warning("BullLegs: tail bone '%s' not found" % bone_name)
continue
_tail_idx.append(idx)
if _tail_idx.size() < 2:
push_error("BullLegs: not enough tail bones found")
return
for idx: int in _tail_idx:
var world: Vector3 = _skeleton.to_global(_skeleton.get_bone_global_rest(idx).origin)
_tail_world.append(world)
_tail_prev.append(world)
var max_sep: float = 0.0
for i in range(_tail_world.size() - 1):
max_sep = maxf(max_sep, _tail_world[i].distance_to(_tail_world[i + 1]))
if max_sep < 0.01:
push_warning("BullLegs: tail bones have zero separation in rest pose, distributing along spine")
var root: Vector3 = _tail_world[0]
var back: Vector3 = (_skeleton.global_transform.basis.z + Vector3.DOWN * 0.3).normalized()
for i in range(_tail_world.size()):
_tail_world[i] = root + back * (i * 0.09)
_tail_prev[i] = _tail_world[i]
const MIN_SEG: float = 0.06
for i in range(_tail_world.size() - 1):
var seg_len: float = _tail_world[i].distance_to(_tail_world[i + 1])
_tail_lengths.append(maxf(seg_len, MIN_SEG))
for i in range(_tail_world.size() - 1):
var p1_skel: Vector3 = _skeleton.to_local(_tail_world[i])
var p2_skel: Vector3 = _skeleton.to_local(_tail_world[i + 1])
var seg_skel: Vector3 = p2_skel - p1_skel
_tail_rest_dir.append(seg_skel.normalized() if seg_skel.length() > 0.001 else Vector3(0, 0, 1))
_tail_rest_dir.append(_tail_rest_dir[-1])
_tail_parent_idx = _skeleton.get_bone_parent(_tail_idx[0])
func _process(delta: float) -> void:
if not _skeleton:
return
_wobble_body(delta)
_update_tail(delta)
_apply_tail()
if DP.b("show_tail") != _dbg_on:
_dbg_toggle()
if _dbg_on:
_dbg_update()
# ── Body Wobble ───────────────────────────────────────────────────────────────
func _wobble_body(delta: float) -> void:
var vel: Vector3 = _player.velocity
var accel: Vector3 = (vel - _prev_vel) / maxf(delta, 0.001)
_prev_vel = vel
var la: Vector3 = _bull.global_transform.basis.inverse() * accel
var tx := clampf(-la.z * DP.f("body_tilt_fwd"), -0.35, 0.35)
var tz := clampf(-la.x * DP.f("body_tilt_side"), -0.25, 0.25)
_tilt_x = lerpf(_tilt_x, tx, delta * 10.0)
_tilt_z = lerpf(_tilt_z, tz, delta * 10.0)
var flat_spd: float = Vector2(vel.x, vel.z).length()
var target_pitch: float = 0.0
if not _player.is_on_floor() and flat_spd > 0.5:
target_pitch = clampf(-atan2(vel.y, flat_spd) * DP.f("aerial_pitch_scale"), -1.4, 1.4)
_aerial_pitch = lerpf(_aerial_pitch, target_pitch, delta * DP.f("aerial_pitch_speed"))
_charge_pitch_curr = lerpf(_charge_pitch_curr, charge_pitch_target, delta * DP.f("charge_head_speed"))
if external_rotation:
return
_bull.rotation.x = _tilt_x + _aerial_pitch + _charge_pitch_curr
_bull.rotation.z = _tilt_z
# ── Tail ──────────────────────────────────────────────────────────────────────
func _update_tail(delta: float) -> void:
if _tail_world.is_empty():
return
var gravity := Vector3(0.0, -DP.f("tail_gravity"), 0.0)
var damping := 1.0 - clampf(DP.f("tail_damping"), 0.0, 0.99)
var anchor: Vector3
if _tail_parent_idx >= 0:
var parent_t := _skeleton.get_bone_global_pose(_tail_parent_idx)
anchor = _skeleton.to_global((parent_t * _skeleton.get_bone_rest(_tail_idx[0])).origin)
else:
anchor = _skeleton.to_global(_skeleton.get_bone_global_rest(_tail_idx[0]).origin)
_tail_world[0] = anchor
_tail_prev[0] = anchor
var on_floor := _player.is_on_floor()
if not on_floor and _prev_on_floor:
# Bull just left the ground — push all tail particles upward with it
for i: int in range(1, _tail_world.size()):
_tail_prev[i] = _tail_world[i] - _player.velocity * delta
_prev_on_floor = on_floor
var gravity_mult: float
if tail_ragdoll:
gravity_mult = 2.5
elif not on_floor:
gravity_mult = 0.15
else:
gravity_mult = 1.0
gravity *= gravity_mult
var flat_speed: float = Vector2(_player.velocity.x, _player.velocity.z).length()
var wag_strength: float = lerpf(DP.f("tail_wag_idle"), 0.0, clampf(flat_speed / 3.0, 0.0, 1.0))
var wag_freq: float = DP.f("tail_wag_freq")
var time: float = Time.get_ticks_msec() / 1000.0
var basis_x: Vector3 = _bull.global_transform.basis.x
for i in range(1, _tail_world.size()):
var vel: Vector3 = (_tail_world[i] - _tail_prev[i]) * damping
_tail_prev[i] = _tail_world[i]
var wag := Vector3.ZERO if tail_ragdoll \
else basis_x * sin(time * wag_freq + i * 0.5) * wag_strength
_tail_world[i] = _tail_world[i] + vel + gravity * (delta * delta) + wag * delta
for i in range(1, _tail_world.size()):
var dir: Vector3 = _tail_world[i] - _tail_world[i - 1]
var len: float = dir.length()
var target_len: float = _tail_lengths[i - 1]
if len > 0.0001:
_tail_world[i] = _tail_world[i - 1] + dir * (target_len / len)
else:
_tail_world[i] = _tail_world[i - 1] + Vector3(0.0, -target_len, 0.0)
var body_radius: float = DP.f("tail_body_radius")
for i in range(1, _tail_world.size()):
var p := _bull.to_local(_tail_world[i])
var closest := Vector3(0.0, 0.0, clampf(p.z, -0.3, 0.5))
var diff := p - closest
var dist := diff.length()
if dist < body_radius and dist > 0.001:
p = closest + diff.normalized() * body_radius
_tail_world[i] = _bull.to_global(p)
func _apply_tail() -> void:
if _tail_world.is_empty():
return
var n := _tail_world.size()
var local_pos: Array[Vector3] = []
local_pos.resize(n)
for i in n:
local_pos[i] = _skeleton.to_local(_tail_world[i])
for i in n:
var idx: int = _tail_idx[i]
var pos_skel: Vector3 = local_pos[i]
var point_dir_skel: Vector3
if i < n - 1:
point_dir_skel = (local_pos[i + 1] - pos_skel).normalized()
else:
point_dir_skel = (pos_skel - local_pos[i - 1]).normalized()
var rest_dir: Vector3 = _tail_rest_dir[i]
var rest_t: Transform3D = _skeleton.get_bone_global_rest(idx)
var new_basis: Basis
if rest_dir.length_squared() > 0.0001 and point_dir_skel.length_squared() > 0.0001:
new_basis = Basis(Quaternion(rest_dir, point_dir_skel)) * rest_t.basis
else:
new_basis = rest_t.basis
_skeleton.set_bone_global_pose_override(idx, Transform3D(new_basis, pos_skel), 1.0, false)
# ── Debug Visualization ───────────────────────────────────────────────────────
func _dbg_toggle() -> void:
if _dbg_on:
for n: MeshInstance3D in _dbg_nodes:
if is_instance_valid(n):
n.queue_free()
_dbg_nodes.clear()
_dbg_on = false
else:
_dbg_build()
_dbg_on = true
func _dbg_build() -> void:
var root: Node = _player.get_parent()
var n: int = _tail_world.size()
for i: int in n:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.render_priority = 1
mat.albedo_color = Color.RED if i == 0 \
else Color(1.0 - float(i) / n, 0.4 + 0.6 * float(i) / n, 0.0)
var sm := SphereMesh.new()
sm.radius = 0.10 if i == 0 else 0.06
sm.height = sm.radius * 2.0
sm.radial_segments = 6
sm.rings = 3
sm.material = mat
var mi := MeshInstance3D.new()
mi.mesh = sm
root.add_child(mi)
_dbg_nodes.append(mi)
func _dbg_update() -> void:
for i: int in _dbg_nodes.size():
_dbg_nodes[i].global_position = _tail_world[i]
# ── Utility ───────────────────────────────────────────────────────────────────
func _find_skeleton(node: Node) -> Skeleton3D:
if node is Skeleton3D:
return node as Skeleton3D
for child in node.get_children():
var r := _find_skeleton(child)
if r:
return r
return null
func _find_physical_bones(node: Node) -> PhysicalBoneSimulator3D:
for child in node.get_children():
if child is PhysicalBoneSimulator3D:
return child as PhysicalBoneSimulator3D
return null
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uid://bvtw8s41wrrx
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class_name IsoCamera
extends Camera3D
@export var height: float = 25.0
@export var horizontal_distance: float = 25.0
@export var horizontal_angle_deg: float = 45.0
# Perspective zoom (FOV)
@export var fov_min: float = 20.0
@export var fov_max: float = 75.0
@export var default_fov: float = 30.0
@export var focus_slice_thickness: float = 6.0
@export var blur_transition: float = 15.0
var _shake_amount: float = 0.0
var _shake_decay: float = 0.0
var _user_fov: float = 0.0
# Per-level framing multiplier: 1.0 = the designer's base shot, >1 dollies the camera
# back for a wider view (the lobby uses this). Set by game_shell when a level loads;
# kept separate from the scroll-wheel FOV zoom so the two don't fight.
var _framing_scale: float = 1.0
# Trailing-camera state: _focus is the smoothed point the camera frames (it lags
# the bull), _drag_offset is the velocity-driven trail that slides it behind.
var _focus: Vector3 = Vector3.ZERO
var _drag_offset: Vector3 = Vector3.ZERO
var _focus_init: bool = false
func _ready() -> void:
set_as_top_level(true)
projection = Camera3D.PROJECTION_PERSPECTIVE
fov = default_fov
_user_fov = default_fov
near = 0.1
far = 150.0
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("zoom_in"):
_user_fov = clamp(_user_fov / 1.1, fov_min, fov_max)
if event.is_action_pressed("zoom_out"):
_user_fov = clamp(_user_fov * 1.1, fov_min, fov_max)
# Pinch-to-zoom hook for the touch UI. `ratio` is the two-finger spread this frame over
# last frame: >1 (fingers parting) narrows the FOV to zoom in, <1 widens it to pull back,
# mirroring the scroll-wheel zoom_in/zoom_out feel.
func adjust_zoom(ratio: float) -> void:
if ratio <= 0.0:
return
_user_fov = clampf(_user_fov / ratio, fov_min, fov_max)
## Dolly the camera in/out for the level being loaded. 1.0 is the base framing; >1 pulls
## back for a wider shot (the lobby hub uses this). Independent of the scroll-wheel zoom.
func set_framing_scale(scale: float) -> void:
_framing_scale = maxf(scale, 0.1)
func _process(delta: float) -> void:
fov = lerpf(fov, _user_fov, delta * 8.0)
var angle_rad := deg_to_rad(horizontal_angle_deg)
var offset := Vector3(
sin(angle_rad) * horizontal_distance * _framing_scale,
height * _framing_scale,
cos(angle_rad) * horizontal_distance * _framing_scale
)
var target := get_parent() as Node3D
var focus := _drag_focus(target, delta)
global_position = focus + offset
look_at(focus, Vector3.UP)
_update_dof(focus)
if _shake_amount > 0.005:
global_position += Vector3(
randf_range(-_shake_amount, _shake_amount),
randf_range(-_shake_amount * 0.25, _shake_amount * 0.25),
randf_range(-_shake_amount, _shake_amount)
)
_shake_amount = move_toward(_shake_amount, 0.0, _shake_decay * delta)
# Smoothed follow point that drags behind the bull. The target trail sits opposite
# the bull's flat velocity (cam_drag metres per m/s); the offset and the focus both
# ease toward their targets so the camera lags and settles rather than snapping.
func _drag_focus(target: Node3D, delta: float) -> Vector3:
var pos := target.global_position
if not _focus_init:
_focus = pos
_focus_init = true
var vel := Vector3.ZERO
if target is CharacterBody3D:
vel = (target as CharacterBody3D).velocity
vel.y = 0.0
var drag_target := -vel * DP.f("cam_drag")
_drag_offset = _drag_offset.lerp(drag_target, clampf(DP.f("cam_drag_speed") * delta, 0.0, 1.0))
_focus = _focus.lerp(pos + _drag_offset, clampf(DP.f("cam_follow_lerp") * delta, 0.0, 1.0))
return _focus
func trigger_hit(strength: float) -> void:
if not Settings.screen_shake:
return
_shake_amount = strength * 0.5
_shake_decay = _shake_amount / 0.4
func _update_dof(target_pos: Vector3) -> void:
var cam_attr: CameraAttributesPractical = null
if attributes is CameraAttributesPractical:
cam_attr = attributes
if cam_attr == null:
return
var distance := global_position.distance_to(target_pos)
cam_attr.dof_blur_near_distance = max(distance - focus_slice_thickness * 0.5, near + 0.1)
cam_attr.dof_blur_far_distance = distance + focus_slice_thickness * 0.5
cam_attr.dof_blur_near_transition = blur_transition
cam_attr.dof_blur_far_transition = blur_transition
cam_attr.dof_blur_near_enabled = false
cam_attr.dof_blur_far_enabled = false
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uid://cpyq2r5cq653g
File diff suppressed because it is too large Load Diff
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uid://bn777gguclud5
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[gd_scene format=3 uid="uid://crtm0xtiql3r8"]
[ext_resource type="Script" uid="uid://bn777gguclud5" path="res://actors/player/player.gd" id="1_xhfnw"]
[ext_resource type="Script" uid="uid://cpyq2r5cq653g" path="res://actors/player/camera_iso.gd" id="2_camera_iso"]
[ext_resource type="PackedScene" uid="uid://bun14xmk20pcj" path="res://Assets/bull.fbx" id="4_e80uo"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_kne1u"]
radius = 0.7495117
height = 1.845398
[node name="Player" type="CharacterBody3D" unique_id=165510044]
collision_layer = 2
collision_mask = 9
script = ExtResource("1_xhfnw")
[node name="CollisionBull" type="CollisionShape3D" parent="." unique_id=571780801]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.29183745, 0.3197594)
shape = SubResource("CapsuleShape3D_kne1u")
[node name="Camera3D" type="Camera3D" parent="." unique_id=1120161087]
script = ExtResource("2_camera_iso")
[node name="bull" parent="." unique_id=1386495166 instance=ExtResource("4_e80uo")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.655, 0.23)
[node name="Skeleton3D" parent="bull/Armature" parent_id_path=PackedInt32Array(1386495166, 1942410469) index="0" unique_id=550138996]
bones/0/position = Vector3(0, 0, 0.009963839)
bones/0/rotation = Quaternion(0.7071068, 0, 0, 0.7071067)
bones/0/scale = Vector3(1, 1, 1)
bones/1/position = Vector3(0.003526625, -0.0043296535, 0.0040827994)
bones/1/rotation = Quaternion(-0.00038647873, 0.06909673, 0.9868542, -0.14609687)
bones/2/rotation = Quaternion(-0.06929122, 3.2175163e-07, -0.112670615, 0.99121344)
bones/4/position = Vector3(0.0045358227, -0.002137695, -0.004238624)
bones/4/rotation = Quaternion(-0.24948503, 0.19590352, 0.9416978, -0.11217985)
bones/4/scale = Vector3(1.0000001, 0.9999999, 1.0000001)
bones/5/rotation = Quaternion(-0.58943665, -0.3660725, -0.22564478, 0.683842)
bones/5/scale = Vector3(1, 1.0000001, 0.99999994)
bones/6/rotation = Quaternion(0.52910197, 0.15997827, 0.120245, 0.8246207)
bones/6/scale = Vector3(1, 1, 1.0000001)
bones/17/position = Vector3(0, 0.0009373814, 0.007552617)
bones/17/rotation = Quaternion(-9.4156974e-08, 0.7071068, 0.7071067, -9.4156974e-08)
bones/19/position = Vector3(-0.003526625, -0.0043296535, 0.0040827994)
bones/19/rotation = Quaternion(0.00038647873, 0.06909673, 0.9868542, 0.14609687)
bones/20/rotation = Quaternion(-0.06929122, -3.2227587e-07, 0.11267061, 0.99121344)
bones/22/position = Vector3(-0.0045358227, -0.002137695, -0.004238624)
bones/22/rotation = Quaternion(0.24948503, 0.19590352, 0.9416978, 0.11217985)
bones/23/rotation = Quaternion(-0.58943665, 0.3660725, 0.22564478, 0.683842)
bones/23/scale = Vector3(1, 1.0000001, 1)
bones/24/rotation = Quaternion(0.529102, -0.15997836, -0.120245025, 0.82462066)
bones/24/scale = Vector3(1, 1.0000001, 1)
[editable path="bull"]