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:
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extends CPUParticles3D
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## One-shot blood spray. Add as a child of whatever bleeds, then call burst().
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func _ready() -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var sphere := SphereMesh.new()
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sphere.radius = 0.07
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sphere.height = 0.14
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sphere.radial_segments = 4
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sphere.rings = 2
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sphere.material = mat
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var ramp := Gradient.new()
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ramp.set_color(0, Color(1.0, 0.02, 0.02, 1.0))
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ramp.set_color(1, Color(0.25, 0.0, 0.0, 0.0))
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var scale_curve := Curve.new()
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scale_curve.add_point(Vector2(0.0, 1.0))
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scale_curve.add_point(Vector2(0.6, 0.5))
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scale_curve.add_point(Vector2(1.0, 0.0))
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mesh = sphere
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color_ramp = ramp
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scale_amount_curve = scale_curve
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one_shot = true
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explosiveness = 0.9
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amount = 25
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lifetime = 1.1
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randomness = 0.4
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local_coords = false
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spread = 80.0
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gravity = Vector3(0.0, -7.0, 0.0)
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initial_velocity_min = 4.0
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initial_velocity_max = 11.0
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scale_amount_min = 0.5
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scale_amount_max = 1.6
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emitting = false
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# Fire a burst at a world position, sprayed along dir (biased upward).
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func burst(at: Vector3, dir: Vector3) -> void:
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global_position = at
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direction = (dir * 0.6 + Vector3.UP * 0.4).normalized()
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restart()
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