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
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extends Node3D
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## Live preview stage for the FX library. Cycles through every registered effect on a loop against
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## arena-ish lighting so Siim sees each one as it reads in-game. Open fx/effect_gallery.tscn and
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## press Play, then edit any effect .tscn in the inspector and re-run to compare. See fx/README.md.
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const _CYCLE_SEC := 1.6
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const _EFFECTS: Array[StringName] = [&"blood_burst", &"slam_dust", &"spark", &"hit_flash"]
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@onready var _label: Label = $UI/Label
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# Reached by path rather than the Fx global so the placeholder-seeder can compile and attach this
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# script headless (autoload globals aren't resolvable during an on-demand compile in a --script run).
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@onready var _fx: Node = get_node("/root/Fx")
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var _index := 0
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func _ready() -> void:
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var timer := Timer.new()
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timer.wait_time = _CYCLE_SEC
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timer.autostart = true
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add_child(timer)
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timer.timeout.connect(_fire_next)
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_fire_next()
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func _fire_next() -> void:
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var effect := _EFFECTS[_index % _EFFECTS.size()]
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_index += 1
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_label.text = "%s (%d/%d)" % [effect, (_index - 1) % _EFFECTS.size() + 1, _EFFECTS.size()]
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_fx.call("spawn", effect, global_transform.translated_local(Vector3(0.0, 0.25, 0.0)))
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