tail wag works

This commit is contained in:
2026-05-25 18:37:42 +03:00
parent 22ed4f7722
commit 98d579f733
8 changed files with 208 additions and 55 deletions
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+59
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@@ -17,7 +17,15 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
| `player.gd` | Movement, charge, turning logic | | `player.gd` | Movement, charge, turning logic |
| `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) | | `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) |
| `camera_follow.gd` | Smooth camera follow (`Camera3D`) | | `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
| `matador.gd` | Matador AI (wander / ragdoll state machine) |
| `matador_spawn.gd` | Spawns N matadors at random arena positions |
| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) |
| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) | | `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
| `Blender/` | Blender source files, animation scripts, FBX exports |
| `Blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
| `Blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
| `Blender/preview/` | Output directory for animation preview images |
| `tests/` | Headless test scripts (screenshot capture, logic validation) |
| `addons/rider-plugin/` | JetBrains Rider IDE integration | | `addons/rider-plugin/` | JetBrains Rider IDE integration |
## Tech choices ## Tech choices
@@ -48,6 +56,57 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
- Keep `_physics_process` deterministic and frame-rate independent (always multiply by `delta`) - Keep `_physics_process` deterministic and frame-rate independent (always multiply by `delta`)
- Prefer signals over direct node references for decoupling - Prefer signals over direct node references for decoupling
## Animation & bone conventions
### Blender rig (matador_v02)
- **Armature bones:** `matador` (root) → `COG``chest``head`, `collarbone_L/R``arm_L/R``forearm_L/R``hand_L/R`, `leg_L/R``shin_L/R``foot_L/R`
- **Rotation mode:** All animated bones use **XYZ Euler** (set in `create_matador_anims.py`)
- **Bone-local axes:** Swing (forward/back) is on **local X**. Arm lowering from T-pose is on **local Y** (positive = left arm down, negative = right arm down). Knee bend is **positive X** (shins only bend backward).
- **Walk cycle:** 30 frames at 30 fps = 1 second loop. Legs swing ±25° X, knees bend 030° X (only when leg is back), arms swing ±15° X opposite phase to legs, arms lowered 55° Y from T-pose, elbows constant 25° X bend.
- **Idle pose:** Arms lowered 55° Y, elbows 25° X, everything else at rest.
### FBX export settings
- `primary_bone_axis = 'Y'`, `secondary_bone_axis = 'X'`
- `apply_scale_options = 'FBX_SCALE_ALL'`
- `add_leaf_bones = False`
- `bake_anim_use_all_actions = True`, `bake_anim_use_nla_strips = False`
### Godot animation names
After FBX import, animations appear as `Armature|walk` and `Armature|idle` in AnimationPlayer.
### Verification workflow
1. Edit bones/animations in Blender (`create_matador_anims.py`)
2. Run render preview: `blender --background Blender/matador_v02.blend --python Blender/render_anim_preview.py`
3. Inspect PNGs in `Blender/preview/` — check bone orientations **before** exporting to Godot
4. Export FBX (done automatically by `create_matador_anims.py`)
5. Re-import in Godot and test in-game
## Running tests
```bash
# All tests (lint + logic + gameplay assertions):
bash run_tests.sh
# Individual tests:
gdlint *.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
godot --headless --script tests/logic_test.gd # pure logic, ~2 s
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
# Gameplay test with real rendering (inspect frame strip visually):
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
# Output: tests/output/gameplay/motion_00..04.png, ragdoll_trigger.png, ragdoll_result.png
```
### What the gameplay test catches
| Check | What it detects |
|---|---|
| Tail Verlet chain spread | Tail bunching — consecutive nodes collapsed to same position |
| Ragdoll bone positions finite + within 15 m | Matador limbs exploding after ragdoll impulse |
| Ragdoll Y position > 10 | Bones falling through the floor |
| Frame strip (visual, manual) | Leg IK quality, animation glitches, anything that looks wrong in motion |
Headless screenshots will be blank (Forward Plus has no display). Run without `--headless` to get real frame strips.
## Godot 4.x specifics ## Godot 4.x specifics
- `wrapf` / `wrap` instead of manual modulo for angles - `wrapf` / `wrap` instead of manual modulo for angles
+35 -11
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@@ -108,18 +108,41 @@ func _setup_tail() -> void:
push_error("BullLegs: not enough tail bones found") push_error("BullLegs: not enough tail bones found")
return return
for i in range(_tail_idx.size() - 1): # Initialise world positions first
var a: Transform3D = _skeleton.get_bone_global_rest(_tail_idx[i])
var b: Transform3D = _skeleton.get_bone_global_rest(_tail_idx[i + 1])
_tail_lengths.append((b.origin - a.origin).length())
_tail_rest_dir.append((b.origin - a.origin).normalized())
_tail_rest_dir.append(_tail_rest_dir[-1])
for idx: int in _tail_idx: for idx: int in _tail_idx:
var world: Vector3 = _skeleton.to_global(_skeleton.get_bone_global_rest(idx).origin) var world: Vector3 = _skeleton.to_global(_skeleton.get_bone_global_rest(idx).origin)
_tail_world.append(world) _tail_world.append(world)
_tail_prev.append(world) _tail_prev.append(world)
# Detect degenerate rest pose (FBX bones all at same position)
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]
# Backward-downward direction in world space from the skeleton
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]
# Segment lengths in world space — used by the Verlet length constraint
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))
# Rest directions in SKELETON-LOCAL space — must match point_dir_skel in _apply_tail
# so that Quaternion(rest_dir, point_dir_skel) operates in a consistent frame.
# _tail_world holds world positions; to_local converts them to skeleton space.
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])
func _process(delta: float) -> void: func _process(delta: float) -> void:
if not _skeleton: if not _skeleton:
@@ -271,7 +294,7 @@ func _step_launch(_delta: float) -> void:
_foot[id] = _launch_feet[id] _foot[id] = _launch_feet[id]
func _step_ragdoll(delta: float) -> void: func _step_ragdoll(_delta: float) -> void:
# Procedural floppy dangle — NOT real physics ragdoll # Procedural floppy dangle — NOT real physics ragdoll
var time: float = _state_time var time: float = _state_time
var amp: float = DP.f("ragdoll_wobble_amp") var amp: float = DP.f("ragdoll_wobble_amp")
@@ -335,10 +358,10 @@ func _get_tucked_foot(id: String) -> Vector3:
func _apply_ik() -> void: func _apply_ik() -> void:
var skel_inv: Transform3D = _skeleton.global_transform.affine_inverse()
for id: String in _ik: for id: String in _ik:
var ik: SkeletonIK3D = _ik[id] var ik: SkeletonIK3D = _ik[id]
var target_local: Vector3 = _skeleton.get_parent().to_local(_foot[id]) ik.target = Transform3D(Basis.IDENTITY, skel_inv * _foot[id])
ik.target = Transform3D(Basis.IDENTITY, target_local)
# ── Tail ────────────────────────────────────────────────────────────────────── # ── Tail ──────────────────────────────────────────────────────────────────────
@@ -365,7 +388,8 @@ func _update_tail(delta: float) -> void:
var vel: Vector3 = (_tail_world[i] - _tail_prev[i]) * damping var vel: Vector3 = (_tail_world[i] - _tail_prev[i]) * damping
_tail_prev[i] = _tail_world[i] _tail_prev[i] = _tail_world[i]
# Add wag force (sinusoidal side-to-side) # Add wag force (sinusoidal side-to-side)
var wag := _bull.global_transform.basis.x * sin(time * DP.f("tail_wag_freq") + i * 0.5) * wag_strength var wag := _bull.global_transform.basis.x \
* sin(time * DP.f("tail_wag_freq") + i * 0.5) * wag_strength
_tail_world[i] = _tail_world[i] + vel + gravity * (delta * delta) + wag * delta _tail_world[i] = _tail_world[i] + vel + gravity * (delta * delta) + wag * delta
# Length constraint # Length constraint
+9 -4
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@@ -27,7 +27,7 @@ func _register_all() -> void:
_reg_f("Movement", "bounce_min_impact", 1.0, 0.0, 20.0) _reg_f("Movement", "bounce_min_impact", 1.0, 0.0, 20.0)
_reg_f("Movement", "kick_impulse", 8.0, 1.0, 50.0) _reg_f("Movement", "kick_impulse", 8.0, 1.0, 50.0)
_reg_f("Movement", "kick_interval", 0.25, 0.05, 1.0, 0.01) _reg_f("Movement", "kick_interval", 0.25, 0.05, 1.0, 0.01)
_reg_f("Movement", "kick_vertical", 3.0, 0.0, 15.0) _reg_f("Movement", "kick_vertical", 0.0, 0.0, 15.0)
_reg_f("Movement", "kick_force_var", 0.2, 0.0, 1.0, 0.01) _reg_f("Movement", "kick_force_var", 0.2, 0.0, 1.0, 0.01)
_reg_f("Movement", "kick_spread", 10.0, 0.0, 45.0, 1.0) _reg_f("Movement", "kick_spread", 10.0, 0.0, 45.0, 1.0)
_reg_f("Movement", "charge_kick_mult", 2.0, 1.0, 5.0) _reg_f("Movement", "charge_kick_mult", 2.0, 1.0, 5.0)
@@ -86,7 +86,7 @@ func _register_all() -> void:
_reg_f("Matador", "mat_idle_min", 0.5, 0.0, 5.0, 0.1) _reg_f("Matador", "mat_idle_min", 0.5, 0.0, 5.0, 0.1)
_reg_f("Matador", "mat_idle_max", 2.5, 0.5, 10.0, 0.1) _reg_f("Matador", "mat_idle_max", 2.5, 0.5, 10.0, 0.1)
_reg_f("Matador", "mat_hit_threshold", 4.0, 1.0, 30.0) _reg_f("Matador", "mat_hit_threshold", 4.0, 1.0, 30.0)
_reg_f("Matador", "mat_ragdoll_impulse", 8.0, 1.0, 50.0) _reg_f("Matador", "mat_ragdoll_impulse", 3.0, 0.5, 20.0)
# ── Debug ───────────────────────────────────────────────────────────────── # ── Debug ─────────────────────────────────────────────────────────────────
_reg_b("Debug", "show_collisions", false) _reg_b("Debug", "show_collisions", false)
@@ -149,8 +149,13 @@ func load_saved() -> void:
return return
for section: String in cfg.get_sections(): for section: String in cfg.get_sections():
for key: String in cfg.get_section_keys(section): for key: String in cfg.get_section_keys(section):
if _params.has(key): if not _params.has(key):
_params[key]["value"] = cfg.get_value(section, key) continue
var p: Dictionary = _params[key]
var val: Variant = cfg.get_value(section, key)
if p["type"] == TYPE_FLOAT:
val = clampf(val as float, p["min"] as float, p["max"] as float)
_params[key]["value"] = val
func reset_all() -> void: func reset_all() -> void:
+86 -23
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@@ -5,18 +5,31 @@ enum State { WANDER, RAGDOLL }
var _state: State = State.WANDER var _state: State = State.WANDER
var _skeleton: Skeleton3D = null var _skeleton: Skeleton3D = null
var _sim: PhysicalBoneSimulator3D = null var _sim: PhysicalBoneSimulator3D = null
var _anim_player: AnimationPlayer = null
var _wander_target: Vector3 = Vector3.ZERO var _wander_target: Vector3 = Vector3.ZERO
var _idle_timer: float = 0.0 var _idle_timer: float = 0.0
@onready var _mesh: Node3D = $matador_v02 @onready var _mesh: Node3D = $matador_v02
@onready var _hit_area: Area3D = $HitArea @onready var _hit_area: Area3D = $HitArea
@onready var _body_col: CollisionShape3D = $CollisionShape3D
const _WALK_ANIM: StringName = &"Armature|walk"
const _IDLE_ANIM: StringName = &"Armature|idle"
func _ready() -> void: func _ready() -> void:
add_to_group(&"matador") add_to_group(&"matador")
_skeleton = _find_skeleton(_mesh) _skeleton = _find_skeleton(_mesh)
_anim_player = _find_anim_player(_mesh)
if _skeleton: if _skeleton:
_sim = _setup_physical_bones() _sim = _setup_physical_bones()
if _anim_player:
_ensure_loop(_WALK_ANIM)
if _anim_player.has_animation(_IDLE_ANIM):
_anim_player.play(_IDLE_ANIM)
else:
push_warning("Matador: idle animation not found. Available: %s" %
str(_anim_player.get_animation_list()))
_hit_area.body_entered.connect(_on_body_entered) _hit_area.body_entered.connect(_on_body_entered)
_pick_wander_target() _pick_wander_target()
@@ -34,6 +47,7 @@ func _tick_wander(delta: float) -> void:
_idle_timer -= delta _idle_timer -= delta
velocity.x = move_toward(velocity.x, 0.0, 10.0 * delta) velocity.x = move_toward(velocity.x, 0.0, 10.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, 10.0 * delta) velocity.z = move_toward(velocity.z, 0.0, 10.0 * delta)
_play_anim(_IDLE_ANIM)
move_and_slide() move_and_slide()
return return
@@ -49,12 +63,13 @@ func _tick_wander(delta: float) -> void:
velocity.z = dir.z * spd velocity.z = dir.z * spd
_mesh.rotation.y = lerp_angle( _mesh.rotation.y = lerp_angle(
_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0) _mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0)
_play_anim(_WALK_ANIM)
move_and_slide() move_and_slide()
func _tick_ragdoll(delta: float) -> void: func _tick_ragdoll(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0.0, 5.0 * delta) velocity.x = move_toward(velocity.x, 0.0, 15.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, 5.0 * delta) velocity.z = move_toward(velocity.z, 0.0, 15.0 * delta)
move_and_slide() move_and_slide()
@@ -73,8 +88,17 @@ func _on_body_entered(body: Node3D) -> void:
func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void: func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
_state = State.RAGDOLL _state = State.RAGDOLL
hit_dir.y = 0.0 hit_dir.y = 0.0
hit_dir = hit_dir.normalized() hit_dir = hit_dir.normalized()
velocity = Vector3(hit_dir.x, 0.5, hit_dir.z) * bull_speed * 0.4
# Cap lateral slide so matadors don't cross the arena; fixed upward pop
var lateral: float = minf(bull_speed * 0.2, 4.0)
velocity = Vector3(hit_dir.x * lateral, 2.0, hit_dir.z * lateral)
# Disable body capsule so a fast bull doesn't bounce off a ragdolling matador
_body_col.disabled = true
if _anim_player:
_anim_player.stop()
if not _sim: if not _sim:
return return
@@ -83,13 +107,35 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
for child: Node in _sim.get_children(): for child: Node in _sim.get_children():
if child is PhysicalBone3D: if child is PhysicalBone3D:
var scatter := Vector3( var scatter := Vector3(
randf_range(-0.3, 0.3), randf_range(-0.4, 0.4),
randf_range(0.2, 0.8), randf_range(0.1, 0.5),
randf_range(-0.3, 0.3)) randf_range(-0.4, 0.4))
(child as PhysicalBone3D).apply_central_impulse( (child as PhysicalBone3D).apply_central_impulse(
(hit_dir + scatter).normalized() * strength) (hit_dir + scatter).normalized() * strength)
# ── Animation helpers ─────────────────────────────────────────────────────────
func _ensure_loop(anim_name: StringName) -> void:
if _anim_player.has_animation(anim_name):
var anim := _anim_player.get_animation(anim_name)
anim.loop_mode = Animation.LOOP_LINEAR
func _play_anim(anim_name: StringName) -> void:
if not _anim_player:
return
if not _anim_player.has_animation(anim_name):
return
if _anim_player.current_animation != anim_name:
_anim_player.play(anim_name)
func _reset_bone_poses() -> void:
for i: int in _skeleton.get_bone_count():
_skeleton.set_bone_pose_rotation(i, Quaternion.IDENTITY)
func _pick_wander_target() -> void: func _pick_wander_target() -> void:
var radius := DP.f("mat_wander_radius") var radius := DP.f("mat_wander_radius")
var angle := randf() * TAU var angle := randf() * TAU
@@ -109,19 +155,25 @@ func _setup_physical_bones() -> PhysicalBoneSimulator3D:
sim.active = false sim.active = false
_skeleton.add_child(sim) _skeleton.add_child(sim)
# [bone_name, sphere_radius] or [bone_name, capsule_radius, capsule_height]
const BONES: Array = [ const BONES: Array = [
["matador", 0.18], ["matador", 0.18],
["chest", 0.13, 0.30], ["COG", 0.12],
["head", 0.14], ["chest", 0.13, 0.30],
["arm_L", 0.07, 0.22], ["head", 0.14],
["arm_R", 0.07, 0.22], ["collarbone_L", 0.06, 0.18],
["forearm_L", 0.06, 0.22], ["collarbone_R", 0.06, 0.18],
["forearm_R", 0.06, 0.22], ["arm_L", 0.07, 0.22],
["leg_L", 0.10, 0.32], ["arm_R", 0.07, 0.22],
["leg_R", 0.10, 0.32], ["forearm_L", 0.06, 0.22],
["shin_L", 0.08, 0.28], ["forearm_R", 0.06, 0.22],
["shin_R", 0.08, 0.28], ["hand_L", 0.05, 0.12],
["hand_R", 0.05, 0.12],
["leg_L", 0.10, 0.32],
["leg_R", 0.10, 0.32],
["shin_L", 0.08, 0.28],
["shin_R", 0.08, 0.28],
["foot_L", 0.07, 0.18],
["foot_R", 0.07, 0.18],
] ]
for entry: Array in BONES: for entry: Array in BONES:
@@ -130,8 +182,9 @@ func _setup_physical_bones() -> PhysicalBoneSimulator3D:
continue continue
var pb := PhysicalBone3D.new() var pb := PhysicalBone3D.new()
pb.bone_name = bname pb.bone_name = bname
pb.linear_damp = 0.5 pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
pb.angular_damp = 0.5 pb.linear_damp = 1.0
pb.angular_damp = 1.0
var cs := CollisionShape3D.new() var cs := CollisionShape3D.new()
var use_capsule: bool = entry.size() >= 3 var use_capsule: bool = entry.size() >= 3
if use_capsule: if use_capsule:
@@ -159,3 +212,13 @@ func _find_skeleton(node: Node) -> Skeleton3D:
if r: if r:
return r return r
return null return null
func _find_anim_player(node: Node) -> AnimationPlayer:
if node is AnimationPlayer:
return node as AnimationPlayer
for child: Node in node.get_children():
var r := _find_anim_player(child)
if r:
return r
return null
+19 -17
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@@ -18,8 +18,8 @@ var _kick_timer: float = 0.0
var _was_on_floor: bool = false var _was_on_floor: bool = false
var _pre_slide_vel_y: float = 0.0 var _pre_slide_vel_y: float = 0.0
enum _DustState { NONE, WALK, CHARGE } enum DustState { NONE, WALK, CHARGE }
var _dust_state: _DustState = _DustState.NONE var _dust_state: DustState = DustState.NONE
func _ready() -> void: func _ready() -> void:
@@ -82,7 +82,7 @@ func _setup_hoof_dust() -> void:
_hoof_emitters.append(p) _hoof_emitters.append(p)
func _set_dust_state(new_state: _DustState) -> void: func _set_dust_state(new_state: DustState) -> void:
if new_state == _dust_state: if new_state == _dust_state:
return return
_dust_state = new_state _dust_state = new_state
@@ -92,15 +92,15 @@ func _set_dust_state(new_state: _DustState) -> void:
p.spread = DP.f("dust_spread") p.spread = DP.f("dust_spread")
p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0) p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0)
match new_state: match new_state:
_DustState.NONE: DustState.NONE:
p.emitting = false p.emitting = false
_DustState.WALK: DustState.WALK:
p.scale_amount_min = DP.f("walk_scale_min") p.scale_amount_min = DP.f("walk_scale_min")
p.scale_amount_max = DP.f("walk_scale_max") p.scale_amount_max = DP.f("walk_scale_max")
p.initial_velocity_min = DP.f("walk_vel_min") p.initial_velocity_min = DP.f("walk_vel_min")
p.initial_velocity_max = DP.f("walk_vel_max") p.initial_velocity_max = DP.f("walk_vel_max")
p.emitting = true p.emitting = true
_DustState.CHARGE: DustState.CHARGE:
p.scale_amount_min = DP.f("charge_scale_min") p.scale_amount_min = DP.f("charge_scale_min")
p.scale_amount_max = DP.f("charge_scale_max") p.scale_amount_max = DP.f("charge_scale_max")
p.initial_velocity_min = DP.f("charge_vel_min") p.initial_velocity_min = DP.f("charge_vel_min")
@@ -109,10 +109,10 @@ func _set_dust_state(new_state: _DustState) -> void:
func _on_dp_changed(_key: String, _val: Variant) -> void: func _on_dp_changed(_key: String, _val: Variant) -> void:
if _hoof_emitters.is_empty() or _dust_state == _DustState.NONE: if _hoof_emitters.is_empty() or _dust_state == DustState.NONE:
return return
var prev := _dust_state var prev := _dust_state
_dust_state = _DustState.NONE _dust_state = DustState.NONE
_set_dust_state(prev) _set_dust_state(prev)
@@ -181,12 +181,14 @@ func _physics_process(delta: float) -> void:
# Left click → thrust NE (forward-right diagonal) # Left click → thrust NE (forward-right diagonal)
# Right click → thrust NW (forward-left diagonal) # Right click → thrust NW (forward-left diagonal)
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
if Input.is_action_just_pressed(&"thrust_left"): if Input.is_action_just_pressed(&"thrust_left") or Input.is_action_just_pressed(&"thrust_right"):
var ne := (flat_forward + flat_right).normalized() var raw := cube_guy.global_transform.basis.z
_apply_thrust(ne if ne.length() > 0.1 else flat_forward) var bull_fwd := Vector3(raw.x, 0.0, raw.z).normalized()
if Input.is_action_just_pressed(&"thrust_right"): var bull_right := bull_fwd.cross(Vector3.UP)
var nw := (flat_forward - flat_right).normalized() if Input.is_action_just_pressed(&"thrust_left"):
_apply_thrust(nw if nw.length() > 0.1 else flat_forward) _apply_thrust((bull_fwd + bull_right).normalized())
else:
_apply_thrust((bull_fwd - bull_right).normalized())
# Reset kick timer on landing so the first kick after a bounce is immediate # Reset kick timer on landing so the first kick after a bounce is immediate
if on_floor and not _was_on_floor and direction: if on_floor and not _was_on_floor and direction:
@@ -222,8 +224,8 @@ func _physics_process(delta: float) -> void:
# ── Dust ────────────────────────────────────────────────────────────────── # ── Dust ──────────────────────────────────────────────────────────────────
if flat_speed > DP.f("dust_charge_spd") and on_floor: if flat_speed > DP.f("dust_charge_spd") and on_floor:
_set_dust_state(_DustState.CHARGE) _set_dust_state(DustState.CHARGE)
elif flat_speed > DP.f("dust_walk_spd") and on_floor: elif flat_speed > DP.f("dust_walk_spd") and on_floor:
_set_dust_state(_DustState.WALK) _set_dust_state(DustState.WALK)
else: else:
_set_dust_state(_DustState.NONE) _set_dust_state(DustState.NONE)