Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files
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@@ -12,17 +12,23 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
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| Path | Purpose |
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|---|---|
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| `scene.tscn` | Main scene (arena + player) |
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| `scene.tscn` | The reusable **shell** loaded for every level: player, camera, HUD, PS1 filter, and an empty `LevelRoot`. Its `game_shell.gd` instances the active level's module into `LevelRoot` at runtime |
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| `levels/` | The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) |
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| `levels/game_shell.gd` | Shell controller — on load, frees any current level module and instances `Run.active_level().level_scene` into `LevelRoot`. Swapping the whole subtree (never hiding it) is what keeps one level's meshes/colliders/spawners from leaking into the next |
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| `levels/arena_level.tscn` | The arena **level module**: floor + wall colliders, arena meshes, `MatadorSpawner` (with child `Node3D` spawn points placed by the designer), lighting, audience (`PublikNode`). Instanced into the shell's `LevelRoot` |
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| `levels/bear_level.tscn` | The Bear's Den **level module**: bear-arena mesh, its own floor collider, lighting, and a `BearSpawner` (`bear_spawn.gd`) that places the bear at center. Instanced into the shell's `LevelRoot` |
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| `Player.tscn` | Player scene root (`CharacterBody3D`) |
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| `player.gd` | Movement, charge, turning logic |
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| `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) |
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| `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
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| `matador.gd` | Matador AI (wander / ragdoll state machine) |
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| `matador_spawn.gd` | Spawns N matadors at random arena positions |
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| `run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights |
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| `level_def.gd` | `LevelDef` resource — a level's name / scene / map colour (arena only for now) |
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| `map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) |
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| `MapScreen.tscn` / `map_screen.gd` | Between-fights map screen; win → pick a node → next level |
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| `levels/matador_spawn.gd` | Arena spawner — one matador per designer-placed child `Node3D` spawn point (each enters with a jump-roll toward center); falls back to a programmatic spread if no spawn points are present. Also handles the split-on-death hydra logic |
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| `levels/bear_spawn.gd` | Bear-level spawner — instantiates `enemy_scene` at the arena center; emits the same `all_defeated` / `matador_killed` signals as `matador_spawn.gd` |
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| `Bear.tscn` / `bear.gd` | Dark-Souls-style bear boss (`CharacterBody3D`). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (`bear_lunge_speed`) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (`bear_leap_impact_frame`); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (`bear_stagger_cd`), phase 2 enrage under `bear_enrage_frac` HP. Never damages the bull by colliding — only swings/slams. Joins `&"matador"` so bull abilities already hit it. Tuning under the `Bear` DP section |
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| `levels/run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights |
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| `levels/level_def.gd` | `LevelDef` resource — a level's name / map colour / `scene_path` (always the shell) / `level_scene` (the level module instanced into the shell) / optional `enemy_scene` (arena wave vs. a boss like the bear) |
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| `levels/map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) |
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| `levels/MapScreen.tscn` / `levels/map_screen.gd` | Between-fights map screen; win → pick a node → next level |
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| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) |
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| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
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| `Blender/` | Blender source files, animation scripts, FBX exports |
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@@ -92,10 +98,12 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
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bash run_tests.sh
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# Individual tests:
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gdlint *.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
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gdlint *.gd levels/*.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
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godot --headless --script tests/logic_test.gd # pure logic, ~2 s
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godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
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godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
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godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s
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godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s
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# Gameplay test with real rendering (inspect frame strip visually):
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godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
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