Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files

This commit is contained in:
2026-08-23 17:33:15 +03:00
parent d749485126
commit b9e3147519
49 changed files with 2248 additions and 802 deletions
+3
View File
@@ -0,0 +1,3 @@
[gd_scene format=3 uid="uid://c2dx4khl7voyd"]
[node name="BearFx" type="Node3D" unique_id=1568304275]
+46
View File
@@ -0,0 +1,46 @@
[gd_scene format=3 uid="uid://by4ifsgxlv0gj"]
[ext_resource type="PackedScene" uid="uid://bm6rmt3xprhjs" path="res://Assets/bear_level_arena.glb" id="1_beararena"]
[ext_resource type="Script" path="res://matador_spawn.gd" id="2_spawn"]
[ext_resource type="PackedScene" path="res://Bear.tscn" id="3_bear"]
[sub_resource type="BoxShape3D" id="BoxShape3D_floor"]
[node name="bear_level" type="Node3D" unique_id=2020009824]
[node name="Node3D" type="Node3D" parent="." unique_id=1366355859]
[node name="StaticBody3D" type="StaticBody3D" parent="Node3D" unique_id=721553462]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Node3D/StaticBody3D" unique_id=474515358]
transform = Transform3D(30, 0, 0, 0, 1, 0, 0, 0, 30, 0, -0.5, 0)
shape = SubResource("BoxShape3D_floor")
[node name="bear_level_arena" parent="." unique_id=948414670 instance=ExtResource("1_beararena")]
transform = Transform3D(2.875, 0, 0, 0, 2.875, 0, 0, 0, 2.875, 0, 0, 0)
[node name="MatadorSpawner" type="Node3D" parent="." unique_id=1869467620]
script = ExtResource("2_spawn")
enemy_scene = ExtResource("3_bear")
[node name="Lights" type="Node3D" parent="." unique_id=1435665429]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights" unique_id=1814200565]
transform = Transform3D(0.01535992, 0.56825536, -0.82270896, 0.16280846, 0.8104039, 0.56279576, 0.9865382, -0.14258848, -0.08006904, -4.08134, 9.197985, 0.97087634)
light_energy = 0.4
light_indirect_energy = 0.767
shadow_blur = 0.47
[node name="SpotLight3D2" type="SpotLight3D" parent="Lights" unique_id=2071037822]
transform = Transform3D(0.904133, 0.30962402, -0.2944087, 0.3084627, 0.0037425472, 0.9512291, 0.2956252, -0.95085174, -0.0921237, -3.629381, 10.86347, -2.0124264)
light_energy = 16.0
light_indirect_energy = 26.095
distance_fade_enabled = true
spot_range = 32.90586
spot_angle = 73.93
[node name="SUN_DirectionalLight3D2" type="DirectionalLight3D" parent="Lights" unique_id=1003843933]
transform = Transform3D(0.45811793, 0.34843865, -0.81775206, 0.5316611, 0.62986195, 0.56622505, 0.7123655, -0.69416475, 0.10329977, 0, 8.980043, 0)
light_energy = 0.106
shadow_enabled = true
shadow_blur = 10.0
Binary file not shown.
+45
View File
@@ -0,0 +1,45 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bm6rmt3xprhjs"
path="res://.godot/imported/bear_level_arena.glb-b6a9df3b338c8b0345fe2642d8b715eb.scn"
[deps]
source_file="res://Assets/bear_level_arena.glb"
dest_files=["res://.godot/imported/bear_level_arena.glb-b6a9df3b338c8b0345fe2642d8b715eb.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
mesh_library/use_node_names_as_mesh_names=false
array_mesh/deduplicate_surfaces=true
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=2
gltf/embedded_image_handling=1
gltf/texture_map_mode=1
Binary file not shown.
+45
View File
@@ -0,0 +1,45 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://2e6fbder27w1"
path="res://.godot/imported/cubes_fx_test.glb-29490ce7011d666c1c4917a1a92679e4.scn"
[deps]
source_file="res://Assets/fx/cubes_fx_test.glb"
dest_files=["res://.godot/imported/cubes_fx_test.glb-29490ce7011d666c1c4917a1a92679e4.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
mesh_library/use_node_names_as_mesh_names=false
array_mesh/deduplicate_surfaces=true
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=2
gltf/embedded_image_handling=1
gltf/texture_map_mode=1
+29
View File
@@ -0,0 +1,29 @@
[gd_scene load_steps=5 format=3 uid="uid://bear_scene_v1"]
[ext_resource type="Script" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[node name="Bear" type="CharacterBody3D"]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="."]
monitoring = true
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." instance=ExtResource("2_bearglb")]
Binary file not shown.
Binary file not shown.
Binary file not shown.
+15 -7
View File
@@ -12,17 +12,23 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
| Path | Purpose | | Path | Purpose |
|---|---| |---|---|
| `scene.tscn` | Main scene (arena + player) | | `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 |
| `levels/` | The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) |
| `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 |
| `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` |
| `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` |
| `Player.tscn` | Player scene root (`CharacterBody3D`) | | `Player.tscn` | Player scene root (`CharacterBody3D`) |
| `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.gd` | Matador AI (wander / ragdoll state machine) |
| `matador_spawn.gd` | Spawns N matadors at random arena positions | | `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 |
| `run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights | | `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` |
| `level_def.gd` | `LevelDef` resource — a level's name / scene / map colour (arena only for now) | | `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 |
| `map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) | | `levels/run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights |
| `MapScreen.tscn` / `map_screen.gd` | Between-fights map screen; win → pick a node → next level | | `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) |
| `levels/map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) |
| `levels/MapScreen.tscn` / `levels/map_screen.gd` | Between-fights map screen; win → pick a node → next level |
| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) | | `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/` | Blender source files, animation scripts, FBX exports |
@@ -92,10 +98,12 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
bash run_tests.sh bash run_tests.sh
# Individual tests: # Individual tests:
gdlint *.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv) gdlint *.gd levels/*.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
godot --headless --script tests/logic_test.gd # pure logic, ~2 s godot --headless --script tests/logic_test.gd # pure logic, ~2 s
godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s
godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s
# Gameplay test with real rendering (inspect frame strip visually): # Gameplay test with real rendering (inspect frame strip visually):
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
+882
View File
@@ -0,0 +1,882 @@
extends CharacterBody3D
## Dark-Souls-style boss bear with a learnable moveset. From NEUTRAL it weighs its
## options by the range band to the bull and commits to one telegraphed routine —
## wind-up (tell) → active (the hit) → recovery (the player's punish window). A routine
## always plays to the end (hyper-armour: it takes damage mid-swing but isn't knocked out
## of it), so every attack is readable and punishable. Variety comes from which routine
## NEUTRAL picks (weighted per range band); predictability from each routine being fixed
## once entered. Below bear_enrage_frac HP it enters phase 2: snappier tells/recovery and
## longer combo chains.
##
## The bear only wounds the bull with its swings and slams — walking or leaping into the
## bull does nothing. It plugs into the bull's combat interface: it joins the &"matador"
## group so every bull ability already targets it (apply_ability_hit), and mauls the bull
## via take_sword_hit.
# Positioning / neutral states, then the three attack routines, then reactions.
enum State { NEUTRAL, STALK, PROWL, SWIPE, SMASH, LEAP, STAGGER, DEAD }
# Every attack routine runs through these three beats.
enum Phase { WINDUP, ACTIVE, RECOVER }
signal killed
signal health_changed(current: int, max_hp: int)
var _state: State = State.NEUTRAL
var _phase: Phase = Phase.WINDUP
var _bull: CharacterBody3D = null
var _skeleton: Skeleton3D = null
var _anim_player: AnimationPlayer = null
var _blood_burst: CPUParticles3D = null
var _hp: int = 10
var _enraged: bool = false
var _phase_timer: float = 0.0
var _active_len: float = 0.8
var _think_timer: float = 0.0
var _state_timer: float = 0.0
var _stagger_timer: float = 0.0
var _stagger_cd: float = 0.0 # poise window after a stagger during which hits don't stun
var _hits_done: int = 0
var _leap_airborne: bool = false
# Solved per-leap so the arc lands on the clip's impact frame: the launch vertical speed
# and the custom gravity used only while airborne (so peak height and airtime are tuned
# independently of world gravity).
var _leap_up: float = 0.0
var _leap_grav: float = 0.0
# Attack routines queued to fire back-to-back as a combo, popped when the current one
# finishes its recovery. Element type is State.
var _combo_queue: Array = []
# Resolved at runtime from the rig's clip list — the Bear.glb ships Rigify-named clips
# (RUN_ON4LEGS, IDLE_standing, SMASH_HIT, …) that may import with any prefix, so we match
# by substring rather than hard-coding the full track names.
var _anim_idle: StringName = &"" # IDLE_ON4LEGS — neutral / recovery (the punish pose)
var _anim_run: StringName = &"" # RUN_ON4LEGS — prowl approach / neutral coast
var _anim_walk2: StringName = &"" # WALK_ON2LEGS — the 2-leg stalk-in
var _anim_stand: StringName = &"" # IDLE_standing — reared-up wind-up / roar
var _anim_swipe: StringName = &"" # ONE_TWO_HIT — double swipe
var _anim_smash: StringName = &"" # SMASH_HIT — overhead smash
var _anim_leap: StringName = &"" # JUMP_SMASH — leap slam
const _ACCEL_FACTOR: float = 9.0
# Hard deceleration for planted states (wind-up / recovery / neutral settle) so the bear
# never coasts across the ground with a stationary pose playing (no foot-sliding).
const _PLANT_DECEL: float = 22.0
# The Bear.glb clips are authored at 30 fps (see Bear.glb.import); leap timing is keyed by
# frame, so convert frames→seconds with this.
const _ANIM_FPS: float = 30.0
# How close the bear closes on the bull before it stops advancing (roughly the bear+bull
# body radii). Its swings still reach well past this; it just never tries to occupy the
# bull's spot, so it doesn't shove up onto it.
const _BULL_STANDOFF: float = 1.9
@onready var _mesh: Node3D = $bear_model
@onready var _hit_area: Area3D = $HitArea
var _dust: CPUParticles3D = null
# Claw-slash bursts bound to the paw bones, fired one per hit of the 1-2 punch.
var _claw_l: CPUParticles3D = null
var _claw_r: CPUParticles3D = null
func _ready() -> void:
add_to_group(&"matador") # so every existing bull ability already targets the bear
add_to_group(&"bear")
_hp = maxi(1, int(DP.f("bear_max_hp")))
health_changed.emit(_hp, _hp)
_skeleton = _find_skeleton(_mesh)
_anim_player = _find_anim_player(_mesh)
if _anim_player:
_anim_idle = _resolve_anim(["IDLE_ON4LEGS", "IDLE"])
_anim_run = _resolve_anim(["RUN_ON4LEGS", "RUN"])
_anim_walk2 = _resolve_anim(["WALK_ON2LEGS", "WALK", "IDLE_standing"])
_anim_stand = _resolve_anim(["IDLE_standing", "WALK_ON2LEGS"])
_anim_swipe = _resolve_anim(["ONE_TWO_HIT", "SMASH_HIT"])
_anim_smash = _resolve_anim(["SMASH_HIT", "ONE_TWO_HIT"])
_anim_leap = _resolve_anim(["JUMP_SMASH", "SMASH_HIT"])
# Loop the locomotion / idle clips; the attack clips (swipe/smash/leap) are one-shot,
# so their on-ground settle frames play once and then hold instead of looping.
for a in [_anim_idle, _anim_run, _anim_walk2, _anim_stand]:
_ensure_loop(a)
for a in [_anim_swipe, _anim_smash, _anim_leap]:
_set_no_loop(a)
_anim_player.playback_default_blend_time = 0.12
_hit_area.body_entered.connect(_on_body_entered)
_blood_burst = preload("res://blood_burst.gd").new()
add_child(_blood_burst)
_dust = _make_slam_dust()
add_child(_dust)
_setup_claws()
_enter_neutral()
# Bind a claw-slash emitter to each paw bone (hand_l / hand_r) via a BoneAttachment3D, so
# a burst fired on a swipe hit erupts from that paw wherever the animation has it.
func _setup_claws() -> void:
if _skeleton == null:
return
_claw_r = _attach_claw("hand_r")
_claw_l = _attach_claw("hand_l")
func _attach_claw(bone: String) -> CPUParticles3D:
if _skeleton.find_bone(bone) == -1:
return null
var attach := BoneAttachment3D.new()
attach.bone_name = bone
_skeleton.add_child(attach)
var claw := _make_claw_slash()
attach.add_child(claw)
return claw
func get_hp() -> int:
return _hp
func _acquire_bull() -> void:
if _bull != null:
return
var players := get_tree().get_nodes_in_group(&"player")
if not players.is_empty():
_bull = players[0] as CharacterBody3D
# The bear only ever hits via distance / area checks, never body collision, so let
# it pass through the bull. Otherwise the big capsule rides up and gets stuck on top
# of the bull when it lunges or lands a leap on it.
if _bull != null:
add_collision_exception_with(_bull)
func _physics_process(delta: float) -> void:
if not is_on_floor():
# The leap uses its own gravity mid-flight so its arc height and airtime can be
# tuned to land on the clip's impact frame; everything else falls under world gravity.
if _state == State.LEAP and _phase == Phase.ACTIVE and _leap_grav > 0.0:
velocity.y -= _leap_grav * delta
else:
velocity += get_gravity() * delta
if _state == State.DEAD:
velocity.x = 0.0
velocity.z = 0.0
move_and_slide()
return
_acquire_bull()
_update_enrage()
_stagger_cd = maxf(0.0, _stagger_cd - delta)
match _state:
State.NEUTRAL: _tick_neutral(delta)
State.STALK: _tick_stalk(delta)
State.PROWL: _tick_prowl(delta)
State.SWIPE: _tick_swipe(delta)
State.SMASH: _tick_smash(delta)
State.LEAP: _tick_leap(delta)
State.STAGGER: _tick_stagger(delta)
move_and_slide()
# ── Phase 2 ──────────────────────────────────────────────────────────────────────
func _update_enrage() -> void:
if _enraged:
return
if _hp <= int(ceil(DP.f("bear_max_hp") * DP.f("bear_enrage_frac"))):
_enraged = true
# Roar: a beat of stagger-free wind-up with a screen shake, so the phase flip reads.
_blood_burst.burst(global_position + Vector3(0.0, 1.6, 0.0), Vector3.UP)
_shake(0.9)
# Timers that shape readability (tells + recovery) shrink in phase 2; active windows and
# the clip-locked leap timings are left alone.
func _scaled(t: float) -> float:
return t * (DP.f("bear_enrage_scale") if _enraged else 1.0)
# ── NEUTRAL: think, then commit ────────────────────────────────────────────────────
func _enter_neutral() -> void:
_state = State.NEUTRAL
# A short, lightly-varied beat so the bear flows from one action into the next; phase 2
# shrinks it further. Keep the jitter small so it reads as eager, not hesitant.
var think := DP.f("bear_think_time")
_think_timer = _scaled(think * randf_range(0.7, 1.3))
func _tick_neutral(delta: float) -> void:
_decelerate(_PLANT_DECEL, delta)
if _bull != null:
_face_point(_bull.global_position, delta)
# Coast on the run clip while residual speed bleeds off, then settle to idle — never
# hold the idle pose while still sliding.
_play(_anim_run if _horizontal_speed() > 1.0 else _anim_idle)
_think_timer -= delta
if _think_timer <= 0.0:
_decide()
# Pop the next queued combo step, or pick a fresh routine weighted by the current range
# band. Weights lean into pressure (and chaining) in phase 2.
func _decide() -> void:
if not _combo_queue.is_empty():
var next: State = _combo_queue.pop_front()
if _range_allows(next):
_start_routine(next)
return
_combo_queue.clear()
if _bull == null:
_start_routine(State.PROWL)
return
var dist := _flat_dist_to_bull()
var options: Array
if dist <= DP.f("bear_close_range"):
# In strike range: punch or overhead (both step in during the swing).
options = [[State.SWIPE, 3.0], [State.SMASH, 3.0 if _enraged else 2.5]]
elif dist <= DP.f("bear_mid_range"):
# Mid: mostly walk the bull down on two legs; occasionally leap the gap.
options = [[State.STALK, 3.0], [State.LEAP, 2.0 if _enraged else 1.5]]
else:
# Far: lope in on all fours, or spring across with a leap.
options = [[State.PROWL, 3.0], [State.LEAP, 1.5]]
_start_routine(_weighted_pick(options))
# A queued combo step only fires if the bull is still roughly in its band, so a chain
# doesn't whiff into empty air after the player rolls away.
func _range_allows(routine: State) -> bool:
if _bull == null:
return routine == State.PROWL
var dist := _flat_dist_to_bull()
match routine:
State.SWIPE, State.SMASH:
return dist <= DP.f("bear_close_range") * 1.4
State.LEAP:
return dist <= DP.f("bear_mid_range") * 1.5
return true
func _start_routine(routine: State) -> void:
match routine:
State.SWIPE: _start_swipe()
State.SMASH: _start_smash()
State.LEAP: _start_leap()
State.STALK: _start_stalk()
State.PROWL: _start_prowl()
_: _enter_neutral()
# When a routine's recovery ends: fire the next combo step if one is queued, else think.
func _finish_routine() -> void:
if not _combo_queue.is_empty():
_decide()
else:
_enter_neutral()
# ── STALK: a menacing 2-leg walk-in that closes the gap into strike range ────────────
func _start_stalk() -> void:
_state = State.STALK
_state_timer = DP.f("bear_stalk_time")
func _tick_stalk(delta: float) -> void:
_state_timer -= delta
if _bull == null or _state_timer <= 0.0 or _flat_dist_to_bull() <= DP.f("bear_close_range"):
_enter_neutral()
return
var to_bull := _flat_to_bull()
_accelerate(to_bull.normalized(), DP.f("bear_stalk_speed"), delta)
_face_point(_bull.global_position, delta)
_play(_anim_walk2)
# ── PROWL: lope in on all fours to close a big gap ─────────────────────────────────
func _start_prowl() -> void:
_state = State.PROWL
_state_timer = 1.6
func _tick_prowl(delta: float) -> void:
_state_timer -= delta
if _bull == null or _state_timer <= 0.0 or _flat_dist_to_bull() <= DP.f("bear_mid_range") * 0.9:
_enter_neutral()
return
var to_bull := _flat_to_bull()
_accelerate(to_bull.normalized(), DP.f("bear_run_speed"), delta)
_face_point(_bull.global_position, delta)
_play(_anim_run)
# ── SWIPE: Double Swipe (ONE_TWO_HIT), two quick hits ──────────────────────────────
func _start_swipe() -> void:
_state = State.SWIPE
_phase = Phase.WINDUP
_phase_timer = _scaled(DP.f("bear_swipe_windup"))
_hits_done = 0
_play(_anim_stand)
# Sometimes chain the big smash after the swipe (always in phase 2) — the signature
# close string the player learns to bait and punish.
if _combo_queue.is_empty() and (_enraged or randf() < DP.f("bear_combo_chance")):
_combo_queue.append(State.SMASH)
func _tick_swipe(delta: float) -> void:
match _phase:
Phase.WINDUP:
_decelerate(_PLANT_DECEL, delta) # rear up in place — no slide
_face_point_if_bull(delta) # track hard before committing
_play(_anim_stand)
_phase_timer -= delta
if _phase_timer <= 0.0:
_begin_attack_active(_anim_swipe, 0.8)
Phase.ACTIVE:
_lunge_and_track(DP.f("bear_lunge_speed"), delta)
_phase_timer -= delta
var frac := 1.0 - _phase_timer / maxf(_active_len, 0.001)
if _hits_done == 0 and frac >= 0.25:
_hits_done = 1
_try_hit(DP.f("bear_swipe_reach"))
_claw_slash(true) # first paw (right) rakes across
elif _hits_done == 1 and frac >= 0.65:
_hits_done = 2
_try_hit(DP.f("bear_swipe_reach"))
_claw_slash(false) # back-hand with the left paw
if _phase_timer <= 0.0:
_begin_recover(DP.f("bear_swipe_recover"))
Phase.RECOVER:
_tick_recover(delta)
# ── SMASH: Overhead Smash (SMASH_HIT), slower tell, big punish window ────────────────
func _start_smash() -> void:
_state = State.SMASH
_phase = Phase.WINDUP
_phase_timer = _scaled(DP.f("bear_smash_windup"))
_hits_done = 0
_play(_anim_stand)
func _tick_smash(delta: float) -> void:
match _phase:
Phase.WINDUP:
_decelerate(_PLANT_DECEL, delta)
_face_point_if_bull(delta)
_play(_anim_stand)
_phase_timer -= delta
if _phase_timer <= 0.0:
_begin_attack_active(_anim_smash, 0.9)
Phase.ACTIVE:
# The overhead steps in less than the swipe — it's a commitment, not a rush.
_lunge_and_track(DP.f("bear_lunge_speed") * 0.5, delta)
_phase_timer -= delta
var frac := 1.0 - _phase_timer / maxf(_active_len, 0.001)
if _hits_done == 0 and frac >= 0.4:
_hits_done = 1
_slam(DP.f("bear_smash_radius"), 0.8)
if _phase_timer <= 0.0:
_begin_recover(DP.f("bear_smash_recover"))
Phase.RECOVER:
_tick_recover(delta)
# Shared wind-up → active handoff for the melee swings: start the clip (sped up for snappy
# punches) and size the active window to the sped-up clip length.
func _begin_attack_active(clip: StringName, fallback_len: float) -> void:
_phase = Phase.ACTIVE
var spd := maxf(DP.f("bear_attack_anim_speed"), 0.1)
_active_len = _anim_length(clip, fallback_len) / spd
_phase_timer = _active_len
_play_attack(clip, spd)
# ── LEAP: Leap Slam (JUMP_SMASH) — clip-synced ballistic gap-closer + AoE ────────────
# The one JUMP_SMASH clip runs start-to-finish across the whole routine: it plays the
# crouch on the ground (wind-up), springs at the takeoff frame, the arc is solved so the
# paws hit ground exactly on the impact frame, and the last frames settle on the ground.
func _start_leap() -> void:
_state = State.LEAP
_phase = Phase.WINDUP
_hits_done = 0
_leap_airborne = false
_leap_grav = 0.0
_active_len = _anim_length(_anim_leap, 1.0)
_play_attack(_anim_leap, 1.0) # play from frame 0 at real speed, grounded crouch
_phase_timer = DP.f("bear_leap_takeoff_frame") / _ANIM_FPS # ground time before the spring
# In phase 2 a leap sometimes follows straight into a swipe once it lands close.
if _enraged and _combo_queue.is_empty() and randf() < 0.5:
_combo_queue.append(State.SWIPE)
func _tick_leap(delta: float) -> void:
match _phase:
Phase.WINDUP:
_decelerate(_PLANT_DECEL, delta) # crouch in place
_face_point_if_bull(delta) # aim the pounce, tracking the bull
_phase_timer -= delta
if _phase_timer <= 0.0:
_launch_leap()
Phase.ACTIVE:
_phase_timer -= delta
if not is_on_floor():
_leap_airborne = true
elif _leap_airborne or _phase_timer <= 0.0:
velocity.x = 0.0
velocity.z = 0.0
_slam(DP.f("bear_slam_radius"), 0.7)
_phase = Phase.RECOVER
_phase_timer = _scaled(DP.f("bear_leap_recover"))
Phase.RECOVER:
_decelerate(_PLANT_DECEL, delta)
# Let the clip's on-ground settle frames finish first, then idle out the recovery.
if _anim_player != null and _anim_player.is_playing() \
and _anim_player.current_animation == _anim_leap:
return
_play(_anim_idle)
_phase_timer -= delta
if _phase_timer <= 0.0:
_finish_routine()
func _launch_leap() -> void:
_phase = Phase.ACTIVE
_leap_airborne = false
var target := _bull.global_position if _bull != null else global_position
var flat := target - global_position
flat.y = 0.0
var dist := flat.length()
var dir := flat.normalized() if dist > 0.1 else _facing()
_face_dir(dir, 1.0)
# Airtime = the clip span between the takeoff and impact frames, so the paws hit ground
# on the impact frame (25). A custom leap gravity lets the arc reach bear_leap_height in
# exactly that airtime regardless of world gravity: for a symmetric hop of airtime T to
# peak height H, v_up = 4H/T and g = 8H/T².
var air_t := maxf(
(DP.f("bear_leap_impact_frame") - DP.f("bear_leap_takeoff_frame")) / _ANIM_FPS, 0.05)
var h := maxf(DP.f("bear_leap_height"), 0.1)
_leap_up = 4.0 * h / air_t
_leap_grav = 8.0 * h / (air_t * air_t)
# Land just in front of the bull, not on top of it — the slam radius still catches it.
var land_dist := maxf(dist - _BULL_STANDOFF, 0.0)
var h_speed := clampf(land_dist / air_t, 0.0, DP.f("bear_leap_speed"))
velocity = dir * h_speed + Vector3.UP * _leap_up
_phase_timer = air_t + 1.0 # safety fallback if a landing is missed
func _begin_recover(secs: float) -> void:
_phase = Phase.RECOVER
_phase_timer = _scaled(secs)
func _tick_recover(delta: float) -> void:
_decelerate(_PLANT_DECEL, delta)
_play(_anim_idle)
_phase_timer -= delta
if _phase_timer <= 0.0:
_finish_routine()
func _tick_stagger(delta: float) -> void:
_decelerate(12.0, delta)
_stagger_timer -= delta
_play(_anim_idle)
if _stagger_timer <= 0.0:
_stagger_cd = DP.f("bear_stagger_cd") # poise window so it can act before the next stun
_enter_neutral()
# Step toward the bull during a swing (so a strike lands even when the bull is a touch out
# of reach) while tracking its facing — but plant once close so the bear doesn't shove
# through it. Motion here reads as the strike's lunge, under the attack clip.
func _lunge_and_track(speed: float, delta: float) -> void:
if _bull == null:
_decelerate(_PLANT_DECEL, delta)
return
_face_point(_bull.global_position, delta, DP.f("bear_track_active"))
var to_bull := _flat_to_bull()
var dist := to_bull.length()
if speed > 0.0 and dist > _BULL_STANDOFF:
_accelerate(to_bull / dist, speed, delta)
else:
_decelerate(_PLANT_DECEL, delta)
# ── Hitting the bull ───────────────────────────────────────────────────────────────
# Directional strike: the bull is mauled inside `reach` of the bear that's facing it
# (a fast bull tunnels a thin collider between frames, so distance + facing is the
# reliable hit). Returns whether it connected.
func _try_hit(reach: float) -> bool:
if _bull == null:
return false
var to_bull := _flat_to_bull()
var dist := to_bull.length()
if dist > reach or dist < 0.01:
return false
if _facing().dot(to_bull / dist) < cos(deg_to_rad(DP.f("bear_hit_arc"))):
return false
_bull.call(&"take_sword_hit", "mauled")
_shake(0.55)
return true
# Radial slam (smash / leap landing): hits any way the bull is, within `radius`, with a
# ground-pound shake and a burst of dust kicked up at the paws. No facing arc — you're
# caught if you're near where it comes down.
func _slam(radius: float, shake: float) -> void:
_slam_dust()
if _bull == null:
_shake(shake)
return
if _flat_dist_to_bull() <= radius:
_bull.call(&"take_sword_hit", "mauled")
_shake(shake)
# Kick up a one-shot ring of dust at the bear's feet where the slam lands.
func _slam_dust() -> void:
if _dust == null:
return
_dust.global_position = global_position + Vector3(0.0, 0.15, 0.0)
_dust.restart()
_dust.emitting = true
# Tan ground-impact dust: a fast, wide, low burst that arcs up and settles — built in code
# so the Bear scene needs no extra particle node.
func _make_slam_dust() -> CPUParticles3D:
var p := CPUParticles3D.new()
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.vertex_color_use_as_albedo = true
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var sphere := SphereMesh.new()
sphere.radius = 0.16
sphere.height = 0.32
sphere.radial_segments = 4
sphere.rings = 2
sphere.material = mat
var ramp := Gradient.new()
ramp.set_color(0, Color(0.72, 0.60, 0.40, 0.9))
ramp.set_color(1, Color(0.55, 0.45, 0.30, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.4))
scale_curve.add_point(Vector2(0.35, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
p.emitting = false
p.one_shot = true
p.explosiveness = 1.0
p.amount = 36
p.lifetime = 0.9
p.randomness = 0.5
p.local_coords = false
# A flat-ish disc kicked outward and up from the ground.
p.emission_shape = CPUParticles3D.EMISSION_SHAPE_SPHERE
p.emission_sphere_radius = 0.5
p.direction = Vector3(0.0, 1.0, 0.0)
p.spread = 75.0
p.gravity = Vector3(0.0, -6.0, 0.0)
p.initial_velocity_min = 2.5
p.initial_velocity_max = 6.5
p.scale_amount_min = 0.6
p.scale_amount_max = 1.4
return p
# Fire the claw-slash burst on one paw for a swipe hit (right paw first, then left).
func _claw_slash(right: bool) -> void:
var claw := _claw_r if right else _claw_l
if claw == null:
return
claw.restart()
claw.emitting = true
# A short fan of pale streaks raked from a paw — thin boxes aligned to their velocity so
# they read as claw marks slashing outward. Built in code and parented to a hand bone.
func _make_claw_slash() -> CPUParticles3D:
var p := CPUParticles3D.new()
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
mat.vertex_color_use_as_albedo = true
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
# A thin, long box becomes a streak once aligned to its velocity.
var streak := BoxMesh.new()
streak.size = Vector3(0.03, 0.55, 0.03)
streak.material = mat
var ramp := Gradient.new()
ramp.set_color(0, Color(0.85, 0.95, 1.0, 0.95))
ramp.set_color(1, Color(0.5, 0.75, 1.0, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(0.7, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
p.mesh = streak
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
p.emitting = false
p.one_shot = true
p.explosiveness = 1.0 # all at once = a single rake, not a stream
p.amount = 5 # a handful of parallel claw marks
p.lifetime = 0.22
p.randomness = 0.2
p.local_coords = false # streaks stay in the air where they were raked, then fade
p.set_particle_flag(CPUParticles3D.PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, true)
# Rake across the paw's swing plane: a tight fan of fast streaks.
p.emission_shape = CPUParticles3D.EMISSION_SHAPE_SPHERE
p.emission_sphere_radius = 0.12
p.direction = Vector3(0.0, 0.0, 1.0)
p.spread = 22.0
p.gravity = Vector3.ZERO
p.initial_velocity_min = 6.0
p.initial_velocity_max = 9.0
return p
func _shake(amount: float) -> void:
if _bull == null:
return
var cam := _bull.get_node_or_null("Camera3D")
if cam:
cam.call(&"trigger_hit", clampf(amount, 0.2, 1.0))
# ── Taking damage ──────────────────────────────────────────────────────────────────
# Called by every bull ability (kick / slam / roll) that iterates the matador group.
func apply_ability_hit(hit_dir: Vector3, strength: float, _up_boost: float = 0.0) -> void:
_acquire_bull()
_take_hit(hit_dir, strength)
# Ramming: only a real charge from the bull wounds the bear; a gentle nudge is shrugged
# off. The bear never damages the bull by colliding — only its swings/slams do.
func _on_body_entered(body: Node3D) -> void:
if _state == State.DEAD or not body.is_in_group(&"player"):
return
var player := body as CharacterBody3D
if player.velocity.length() < DP.f("bear_hit_threshold"):
return
var flat := Vector3(player.velocity.x, 0.0, player.velocity.z)
var dir := flat.normalized() if flat.length() > 0.5 else \
(global_position - player.global_position).normalized()
_take_hit(dir, player.velocity.length())
func _take_hit(hit_dir: Vector3, strength: float) -> void:
if _state == State.DEAD:
return
_hp -= 1
health_changed.emit(_hp, int(DP.f("bear_max_hp")))
hit_dir.y = 0.0
hit_dir = hit_dir.normalized()
_blood_burst.burst(global_position + Vector3(0.0, 1.4, 0.0), hit_dir)
_shake(clampf(strength / 15.0, 0.4, 1.0))
if _hp <= 0:
_die(hit_dir)
return
# Hyper-armour: a committed swing takes the wound but isn't knocked out of it — only
# the vulnerable states (neutral / positioning / a routine's recovery) stagger. This
# is what makes the recovery the real punish window.
if not _can_stagger():
return
velocity.x = hit_dir.x * 4.0
velocity.z = hit_dir.z * 4.0
_combo_queue.clear()
_state = State.STAGGER
_stagger_timer = DP.f("bear_stagger_time")
func _can_stagger() -> bool:
if _stagger_cd > 0.0:
return false # poise: recently staggered, so it rides out hits instead of stun-locking
match _state:
State.NEUTRAL, State.STALK, State.PROWL, State.STAGGER:
return true
State.SWIPE, State.SMASH, State.LEAP:
return _phase == Phase.RECOVER # airborne / mid-swing can't be staggered
return false
func _die(hit_dir: Vector3) -> void:
_state = State.DEAD
killed.emit()
collision_layer = 0
if _hit_area:
_hit_area.monitoring = false
velocity = Vector3.ZERO
_blood_burst.burst(global_position + Vector3(0.0, 1.4, 0.0), hit_dir)
_play(_anim_idle)
# No death clip on the rig — topple the beast onto its side (about the hit direction,
# so it falls the way it was struck) and sink it away, then free.
var fall_axis := Vector3(-hit_dir.z, 0.0, hit_dir.x)
if fall_axis.length() < 0.01:
fall_axis = Vector3.RIGHT
var tween := create_tween()
tween.tween_property(_mesh, "rotation",
_mesh.rotation + fall_axis.normalized() * deg_to_rad(88.0), 0.7)\
.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
tween.tween_interval(2.5)
tween.tween_property(_mesh, "position:y", _mesh.position.y - 3.0, 1.0)
tween.tween_callback(queue_free)
# ── Interface shared with the matador (guarded elsewhere via has_method) ─────────────
func is_active() -> bool:
return _state != State.DEAD
func ai_state_name() -> String:
var n := State.keys()[_state] as String
if _state in [State.SWIPE, State.SMASH, State.LEAP]:
n += ":" + (Phase.keys()[_phase] as String)
if _enraged:
n += "*"
return n
# ── Movement / geometry helpers ─────────────────────────────────────────────────────
func _flat_to_bull() -> Vector3:
var to := _bull.global_position - global_position
to.y = 0.0
return to
func _flat_dist_to_bull() -> float:
return _flat_to_bull().length()
func _horizontal_speed() -> float:
return Vector2(velocity.x, velocity.z).length()
func _facing() -> Vector3:
return Vector3(sin(_mesh.rotation.y), 0.0, cos(_mesh.rotation.y))
func _accelerate(dir: Vector3, spd: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, dir.x * spd, spd * _ACCEL_FACTOR * delta)
velocity.z = move_toward(velocity.z, dir.z * spd, spd * _ACCEL_FACTOR * delta)
func _decelerate(rate: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, 0.0, rate * delta)
velocity.z = move_toward(velocity.z, 0.0, rate * delta)
func _face_point_if_bull(delta: float, rate: float = -1.0) -> void:
if _bull != null:
_face_point(_bull.global_position, delta, rate)
func _face_point(point: Vector3, delta: float, rate: float = -1.0) -> void:
_face_dir(point - global_position, delta, rate)
func _face_dir(dir: Vector3, delta: float, rate: float = -1.0) -> void:
if rate < 0.0:
rate = DP.f("bear_turn_rate")
dir.y = 0.0
if dir.length_squared() > 0.01:
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(dir.x, dir.z), delta * rate)
func _weighted_pick(options: Array) -> State:
var total := 0.0
for o: Array in options:
total += o[1]
var r := randf() * total
for o: Array in options:
r -= o[1]
if r <= 0.0:
return o[0]
return options[0][0]
# ── Animation helpers ───────────────────────────────────────────────────────────────
func _resolve_anim(candidates: Array) -> StringName:
if _anim_player == null:
return &""
var list := _anim_player.get_animation_list()
for want: String in candidates:
for have: String in list:
if have.to_upper().contains(want.to_upper()):
return StringName(have)
return &""
func _ensure_loop(anim_name: StringName) -> void:
if anim_name != &"" and _anim_player.has_animation(anim_name):
_anim_player.get_animation(anim_name).loop_mode = Animation.LOOP_LINEAR
func _set_no_loop(anim_name: StringName) -> void:
if anim_name != &"" and _anim_player.has_animation(anim_name):
_anim_player.get_animation(anim_name).loop_mode = Animation.LOOP_NONE
func _anim_length(anim_name: StringName, fallback: float) -> float:
if _anim_player and anim_name != &"" and _anim_player.has_animation(anim_name):
return _anim_player.get_animation(anim_name).length
return fallback
func _play(anim_name: StringName) -> void:
if _anim_player == null or anim_name == &"":
return
if _anim_player.current_animation == anim_name:
return
_anim_player.play(anim_name)
# Restart a one-shot attack clip from its first frame at `speed` (even if already current).
func _play_attack(anim_name: StringName, speed: float) -> void:
if _anim_player == null or anim_name == &"":
return
_anim_player.play(anim_name, -1.0, speed)
_anim_player.seek(0.0, true)
func _find_skeleton(node: Node) -> Skeleton3D:
if node is Skeleton3D:
return node as Skeleton3D
for child: Node in node.get_children():
var r := _find_skeleton(child)
if r:
return r
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
+1
View File
@@ -0,0 +1 @@
uid://cn7fhjkro7637
+29 -2
View File
@@ -18,6 +18,8 @@ const _COMMANDS := {
"diff": "list params changed from default", "diff": "list params changed from default",
"toggle": "flip a bool param", "toggle": "flip a bool param",
"list": "print params (optional section)", "list": "print params (optional section)",
"level": "select level and reload (level <id> — arena / arena_boss / bear)",
"restart": "reload the current level scene",
"clear": "clear the log", "clear": "clear the log",
"help": "show this help", "help": "show this help",
} }
@@ -472,6 +474,12 @@ func _run_command(parts: PackedStringArray) -> bool:
_cmd_diff() _cmd_diff()
"list": "list":
_cmd_list(parts) _cmd_list(parts)
"level":
_cmd_level(parts)
"restart":
_log_ok("Restarting…")
get_tree().paused = false
get_tree().reload_current_scene()
"clear": "clear":
_log.clear() _log.clear()
"help": "help":
@@ -581,9 +589,9 @@ func _set_param(key: String, meta: Dictionary, raw: String) -> void:
var lo := meta["min"] as float var lo := meta["min"] as float
var hi := meta["max"] as float var hi := meta["max"] as float
if not raw.is_valid_float() or not is_finite(raw.to_float()): if not raw.is_valid_float() or not is_finite(raw.to_float()):
_log_warn("%s wants a number %s%s" % [key, _fmt_num(lo), _fmt_num(hi)]) _log_warn("%s wants a number" % key)
return return
var v := snappedf(clampf(raw.to_float(), lo, hi), meta["step"] as float) var v := raw.to_float()
DP.set_value(key, v) DP.set_value(key, v)
_log_ok("[b]%s[/b] ← [color=#ffe080]%s[/color]" % [key, _fmt_num(v)]) _log_ok("[b]%s[/b] ← [color=#ffe080]%s[/color]" % [key, _fmt_num(v)])
elif meta["type"] == TYPE_BOOL: elif meta["type"] == TYPE_BOOL:
@@ -600,6 +608,25 @@ func _set_param(key: String, meta: Dictionary, raw: String) -> void:
_log_warn("Cannot set param of type %d" % meta["type"]) _log_warn("Cannot set param of type %d" % meta["type"])
func _cmd_level(parts: PackedStringArray) -> void:
if parts.size() == 1:
var cur := Run.active_level()
var cur_name := (cur.id as String) if cur != null else "none"
_log_ok("Current level: [b]%s[/b]" % cur_name)
var ids: Array[StringName] = Run.level_ids()
_log_raw("Available: " + " ".join(ids.map(func(id: StringName) -> String: return str(id))))
return
var id := StringName(parts[1].to_lower())
var level := Run.get_level(id)
if level == null:
_log_warn("Unknown level '%s'. Try: %s" % [parts[1], " ".join(Run.level_ids().map(func(i: StringName) -> String: return str(i)))])
return
Run.debug_level_override = level
_log_ok("Level set to [b]%s[/b] — reloading…" % str(id))
get_tree().paused = false
get_tree().change_scene_to_file(level.scene_path)
func _cmd_list(parts: PackedStringArray) -> void: func _cmd_list(parts: PackedStringArray) -> void:
var filter := parts[1].to_lower() if parts.size() > 1 else "" var filter := parts[1].to_lower() if parts.size() > 1 else ""
var all := DP.get_all() var all := DP.get_all()
+111 -18
View File
@@ -17,7 +17,6 @@ var _values: Dictionary = {}
func _ready() -> void: func _ready() -> void:
_register_all() _register_all()
load_saved()
func _register_all() -> void: func _register_all() -> void:
@@ -46,12 +45,12 @@ func _register_all() -> void:
_reg_f("Dust", "dust_explosiveness", 0.35, 0.0, 1.0) _reg_f("Dust", "dust_explosiveness", 0.35, 0.0, 1.0)
_reg_f("Dust", "dust_spread", 45.0, 5.0, 90.0) _reg_f("Dust", "dust_spread", 45.0, 5.0, 90.0)
_reg_f("Dust", "dust_gravity_y", -1.5,-15.0, 0.0) _reg_f("Dust", "dust_gravity_y", -1.5,-15.0, 0.0)
_reg_f("Dust", "walk_scale_min", 0.35, 0.05, 3.0) _reg_f("Dust", "walk_scale_min", 0.20, 0.05, 3.0)
_reg_f("Dust", "walk_scale_max", 0.65, 0.05, 3.0) _reg_f("Dust", "walk_scale_max", 0.40, 0.05, 3.0)
_reg_f("Dust", "walk_vel_min", 0.8, 0.1, 12.0) _reg_f("Dust", "walk_vel_min", 0.8, 0.1, 12.0)
_reg_f("Dust", "walk_vel_max", 1.8, 0.1, 12.0) _reg_f("Dust", "walk_vel_max", 1.8, 0.1, 12.0)
_reg_f("Dust", "charge_scale_min", 1.0, 0.05, 6.0) _reg_f("Dust", "charge_scale_min", 0.35, 0.05, 6.0)
_reg_f("Dust", "charge_scale_max", 2.2, 0.05, 6.0) _reg_f("Dust", "charge_scale_max", 0.70, 0.05, 6.0)
_reg_f("Dust", "charge_vel_min", 2.8, 0.1, 20.0) _reg_f("Dust", "charge_vel_min", 2.8, 0.1, 20.0)
_reg_f("Dust", "charge_vel_max", 5.5, 0.1, 20.0) _reg_f("Dust", "charge_vel_max", 5.5, 0.1, 20.0)
# ── Tail ────────────────────────────────────────────────────────────────── # ── Tail ──────────────────────────────────────────────────────────────────
@@ -99,16 +98,11 @@ func _register_all() -> void:
_reg_f("Camera", "cam_drag_speed", 3.5, 0.5, 20.0) _reg_f("Camera", "cam_drag_speed", 3.5, 0.5, 20.0)
_reg_f("Camera", "cam_follow_lerp", 10.0, 1.0, 40.0) _reg_f("Camera", "cam_follow_lerp", 10.0, 1.0, 40.0)
# ── Matador ─────────────────────────────────────────────────────────────── # ── Matador ───────────────────────────────────────────────────────────────
_reg_f("Matador", "mat_spawn_count", 1.0, 1.0, 30.0, 1.0) # Wave system: matadors enter the arena in escalating waves (1 → 2 → … → N where N
# Hydra split: a slain matador is replaced on the spot by mat_split_factor fresh # is the number of placed spawn points). mat_spawn_stagger is the delay between each
# matadors, so the horde doubles each generation (1 → 2 → 4 → 8 …) at the default # matador leaping in within a wave; mat_wave_pause is the breather after a wave clears.
# 2. Capped at mat_split_generations deep so the arena stays winnable (factor <2 or _reg_f("Matador", "mat_spawn_stagger", 0.4, 0.0, 3.0, 0.05)
# generations 0 = no splitting, the classic one-and-done arena). _reg_f("Matador", "mat_wave_pause", 2.0, 0.0, 8.0, 0.25)
_reg_f("Matador", "mat_split_factor", 2.0, 1.0, 6.0, 1.0)
_reg_f("Matador", "mat_split_generations", 3.0, 0.0, 6.0, 1.0)
# The bull wins outright once it has slain this many matadors, even if the hydra
# still has bodies on the sand. 0 = disabled (win only when the horde dies out)
_reg_f("Matador", "mat_win_kills", 21.0, 0.0, 200.0, 1.0)
_reg_f("Matador", "mat_walk_speed", 5.5, 0.5, 10.0) _reg_f("Matador", "mat_walk_speed", 5.5, 0.5, 10.0)
_reg_f("Matador", "mat_wander_radius", 22.0, 5.0, 50.0) _reg_f("Matador", "mat_wander_radius", 22.0, 5.0, 50.0)
# Radius of the inner fighting floor: bull + matadors spawn on this ring (so # Radius of the inner fighting floor: bull + matadors spawn on this ring (so
@@ -190,6 +184,76 @@ func _register_all() -> void:
_reg_f("Matador", "mat_taunt_hold", 8.0, 1.0, 20.0, 0.5) _reg_f("Matador", "mat_taunt_hold", 8.0, 1.0, 20.0, 0.5)
# Small so it smooths dithering without locking the matador into idling. # Small so it smooths dithering without locking the matador into idling.
_reg_f("Matador", "mat_w_commit", 0.15, 0.0, 2.0, 0.05) _reg_f("Matador", "mat_w_commit", 0.15, 0.0, 2.0, 0.05)
# ── Bear (boss) ─────────────────────────────────────────────────────────────
# A Dark-Souls-style boss with a learnable moveset. It soaks bear_max_hp clean hits
# (ram or ability), staggering on each, and only topples when worn down. From NEUTRAL
# it weighs its options by the range band to the bull and commits to one telegraphed
# routine (wind-up → active → recovery); each routine plays to the end (the recovery
# is the player's punish window). Below bear_enrage_frac HP it enters phase 2: faster
# tells and recovery (× bear_enrage_scale) and longer combo chains.
_reg_f("Bear", "bear_max_hp", 10.0, 1.0, 40.0, 1.0)
# HP fraction at which phase 2 ("Fury") triggers, and how much it multiplies every
# wind-up / recovery timer (lower = snappier, more dangerous).
_reg_f("Bear", "bear_enrage_frac", 0.4, 0.0, 1.0, 0.05)
_reg_f("Bear", "bear_enrage_scale", 0.7, 0.3, 1.0, 0.05)
# Range bands (m) that pick the moveset: ≤close it strikes (swipe / smash), ≤mid it
# walks in to close the gap (stalk) or leaps, beyond it lopes in (prowl) or leaps.
# close is deliberately generous — the bear commits to melee "from a bit further" and
# steps in during the swing (see bear_lunge_speed) rather than needing to be on top.
_reg_f("Bear", "bear_close_range", 5.0, 1.0, 12.0, 0.1)
_reg_f("Bear", "bear_mid_range", 9.0, 3.0, 20.0, 0.5)
# Beat spent in NEUTRAL sizing up the bull between routines — kept short so the bear
# flows straight from one action into the next instead of pausing (raise for a more
# hesitant, readable boss; near-0 for relentless pressure). Shrinks again in phase 2.
_reg_f("Bear", "bear_think_time", 0.06, 0.0, 1.0, 0.01)
# Locomotion: the all-fours prowl (close a big gap), the menacing 2-leg walk-in
# (stalk), the facing rate while positioning/winding up, and the softer tracking rate
# a swing keeps on the bull mid-attack so it's harder to just walk out of.
_reg_f("Bear", "bear_run_speed", 11.0, 1.0, 20.0, 0.1)
_reg_f("Bear", "bear_stalk_speed", 5.5, 0.5, 12.0, 0.1)
_reg_f("Bear", "bear_turn_rate", 7.0, 1.0, 20.0, 0.5)
_reg_f("Bear", "bear_track_active", 3.5, 0.0, 12.0, 0.1)
# Forward step-in during a swing so a strike lands even when the bull is a touch out of
# reach (also carries the tracking); 0 = a purely stationary swing.
_reg_f("Bear", "bear_lunge_speed", 7.0, 0.0, 16.0, 0.5)
# Playback multiplier for the swipe/smash clips — >1 makes the punches snappier.
_reg_f("Bear", "bear_attack_anim_speed", 1.35, 0.5, 3.0, 0.05)
# Half-arc (deg) the bear must be facing the bull within for a directional swing to
# connect; slams use their own radius instead of an arc.
_reg_f("Bear", "bear_hit_arc", 70.0, 5.0, 180.0, 5.0)
# Double Swipe (ONE_TWO_HIT) — bread-and-butter close combo, two quick hits.
_reg_f("Bear", "bear_swipe_windup", 0.3, 0.05, 2.0, 0.05)
_reg_f("Bear", "bear_swipe_recover", 0.35, 0.05, 3.0, 0.05)
_reg_f("Bear", "bear_swipe_reach", 4.2, 1.0, 8.0, 0.1)
# Overhead Smash (SMASH_HIT) — slower tell, biggest punish window, AoE on impact.
_reg_f("Bear", "bear_smash_windup", 0.6, 0.1, 3.0, 0.05)
_reg_f("Bear", "bear_smash_recover", 0.75, 0.1, 4.0, 0.05)
_reg_f("Bear", "bear_smash_radius", 4.2, 1.0, 8.0, 0.1)
# Leap Slam (JUMP_SMASH, 47 frames @30fps) — timed to the clip by FRAME: it plays the
# crouch grounded, springs at the takeoff frame, and the arc is solved so the paws hit
# ground exactly on the impact frame (25), leaving the tail frames to settle on the
# ground — no finishing the anim in mid-air. The arc uses its own gravity so peak height
# and airtime are independent: bear_leap_height is the peak reached in that fixed airtime.
_reg_f("Bear", "bear_leap_takeoff_frame", 6.0, 0.0, 46.0, 1.0)
_reg_f("Bear", "bear_leap_impact_frame", 25.0, 1.0, 47.0, 1.0)
_reg_f("Bear", "bear_leap_height", 2.6, 0.5, 8.0, 0.1)
_reg_f("Bear", "bear_leap_recover", 0.35, 0.0, 4.0, 0.05)
_reg_f("Bear", "bear_leap_speed", 14.0, 4.0, 30.0, 0.5)
_reg_f("Bear", "bear_slam_radius", 4.0, 1.0, 8.0, 0.1)
# Stalk (WALK_ON2LEGS) — how long it will keep walking the bull down before re-deciding.
_reg_f("Bear", "bear_stalk_time", 2.5, 0.0, 6.0, 0.1)
# Odds a close combo chains a follow-up smash after the swipe (phase 2 always chains).
_reg_f("Bear", "bear_combo_chance", 0.7, 0.0, 1.0, 0.05)
# Minimum bull speed (ram) that counts as a hit on the bear — a gentle nudge is
# shrugged off, only a real charge or an ability wounds it. (The bear itself never
# damages the bull by colliding — only its swings and slams hurt.)
_reg_f("Bear", "bear_hit_threshold", 6.0, 1.0, 30.0, 0.5)
# How long (s) the bear is rocked back and can't act after taking a hit.
_reg_f("Bear", "bear_stagger_time", 0.5, 0.0, 2.0, 0.05)
# Poise: after a stagger the bear shrugs off staggers for this long (hits still wound
# it), so it can't be perma-stunlocked — it gets a window to commit an attack that then
# rides its hyper-armour. 0 = no poise (stun-locks under sustained fire).
_reg_f("Bear", "bear_stagger_cd", 1.0, 0.0, 4.0, 0.05)
# ── Sword ───────────────────────────────────────────────────────────────── # ── Sword ─────────────────────────────────────────────────────────────────
# Local seating of the sword in the right hand (drawn / fighting). # Local seating of the sword in the right hand (drawn / fighting).
# Defaults are identity — the bone is oriented in Blender to seat the sword # Defaults are identity — the bone is oriented in Blender to seat the sword
@@ -352,11 +416,40 @@ func get_all() -> Dictionary:
func save() -> void: func save() -> void:
var cfg := ConfigFile.new() var path := "res://debug_params.gd"
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_error("DP.save: cannot open " + path)
return
var src := file.get_as_text()
file.close()
for key: String in _params: for key: String in _params:
var p: Dictionary = _params[key] var p: Dictionary = _params[key]
cfg.set_value(p["section"], key, p["value"]) if p["value"] == p["default"]:
cfg.save(SAVE_PATH) continue
var re := RegEx.new()
if p["type"] == TYPE_FLOAT:
re.compile('(_reg_f\\("[^"]+",\\s*"%s",\\s*)([-\\d.e]+)' % key)
src = re.sub(src, "$1" + _fmt_float(p["value"] as float))
else:
re.compile('(_reg_b\\("[^"]+",\\s*"%s",\\s*)(true|false)' % key)
src = re.sub(src, "$1" + ("true" if bool(p["value"]) else "false"))
p["default"] = p["value"]
var wfile := FileAccess.open(path, FileAccess.WRITE)
if wfile == null:
push_error("DP.save: cannot write " + path)
return
wfile.store_string(src)
wfile.close()
func _fmt_float(v: float) -> String:
var s := "%.6g" % v
if not ("." in s or "e" in s):
s += ".0"
return s
func load_saved() -> void: func load_saved() -> void:
+1 -1
View File
@@ -243,7 +243,7 @@ func _continue_to_map() -> void:
get_tree().paused = false get_tree().paused = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
Run.complete_current_level() Run.complete_current_level()
get_tree().change_scene_to_file("res://MapScreen.tscn") get_tree().change_scene_to_file("res://levels/MapScreen.tscn")
func _toggle_controls() -> void: func _toggle_controls() -> void:
-16
View File
@@ -1,16 +0,0 @@
class_name LevelDef
extends Resource
## Definition of one playable level on the run map — the arena today, later a cave with
## a bear, a china shop to smash, and so on. Every map node references a LevelDef, and
## the map/flow code never hard-codes a scene: adding a level is a new LevelDef (plus its
## scene) handed out by the map generator in run_state.gd.
@export var id: StringName = &""
@export var display_name: String = "Level"
## Scene loaded when the player enters a node with this level. Every node points at the
## arena for now.
@export_file("*.tscn") var scene_path: String = ""
## Placeholder pip tint on the map until per-level icon art exists.
@export var color: Color = Color(0.80, 0.62, 0.24)
## A boss level caps a run — its node is drawn larger and clearing it ends the map.
@export var is_boss: bool = false
+1 -1
View File
@@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://map_screen_v1"] [gd_scene format=3 uid="uid://map_screen_v1"]
[ext_resource type="Script" path="res://map_screen.gd" id="1_map"] [ext_resource type="Script" path="res://levels/map_screen.gd" id="1_map"]
[node name="MapScreen" type="Control"] [node name="MapScreen" type="Control"]
layout_mode = 3 layout_mode = 3
File diff suppressed because one or more lines are too long
+104
View File
@@ -0,0 +1,104 @@
extends CanvasLayer
const _GOLD := Color(1.00, 0.78, 0.22)
const _CREAM := Color(0.93, 0.88, 0.72)
const _BAR_W: float = 260.0
const _BAR_H: float = 18.0
const _BAR_BG: Color = Color(0.12, 0.04, 0.04, 0.88)
const _BAR_FILL: Color = Color(0.65, 0.08, 0.06)
const _BAR_ENRAGE: Color = Color(0.90, 0.32, 0.06)
var _bear: Node = null
var _fill: ColorRect = null
var _label: Label = null
var _max_hp: int = 1
var _current_hp: int = 1
func _ready() -> void:
layer = 10
_build_ui()
_find_bear.call_deferred()
func _find_bear() -> void:
var bears := get_tree().get_nodes_in_group(&"bear")
if bears.is_empty():
return
_bear = bears[0]
_bear.health_changed.connect(_on_health_changed)
_bear.killed.connect(_on_bear_killed)
var max_hp := int(DP.f("bear_max_hp"))
_on_health_changed(_bear.get_hp(), max_hp)
func _on_health_changed(current: int, max_hp: int) -> void:
_current_hp = current
_max_hp = max_hp
_update_bar()
func _on_bear_killed() -> void:
_current_hp = 0
_update_bar()
func _update_bar() -> void:
if _fill == null:
return
var frac := 0.0 if _max_hp <= 0 else clampf(float(_current_hp) / float(_max_hp), 0.0, 1.0)
_fill.size.x = _BAR_W * frac
var enrage_frac: float = DP.f("bear_enrage_frac")
_fill.color = _BAR_FILL.lerp(_BAR_ENRAGE, 1.0 - frac / enrage_frac if frac < enrage_frac else 0.0)
if _label != null:
_label.text = "BEAR %d / %d" % [maxi(_current_hp, 0), _max_hp]
func _build_ui() -> void:
var panel := PanelContainer.new()
panel.add_theme_stylebox_override(
"panel", UiTheme.plaque(UiTheme.LEATHER, UiTheme.BORDER, 4, 14.0, 8.0))
panel.anchor_left = 0.5
panel.anchor_right = 0.5
panel.anchor_top = 0.0
panel.anchor_bottom = 0.0
panel.grow_horizontal = Control.GROW_DIRECTION_BOTH
panel.offset_top = 16.0
panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(panel)
var col := VBoxContainer.new()
col.add_theme_constant_override("separation", 5)
col.mouse_filter = Control.MOUSE_FILTER_IGNORE
panel.add_child(col)
_label = Label.new()
_label.text = "BEAR"
_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_label.add_theme_font_override("font", UiFonts.body())
_label.add_theme_color_override("font_color", _GOLD)
_label.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
_label.add_theme_constant_override("outline_size", 3)
_label.add_theme_font_size_override("font_size", 13)
_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
col.add_child(_label)
var bar_bg := PanelContainer.new()
bar_bg.custom_minimum_size = Vector2(_BAR_W, _BAR_H)
bar_bg.clip_contents = true
var bg_style := StyleBoxFlat.new()
bg_style.bg_color = _BAR_BG
bg_style.set_corner_radius_all(4)
bg_style.corner_detail = 4
bg_style.border_width_bottom = 2
bg_style.border_color = Color(UiTheme.GOLD.r, UiTheme.GOLD.g, UiTheme.GOLD.b, 0.35)
bar_bg.add_theme_stylebox_override("panel", bg_style)
bar_bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
col.add_child(bar_bg)
_fill = ColorRect.new()
_fill.color = _BAR_FILL
_fill.size = Vector2(_BAR_W, _BAR_H)
_fill.mouse_filter = Control.MOUSE_FILTER_IGNORE
bar_bg.add_child(_fill)
+1
View File
@@ -0,0 +1 @@
uid://dfk7dcvki7rqu
+49
View File
@@ -0,0 +1,49 @@
[gd_scene format=3 uid="uid://dfxigg3cr6nl5"]
[ext_resource type="PackedScene" uid="uid://bm6rmt3xprhjs" path="res://Assets/bear_level_arena.glb" id="1_beararena"]
[ext_resource type="Script" path="res://levels/bear_spawn.gd" id="2_spawn"]
[ext_resource type="PackedScene" path="res://Bear.tscn" id="3_bear"]
[ext_resource type="Script" path="res://levels/bear_hud.gd" id="4_bearhud"]
[sub_resource type="BoxShape3D" id="BoxShape3D_floor"]
[node name="bear_level" type="Node3D" unique_id=261730746]
[node name="Node3D" type="Node3D" parent="." unique_id=333447532]
[node name="StaticBody3D" type="StaticBody3D" parent="Node3D" unique_id=1466540248]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Node3D/StaticBody3D" unique_id=575454169]
transform = Transform3D(30, 0, 0, 0, 1, 0, 0, 0, 30, 0, -0.5, 0)
shape = SubResource("BoxShape3D_floor")
[node name="bear_level_arena" parent="." unique_id=1529242945 instance=ExtResource("1_beararena")]
transform = Transform3D(2.875, 0, 0, 0, 2.875, 0, 0, 0, 2.875, 0, 0, 0)
[node name="floor" parent="bear_level_arena/floor" parent_id_path=PackedInt32Array(1529242945, 41795043) index="0" unique_id=1653720920]
visible = false
[node name="wall" parent="bear_level_arena/floor" parent_id_path=PackedInt32Array(1529242945, 41795043) index="1" unique_id=2041884474]
visible = false
[node name="BearSpawner" type="Node3D" parent="." unique_id=47931969]
script = ExtResource("2_spawn")
enemy_scene = ExtResource("3_bear")
[node name="BearHud" type="CanvasLayer" parent="." unique_id=102938471]
script = ExtResource("4_bearhud")
[node name="Lights" type="Node3D" parent="." unique_id=937122836]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights" unique_id=1786336124]
transform = Transform3D(1, 0, 0, 0, 0.7071067, 0.70710677, 0, -0.70710677, 0.7071067, 0, 36.945946, 70)
light_color = Color(1, 0.75782466, 0.7332154, 1)
light_energy = 1.796
shadow_enabled = true
[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="Lights" unique_id=1308313006]
transform = Transform3D(1, 0, 0, 0, -0.8660254, 0.49999994, 0, -0.49999994, -0.8660254, 0, 112.56815, 93.37274)
light_color = Color(0, 0.33367383, 0.57971, 1)
light_energy = 0.616
[editable path="bear_level_arena"]
+33
View File
@@ -0,0 +1,33 @@
extends Node3D
signal matador_killed
signal all_defeated
@export var enemy_scene: PackedScene = null
var _alive: int = 0
var _resolved: bool = false
func _ready() -> void:
add_to_group(&"matador_spawn")
_spawn.call_deferred()
func _spawn() -> void:
if enemy_scene == null:
return
var bear: Node3D = enemy_scene.instantiate()
bear.position = Vector3.ZERO
get_parent().add_child(bear)
if bear.has_signal(&"killed"):
bear.killed.connect(_on_bear_killed)
_alive += 1
func _on_bear_killed() -> void:
matador_killed.emit()
_alive -= 1
if not _resolved:
_resolved = true
all_defeated.emit()
+1
View File
@@ -0,0 +1 @@
uid://bbtlwihtlc1wp
+26
View File
@@ -0,0 +1,26 @@
extends Node3D
## The reusable game shell: player, camera, HUD and the PS1 filter — everything that
## outlives a single level. On load it instances the active level's module (geometry,
## spawners, lighting, colliders) into LevelRoot. Switching levels frees the whole
## previous module first, so no old mesh or collider can survive into the next fight.
@onready var _level_root: Node3D = $LevelRoot
func _ready() -> void:
Run.ensure_run()
load_active_level()
## Tear down the current level module and build the run's active one. Freeing the whole
## subtree (not hiding it) is the point: a level's colliders and spawners cease to exist
## before the next level's are created.
func load_active_level() -> void:
for child: Node in _level_root.get_children():
_level_root.remove_child(child)
child.queue_free()
var level := Run.active_level()
if level == null or level.level_scene == null:
push_warning("game_shell: active level has no level_scene")
return
_level_root.add_child(level.level_scene.instantiate())
+1
View File
@@ -0,0 +1 @@
uid://ptsfs3wq5bje
+26
View File
@@ -0,0 +1,26 @@
class_name LevelDef
extends Resource
## Definition of one playable level on the run map — the arena today, later a cave with
## a bear, a china shop to smash, and so on. Every map node references a LevelDef, and
## the map/flow code never hard-codes a scene: adding a level is a new LevelDef (plus its
## scene) handed out by the map generator in run_state.gd.
@export var id: StringName = &""
@export var display_name: String = "Level"
## The shell scene loaded when the player enters a node with this level — the reusable
## frame (player, camera, HUD, PS1 filter). Shared by every level; the level's own
## geometry rides in `level_scene`, which the shell instances at runtime.
@export_file("*.tscn") var scene_path: String = ""
## The level module instanced into the shell's LevelRoot: spawners, lighting, meshes,
## colliders and any level-specific subscripts. Swapped wholesale between levels so no
## previous level's geometry (or its colliders) can leak into the next.
@export var level_scene: PackedScene = null
## Placeholder pip tint on the map until per-level icon art exists.
@export var color: Color = Color(0.80, 0.62, 0.24)
## A boss level caps a run — its node is drawn larger and clearing it ends the map.
@export var is_boss: bool = false
## The enemy this level pits the bull against. Null → the usual matador wave (the
## spawner's default). Set → a single boss enemy of this scene is spawned instead (e.g.
## the bear), and the fight is won when it falls. The arena scene is shared either way;
## only the opponent changes.
@export var enemy_scene: PackedScene = null
View File
+76
View File
@@ -0,0 +1,76 @@
extends Node3D
signal matador_killed
signal all_defeated
const MATADOR := preload("res://Matador.tscn")
var _alive: int = 0
var _wave: int = 0
var _resolved: bool = false
var _spawn_points: Array[Node3D] = []
func _ready() -> void:
add_to_group(&"matador_spawn")
_spawn.call_deferred()
# Each spawner node is a spawn-point marker. The first in tree order (the one the HUD
# connects its all_defeated to) runs the wave logic and uses every marker — itself and
# its siblings — as an entry point; the rest stay passive so waves aren't run four times.
func _spawn() -> void:
var markers := get_tree().get_nodes_in_group(&"matador_spawn")
if markers.is_empty() or markers[0] != self:
return
for node: Node in markers:
if node is Node3D:
_spawn_points.append(node as Node3D)
_place_bull(randf() * TAU, DP.f("arena_spawn_radius"))
_start_next_wave()
# Wave 1 sends 1 matador, wave 2 sends 2, … up to the number of placed spawn points.
# Matadors are assigned to a random subset of spawn points each wave and enter staggered.
func _start_next_wave() -> void:
_wave += 1
var count := mini(_wave, _spawn_points.size())
var points: Array = _spawn_points.duplicate()
points.shuffle()
for i: int in count:
var sp := points[i] as Node3D
var m := _spawn_at(sp.global_position)
m.call_deferred(&"enter_spawn_roll", Vector3.ZERO)
if i < count - 1:
await get_tree().create_timer(DP.f("mat_spawn_stagger")).timeout
func _place_bull(angle: float, arena_r: float) -> void:
var bull := get_tree().get_first_node_in_group(&"player") as Node3D
if not bull:
return
bull.global_position = Vector3(
cos(angle) * arena_r, bull.global_position.y, sin(angle) * arena_r
)
func _spawn_at(pos: Vector3) -> Node3D:
var m: Node3D = MATADOR.instantiate()
m.position = pos
get_parent().add_child(m)
m.killed.connect(_on_matador_killed)
_alive += 1
return m
func _on_matador_killed() -> void:
matador_killed.emit()
_alive -= 1
if _alive > 0 or _resolved:
return
if _wave >= _spawn_points.size():
_resolved = true
all_defeated.emit()
else:
await get_tree().create_timer(DP.f("mat_wave_pause")).timeout
_start_next_wave()
+54 -8
View File
@@ -10,7 +10,11 @@ extends Node
signal run_started signal run_started
const _ARENA_SCENE := "res://scene.tscn" # Every level loads the same reusable shell (player, camera, HUD, PS1 filter); the shell
# then instances the level's own `level_scene` module into its LevelRoot.
const _SHELL_SCENE := "res://scene.tscn"
const _ARENA_LEVEL := preload("res://levels/arena_level.tscn")
const _BEAR_LEVEL := preload("res://levels/bear_level.tscn")
# Map shape. Small + placeholder for now; the final row is a single boss node. # Map shape. Small + placeholder for now; the final row is a single boss node.
const _ROWS := 5 const _ROWS := 5
@@ -26,32 +30,68 @@ var player_col: int = -1
## Node picked on the map whose level is being played now; committed to on the next win. ## Node picked on the map whose level is being played now; committed to on the next win.
var pending_row: int = -1 var pending_row: int = -1
var pending_col: int = -1 var pending_col: int = -1
## Debug override — when set, active_level() returns this regardless of map state.
## Set via the console `level` command; cleared on start_new_run().
var debug_level_override: LevelDef = null
# Level catalog. Every level shares the shell scene; what changes is the level module
# (its geometry + spawners) and the opponent. The arena (matador wave, normal + boss
# flavours) and the bear (a lone boss enemy that can turn up as a normal node) live here.
# Future levels — china shop — slot in the same way: a new module + a LevelDef entry.
const _BEAR_SCENE := preload("res://Bear.tscn")
# Level catalog. Only the arena exists today (a normal and a boss flavour, both loading
# the same scene). Future levels — cave/bear, china shop — slot in here.
var _arena: LevelDef var _arena: LevelDef
var _arena_boss: LevelDef var _arena_boss: LevelDef
var _bear: LevelDef
func _ready() -> void: func _ready() -> void:
_arena = _make_level(&"arena", "The Arena", _ARENA_SCENE, Color(0.80, 0.62, 0.24), false) _arena = _make_level(&"arena", "The Arena", _ARENA_LEVEL, Color(0.80, 0.62, 0.24), false)
_arena_boss = _make_level( _arena_boss = _make_level(
&"arena_boss", "Grand Arena", _ARENA_SCENE, Color(0.88, 0.30, 0.20), true &"arena_boss", "Grand Arena", _ARENA_LEVEL, Color(0.88, 0.30, 0.20), true
) )
_bear = _make_level(&"bear", "Bear's Den", _BEAR_LEVEL, Color(0.55, 0.38, 0.22), false)
_bear.enemy_scene = _BEAR_SCENE
func _make_level( func _make_level(
id: StringName, level_name: String, scene: String, color: Color, boss: bool id: StringName, level_name: String, level_scene: PackedScene, color: Color, boss: bool
) -> LevelDef: ) -> LevelDef:
var l := LevelDef.new() var l := LevelDef.new()
l.id = id l.id = id
l.display_name = level_name l.display_name = level_name
l.scene_path = scene l.scene_path = _SHELL_SCENE
l.level_scene = level_scene
l.color = color l.color = color
l.is_boss = boss l.is_boss = boss
return l return l
## The level being fought right now: debug override wins, then the pending/current map
## node, falling back to the plain arena for the intro fight or a direct scene launch.
func active_level() -> LevelDef:
if debug_level_override != null:
return debug_level_override
var n := node_at(pending_row, pending_col)
if n == null:
n = current_node()
return n.level if n != null and n.level != null else _arena
## Return a level by id, or null if unknown. Used by the debug console `level` command.
func get_level(id: StringName) -> LevelDef:
match id:
&"arena": return _arena
&"arena_boss": return _arena_boss
&"bear": return _bear
return null
## All known level ids — shown by `level` in the console.
func level_ids() -> Array[StringName]:
return [&"arena", &"arena_boss", &"bear"]
## Begin a fresh run: build a new map and place the player at the start gate. Called from ## Begin a fresh run: build a new map and place the player at the start gate. Called from
## the main-menu Play button, not from the arena scene (which reloads for every fight). ## the main-menu Play button, not from the arena scene (which reloads for every fight).
func start_new_run() -> void: func start_new_run() -> void:
@@ -60,6 +100,7 @@ func start_new_run() -> void:
player_col = -1 player_col = -1
pending_row = -1 pending_row = -1
pending_col = -1 pending_col = -1
debug_level_override = null
run_started.emit() run_started.emit()
@@ -149,7 +190,12 @@ func _generate_map() -> void:
node.row = r node.row = r
node.col = c node.col = c
node.pos = Vector2(_column_x(c, count), y) node.pos = Vector2(_column_x(c, count), y)
node.level = _arena_boss if r == _ROWS - 1 else _arena # Boss row is always the Grand Arena; normal nodes are a mix of matador
# arenas and the occasional Bear's Den for variety.
if r == _ROWS - 1:
node.level = _arena_boss
else:
node.level = _bear if randf() < 0.35 else _arena
row_nodes.append(node) row_nodes.append(node)
map.append(row_nodes) map.append(row_nodes)
_link_rows() _link_rows()
+67 -6
View File
@@ -190,13 +190,74 @@ func _process(_delta: float) -> void:
play_button.anchor_bottom = cape.y play_button.anchor_bottom = cape.y
# Player-facing option toggles, seated above the rebind list in the Options panel: # Player-facing option toggles and audio sliders, seated above the rebind list.
# the master screen-shake switch and the gore toggle (both persisted via Settings).
func _build_options_toggles() -> void: func _build_options_toggles() -> void:
var scroll_idx := options_scroll.get_index() var idx := options_scroll.get_index()
# Insert in reverse so both land directly above the rebind scroll, in listed order. _add_section_label("── Audio ──", idx); idx += 1
_add_toggle_row("Blood & Gore", Settings.gore, Settings.set_gore, scroll_idx) _add_slider_row("Master Volume", Settings.volume_master, Settings.set_volume_master, idx); idx += 1
_add_toggle_row("Screen Shake", Settings.screen_shake, Settings.set_screen_shake, scroll_idx) _add_slider_row("Ambient Volume", Settings.volume_ambient, Settings.set_volume_ambient, idx); idx += 1
_add_slider_row("Effects Volume", Settings.volume_effects, Settings.set_volume_effects, idx); idx += 1
_add_toggle_row("Mute All", Settings.mute_all, Settings.set_mute_all, idx); idx += 1
_add_section_label("── Gameplay ──", idx); idx += 1
_add_toggle_row("Screen Shake", Settings.screen_shake, Settings.set_screen_shake, idx); idx += 1
_add_toggle_row("Blood & Gore", Settings.gore, Settings.set_gore, idx); idx += 1
_add_section_label("── Controls ──", idx)
func _add_section_label(text: String, at_index: int) -> void:
var lbl := Label.new()
lbl.text = text
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
lbl.size_flags_horizontal = Control.SIZE_EXPAND_FILL
lbl.add_theme_font_override("font", UiFonts.title())
lbl.add_theme_font_size_override("font_size", 18)
lbl.add_theme_color_override("font_color", MENU_GOLD)
lbl.add_theme_color_override("font_outline_color", Color.BLACK)
lbl.add_theme_constant_override("outline_size", 4)
options_vbox.add_child(lbl)
options_vbox.move_child(lbl, at_index)
func _add_slider_row(label_text: String, value: float, setter: Callable, at_index: int) -> void:
var row := HBoxContainer.new()
row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
var name_label := Label.new()
name_label.text = label_text
name_label.custom_minimum_size = Vector2(160, 0)
name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
name_label.add_theme_font_override("font", UiFonts.body())
name_label.add_theme_font_size_override("font_size", 20)
name_label.add_theme_color_override("font_color", MENU_CREAM)
name_label.add_theme_color_override("font_outline_color", Color.BLACK)
name_label.add_theme_constant_override("outline_size", 5)
row.add_child(name_label)
var slider := HSlider.new()
slider.min_value = 0.0
slider.max_value = 1.0
slider.step = 0.01
slider.value = value
slider.size_flags_horizontal = Control.SIZE_EXPAND_FILL
slider.custom_minimum_size = Vector2(0, 28)
row.add_child(slider)
var pct_label := Label.new()
pct_label.text = "%d%%" % roundi(value * 100.0)
pct_label.custom_minimum_size = Vector2(46, 0)
pct_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
pct_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
pct_label.add_theme_font_override("font", UiFonts.body())
pct_label.add_theme_font_size_override("font_size", 18)
pct_label.add_theme_color_override("font_color", MENU_GOLD)
row.add_child(pct_label)
slider.value_changed.connect(func(v: float) -> void:
setter.call(v)
pct_label.text = "%d%%" % roundi(v * 100.0))
options_vbox.add_child(row)
options_vbox.move_child(row, at_index)
func _add_toggle_row(label_text: String, value: bool, setter: Callable, at_index: int) -> void: func _add_toggle_row(label_text: String, value: bool, setter: Callable, at_index: int) -> void:
+24
View File
@@ -35,6 +35,7 @@ var _swing_timer: float = 0.0
var _lunge_timer: float = 0.0 var _lunge_timer: float = 0.0
var _roll_timer: float = 0.0 var _roll_timer: float = 0.0
var _roll_dir: Vector3 = Vector3.ZERO var _roll_dir: Vector3 = Vector3.ZERO
var _is_spawning: bool = false
var _throw_timer: float = 0.0 var _throw_timer: float = 0.0
var _throw_aim_cd: float = 0.0 var _throw_aim_cd: float = 0.0
var _throw_dir: Vector3 = Vector3.ZERO var _throw_dir: Vector3 = Vector3.ZERO
@@ -118,11 +119,13 @@ func _ready() -> void:
_ole_player = AudioStreamPlayer.new() _ole_player = AudioStreamPlayer.new()
_ole_player.stream = load("res://sounds/ole.ogg") _ole_player.stream = load("res://sounds/ole.ogg")
_ole_player.volume_db = 0.0 _ole_player.volume_db = 0.0
_ole_player.bus = &"Effects"
add_child(_ole_player) add_child(_ole_player)
if ResourceLoader.exists("res://sounds/matador_death.ogg"): if ResourceLoader.exists("res://sounds/matador_death.ogg"):
_death_player = AudioStreamPlayer.new() _death_player = AudioStreamPlayer.new()
_death_player.stream = load("res://sounds/matador_death.ogg") _death_player.stream = load("res://sounds/matador_death.ogg")
_death_player.volume_db = 2.0 _death_player.volume_db = 2.0
_death_player.bus = &"Effects"
add_child(_death_player) add_child(_death_player)
@@ -143,6 +146,10 @@ func _acquire_bull() -> void:
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
_acquire_bull() _acquire_bull()
if _is_spawning and is_on_floor():
_is_spawning = false
collision_layer = 1
if DP.b("show_raycasts") and _steer_dir != Vector3.ZERO: if DP.b("show_raycasts") and _steer_dir != Vector3.ZERO:
var o := global_position + Vector3.UP * 0.6 var o := global_position + Vector3.UP * 0.6
DebugDraw.ray(o, o + _steer_dir * _STEER_LOOKAHEAD, Color(0.3, 1.0, 0.9)) DebugDraw.ray(o, o + _steer_dir * _STEER_LOOKAHEAD, Color(0.3, 1.0, 0.9))
@@ -564,6 +571,23 @@ func _enter_roll(hit_dir: Vector3) -> void:
_anim_player.seek(0.0, true) _anim_player.seek(0.0, true)
# Called by the spawner (deferred) to make the matador leap-roll toward a target
# point on entry — the cinematic arena entrance. After the roll it transitions to
# normal AI via the standard ROLL → FLEE path.
func enter_spawn_roll(toward: Vector3) -> void:
var dir := toward - global_position
dir.y = 0.0
_roll_dir = dir.normalized() if dir.length() > 0.1 else -_mesh.global_transform.basis.z
_state = State.ROLL
_roll_timer = _anim_length(_ANIM_ROLL, DP.f("mat_roll_duration"))
_is_spawning = true
collision_layer = 0
velocity.y = 4.0
if _anim_player and _anim_player.has_animation(_ANIM_ROLL):
_anim_player.play(_ANIM_ROLL)
_anim_player.seek(0.0, true)
func _tick_roll(delta: float) -> void: func _tick_roll(delta: float) -> void:
_roll_timer -= delta _roll_timer -= delta
if _roll_timer <= 0.0: if _roll_timer <= 0.0:
-142
View File
@@ -1,142 +0,0 @@
extends Node3D
signal matador_killed
signal all_defeated
const MATADOR := preload("res://Matador.tscn")
var _spawn_count: int = 1
var _alive: int = 0
var _kills: int = 0
var _resolved: bool = false
# Flat (x,z) positions of the most recent batch spawned. A fresh wave keeps at least
# _SPAWN_MIN_SEP away from these so it never lands on top of where the last one did.
const _SPAWN_MIN_SEP: float = 3.5
var _last_spawn_positions: Array[Vector3] = []
func _ready() -> void:
add_to_group(&"matador_spawn")
_spawn_count = maxi(1, int(DP.f("mat_spawn_count")))
# Deferred so it's safe from _ready and matches the previous spawn timing.
_spawn.call_deferred()
func _spawn() -> void:
# Bull and matadors start at opposite ends of a random diameter, so they always
# begin as far apart as the arena allows (edge-to-edge across the centre).
var arena_r := DP.f("arena_spawn_radius")
var bull_angle := randf() * TAU
_place_bull(bull_angle, arena_r)
var placed: Array[Vector3] = _spread_positions(_spawn_count, bull_angle + PI, arena_r)
for pos: Vector3 in placed:
_spawn_at(pos)
_last_spawn_positions = placed
func _place_bull(angle: float, arena_r: float) -> void:
var bull := get_tree().get_first_node_in_group(&"player") as Node3D
if not bull:
return
bull.global_position = Vector3(
cos(angle) * arena_r, bull.global_position.y, sin(angle) * arena_r
)
# Positions for the matadors, spread across the far side (centred on `center_angle`)
# so every matador stays near the point diametrically opposite the bull. Each slot gets
# its own angular band and a staggered radius, then rejection-samples inside that band so
# no two matadors land closer than _SPAWN_MIN_SEP — otherwise they pile up on top of
# each other on spawn. The arc widens with the crowd so a big wave doesn't get cramped.
func _spread_positions(count: int, center_angle: float, arena_r: float) -> Array[Vector3]:
var positions: Array[Vector3] = []
if count <= 1:
positions.append(Vector3(cos(center_angle) * arena_r, 1.0, sin(center_angle) * arena_r))
return positions
var arc := clampf(TAU * 0.33 + float(count) * 0.25, TAU * 0.33, TAU * 0.92)
var slot := arc / float(count)
var inner := maxf(2.5, arena_r * 0.5)
for i: int in count:
# Give each matador its own angular slot for an even fan, but sample the radius
# freely across the whole far-side band so the rejection test can push crowded
# neighbours onto a different ring instead of piling them at one distance.
var base_angle := center_angle - arc * 0.5 + slot * (float(i) + 0.5)
var pos := Vector3(cos(base_angle) * arena_r, 1.0, sin(base_angle) * arena_r)
for attempt: int in 16:
var angle := base_angle + randf_range(-0.5, 0.5) * slot
var radius := randf_range(inner, arena_r)
pos = Vector3(cos(angle) * radius, 1.0, sin(angle) * radius)
if _clear_of(pos, positions, _SPAWN_MIN_SEP):
break
positions.append(pos)
return positions
func _spawn_at(pos: Vector3, generation: int = 0) -> void:
var m: Node3D = MATADOR.instantiate()
m.position = pos
m.set_meta(&"generation", generation)
get_parent().add_child(m)
m.killed.connect(_on_matador_killed.bind(m))
_alive += 1
# A slain matador is replaced by mat_split_factor fresh ones on the spot (a hydra),
# so the horde doubles each generation, up to mat_split_generations deep. The bull
# wins only when a whole generation dies out without splitting — i.e. once the spawns
# stop and the last body drops.
func _on_matador_killed(dead: Node3D) -> void:
matador_killed.emit()
_alive -= 1
_kills += 1
_split(dead)
var win_kills := int(DP.f("mat_win_kills"))
var reached_quota := win_kills > 0 and _kills >= win_kills
if (reached_quota or _alive <= 0) and not _resolved:
_resolved = true
all_defeated.emit()
func _split(dead: Node3D) -> void:
var count := int(DP.f("mat_split_factor"))
var generation := int(dead.get_meta(&"generation", 0))
if count < 2 or generation >= int(DP.f("mat_split_generations")):
return
var arena_r := DP.f("arena_spawn_radius")
var origin := dead.global_position
origin.y = 0.0
var wave: Array[Vector3] = []
for i: int in count:
var pos := _pick_spawn(origin, arena_r, wave)
wave.append(pos)
_spawn_at(pos, generation + 1)
_last_spawn_positions = wave
# Rejection-sample a spawn point ringed around `origin`, pushing the ring outward on
# each failed attempt until it clears both the previous wave (_last_spawn_positions)
# and the spots already taken this wave — so a fresh wave never lands where the last
# one did. Falls back to the last candidate if the arena is too cramped to satisfy it.
func _pick_spawn(origin: Vector3, arena_r: float, taken: Array[Vector3]) -> Vector3:
var pos := origin
for attempt: int in 12:
var angle := randf() * TAU
var r := randf_range(2.0, 3.5) + float(attempt) * 0.4
pos = origin + Vector3(cos(angle) * r, 0.0, sin(angle) * r)
var flat := Vector2(pos.x, pos.z)
if flat.length() > arena_r:
flat = flat.normalized() * arena_r
pos = Vector3(flat.x, 0.0, flat.y)
if _clear_of(pos, _last_spawn_positions, _SPAWN_MIN_SEP) \
and _clear_of(pos, taken, _SPAWN_MIN_SEP):
break
pos.y = 1.0
return pos
func _clear_of(pos: Vector3, others: Array[Vector3], min_sep: float) -> bool:
for o: Vector3 in others:
if Vector2(pos.x - o.x, pos.z - o.z).length() < min_sep:
return false
return true
+13 -8
View File
@@ -102,16 +102,16 @@ func _setup_legs() -> void:
func _setup_hoof_dust() -> void: func _setup_hoof_dust() -> void:
var sphere := _particle_sphere(0.10, 4, 2, _unshaded_material()) var sphere := _particle_sphere(0.07, 4, 2, _unshaded_material())
_walk_dust_ramp = Gradient.new() _walk_dust_ramp = Gradient.new()
_walk_dust_ramp.set_color(0, Color(0.80, 0.69, 0.46, 1.0)) _walk_dust_ramp.set_color(0, Color(0.94, 0.90, 0.83, 1.0))
_walk_dust_ramp.set_color(1, Color(0.80, 0.69, 0.46, 0.0)) _walk_dust_ramp.set_color(1, Color(0.94, 0.90, 0.83, 0.0))
# Light blue dust while charging # White-beige dust while running
_charge_dust_ramp = Gradient.new() _charge_dust_ramp = Gradient.new()
_charge_dust_ramp.set_color(0, Color(0.20, 0.40, 0.85, 1.0)) _charge_dust_ramp.set_color(0, Color(0.94, 0.90, 0.83, 1.0))
_charge_dust_ramp.set_color(1, Color(0.20, 0.40, 0.85, 0.0)) _charge_dust_ramp.set_color(1, Color(0.94, 0.90, 0.83, 0.0))
var scale_curve := Curve.new() var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.2)) scale_curve.add_point(Vector2(0.0, 0.2))
@@ -215,6 +215,7 @@ func _setup_audio() -> void:
_huff_player = AudioStreamPlayer.new() _huff_player = AudioStreamPlayer.new()
_huff_player.stream = load("res://sounds/bull_huff.ogg") _huff_player.stream = load("res://sounds/bull_huff.ogg")
_huff_player.volume_db = 0.0 _huff_player.volume_db = 0.0
_huff_player.bus = &"Effects"
add_child(_huff_player) add_child(_huff_player)
if ResourceLoader.exists("res://sounds/crowd_ambient.ogg"): if ResourceLoader.exists("res://sounds/crowd_ambient.ogg"):
_crowd_player = AudioStreamPlayer.new() _crowd_player = AudioStreamPlayer.new()
@@ -224,6 +225,7 @@ func _setup_audio() -> void:
_crowd_player.stream = s _crowd_player.stream = s
_crowd_player.volume_db = -14.0 _crowd_player.volume_db = -14.0
_crowd_player.autoplay = true _crowd_player.autoplay = true
_crowd_player.bus = &"Ambient"
add_child(_crowd_player) add_child(_crowd_player)
@@ -253,8 +255,8 @@ func _set_dust_state(new_state: DustState) -> void:
p.initial_velocity_min = DP.f("charge_vel_min") p.initial_velocity_min = DP.f("charge_vel_min")
p.initial_velocity_max = DP.f("charge_vel_max") p.initial_velocity_max = DP.f("charge_vel_max")
p.emitting = true p.emitting = true
if _charge_trail_emitter: # Blue energy trail belongs to the roll/dash ability only, not to fast WASD
_charge_trail_emitter.emitting = _dust_state == DustState.CHARGE # running — driven explicitly in the roll loop / _end_roll, not by dust state.
func _on_dp_changed(_key: String, _val: Variant) -> void: func _on_dp_changed(_key: String, _val: Variant) -> void:
@@ -494,6 +496,7 @@ func _tick_roll(delta: float, _steer: Vector3) -> void:
_set_dust_state(DustState.CHARGE) _set_dust_state(DustState.CHARGE)
if _charge_trail_emitter: if _charge_trail_emitter:
_charge_trail_emitter.emitting = true
_charge_trail_emitter.direction = (-_roll_dir + Vector3(0.0, 0.25, 0.0)).normalized() _charge_trail_emitter.direction = (-_roll_dir + Vector3(0.0, 0.25, 0.0)).normalized()
move_and_slide() move_and_slide()
@@ -575,6 +578,8 @@ func _end_roll() -> void:
_legs.set(&"external_rotation", false) _legs.set(&"external_rotation", false)
if _roll_spark_emitter: if _roll_spark_emitter:
_roll_spark_emitter.emitting = false _roll_spark_emitter.emitting = false
if _charge_trail_emitter:
_charge_trail_emitter.emitting = false
velocity.x *= 0.15 velocity.x *= 0.15
velocity.z *= 0.15 velocity.z *= 0.15
_play_idle() _play_idle()
+3 -4
View File
@@ -17,7 +17,6 @@ config/features=PackedStringArray("4.7", "GL Compatibility")
boot_splash/bg_color=Color(0, 0, 0, 1) boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/image="res://Assets/loading_screen.png" boot_splash/image="res://Assets/loading_screen.png"
config/icon="uid://dct1d88g015el" config/icon="uid://dct1d88g015el"
boot_splash/minimum_display_time=4000
config/run/main_scene="res://MainMenu.tscn" config/run/main_scene="res://MainMenu.tscn"
[autoload] [autoload]
@@ -27,7 +26,7 @@ Console="*res://console.gd"
Controls="*res://controls_manager.gd" Controls="*res://controls_manager.gd"
DebugDraw="*res://debug_draw.gd" DebugDraw="*res://debug_draw.gd"
Settings="*res://settings.gd" Settings="*res://settings.gd"
Run="*res://run_state.gd" Run="*res://levels/run_state.gd"
[display] [display]
@@ -94,13 +93,13 @@ ability_kick={
} }
ability_slam={ ability_slam={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":72,"key_label":0,"unicode":104,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null) , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
] ]
} }
ability_dash={ ability_dash={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":72,"key_label":0,"unicode":104,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null) , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null)
] ]
} }
+5 -1
View File
@@ -8,7 +8,7 @@ SKIP_GAMEPLAY=0
for arg in "$@"; do [[ "$arg" == "--no-gameplay" ]] && SKIP_GAMEPLAY=1; done for arg in "$@"; do [[ "$arg" == "--no-gameplay" ]] && SKIP_GAMEPLAY=1; done
echo "=== gdlint ===" echo "=== gdlint ==="
gdlint *.gd tests/*.gd gdlint *.gd levels/*.gd tests/*.gd
echo "" echo ""
echo "=== Logic tests ===" echo "=== Logic tests ==="
@@ -18,6 +18,10 @@ echo ""
echo "=== Console focus tests ===" echo "=== Console focus tests ==="
"$GODOT" --headless --script tests/console_focus_test.gd "$GODOT" --headless --script tests/console_focus_test.gd
echo ""
echo "=== Level switch tests (no cross-level geometry/collider leaks) ==="
"$GODOT" --headless --script tests/level_switch_test.gd
echo "" echo ""
echo "=== Performance tests (frame-budget regression guard) ===" echo "=== Performance tests (frame-budget regression guard) ==="
"$GODOT" --headless --script tests/performance_test.gd "$GODOT" --headless --script tests/performance_test.gd
+11 -420
View File
@@ -1,18 +1,10 @@
[gd_scene format=3 uid="uid://b7afbx36ltb3f"] [gd_scene load_steps=8 format=3 uid="uid://b7afbx36ltb3f"]
[ext_resource type="PackedScene" uid="uid://crtm0xtiql3r8" path="res://Player.tscn" id="1_ulcgi"] [ext_resource type="PackedScene" uid="uid://crtm0xtiql3r8" path="res://Player.tscn" id="1_ulcgi"]
[ext_resource type="PackedScene" uid="uid://dio67r8ambe7h" path="res://Assets/arena_placeholder_v01.glb" id="2_nxogm"]
[ext_resource type="PackedScene" uid="uid://cl54dt38yj2x" path="res://Assets/Arena.glb" id="3_fy5k1"]
[ext_resource type="Script" uid="uid://dou5ar6tkmng1" path="res://matador_spawn.gd" id="3_spawn"]
[ext_resource type="Shader" uid="uid://d3xyyy5bh0ma" path="res://ps1_filter.gdshader" id="4_ps1shader"] [ext_resource type="Shader" uid="uid://d3xyyy5bh0ma" path="res://ps1_filter.gdshader" id="4_ps1shader"]
[ext_resource type="PackedScene" uid="uid://cmxqocsdbgufr" path="res://Animations/mees_plaksutab.glb" id="5_m7jmp"]
[ext_resource type="PackedScene" uid="uid://1y07gn65ktsi" path="res://Animations/ANIM_publik_mees.glb" id="7_xlvrw"]
[ext_resource type="Script" uid="uid://dr6phggarm73e" path="res://Animations/anim_publik_mees.gd" id="8_73fnb"]
[ext_resource type="Script" uid="uid://di0jafakftp3n" path="res://publikum_controller.gd" id="9_pubctrl"]
[ext_resource type="PackedScene" uid="uid://dxe72ig8gfbcg" path="res://Assets/arena model2026.glb" id="10_5juve"]
[ext_resource type="Script" uid="uid://butd6b3tdwxrv" path="res://hud.gd" id="10_hud"] [ext_resource type="Script" uid="uid://butd6b3tdwxrv" path="res://hud.gd" id="10_hud"]
[ext_resource type="Script" uid="uid://cj0ytlkuavmf4" path="res://crowd_billboards.gd" id="11_crowd"]
[ext_resource type="Script" uid="uid://ce5n4qu88mhyx" path="res://ps1_filter.gd" id="12_ps1ctl"] [ext_resource type="Script" uid="uid://ce5n4qu88mhyx" path="res://ps1_filter.gd" id="12_ps1ctl"]
[ext_resource type="Script" path="res://levels/game_shell.gd" id="13_shell"]
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_73fnb"] [sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_73fnb"]
dof_blur_far_enabled = true dof_blur_far_enabled = true
@@ -23,8 +15,6 @@ dof_blur_near_distance = 8192.0
dof_blur_near_transition = 8192.0 dof_blur_near_transition = 8192.0
dof_blur_amount = 1.0 dof_blur_amount = 1.0
[sub_resource type="BoxShape3D" id="BoxShape3D_ulcgi"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ps1"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_ps1"]
shader = ExtResource("4_ps1shader") shader = ExtResource("4_ps1shader")
shader_parameter/pixel_scale = 4.0 shader_parameter/pixel_scale = 4.0
@@ -34,20 +24,19 @@ shader_parameter/scanline_strength = 0.2
shader_parameter/roll_speed = 3.0 shader_parameter/roll_speed = 3.0
shader_parameter/roll_strength = 1.0 shader_parameter/roll_strength = 1.0
[sub_resource type="Environment" id="Environment_73fnb"] [node name="scene" type="Node3D"]
script = ExtResource("13_shell")
[node name="scene" type="Node3D" unique_id=22320312] [node name="Player" parent="." instance=ExtResource("1_ulcgi")]
[node name="Player" parent="." unique_id=165510044 instance=ExtResource("1_ulcgi")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.2416196, 5.1711025, -4.841382) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.2416196, 5.1711025, -4.841382)
[node name="Camera3D" parent="Player" index="3" unique_id=1120161087] [node name="Camera3D" parent="Player" index="3"]
attributes = SubResource("CameraAttributesPractical_73fnb") attributes = SubResource("CameraAttributesPractical_73fnb")
fov = 50.0 fov = 50.0
near = 2.636 near = 2.636
far = 0.01 far = 0.01
[node name="Skeleton3D" parent="Player/bull/Armature" parent_id_path=PackedInt32Array(165510044, 1386495166, 547304299) index="0" unique_id=2096877109] [node name="Skeleton3D" parent="Player/bull/Armature" index="0"]
bones/0/position = Vector3(0, 0, 0.0074015963) bones/0/position = Vector3(0, 0, 0.0074015963)
bones/0/rotation = Quaternion(-0.36922705, 0.6030517, -0.6030517, -0.36922705) bones/0/rotation = Quaternion(-0.36922705, 0.6030517, -0.6030517, -0.36922705)
bones/0/scale = Vector3(1, 1, 1) bones/0/scale = Vector3(1, 1, 1)
@@ -97,41 +86,13 @@ bones/24/position = Vector3(7.092306e-11, 0.003274492, 4.6413304e-10)
bones/24/rotation = Quaternion(0.52910197, -0.15997829, -0.12024502, 0.82462066) bones/24/rotation = Quaternion(0.52910197, -0.15997829, -0.12024502, 0.82462066)
bones/24/scale = Vector3(1, 1.0000001, 1.0000001) bones/24/scale = Vector3(1, 1.0000001, 1.0000001)
[node name="Node3D" type="Node3D" parent="." unique_id=1081100876] [node name="HUD" type="CanvasLayer" parent="."]
[node name="StaticBody3D" type="StaticBody3D" parent="Node3D" unique_id=2072095624]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Node3D/StaticBody3D" unique_id=1444198204]
transform = Transform3D(30, 0, 0, 0, 1, 0, 0, 0, 30, 0, -0.5, 0)
shape = SubResource("BoxShape3D_ulcgi")
[node name="arena_placeholder_v01" parent="Node3D" unique_id=1341659233 instance=ExtResource("2_nxogm")]
[node name="Arena_draft" parent="Node3D/arena_placeholder_v01" index="0" unique_id=603097973]
visible = false
[node name="Wall" parent="Node3D/arena_placeholder_v01" index="1" unique_id=171701243]
visible = false
[node name="CollisionShape3D" parent="Node3D/arena_placeholder_v01/Wall/StaticBody3D" parent_id_path=PackedInt32Array(1341659233, 1793167121) index="0" unique_id=404958985]
transform = Transform3D(0.98309773, 0, 0, 0, 0.9558868, 0, 0, 0, 4.061706, 0.13596812, -0.091219574, -5.4371103e-09)
[node name="Arena2" parent="Node3D/arena_placeholder_v01" unique_id=524718167 instance=ExtResource("3_fy5k1")]
[node name="arena model2026" parent="Node3D/arena_placeholder_v01" unique_id=179544183 instance=ExtResource("10_5juve")]
transform = Transform3D(0.99999994, 0, 0, 0, 0.99999994, 0, 0, 0, 0.99999994, -0.901, -0.6, 0)
visible = false
[node name="MatadorSpawner" type="Node3D" parent="." unique_id=-1293967295]
script = ExtResource("3_spawn")
[node name="HUD" type="CanvasLayer" parent="." unique_id=1100000001]
script = ExtResource("10_hud") script = ExtResource("10_hud")
[node name="CanvasLayer" type="CanvasLayer" parent="." unique_id=1032421313] [node name="CanvasLayer" type="CanvasLayer" parent="."]
layer = 10 layer = 10
[node name="PS1Filter" type="ColorRect" parent="CanvasLayer" unique_id=1449116873] [node name="PS1Filter" type="ColorRect" parent="CanvasLayer"]
material = SubResource("ShaderMaterial_ps1") material = SubResource("ShaderMaterial_ps1")
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -140,377 +101,7 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = ExtResource("12_ps1ctl") script = ExtResource("12_ps1ctl")
[node name="Lights" type="Node3D" parent="." unique_id=737767662] [node name="LevelRoot" type="Node3D" parent="."]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights" unique_id=818712731]
transform = Transform3D(0.01535992, 0.56825536, -0.82270896, 0.16280846, 0.8104039, 0.56279576, 0.9865382, -0.14258848, -0.08006904, -4.08134, 9.197985, 0.97087634)
light_energy = 0.4
light_indirect_energy = 0.767
shadow_blur = 0.47
[node name="SpotLight3D2" type="SpotLight3D" parent="Lights" unique_id=918477294]
transform = Transform3D(0.904133, 0.30962402, -0.2944087, 0.3084627, 0.0037425472, 0.9512291, 0.2956252, -0.95085174, -0.0921237, -3.629381, 10.86347, -2.0124264)
light_energy = 16.0
light_indirect_energy = 26.095
distance_fade_enabled = true
spot_range = 32.90586
spot_angle = 73.93
[node name="SpotLight3D" type="SpotLight3D" parent="Lights" unique_id=422808558]
transform = Transform3D(0.9763736, -9.445564e-09, 0.21608931, -0.20963383, 0.24260214, 0.9472053, -0.052423734, -0.9701259, 0.23687032, 4.0400305, 13.463301, 3.9410677)
visible = false
light_energy = 13.695
shadow_enabled = true
spot_range = 32.90586
[node name="SUN_DirectionalLight3D2" type="DirectionalLight3D" parent="Lights" unique_id=1706919950]
transform = Transform3D(0.45811793, 0.34843865, -0.81775206, 0.5316611, 0.62986195, 0.56622505, 0.7123655, -0.69416475, 0.10329977, 0, 8.980043, 0)
light_energy = 0.106
shadow_enabled = true
shadow_blur = 10.0
[node name="PublikNode" type="Node3D" parent="." unique_id=1020007445]
visible = false
[node name="publikum2" type="Node3D" parent="PublikNode" unique_id=813507078]
transform = Transform3D(-0.91522944, 0, -0.4029331, 0, 1, 0, 0.4029331, 0, -0.91522944, 4.195425, 3.6553268, 13.885913)
visible = false
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum2" unique_id=1052467743 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum2" unique_id=1015461330 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum2" unique_id=1089134459 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum2" unique_id=322028795 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum2" unique_id=482889095 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum2" unique_id=944445851 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum4" type="Node3D" parent="PublikNode" unique_id=68365083]
transform = Transform3D(-0.629974, 0, -0.77661633, 0, 1, 0, 0.77661633, 0, -0.629974, 9.842437, 3.6553268, 10.401334)
visible = false
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum4" unique_id=222379180 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum4" unique_id=1871765797 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum4" unique_id=10437017 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum4" unique_id=901414927 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum4" unique_id=2077358822 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum4" unique_id=1131238522 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum5" type="Node3D" parent="PublikNode" unique_id=1254884314]
transform = Transform3D(-0.39064395, 0, 0.920542, 0, 1, 0, -0.920542, 0, -0.39064395, -14.538336, 3.6553268, 3.9378712)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum5" unique_id=1914156014 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum5" unique_id=602140062 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum5" unique_id=224404749 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum5" unique_id=958300982 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum5" unique_id=860025476 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum5" unique_id=1052988416 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum6" type="Node3D" parent="PublikNode" unique_id=709827517]
transform = Transform3D(-0.7681126, 0, 0.64031476, 0, 1, 0, -0.64031476, 0, -0.7681126, -11.103292, 3.6553288, 9.335619)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum6" unique_id=1007939702 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum6" unique_id=860884329 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum6" unique_id=1928974579 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum6" unique_id=547889733 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum6" unique_id=1501877017 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum6" unique_id=1951764566 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum7" type="Node3D" parent="PublikNode" unique_id=1483978907]
transform = Transform3D(0.55061686, 0, -0.8347584, 0, 1, 0, 0.8347584, 0, 0.55061686, 13.163043, 3.4379854, -5.268345)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum7" unique_id=788603784 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum7" unique_id=1537286096 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum7" unique_id=1957279061 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum7" unique_id=1379894897 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum7" unique_id=1920281402 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum7" unique_id=811906038 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum8" type="Node3D" parent="PublikNode" unique_id=1073953916]
transform = Transform3D(0.85247177, 0, -0.5227735, 0, 1, 0, 0.5227735, 0, 0.85247177, 11.217102, 4.568224, -10.151715)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum8" unique_id=641607406 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum8" unique_id=740439664 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum8" unique_id=1896496635 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum8" unique_id=1787601370 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum8" unique_id=1153730967 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum8" unique_id=1023874478 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum3" type="Node3D" parent="PublikNode" unique_id=71842083]
transform = Transform3D(0.8698311, 0, 0.49334967, 0, 1, 0, -0.49334967, 0, 0.8698311, -4.8910522, 4.627474, -14.224113)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum3" unique_id=1585155222 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum3" unique_id=1301960990 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum3" unique_id=1481094020 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum3" unique_id=1958614289 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum3" unique_id=318927325 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum3" unique_id=492002897 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum9" type="Node3D" parent="PublikNode" unique_id=1844757155]
transform = Transform3D(0.9760592, 0, 0.21750516, 0, 1, 0, -0.21750516, 0, 0.9760592, -2.1318102, 3.6553268, -13.557504)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum9" unique_id=896469763 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum9" unique_id=1412552760 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum9" unique_id=59611810 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum9" unique_id=1161683450 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum9" unique_id=1706050589 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum9" unique_id=1929239115 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum11" type="Node3D" parent="PublikNode" unique_id=727404993]
transform = Transform3D(-0.95107377, 0, -0.30896416, 0, 1, 0, 0.30896416, 0, -0.95107377, 2.4321594, 3.6553268, 14.119543)
visible = false
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum11" unique_id=36716174 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum11" unique_id=2117684869 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum11" unique_id=684167492 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum11" unique_id=678520535 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum11" unique_id=1746700688 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum11" unique_id=462492236 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum13" type="Node3D" parent="PublikNode" unique_id=1816403209]
transform = Transform3D(-0.2962035, 0, 0.95512486, 0, 1, 0, -0.95512486, 0, -0.2962035, -14.037817, 3.6553268, 2.0647745)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum13" unique_id=1252057421 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum13" unique_id=1096867731 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.1134007, 0, 0.6326933)
[node name="mees_plaksutab3" parent="PublikNode/publikum13" unique_id=1130631283 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum13" unique_id=2008334523 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum13" unique_id=1185367656 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum13" unique_id=649140591 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="publikum15" type="Node3D" parent="PublikNode" unique_id=926602558]
transform = Transform3D(0.43092924, 0, -0.90238583, 0, 1, 0, 0.90238583, 0, 0.43092924, 14.766085, 4.568224, -2.378694)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum15" unique_id=2043094085 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum15" unique_id=1927429095 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum15" unique_id=1660696957 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum15" unique_id=1684596154 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum15" unique_id=1401913487 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum15" unique_id=1893327164 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="ANIM_publik_mees" parent="PublikNode" unique_id=413106028 instance=ExtResource("7_xlvrw")]
transform = Transform3D(-0.9976194, 0, 0.0689602, 0, 1, 0, -0.0689602, 0, -0.9976194, -2.9310942, 4.1751385, 14.861324)
script = ExtResource("8_73fnb")
[node name="publikum" type="Node3D" parent="PublikNode" unique_id=1311444475]
transform = Transform3D(0.70069104, 0, 0.7134648, 0, 1, 0, -0.7134648, 0, 0.70069104, -9.04294, 3.6553268, -10.339719)
script = ExtResource("9_pubctrl")
[node name="mees_plaksutab" parent="PublikNode/publikum" unique_id=1787142704 instance=ExtResource("5_m7jmp")]
[node name="mees_plaksutab2" parent="PublikNode/publikum" unique_id=330098781 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.8139224, 0, -0.33299255)
[node name="mees_plaksutab3" parent="PublikNode/publikum" unique_id=1406686735 instance=ExtResource("5_m7jmp")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5662975, 0, 0.3316717)
[node name="mees_plaksutab4" parent="PublikNode/publikum" unique_id=132494522 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -8.003071, 0, 1.5986013)
[node name="mees_plaksutab5" parent="PublikNode/publikum" unique_id=2101925215 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.89589787, 0, 0.44426048, 0, 1, 0, -0.44426048, 0, 0.89589787, -7.1850557, 0.8316374, 0.36604595)
[node name="mees_plaksutab6" parent="PublikNode/publikum" unique_id=403179328 instance=ExtResource("5_m7jmp")]
transform = Transform3D(0.97025216, 0, 0.24209678, 0, 1, 0, -0.24209678, 0, 0.97025216, -4.039103, 0.8316374, -0.8892679)
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=755853425]
environment = SubResource("Environment_73fnb")
[node name="CrowdBillboards" type="MultiMeshInstance3D" parent="." unique_id=549548313]
visible = false
script = ExtResource("11_crowd")
[editable path="Player"] [editable path="Player"]
[editable path="Player/bull"] [editable path="Player/bull"]
[editable path="Node3D/arena_placeholder_v01"]
[editable path="PublikNode/publikum2/mees_plaksutab"]
[editable path="PublikNode/publikum2/mees_plaksutab2"]
[editable path="PublikNode/publikum2/mees_plaksutab3"]
[editable path="PublikNode/publikum2/mees_plaksutab4"]
[editable path="PublikNode/publikum2/mees_plaksutab5"]
[editable path="PublikNode/publikum2/mees_plaksutab6"]
[editable path="PublikNode/publikum4/mees_plaksutab"]
[editable path="PublikNode/publikum4/mees_plaksutab2"]
[editable path="PublikNode/publikum4/mees_plaksutab3"]
[editable path="PublikNode/publikum4/mees_plaksutab4"]
[editable path="PublikNode/publikum4/mees_plaksutab5"]
[editable path="PublikNode/publikum4/mees_plaksutab6"]
[editable path="PublikNode/publikum5/mees_plaksutab"]
[editable path="PublikNode/publikum5/mees_plaksutab2"]
[editable path="PublikNode/publikum5/mees_plaksutab3"]
[editable path="PublikNode/publikum5/mees_plaksutab4"]
[editable path="PublikNode/publikum5/mees_plaksutab5"]
[editable path="PublikNode/publikum5/mees_plaksutab6"]
[editable path="PublikNode/publikum6/mees_plaksutab"]
[editable path="PublikNode/publikum6/mees_plaksutab2"]
[editable path="PublikNode/publikum6/mees_plaksutab3"]
[editable path="PublikNode/publikum6/mees_plaksutab4"]
[editable path="PublikNode/publikum6/mees_plaksutab5"]
[editable path="PublikNode/publikum6/mees_plaksutab6"]
[editable path="PublikNode/publikum7/mees_plaksutab"]
[editable path="PublikNode/publikum7/mees_plaksutab2"]
[editable path="PublikNode/publikum7/mees_plaksutab3"]
[editable path="PublikNode/publikum7/mees_plaksutab4"]
[editable path="PublikNode/publikum7/mees_plaksutab5"]
[editable path="PublikNode/publikum7/mees_plaksutab6"]
[editable path="PublikNode/publikum8/mees_plaksutab"]
[editable path="PublikNode/publikum8/mees_plaksutab2"]
[editable path="PublikNode/publikum8/mees_plaksutab3"]
[editable path="PublikNode/publikum8/mees_plaksutab4"]
[editable path="PublikNode/publikum8/mees_plaksutab5"]
[editable path="PublikNode/publikum8/mees_plaksutab6"]
[editable path="PublikNode/publikum3/mees_plaksutab"]
[editable path="PublikNode/publikum3/mees_plaksutab2"]
[editable path="PublikNode/publikum3/mees_plaksutab3"]
[editable path="PublikNode/publikum3/mees_plaksutab4"]
[editable path="PublikNode/publikum3/mees_plaksutab5"]
[editable path="PublikNode/publikum3/mees_plaksutab6"]
[editable path="PublikNode/publikum9/mees_plaksutab"]
[editable path="PublikNode/publikum9/mees_plaksutab2"]
[editable path="PublikNode/publikum9/mees_plaksutab3"]
[editable path="PublikNode/publikum9/mees_plaksutab4"]
[editable path="PublikNode/publikum9/mees_plaksutab5"]
[editable path="PublikNode/publikum9/mees_plaksutab6"]
[editable path="PublikNode/publikum11/mees_plaksutab"]
[editable path="PublikNode/publikum11/mees_plaksutab2"]
[editable path="PublikNode/publikum11/mees_plaksutab3"]
[editable path="PublikNode/publikum11/mees_plaksutab4"]
[editable path="PublikNode/publikum11/mees_plaksutab5"]
[editable path="PublikNode/publikum11/mees_plaksutab6"]
[editable path="PublikNode/publikum13/mees_plaksutab"]
[editable path="PublikNode/publikum13/mees_plaksutab2"]
[editable path="PublikNode/publikum13/mees_plaksutab3"]
[editable path="PublikNode/publikum13/mees_plaksutab4"]
[editable path="PublikNode/publikum13/mees_plaksutab5"]
[editable path="PublikNode/publikum13/mees_plaksutab6"]
[editable path="PublikNode/publikum15/mees_plaksutab"]
[editable path="PublikNode/publikum15/mees_plaksutab2"]
[editable path="PublikNode/publikum15/mees_plaksutab3"]
[editable path="PublikNode/publikum15/mees_plaksutab4"]
[editable path="PublikNode/publikum15/mees_plaksutab5"]
[editable path="PublikNode/publikum15/mees_plaksutab6"]
[editable path="PublikNode/ANIM_publik_mees"]
[editable path="PublikNode/publikum/mees_plaksutab"]
[editable path="PublikNode/publikum/mees_plaksutab2"]
[editable path="PublikNode/publikum/mees_plaksutab3"]
[editable path="PublikNode/publikum/mees_plaksutab4"]
[editable path="PublikNode/publikum/mees_plaksutab5"]
[editable path="PublikNode/publikum/mees_plaksutab6"]
+72 -4
View File
@@ -13,11 +13,39 @@ var screen_shake: bool = true
## Gore toggle — when off, no blood spawns (impact spurt + ongoing spear-wound bleed). ## Gore toggle — when off, no blood spawns (impact spurt + ongoing spear-wound bleed).
var gore: bool = true var gore: bool = true
## Audio volumes stored as linear 01. Applied to AudioServer buses on load/change.
var volume_master: float = 1.0
var volume_ambient: float = 1.0
var volume_effects: float = 1.0
var mute_all: bool = false
func _ready() -> void: func _ready() -> void:
_ensure_buses()
load_saved() load_saved()
## Ensure Ambient and Effects buses exist as children of Master.
func _ensure_buses() -> void:
for bus_name: String in ["Ambient", "Effects"]:
if AudioServer.get_bus_index(bus_name) == -1:
AudioServer.add_bus()
var idx := AudioServer.bus_count - 1
AudioServer.set_bus_name(idx, bus_name)
AudioServer.set_bus_send(idx, &"Master")
func _apply_audio() -> void:
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
func _vol_db(linear: float) -> float:
return linear_to_db(maxf(linear, 0.0001))
func set_screen_shake(value: bool) -> void: func set_screen_shake(value: bool) -> void:
if screen_shake == value: if screen_shake == value:
return return
@@ -34,16 +62,56 @@ func set_gore(value: bool) -> void:
save() save()
func set_volume_master(value: float) -> void:
volume_master = clampf(value, 0.0, 1.0)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
changed.emit("volume_master", volume_master)
save()
func set_volume_ambient(value: float) -> void:
volume_ambient = clampf(value, 0.0, 1.0)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
changed.emit("volume_ambient", volume_ambient)
save()
func set_volume_effects(value: float) -> void:
volume_effects = clampf(value, 0.0, 1.0)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
changed.emit("volume_effects", volume_effects)
save()
func set_mute_all(value: bool) -> void:
if mute_all == value:
return
mute_all = value
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
changed.emit("mute_all", value)
save()
func save() -> void: func save() -> void:
var cfg := ConfigFile.new() var cfg := ConfigFile.new()
cfg.set_value(SECTION, "screen_shake", screen_shake) cfg.set_value(SECTION, "screen_shake", screen_shake)
cfg.set_value(SECTION, "gore", gore) cfg.set_value(SECTION, "gore", gore)
cfg.set_value(SECTION, "volume_master", volume_master)
cfg.set_value(SECTION, "volume_ambient", volume_ambient)
cfg.set_value(SECTION, "volume_effects", volume_effects)
cfg.set_value(SECTION, "mute_all", mute_all)
cfg.save(SAVE_PATH) cfg.save(SAVE_PATH)
func load_saved() -> void: func load_saved() -> void:
var cfg := ConfigFile.new() var cfg := ConfigFile.new()
if cfg.load(SAVE_PATH) != OK: if cfg.load(SAVE_PATH) != OK:
_apply_audio()
return return
screen_shake = cfg.get_value(SECTION, "screen_shake", true) as bool screen_shake = cfg.get_value(SECTION, "screen_shake", true) as bool
gore = cfg.get_value(SECTION, "gore", true) as bool gore = cfg.get_value(SECTION, "gore", true) as bool
volume_master = cfg.get_value(SECTION, "volume_master", 1.0) as float
volume_ambient = cfg.get_value(SECTION, "volume_ambient", 1.0) as float
volume_effects = cfg.get_value(SECTION, "volume_effects", 1.0) as float
mute_all = cfg.get_value(SECTION, "mute_all", false) as bool
_apply_audio()
+29 -5
View File
@@ -14,7 +14,12 @@ const _DESPAWN_SEC: float = 8.0
const _STUCK_GROUP: StringName = &"stuck_spear" const _STUCK_GROUP: StringName = &"stuck_spear"
# Shaft geometry in spear.glb local space: tip at +Z, butt behind the origin. # Shaft geometry in spear.glb local space: tip at +Z, butt behind the origin.
const _TIP_Z: float = 1.915 const _TIP_Z: float = 1.915
const _EMBED_DEPTH: float = 0.45 # how far past the surface the tip buries const _EMBED_DEPTH: float = 0.72 # how far past the surface the tip buries
# Bone the bull's spears ride on. The collision spheres sit outside the hide, so a
# spear stuck to the body root reads as floating; anchoring to COG also lets it bob
# and rotate with the animated body instead of only the character root.
const _COG_BONE: String = "COG"
const _ANCHOR_NAME: String = "SpearAnchor"
var _mesh: Node3D = null var _mesh: Node3D = null
var _stopped: bool = false var _stopped: bool = false
@@ -53,10 +58,12 @@ static func shed_all(bull: Node) -> void:
if scene == null: if scene == null:
scene = bull scene = bull
var center: Vector3 = (bull as Node3D).global_position var center: Vector3 = (bull as Node3D).global_position
for child in bull.get_children(): # Stuck spears now live under a BoneAttachment3D deep in the skeleton, so walk the
if not child.is_in_group(_STUCK_GROUP): # whole subtree by group rather than only the bull's direct children.
for node in bull.get_tree().get_nodes_in_group(_STUCK_GROUP):
if not (bull as Node).is_ancestor_of(node):
continue continue
var mesh := child as Node3D var mesh := node as Node3D
var gx := mesh.global_transform var gx := mesh.global_transform
var rb := RigidBody3D.new() var rb := RigidBody3D.new()
rb.collision_layer = 0 rb.collision_layer = 0
@@ -195,7 +202,7 @@ func _embed(other: Object, contact: Vector3, flight: Vector3) -> void:
if bull != null and bull.is_in_group(&"player"): if bull != null and bull.is_in_group(&"player"):
bull.call(&"take_sword_hit", "thrown", contact) bull.call(&"take_sword_hit", "thrown", contact)
if is_instance_valid(_mesh) and is_instance_valid(bull): if is_instance_valid(_mesh) and is_instance_valid(bull):
_mesh.reparent(bull, false) _mesh.reparent(_spear_anchor(bull), false)
_mesh.global_transform = pose _mesh.global_transform = pose
_mesh.add_to_group(_STUCK_GROUP) _mesh.add_to_group(_STUCK_GROUP)
if Settings.gore: if Settings.gore:
@@ -204,3 +211,20 @@ func _embed(other: Object, contact: Vector3, flight: Vector3) -> void:
return return
freeze = true freeze = true
global_transform = pose global_transform = pose
# Node embedded spears ride on the bull: a BoneAttachment3D pinned to the COG bone so
# they follow the animated body (bob, turn) rather than only the character root. One
# anchor is shared by every spear; falls back to the bull root if there's no skeleton.
static func _spear_anchor(bull: Node) -> Node3D:
var existing := bull.find_child(_ANCHOR_NAME, true, false)
if existing is Node3D:
return existing as Node3D
var skel := bull.find_child("Skeleton3D", true, false) as Skeleton3D
if skel == null:
return bull as Node3D
var ba := BoneAttachment3D.new()
ba.name = _ANCHOR_NAME
skel.add_child(ba)
ba.bone_name = _COG_BONE
return ba
+221
View File
@@ -0,0 +1,221 @@
extends SceneTree
## Bear boss behaviour test. Self-contained: a floor, a real bull (Player.tscn), and the
## bear — no level/shell scene needed. Parks the bull at different range bands and checks
## the bear commits to band-appropriate routines through wind-up→active→recover, that the
## leap lands on the ground (not mid-air), hyper-armour holds mid-swing, and phase 2 +
## death fire. Run: godot --headless --script res://tests/bear_boss_test.gd
var _pass := 0
var _fail := 0
var _bear: Node3D = null
var _bull: Node3D = null
func _init() -> void:
_run.call_deferred()
func _ok(c: bool, m: String) -> void:
if c:
_pass += 1
print(" PASS: ", m)
else:
_fail += 1
print(" FAIL: ", m)
func _base(s: String) -> String:
return s.split(":")[0].trim_suffix("*")
func _dt() -> float:
return 1.0 / Engine.get_physics_ticks_per_second()
# Keep the bull pinned at a flat distance from the bear and alive; report the routine
# bases the bear visits over `secs`.
func _observe(dist: float, secs: float) -> Dictionary:
var seen := {}
var t := 0.0
while t < secs and is_instance_valid(_bear):
_pin_bull(dist)
await physics_frame
t += _dt()
seen[_base(_bear.call("ai_state_name"))] = true
return seen
func _pin_bull(dist: float) -> void:
if _bull == null or not is_instance_valid(_bull):
return
if dist > 0.0:
_bull.global_position = _bear.global_position + Vector3(dist, 0, 0)
_bull.set("_hp", 100000) # never let the bull die and trip a game-over during the test
func _make_floor() -> StaticBody3D:
var body := StaticBody3D.new()
var cs := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = Vector3(400, 1, 400) # oversized so the bear can't chase the bull off an edge
cs.shape = box
cs.position = Vector3(0, -0.5, 0) # top face at y=0
body.add_child(cs)
return body
func _run() -> void:
root.add_child(_make_floor())
_bull = (load("res://Player.tscn") as PackedScene).instantiate()
root.add_child(_bull)
_bull.global_position = Vector3(4, 1, 0)
_bear = (load("res://Bear.tscn") as PackedScene).instantiate()
root.add_child(_bear)
_bear.global_position = Vector3(0, 1, 0)
await physics_frame
await physics_frame
_ok(_bull.is_in_group(&"player"), "bull is in the player group")
print(" anims: idle=%s run=%s walk2=%s stand=%s swipe=%s smash=%s leap=%s" % [
_bear.get("_anim_idle"), _bear.get("_anim_run"), _bear.get("_anim_walk2"),
_bear.get("_anim_stand"), _bear.get("_anim_swipe"), _bear.get("_anim_smash"),
_bear.get("_anim_leap")])
for k in ["_anim_idle", "_anim_run", "_anim_walk2", "_anim_stand", "_anim_swipe", "_anim_smash", "_anim_leap"]:
_ok(String(_bear.get(k)) != "", "resolved %s" % k)
# Close band → melee (swipe / smash).
var close_seen := await _observe(2.5, 6.0)
print(" close-band states: ", close_seen.keys())
_ok(close_seen.has("SWIPE") or close_seen.has("SMASH"), "close range → melee routine")
# Charge was removed — the bear must never enter it.
_ok(not close_seen.has("CHARGE"), "no charge routine (removed)")
# It must not climb on top of the bull: pressed right up against a pinned bull while
# doing melee (never leaping), the grounded bear's height must stay near the floor.
var max_y := -INF
var ct := 0.0
while ct < 4.0 and is_instance_valid(_bear):
_pin_bull(1.5)
await physics_frame
ct += _dt()
if not String(_bear.call("ai_state_name")).begins_with("LEAP"):
max_y = maxf(max_y, _bear.global_position.y)
_ok(max_y < 0.6, "bear does not climb on top of the bull (max grounded y=%.2f)" % max_y)
# Claw slashes: an emitter is bound to each paw, and one fires during the 1-2 punch.
_ok(_bear.get("_claw_l") != null and _bear.get("_claw_r") != null, "claw emitters bound to both paws")
var clawed := false
var wt := 0.0
while wt < 8.0 and is_instance_valid(_bear) and not clawed:
_pin_bull(2.5)
await physics_frame
wt += _dt()
var cl: CPUParticles3D = _bear.get("_claw_l")
var cr: CPUParticles3D = _bear.get("_claw_r")
if (cl != null and cl.emitting) or (cr != null and cr.emitting):
clawed = true
_ok(clawed, "claw slash emits during the 1-2 punch")
# Mid band → walk-in (stalk) or leap.
var mid_seen := await _observe(7.0, 8.0)
print(" mid-band states: ", mid_seen.keys())
_ok(mid_seen.has("STALK") or mid_seen.has("LEAP"), "mid range → stalk/leap")
# Routines reach ACTIVE (hit) and RECOVER (punish) phases.
var saw_active := false
var saw_recover := false
var t := 0.0
while t < 8.0 and is_instance_valid(_bear):
_pin_bull(2.5)
await physics_frame
t += _dt()
var s: String = _bear.call("ai_state_name")
if s.contains(":ACTIVE"): saw_active = true
if s.contains(":RECOVER"): saw_recover = true
_ok(saw_active, "routines reach their ACTIVE (hit) phase")
_ok(saw_recover, "routines reach their RECOVER (punish) phase")
# Leap must actually get airborne and then LAND before it recovers — the slam lands on
# the ground (impact frame), not mid-air. Reset the bear to a known grounded spot, then
# force one leap deterministically and follow it.
_bear.call("_enter_neutral")
_bear.global_position = Vector3(0, 1, 0)
_bear.velocity = Vector3.ZERO
var settle := 0
while settle < 30 and not _bear.is_on_floor():
_pin_bull(7.0)
await physics_frame
settle += 1
var start_y: float = _bear.global_position.y
_bear.call("_start_leap")
var peak_y := start_y
var recovered_on_floor := false
var recovered_airborne := false
var reached_recover := false
t = 0.0
while t < 4.0 and is_instance_valid(_bear):
_pin_bull(7.0)
await physics_frame
t += _dt()
peak_y = maxf(peak_y, _bear.global_position.y)
var s: String = _bear.call("ai_state_name")
if s.begins_with("LEAP:RECOVER"):
reached_recover = true
if _bear.is_on_floor(): recovered_on_floor = true
else: recovered_airborne = true
break
_ok(peak_y > start_y + 0.3, "leap gets airborne (peak +%.2fm)" % (peak_y - start_y))
_ok(reached_recover, "leap reaches its slam/recovery")
_ok(recovered_on_floor and not recovered_airborne,
"leap lands on the ground before recovering (frame-25 contact, no mid-air finish)")
# Hyper-armour: let the bear commit to a swing, then hit it — it must NOT drop into
# STAGGER mid-swing (only its recovery is punishable), yet it must still take the wound.
var in_active := false
t = 0.0
while t < 8.0 and is_instance_valid(_bear) and not in_active:
_pin_bull(2.5)
await physics_frame
t += _dt()
in_active = String(_bear.call("ai_state_name")).contains(":ACTIVE")
_ok(in_active, "bear commits to an ACTIVE swing")
var hp_before := int(_bear.get("_hp"))
var staggered_mid_swing := false
var i := 0
while i < 8 and is_instance_valid(_bear) and String(_bear.call("ai_state_name")).contains(":ACTIVE"):
_pin_bull(2.5)
_bear.call("apply_ability_hit", Vector3.RIGHT, 10.0, 0.0)
await physics_frame
if String(_bear.call("ai_state_name")).begins_with("STAGGER"):
staggered_mid_swing = true
i += 1
_ok(not staggered_mid_swing, "hyper-armour: hits during a swing don't stagger it")
_ok(int(_bear.get("_hp")) < hp_before, "bear still takes damage during the swing")
# Drive HP down (spaced out so it isn't stun-locked) and confirm phase 2 engages.
t = 0.0
while t < 8.0 and is_instance_valid(_bear) and not bool(_bear.get("_enraged")):
_pin_bull(2.5)
_bear.call("apply_ability_hit", Vector3.RIGHT, 10.0, 0.0)
for _f in range(18): # ~0.3s gap between hits
_pin_bull(2.5)
await physics_frame
t += _dt()
_ok(bool(_bear.get("_enraged")), "phase 2 (enrage) triggered below the HP fraction")
# Finish it off and confirm death + free.
for _k in range(int(_bear.get("_hp")) + 2):
if is_instance_valid(_bear):
_bear.call("apply_ability_hit", Vector3.RIGHT, 12.0, 0.0)
for _f in range(3):
await physics_frame
await physics_frame
_ok(is_instance_valid(_bear) and not _bear.call("is_active"), "bear dead after HP drained")
await create_timer(6.0).timeout
_ok(not is_instance_valid(_bear), "bear freed after death topple")
print("Results: %d passed, %d failed" % [_pass, _fail])
quit(1 if _fail > 0 else 0)
+1
View File
@@ -0,0 +1 @@
uid://c7wjoqgkpsepj
+72
View File
@@ -0,0 +1,72 @@
extends SceneTree
## Level-isolation test: when the shell loads the Bear's Den, none of the arena level's
## geometry — crucially its wall/floor colliders and audience — may survive into it.
## Guards the modular-level contract: switching levels swaps the whole module, it never
## hides old nodes (hidden colliders still collide). Run:
## godot --headless --script tests/level_switch_test.gd
var _pass := 0
var _fail := 0
func _init() -> void:
_run.call_deferred()
func _ok(c: bool, m: String) -> void:
if c:
_pass += 1
print(" PASS: ", m)
else:
_fail += 1
print(" FAIL: ", m)
func _count_named(node: Node, wanted: String, acc: int = 0) -> int:
if node.name == wanted:
acc += 1
for child: Node in node.get_children():
acc = _count_named(child, wanted, acc)
return acc
func _count_type(node: Node, klass: String, acc: int = 0) -> int:
if node.is_class(klass):
acc += 1
for child: Node in node.get_children():
acc = _count_type(child, klass, acc)
return acc
func _run() -> void:
var run: Node = root.get_node("Run")
run.ensure_run()
# Force the shell to build the Bear's Den regardless of the generated map.
run.debug_level_override = run.get_level(&"bear")
var scene: Node = load("res://scene.tscn").instantiate()
root.add_child(scene)
current_scene = scene
# Let the shell instance the level and the spawner's deferred spawn run.
await create_timer(0.8).timeout
# Shell survives and hosts exactly one level module.
var level_root: Node = scene.get_node_or_null("LevelRoot")
_ok(level_root != null, "shell has a LevelRoot")
_ok(level_root != null and level_root.get_child_count() == 1, "exactly one level module loaded")
_ok(not get_nodes_in_group(&"player").is_empty(), "player (shell) present")
# The leak we are guarding against: no arena geometry may exist in the bear level.
_ok(_count_named(scene, "arena_placeholder_v01") == 0, "arena placeholder (+ its wall collider) gone")
_ok(_count_named(scene, "Arena2") == 0, "arena mesh 'Arena2' gone")
_ok(_count_named(scene, "PublikNode") == 0, "arena audience gone from bear level")
# The bear level brings its own geometry, one floor collider, and its boss.
_ok(_count_named(scene, "bear_level_arena") == 1, "bear arena mesh present")
_ok(_count_type(level_root, "StaticBody3D") >= 1, "bear level has its own floor collider")
await create_timer(0.4).timeout
_ok(not get_nodes_in_group(&"bear").is_empty(), "bear boss spawned in bear level")
print("Results: %d passed, %d failed" % [_pass, _fail])
quit(1 if _fail > 0 else 0)
+1
View File
@@ -0,0 +1 @@
uid://b6ud4uune1clf