Add scene-authored FX library and bull ability effects
An Fx autoload + one_shot_effect base so every effect is an inspector-editable .tscn (the systems/fx/ authoring dir): blood/slam/spark/flash primitives and the bull's kick/dash/slam/roll + movement effects (bull_*.tscn), fired via Fx.spawn() / Fx.attach(). Plus a preview gallery + smoke test, and bull_impact_fx.gd for the coded, non-particle slam rings + kick flash-pop. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
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extends Node
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## Procedural (non-particle) bull impact FX: the expanding ground-slam shockwave rings and the
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## kick flash-pop. These are tween-animated MeshInstance3D flashes, not CPUParticles3D, so they
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## can't be authored as systems/fx/ scenes and live in code here. Created by player.gd; the
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## transient meshes are parented into the level (the bull's parent) so they hold their world
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## position while the bull keeps moving.
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var _player: Node3D
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var _ring_mesh: ArrayMesh = null
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func setup(player: Node3D) -> void:
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_player = player
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# Three nested shockwave rings racing outward from a ground slam, each fading as it grows.
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func slam_rings(origin: Vector3, max_r: float) -> void:
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if _ring_mesh == null:
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_ring_mesh = _make_ring_mesh()
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_launch_ring(origin, max_r, 0.00, 0.55, Color(1.0, 0.70, 0.10, 0.85))
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_launch_ring(origin, max_r, 0.10, 0.52, Color(1.0, 0.50, 0.10, 0.65))
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_launch_ring(origin, max_r, 0.20, 0.48, Color(0.9, 0.30, 0.10, 0.50))
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# A quick bright flash-pop at the kick's contact point.
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func kick_flash(origin: Vector3) -> void:
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var mat := _flat_material(Color(1.0, 0.97, 0.40, 0.0))
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var sphere := SphereMesh.new()
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sphere.radius = 1.0
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sphere.height = 2.0
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sphere.radial_segments = 8
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sphere.rings = 4
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sphere.material = mat
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var mi := MeshInstance3D.new()
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mi.mesh = sphere
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mi.material_override = mat
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mi.scale = Vector3(0.05, 0.05, 0.05)
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_host().add_child(mi)
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mi.global_position = origin
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var tween := create_tween()
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tween.set_parallel(true)
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tween.tween_property(mi, "scale", Vector3(0.7, 0.7, 0.7), 0.13)\
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.set_trans(Tween.TRANS_EXPO).set_ease(Tween.EASE_OUT)
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var fade := func(a: float) -> void: mat.albedo_color.a = a
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tween.tween_method(fade, 0.92, 0.0, 0.14)\
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.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
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tween.tween_callback(mi.queue_free).set_delay(0.16)
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func _launch_ring(origin: Vector3, max_r: float, delay: float, duration: float, col: Color) -> void:
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var mat := _flat_material(Color(col.r, col.g, col.b, 0.0))
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var mi := MeshInstance3D.new()
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mi.mesh = _ring_mesh
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mi.material_override = mat
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mi.scale = Vector3(0.02, 1.0, 0.02)
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_host().add_child(mi)
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mi.global_position = origin
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var tween := create_tween()
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tween.set_parallel(true)
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tween.tween_property(mi, "scale", Vector3(max_r, 1.0, max_r), duration)\
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.set_delay(delay).set_trans(Tween.TRANS_EXPO).set_ease(Tween.EASE_OUT)
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var fade := func(a: float) -> void: mat.albedo_color.a = a
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tween.tween_method(fade, col.a, 0.0, duration)\
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.set_delay(delay).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
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tween.tween_callback(mi.queue_free).set_delay(delay + duration + 0.05)
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func _flat_material(color: Color) -> StandardMaterial3D:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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mat.albedo_color = color
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return mat
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# A flat annulus in the XZ plane (unit radius), scaled up at runtime into the shockwave ring.
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func _make_ring_mesh() -> ArrayMesh:
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const INNER_R: float = 0.82
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const OUTER_R: float = 1.00
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const SEGMENTS: int = 48
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var verts := PackedVector3Array()
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var indices := PackedInt32Array()
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for i: int in SEGMENTS:
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var a0 := i / float(SEGMENTS) * TAU
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var a1 := (i + 1) / float(SEGMENTS) * TAU
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var vi := i * 4
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verts.append(Vector3(cos(a0) * INNER_R, 0.0, sin(a0) * INNER_R))
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verts.append(Vector3(cos(a0) * OUTER_R, 0.0, sin(a0) * OUTER_R))
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verts.append(Vector3(cos(a1) * OUTER_R, 0.0, sin(a1) * OUTER_R))
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verts.append(Vector3(cos(a1) * INNER_R, 0.0, sin(a1) * INNER_R))
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indices.append_array([vi, vi + 2, vi + 1, vi, vi + 3, vi + 2])
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var arrays: Array = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = verts
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arrays[Mesh.ARRAY_INDEX] = indices
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var mesh := ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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return mesh
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func _host() -> Node:
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if _player != null and _player.get_parent() != null:
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return _player.get_parent()
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return _player
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@@ -0,0 +1 @@
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uid://sf5etma4kjt0
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