abilities first draft
This commit is contained in:
@@ -114,6 +114,15 @@ func _register_all() -> void:
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_reg_f("Matador", "mat_attack_min_dist", 2.5, 0.5, 6.0, 0.1)
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_reg_f("Matador", "mat_roll_chance", 0.35, 0.0, 1.0, 0.05)
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_reg_f("Matador", "mat_roll_duration", 0.45, 0.1, 1.5, 0.05)
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# ── Abilities ─────────────────────────────────────────────────────────────
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_reg_f("Abilities", "kick_cooldown", 1.5, 0.2, 10.0, 0.1)
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_reg_f("Abilities", "kick_range", 2.5, 0.5, 8.0, 0.1)
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_reg_f("Abilities", "kick_strength", 12.0, 1.0, 30.0)
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_reg_f("Abilities", "slam_cooldown", 4.0, 0.5, 15.0, 0.1)
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_reg_f("Abilities", "slam_range", 4.0, 1.0, 10.0, 0.1)
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_reg_f("Abilities", "slam_strength", 14.0, 1.0, 30.0)
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_reg_f("Abilities", "dash_cooldown", 2.0, 0.5, 10.0, 0.1)
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_reg_f("Abilities", "dash_speed", 22.0, 5.0, 60.0)
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# ── Debug ─────────────────────────────────────────────────────────────────
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_reg_b("Debug", "show_collisions", false)
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@@ -7,19 +7,42 @@ const _BG := Color(0.06, 0.04, 0.02, 0.78)
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const _BADGE := Color(0.16, 0.10, 0.03, 0.90)
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const _BORDER := Color(0.65, 0.48, 0.15, 0.55)
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const _ABILITY_ICONS: Array[String] = [
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"res://HUD/HUD_0000_ability_JALG.png",
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"res://HUD/HUD_0001_ability_SLAM.png",
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"res://HUD/HUD_0002_ability_DASH.png",
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]
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const _ABILITY_KEYS: Array[String] = ["F", "G", "H"]
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var _controls_visible: bool = true
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var _controls_panel: PanelContainer
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var _toggle_btn: Button
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var _spawner: Node
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var _player: Node = null
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var _cd_overlays: Array[ColorRect] = []
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func _ready() -> void:
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layer = 11
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process_mode = Node.PROCESS_MODE_ALWAYS
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_build_controls_panel()
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_build_ability_bar()
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_find_spawner.call_deferred()
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func _process(_delta: float) -> void:
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if _player == null:
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var players := get_tree().get_nodes_in_group(&"player")
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if not players.is_empty():
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_player = players[0]
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return
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for i: int in _cd_overlays.size():
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var fraction: float = _player.call(&"ability_cooldown_fraction", i)
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var ov := _cd_overlays[i]
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ov.anchor_top = 1.0 - fraction
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ov.anchor_bottom = 1.0
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func _find_spawner() -> void:
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var spawners := get_tree().get_nodes_in_group(&"matador_spawn")
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if not spawners.is_empty():
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@@ -28,7 +51,7 @@ func _find_spawner() -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo:
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if event.physical_keycode == KEY_H:
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if event.physical_keycode == KEY_TAB:
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_toggle_controls()
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@@ -45,6 +68,78 @@ func _on_reset_pressed() -> void:
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_spawner.reset_spawn()
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func _build_ability_bar() -> void:
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var bar := HBoxContainer.new()
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bar.add_theme_constant_override("separation", 10)
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bar.anchor_left = 0.5
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bar.anchor_right = 0.5
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bar.anchor_top = 1.0
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bar.anchor_bottom = 1.0
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bar.grow_horizontal = Control.GROW_DIRECTION_BOTH
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bar.grow_vertical = Control.GROW_DIRECTION_BEGIN
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bar.offset_left = -120.0
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bar.offset_bottom = -20.0
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add_child(bar)
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for i: int in 3:
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bar.add_child(_build_ability_slot(i))
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func _build_ability_slot(idx: int) -> Control:
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 4)
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var bg_style := StyleBoxFlat.new()
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bg_style.bg_color = _BG
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bg_style.corner_radius_top_left = 6
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bg_style.corner_radius_top_right = 6
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bg_style.corner_radius_bottom_left = 6
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bg_style.corner_radius_bottom_right = 6
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bg_style.border_width_left = 1
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bg_style.border_width_right = 1
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bg_style.border_width_top = 1
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bg_style.border_width_bottom = 1
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bg_style.border_color = _BORDER
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bg_style.content_margin_left = 4.0
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bg_style.content_margin_right = 4.0
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bg_style.content_margin_top = 4.0
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bg_style.content_margin_bottom = 4.0
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var panel := PanelContainer.new()
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panel.custom_minimum_size = Vector2(72.0, 72.0)
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panel.add_theme_stylebox_override("panel", bg_style)
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vbox.add_child(panel)
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var stack := Control.new()
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stack.set_anchors_preset(Control.PRESET_FULL_RECT)
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panel.add_child(stack)
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if ResourceLoader.exists(_ABILITY_ICONS[idx]):
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var icon := TextureRect.new()
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icon.texture = load(_ABILITY_ICONS[idx])
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icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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icon.set_anchors_preset(Control.PRESET_FULL_RECT)
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stack.add_child(icon)
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var cd_overlay := ColorRect.new()
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cd_overlay.color = Color(0.0, 0.0, 0.0, 0.70)
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cd_overlay.anchor_left = 0.0
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cd_overlay.anchor_right = 1.0
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cd_overlay.anchor_top = 1.0
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cd_overlay.anchor_bottom = 1.0
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cd_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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stack.add_child(cd_overlay)
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_cd_overlays.append(cd_overlay)
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var key_lbl := Label.new()
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key_lbl.text = _ABILITY_KEYS[idx]
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key_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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key_lbl.add_theme_color_override("font_color", _GOLD)
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key_lbl.add_theme_font_size_override("font_size", 12)
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vbox.add_child(key_lbl)
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return vbox
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func _build_controls_panel() -> void:
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_controls_panel = PanelContainer.new()
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@@ -81,10 +176,12 @@ func _build_controls_panel() -> void:
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_row(vbox, "WASD / Arrows", "Move (not intended)", _MUTED)
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_row(vbox, "LMB (hold)", "Right horn", _CREAM)
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_row(vbox, "RMB (hold)", "Left horn", _CREAM)
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_row(vbox, "LMB + RMB", "Bull charge", _CREAM)
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_row(vbox, "F", "Kick", _CREAM)
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_row(vbox, "G", "Slam", _CREAM)
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_row(vbox, "H", "Dash", _CREAM)
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_row(vbox, "Scroll", "Zoom", _CREAM)
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_row(vbox, "R", "Respawn matadors (cooldown)", _MUTED)
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_row(vbox, "H", "Toggle controls", _MUTED)
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_row(vbox, "Tab", "Toggle controls", _MUTED)
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var sep := HSeparator.new()
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var sep_style := StyleBoxFlat.new()
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+10
@@ -322,6 +322,16 @@ func _tick_ragdoll(_delta: float) -> void:
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move_and_slide()
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func apply_ability_hit(hit_dir: Vector3, strength: float) -> void:
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if _state == State.RAGDOLL or _state == State.ROLL:
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return
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if _bull == null:
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var players := get_tree().get_nodes_in_group(&"player")
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if not players.is_empty():
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_bull = players[0] as CharacterBody3D
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_enter_ragdoll(hit_dir, strength)
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func _on_body_entered(body: Node3D) -> void:
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if _state == State.RAGDOLL or _state == State.ROLL:
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return
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@@ -17,13 +17,18 @@ var _legs: Node
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var _kick_timer: float = 0.0
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var _was_on_floor: bool = false
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var _pre_slide_vel_y: float = 0.0
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var _charge_dir: Vector3 = Vector3.ZERO
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var _charge_hold_time: float = 0.0
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var _both_held: bool = false
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var _thrust_left_charge: float = 0.0
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var _thrust_right_charge: float = 0.0
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var _charge_was_full: bool = false
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# Ability system — kick=0, slam=1, dash=2
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var ability_cd: Array[float] = [0.0, 0.0, 0.0]
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var _ability_active: bool = false
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var _ability_timer: float = 0.0
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var _active_ability: int = -1
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var _dash_dir: Vector3 = Vector3.ZERO
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var _bull_anim: AnimationPlayer = null
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var _charge_overlay: ColorRect = null
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var _charge_ready_emitter: CPUParticles3D = null
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@@ -42,6 +47,7 @@ func _ready() -> void:
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_setup_legs()
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_setup_charge_indicators()
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_setup_audio()
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_bull_anim = _find_anim_player(cube_guy)
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DP.any_changed.connect(_on_dp_changed)
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_roll_damping = DP.f("roll_damping")
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@@ -117,7 +123,7 @@ func _setup_charge_indicators() -> void:
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var ui := CanvasLayer.new()
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add_child(ui)
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_charge_overlay = ColorRect.new()
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_charge_overlay.color = Color(0.7, 0.05, 0.0, 0.0)
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_charge_overlay.color = Color(0.9, 0.55, 0.0, 0.0)
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_charge_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_charge_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)
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ui.add_child(_charge_overlay)
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@@ -204,6 +210,98 @@ func _on_dp_changed(_key: String, _val: Variant) -> void:
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_set_dust_state(prev)
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func _find_anim_player(node: Node) -> AnimationPlayer:
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if node is AnimationPlayer:
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return node as AnimationPlayer
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for child: Node in node.get_children():
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var r := _find_anim_player(child)
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if r:
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return r
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return null
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func _unhandled_input(event: InputEvent) -> void:
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if _ability_active:
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return
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if event.is_action_pressed(&"ability_kick") and ability_cd[0] <= 0.0:
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_activate_kick()
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elif event.is_action_pressed(&"ability_slam") and ability_cd[1] <= 0.0:
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_activate_slam()
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elif event.is_action_pressed(&"ability_dash") and ability_cd[2] <= 0.0:
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_activate_dash()
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func ability_cooldown_fraction(slot: int) -> float:
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var maxcd := 0.0
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match slot:
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0: maxcd = DP.f("kick_cooldown")
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1: maxcd = DP.f("slam_cooldown")
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2: maxcd = DP.f("dash_cooldown")
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return ability_cd[slot] / maxcd if maxcd > 0.0 else 0.0
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func _activate_kick() -> void:
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ability_cd[0] = DP.f("kick_cooldown")
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_ability_active = true
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_active_ability = 0
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_ability_timer = 0.6
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if _bull_anim and _bull_anim.has_animation(&"Armature|FOOTKICK"):
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_bull_anim.play(&"Armature|FOOTKICK")
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_ability_timer = _bull_anim.get_animation(&"Armature|FOOTKICK").length
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_hit_matadors_cone(DP.f("kick_range"), deg_to_rad(60.0), DP.f("kick_strength"))
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func _activate_slam() -> void:
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ability_cd[1] = DP.f("slam_cooldown")
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_ability_active = true
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_active_ability = 1
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_ability_timer = 0.9
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if _bull_anim and _bull_anim.has_animation(&"Armature|SLAM"):
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_bull_anim.play(&"Armature|SLAM")
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_ability_timer = _bull_anim.get_animation(&"Armature|SLAM").length
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_hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"))
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func _activate_dash() -> void:
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ability_cd[2] = DP.f("dash_cooldown")
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_ability_active = true
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_active_ability = 2
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_ability_timer = 0.45
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if _bull_anim and _bull_anim.has_animation(&"Armature|DASH"):
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_bull_anim.play(&"Armature|DASH")
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_ability_timer = _bull_anim.get_animation(&"Armature|DASH").length
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var raw := cube_guy.global_transform.basis.z
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_dash_dir = Vector3(raw.x, 0.0, raw.z).normalized()
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velocity.x = _dash_dir.x * DP.f("dash_speed")
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velocity.z = _dash_dir.z * DP.f("dash_speed")
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_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch"))
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if _huff_player:
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_huff_player.pitch_scale = randf_range(0.9, 1.1)
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_huff_player.play()
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func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float) -> void:
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var raw := cube_guy.global_transform.basis.z
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var forward := Vector3(raw.x, 0.0, raw.z).normalized()
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for mat: Node in get_tree().get_nodes_in_group(&"matador"):
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var to_mat: Vector3 = (mat as Node3D).global_position - global_position
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to_mat.y = 0.0
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if to_mat.length() > range_m:
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continue
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if to_mat.length() > 0.01 and forward.dot(to_mat.normalized()) < cos(half_angle_rad):
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continue
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mat.call(&"apply_ability_hit", (forward + Vector3.UP * 0.4).normalized(), strength)
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func _hit_matadors_radius(range_m: float, strength: float) -> void:
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for mat: Node in get_tree().get_nodes_in_group(&"matador"):
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var to_mat: Vector3 = (mat as Node3D).global_position - global_position
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to_mat.y = 0.0
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if to_mat.length() > range_m:
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continue
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var away := to_mat.normalized() if to_mat.length() > 0.01 \
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else Vector3(randf() - 0.5, 0.0, randf() - 0.5).normalized()
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mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength)
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func _apply_thrust(dir: Vector3) -> void:
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@@ -250,46 +348,27 @@ func _physics_process(delta: float) -> void:
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var on_floor := is_on_floor()
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# ── Mouse button actions ──────────────────────────────────────────────────
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# Both held → charge: lock direction, ramp speed, lower head
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# Left only → thrust NE (forward-right diagonal)
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# Right only → thrust NW (forward-left diagonal)
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# ── Ability cooldowns ────────────────────────────────────────────────────────
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for i: int in 3:
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ability_cd[i] = maxf(0.0, ability_cd[i] - delta)
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if _ability_active:
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_ability_timer -= delta
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if _ability_timer <= 0.0:
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_ability_active = false
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_active_ability = -1
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_legs.set(&"charge_pitch_target", 0.0)
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# ── Mouse button single-thrust actions ───────────────────────────────────────
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# Left only → thrust NE (forward-right diagonal)
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# Right only → thrust NW (forward-left diagonal)
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var left_held := Input.is_action_pressed(&"thrust_left")
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var right_held := Input.is_action_pressed(&"thrust_right")
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var both_held := left_held and right_held
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if both_held and not _both_held:
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var raw := cube_guy.global_transform.basis.z
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_charge_dir = Vector3(raw.x, 0.0, raw.z).normalized()
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if _huff_player:
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_huff_player.pitch_scale = randf_range(0.9, 1.1)
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_huff_player.play()
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_huff_timer = randf_range(1.4, 2.2)
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if both_held:
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if left_held and right_held:
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_thrust_left_charge = 0.0
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_thrust_right_charge = 0.0
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_charge_hold_time += delta
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_huff_timer -= delta
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if _huff_timer <= 0.0 and _huff_player and not _huff_player.playing:
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_huff_player.pitch_scale = randf_range(0.9, 1.1)
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_huff_player.play()
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_huff_timer = randf_range(1.4, 2.2)
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var ramp := minf(_charge_hold_time / DP.f("charge_ramp_time"), 1.0)
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var accel := DP.f("bull_charge_accel") * lerpf(0.2, 1.0, ramp)
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velocity.x += _charge_dir.x * accel * delta
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velocity.z += _charge_dir.z * accel * delta
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var flat_c := Vector2(velocity.x, velocity.z)
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var spd_c := flat_c.length()
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if spd_c > DP.f("bull_charge_max_speed"):
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velocity.x *= DP.f("bull_charge_max_speed") / spd_c
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velocity.z *= DP.f("bull_charge_max_speed") / spd_c
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_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch"))
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else:
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_charge_hold_time = 0.0
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_legs.set(&"charge_pitch_target", 0.0)
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if left_held and not right_held:
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if left_held:
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_thrust_left_charge = minf(_thrust_left_charge + delta, DP.f("thrust_charge_time"))
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elif Input.is_action_just_released(&"thrust_left") and _thrust_left_charge > 0.0:
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var t := _thrust_left_charge / DP.f("thrust_charge_time")
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@@ -298,7 +377,7 @@ func _physics_process(delta: float) -> void:
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_apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, -angle))
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_thrust_left_charge = 0.0
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if right_held and not left_held:
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if right_held:
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_thrust_right_charge = minf(_thrust_right_charge + delta, DP.f("thrust_charge_time"))
|
||||
elif Input.is_action_just_released(&"thrust_right") and _thrust_right_charge > 0.0:
|
||||
var t := _thrust_right_charge / DP.f("thrust_charge_time")
|
||||
@@ -314,12 +393,10 @@ func _physics_process(delta: float) -> void:
|
||||
_charge_ready_emitter.restart()
|
||||
_charge_was_full = either_full
|
||||
|
||||
# Fade red overlay in while charge-ahead, out when released
|
||||
var target_alpha := 0.30 if both_held else 0.0
|
||||
# Briefly flash overlay when dash is active
|
||||
var target_alpha := 0.20 if (_active_ability == 2 and _ability_active) else 0.0
|
||||
var oc := _charge_overlay.color
|
||||
_charge_overlay.color = Color(oc.r, oc.g, oc.b, lerpf(oc.a, target_alpha, delta * 10.0))
|
||||
|
||||
_both_held = both_held
|
||||
_charge_overlay.color = Color(oc.r, oc.g, oc.b, lerpf(oc.a, target_alpha, delta * 12.0))
|
||||
|
||||
# Reset kick timer on landing so the first kick after a bounce is immediate
|
||||
if on_floor and not _was_on_floor and direction:
|
||||
@@ -328,7 +405,7 @@ func _physics_process(delta: float) -> void:
|
||||
|
||||
# ── Periodic kick ─────────────────────────────────────────────────────────
|
||||
_kick_timer = maxf(0.0, _kick_timer - delta)
|
||||
if direction and _kick_timer <= 0.0 and not both_held:
|
||||
if direction and _kick_timer <= 0.0:
|
||||
_apply_kick(direction)
|
||||
_kick_timer = DP.f("kick_interval")
|
||||
|
||||
@@ -362,8 +439,6 @@ func _physics_process(delta: float) -> void:
|
||||
velocity.x = flat_n.x * exit_spd
|
||||
velocity.z = flat_n.z * exit_spd
|
||||
pre_wall_vel = Vector3(velocity.x, 0.0, velocity.z)
|
||||
if both_held and _charge_dir.dot(flat_n) < 0.0:
|
||||
_charge_dir = _charge_dir.reflect(flat_n)
|
||||
|
||||
# ── Bounce on landing ─────────────────────────────────────────────────────
|
||||
if is_on_floor() and not _was_on_floor:
|
||||
|
||||
@@ -98,6 +98,21 @@ thrust_right={
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":5,"axis_value":1.0,"script":null)
|
||||
]
|
||||
}
|
||||
ability_kick={
|
||||
"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":70,"key_label":0,"unicode":102,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
ability_slam={
|
||||
"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)
|
||||
]
|
||||
}
|
||||
ability_dash={
|
||||
"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)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
|
||||
Reference in New Issue
Block a user