Commit Graph

5 Commits

Author SHA1 Message Date
richard 1ea4171863 Polish the bear's thank-you ending screen; add a video debug command
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
- The finish screen's continue button now reads "Play Again" and starts
  a fresh run instead of "Continue"-ing to a lobby gate that no longer
  exists past the run's last fight.
- The "Your Time" readout moves from the top (overlapping the bull in
  thankyou.ogv) to just under the clip's own baked title, restyled to
  match its flat dark-ink look instead of the gold HUD outline, and
  pulses on the same ~1.4s breathing cycle sampled off the source clip
  so it reads as part of the poster rather than a readout stamped on it.
- Added a `video <win|loss|finish>` debug console command to preview
  any outcome screen without playing through a fight, via a new
  hud.gd debug entry point (`debug_force_outcome`).
- Dropped the console's per-frame "focus stolen by ... — reclaiming"
  log line — its own comment flagged it as temporary diagnostic
  instrumentation, and it fired on every console open.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 17:36:03 +03:00
richard cd54242de0 Make gamepad vibration work on web export
Input.start_joy_vibration() is a documented engine no-op on Godot's
HTML5 export (never wired to the browser side). Controls.vibrate()
wraps it: native platforms go straight through as before, web drives
the browser's Gamepad Haptic Actuator API directly via JavaScriptBridge.
Gamepad movement/ability input already worked on desktop browsers via
the standard Web Gamepad API, so only vibration needed a fix.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 17:35:54 +03:00
richard 09d4a60f43 Reorganize into role-based folders and consolidate art
Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:22 +03:00
richard c0a022fed4 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
2026-09-08 14:56:01 +03:00
richard 9458085abb Add typed DamageEvent hit pipeline
A typed DamageEvent contract (systems/combat/damage_event.gd) as a single
entry point for every attacker, plus a characterization test locking the bull's
damage reception. Attacker/receiver wiring rides along with the moved actor
scripts in the reorg commit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:55:46 +03:00