Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.
Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.
Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
These .gd files were committed earlier without their generated .uid siblings; the
repo tracks .uid everywhere else, so commit them too and stop each machine
regenerating (and churning) the resource UIDs.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
Hitbox now builds a DamageEvent (cause + hit position + shaped knock-up) and
calls the bull's new receive_damage(), instead of two stringly Object.call()s.
receive_damage adapts over the existing pip/knock-up logic so behaviour is
identical -- the characterization test drives both the string and typed paths
and asserts the same outcomes. Wire fx/damage/harness tests into run_tests.sh
+ CLAUDE.md. All hitbox guard tests green (stab, bear hitbox, ram, charge).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
Replace code-buried CPUParticles with inspector-editable effect scenes fired
through one Fx autoload: code names the effect (Fx.spawn(&"blood_burst", xform)),
the .tscn owns the look. Ships four placeholder effects (blood_burst, slam_dust,
spark, hit_flash) seeded from the old code params, a self-freeing one_shot_effect
root helper, a live preview gallery, and an FX style guide for Siim. CPUParticles
only (mobile GLES3 constraint). Existing call sites untouched -- migrated later.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Asserts computed Control geometry instead of pixels: HUD/menu stay on-screen,
text fits its box, tap targets >=44px, and the options scroll can reach its
overflow -- across five resolutions plus a +40% pseudo-locale pass. Wired into
run_tests.sh and the CLAUDE.md test list. 16/16 pass headless.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
Strip only the floor/wall blood-splat decals added in 981ebf1, keeping the
older death-spray, spear-wound spurt, and "Blood & Gore" toggle:
- Delete blood_decals.gd + shader, the Gore autoload (gore.gd), and
tests/blood_decals_test.gd
- Drop the Gore autoload and the Blood DP section
- Remove all Gore.splat() call sites (matador.gd, bear.gd, player.gd);
the _blood_burst spray and _spawn_blood spurt stay
- game_shell no longer spawns a per-level decal pool
- Update level_switch test + run_tests.sh accordingly
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
Bull's boulder roll now homes on and ploughs through lobby barrels, and
the slam shockwave bursts them within its radius. HUD tallies barrels on
load and fires a confetti "WOooOoW!" + two gold bonus HP pips when the
last one breaks; gates open from run state as fights are cleared.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bull charge damage:
- Tunnel-proof swept detection (prev→now segment) for matador gore and bear
ram, so a 66 m/s dash no longer skips clean over the thin HitArea.
- Horns-first cone (bull_gore_arc): running into an enemy only wounds it when
charging roughly at it, not a sideways brush.
- Dash is a committed lunge: bypasses the horns cone AND the survival roll, so a
dash connect is a guaranteed kill. Cruise charges keep a speed-scaled roll
(mat_charge_pierce). Roll ability defers to its own pop (is_rolling guard).
Bear:
- Horns-first swept ram detection (edge-triggered: one charge = one wound);
a tunnelling or point-blank charge now lands where body_entered wouldn't.
- Overhead smash lane extends faster (0.1s) and further (20 m).
- Leap slam launches the bull from anywhere in the circle (ring_frac 0).
- Removed stray-quote syntax errors that broke the script.
Matador:
- Collider-driven stab (BladeHitbox) with recovery beat + taunt-after-hit so it
stops machine-gunning the bull.
- A taunting matador answers a charge: spear from range, sword up close.
Spear projectile masks the BULL layer so throws connect.
Tests: matador_charge/stab/spear/taunt_react, bear_ram/hitbox/fx (+ unified
_fake_bull stand-in). Trimmed verbose comments.
Note: bear claw-emitter/death work is still WIP (3 bear_boss_test failures).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Show touch controls only on touch platforms and keyboard hints only on
desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available
is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>