Controls now tracks whether the player's last deliberate press was a
gamepad button/stick or a keyboard key/mouse click (ignoring plain
mouse motion, since the mouse still drives the camera regardless of
which device moves the bull). The HUD's ability-bar keycaps read from
that: keyboard letters normally, Xbox-style face-button glyphs while
a gamepad is in use, swapping live the moment the player switches
devices.
Godot's joypad button indices are already Xbox-position-normalized
(by SDL natively, by the browser's Standard Gamepad Mapping on web),
so the glyph mapping (button 0/1/2/3 -> A/B/X/Y) reads correctly for
any controller brand with no per-device special-casing.
Verified headlessly: labels start as the bound keyboard letters
(F/G/H/J), switch to X/A/B/Y on a synthetic joypad button press
(matching project.godot's kick/dash/slam/roll bindings), and switch
back on a keyboard press.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
Siim reported controller vibration stops working entirely after the
first playthrough. The gate's pulsed rumble (vibrate_for) fired a new
~0.3s vibration every 0.4s for 7 seconds — about 17 back-to-back start
calls. On at least one setup that appears to leave the gamepad's
rumble motor stuck reporting "busy", so every later vibrate() call
(hits included) silently does nothing for the rest of that session.
Space pulses out more (fewer, longer gaps: 0.25s on / 0.6s off instead
of 0.3s on / 0.1s off) and explicitly stop_joy_vibration() between
them on native instead of relying on each pulse's own duration to
time out, so a new effect never starts before the last one has
cleanly ended.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
Siim reported gamepad menu navigation works but pressing a button
does nothing. Checked Godot's actual built-in ui_accept bindings
directly: only Enter/Kp Enter/Space — no joypad button at all. That's
why D-pad/stick focus movement (ui_left/right/up/down do default to
gamepad input) worked while "confirm" never could, on any controller.
Binds both the Xbox-style bottom face button (A, index 0) and the
right-hand one (B, index 1 — physically labelled "A" on a
Nintendo-layout pad, since gamepad mapping normalizes to Xbox
*position* rather than the printed label), so either common "confirm"
button activates the focused menu/end-screen button.
Verified headlessly end-to-end: a synthetic joypad button 0 or button
1 press on the focused end-screen button now reloads the run, matching
what a real gamepad press should do.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
Clearing the arena's last wave set the DP debug flag
"gate_unlocked_bear" to true as a side effect. That flag lives on the
DP autoload, which survives scene reloads and isn't touched by
Run.start_new_run() — so once cleared for real in a play session, it
stayed true forever, permanently overriding the per-run
Run.cleared-based gate check in lobby_underground.gd. Every later
lobby load (including after Play Again reset the real run state) kept
re-opening the gate.
The DP flag is meant to be a manual designer override for testing the
animation (per its own doc comment), not something gameplay code sets
persistently — Run.bear_gate_open() is already the real per-run source
of truth. Removed the stray set_value() call.
Verified in isolation: clearing the arena's last wave no longer
touches the DP flag (stays false), so the gate only opens through the
run-scoped Run.cleared state, which already resets correctly on Play
Again.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
Nothing had focus by default when the outcome screen appeared, so a
gamepad's ui_accept/ui_left/ui_right (bound to Godot's built-in ui_*
actions) had no control to act on — same reason main_menu.gd grabs
focus on its own default button per panel. Grab it on whichever
button is visible (Play Again/Continue on a win, Retry on a loss);
Godot's geometry-based focus neighbors then let ui_left/ui_right reach
Main Menu from there. Verified headlessly: a synthetic ui_accept on
the focused button reloads the run, same as a real gamepad A press
would.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
Siim reported the hit-vibration works but the lobby gate's rumble
doesn't. Godot's start_joy_vibration() docs call this out directly:
long single effects are unreliable on much gamepad hardware/drivers,
and recommend a short effect repeated instead. Added
Controls.vibrate_for() to do that and pointed the gate at it in place
of its single 7-second call.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
- 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
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
Defeating the bear (the run's final boss) now plays a dedicated
"Thank You For Playing" clip on the completion screen instead of the
generic bull-win video, with the run's finish time shown in place of
the usual "Bull Won!" title.
A run clock also starts when the player enters the arena (the run's
first fight), shown top-left on desktop only, and freezes the instant
the bear falls. Re-entering the arena after finishing a run restarts
the clock instead of leaving it stuck on the previous run's time.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
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
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
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
A Gitea Actions workflow (.gitea/workflows/ci.yml) running the headless test
suite on push, plus shared test scaffolding: seeded-RNG / approx / tally helpers
(test_helpers.gd), a harness self-test, and a resolution + pseudo-locale
UI-layout robustness guard.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
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>
A killed matador's ragdoll shared the WORLD layer with the bull, so the
bull collided with the bodies and spazzed out on them. Give corpses a
dedicated CORPSE layer masked to itself, and tag the ground/walls with
CORPSE too (at level load, so it also reaches colliders baked into the
instanced GLB arenas). The corpse still rests on the arena, but the bull
— which only masks WORLD — passes straight through the bodies.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>