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
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
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
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