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81 Commits
0.1.0
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a147527e91
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| ebf5046461 |
@@ -2,4 +2,4 @@ disable:
|
|||||||
- class-definitions-order
|
- class-definitions-order
|
||||||
- no-else-return
|
- no-else-return
|
||||||
max-line-length: 120
|
max-line-length: 120
|
||||||
max-file-lines: 1200
|
max-file-lines: 3000
|
||||||
|
|||||||
@@ -0,0 +1,139 @@
|
|||||||
|
name: CI
|
||||||
|
|
||||||
|
# Gitea Actions is GitHub-Actions-compatible: drop this in .gitea/workflows/, enable Actions on the
|
||||||
|
# repo ([actions] ENABLED=true in app.ini, Gitea >= 1.19) and register an act_runner — it then runs
|
||||||
|
# on every push / PR. Godot and gdtoolkit are installed with plain shell steps (not the chickensoft
|
||||||
|
# setup-godot action), because a self-hosted runner usually can't reach the GitHub action registry
|
||||||
|
# (unless DEFAULT_ACTIONS_URL is set to proxy github.com). Only actions/checkout and upload-artifact
|
||||||
|
# remain as external actions — both ship with Gitea's default proxy; if yours is offline, mirror them
|
||||||
|
# into your instance.
|
||||||
|
#
|
||||||
|
# It also runs once a day (schedule) as a safety net over main's tip. The `guard` job skips that daily
|
||||||
|
# run when the commit already passed — so an idle main isn't re-tested, but a commit whose push-time
|
||||||
|
# run was missed/skipped still gets verified. schedule needs Gitea >= 1.21; workflow_dispatch (the
|
||||||
|
# manual "Run workflow" button) needs >= 1.23; from 1.23 the cron is evaluated in UTC.
|
||||||
|
|
||||||
|
on:
|
||||||
|
push:
|
||||||
|
pull_request:
|
||||||
|
workflow_dispatch:
|
||||||
|
schedule:
|
||||||
|
- cron: "0 4 * * *" # 04:00 UTC daily
|
||||||
|
|
||||||
|
# statuses:write lets the test job stamp a `ci/headless` commit status the guard reads back.
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
statuses: write
|
||||||
|
|
||||||
|
env:
|
||||||
|
# The Godot build the team runs (godot --version -> 4.7.beta.custom_build.417cd33bf). Pin this to a
|
||||||
|
# PUBLISHED build from https://github.com/godotengine/godot-builds/releases. If you run a custom
|
||||||
|
# build with no public binary, host the linux headless zip where the runner can reach it and set
|
||||||
|
# GODOT_URL to that (it overrides the constructed URL below).
|
||||||
|
GODOT_VERSION: "4.7-beta1"
|
||||||
|
GODOT_URL: ""
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
# On push/PR this passes straight through. On the daily schedule it asks the API whether main's tip
|
||||||
|
# already carries a successful `ci/headless` status (stamped by an earlier run) and, if so, tells the
|
||||||
|
# test job to skip — that's the "don't re-test a commit that already ran" rule.
|
||||||
|
guard:
|
||||||
|
name: Decide whether to run
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
outputs:
|
||||||
|
run: ${{ steps.decide.outputs.run }}
|
||||||
|
steps:
|
||||||
|
- name: Check for an existing pass on this commit
|
||||||
|
id: decide
|
||||||
|
env:
|
||||||
|
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||||
|
run: |
|
||||||
|
set -u
|
||||||
|
if [ "${{ github.event_name }}" != "schedule" ]; then
|
||||||
|
echo "event=${{ github.event_name }} -> run"
|
||||||
|
echo "run=true" >> "$GITHUB_OUTPUT"
|
||||||
|
exit 0
|
||||||
|
fi
|
||||||
|
api="${{ github.api_url }}"; [ -n "$api" ] || api="${{ github.server_url }}/api/v1"
|
||||||
|
curl -sfL -H "Authorization: token ${GITEA_TOKEN}" \
|
||||||
|
"$api/repos/${{ github.repository }}/commits/${{ github.sha }}/statuses?limit=100" \
|
||||||
|
-o /tmp/statuses.json || echo '[]' > /tmp/statuses.json
|
||||||
|
python3 - <<'PY'
|
||||||
|
import json, os
|
||||||
|
try:
|
||||||
|
data = json.load(open("/tmp/statuses.json"))
|
||||||
|
except Exception:
|
||||||
|
data = []
|
||||||
|
items = data.get("statuses", data) if isinstance(data, dict) else data
|
||||||
|
done = any(
|
||||||
|
s.get("context") == "ci/headless" and (s.get("state") or s.get("status")) == "success"
|
||||||
|
for s in (items or [])
|
||||||
|
)
|
||||||
|
with open(os.environ["GITHUB_OUTPUT"], "a") as f:
|
||||||
|
f.write("run=%s\n" % ("false" if done else "true"))
|
||||||
|
print("commit already passed ci/headless -> skip" if done else "no prior pass -> run")
|
||||||
|
PY
|
||||||
|
|
||||||
|
test:
|
||||||
|
name: Lint & headless tests
|
||||||
|
runs-on: ubuntu-latest # must match a label your act_runner registered with
|
||||||
|
needs: guard
|
||||||
|
if: ${{ needs.guard.outputs.run == 'true' }}
|
||||||
|
steps:
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@v4
|
||||||
|
|
||||||
|
- name: Install Godot ${{ env.GODOT_VERSION }}
|
||||||
|
run: |
|
||||||
|
set -eux
|
||||||
|
url="${GODOT_URL:-https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}/Godot_v${GODOT_VERSION}_linux.x86_64.zip}"
|
||||||
|
curl -fL "$url" -o /tmp/godot.zip
|
||||||
|
unzip -o /tmp/godot.zip -d /tmp/godot
|
||||||
|
install -m 755 /tmp/godot/Godot_v*_linux.x86_64 /usr/local/bin/godot
|
||||||
|
godot --version
|
||||||
|
|
||||||
|
- name: Install gdlint (gdtoolkit)
|
||||||
|
# A venv sidesteps PEP-668 "externally managed" pip on recent runner images; putting its bin on
|
||||||
|
# GITHUB_PATH lets run_tests.sh call bare `gdlint` in later steps.
|
||||||
|
run: |
|
||||||
|
set -eux
|
||||||
|
python3 -m venv /tmp/venv
|
||||||
|
/tmp/venv/bin/pip install "gdtoolkit==4.*"
|
||||||
|
echo "/tmp/venv/bin" >> "$GITHUB_PATH"
|
||||||
|
|
||||||
|
# A cold .godot cache (CI always starts cold) needs two import passes: the first imports base
|
||||||
|
# assets, the second resolves scenes that depend on them (the .fbx/.glb -> .scn imports). One pass
|
||||||
|
# leaves those unresolved and the headless tests fail to load them. Warnings exit non-zero.
|
||||||
|
- name: Import resources
|
||||||
|
run: |
|
||||||
|
godot --headless --import || true
|
||||||
|
godot --headless --import || true
|
||||||
|
|
||||||
|
- name: gdlint
|
||||||
|
run: gdlint actors systems ui props levels tests
|
||||||
|
|
||||||
|
- name: Headless tests
|
||||||
|
env:
|
||||||
|
GODOT: godot
|
||||||
|
run: bash run_tests.sh --no-gameplay
|
||||||
|
|
||||||
|
# Stamp the commit so the daily guard recognizes it as already tested. Best-effort: a fork PR whose
|
||||||
|
# token can't write statuses just skips this (the build still passes).
|
||||||
|
- name: Mark commit as tested
|
||||||
|
if: success()
|
||||||
|
env:
|
||||||
|
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||||
|
run: |
|
||||||
|
api="${{ github.api_url }}"; [ -n "$api" ] || api="${{ github.server_url }}/api/v1"
|
||||||
|
curl -sfL -X POST -H "Authorization: token ${GITEA_TOKEN}" -H "Content-Type: application/json" \
|
||||||
|
"$api/repos/${{ github.repository }}/statuses/${{ github.sha }}" \
|
||||||
|
-d '{"context":"ci/headless","state":"success","description":"headless suite green"}' \
|
||||||
|
>/dev/null || echo "could not post commit status (token lacks statuses:write?)"
|
||||||
|
|
||||||
|
- name: Upload test output on failure
|
||||||
|
if: failure()
|
||||||
|
uses: actions/upload-artifact@v4
|
||||||
|
with:
|
||||||
|
name: test-output
|
||||||
|
path: tests/output/
|
||||||
|
if-no-files-found: ignore
|
||||||
@@ -2,13 +2,17 @@
|
|||||||
.godot/
|
.godot/
|
||||||
/android/
|
/android/
|
||||||
|
|
||||||
|
# Godot editor autosave scratch files (e.g. Bear.tscn12015901897.tmp)
|
||||||
|
*.tmp
|
||||||
|
|
||||||
# JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user
|
# JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user
|
||||||
.idea/
|
.idea/
|
||||||
|
|
||||||
# Blender render previews (generated by render_anim_preview.py)
|
# Blender render previews (generated by render_anim_preview.py)
|
||||||
Blender/preview/
|
art/blender/preview/
|
||||||
|
|
||||||
Blender/*.blend1
|
# Blender auto-save backups (.blend1, .blend2, … — Blender rewrites these on every save)
|
||||||
|
art/blender/*.blend[0-9]
|
||||||
|
|
||||||
# Test output (generated screenshots, frame strips)
|
# Test output (generated screenshots, frame strips)
|
||||||
tests/output/
|
tests/output/
|
||||||
|
|||||||
@@ -1,8 +0,0 @@
|
|||||||
extends Node3D
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
add_to_group(&"public") # excluded from debug overlays — see publikum_controller.gd
|
|
||||||
var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
|
|
||||||
if anim:
|
|
||||||
anim.play(&"Juubeldab")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://wj6tgh8nb0ka
|
|
||||||
@@ -1,5 +0,0 @@
|
|||||||
extends Node3D
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
$AnimationPlayer.play("ArmatureAction")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://gt3kfchac3m3
|
|
||||||
@@ -1,5 +0,0 @@
|
|||||||
extends Node3D
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
$AnimationPlayer.play("Taunt")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://bn3xwnlktwdlf
|
|
||||||
@@ -1,38 +0,0 @@
|
|||||||
[gd_scene format=3 uid="uid://bl6jlbq1dpkc"]
|
|
||||||
|
|
||||||
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="1_m7x6l"]
|
|
||||||
[ext_resource type="Script" uid="uid://dpoq87w5pvqa" path="res://matador_2.gd" id="2_mftd2"]
|
|
||||||
|
|
||||||
[node name="matador2" unique_id=1179710042 instance=ExtResource("1_m7x6l")]
|
|
||||||
script = ExtResource("2_mftd2")
|
|
||||||
|
|
||||||
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(1269629432) index="0" unique_id=978366810]
|
|
||||||
bones/0/position = Vector3(0.056660548, 0.6424767, -0.0167365)
|
|
||||||
bones/0/rotation = Quaternion(0.080643006, 0, 0, 0.996743)
|
|
||||||
bones/1/rotation = Quaternion(0.083861314, 0, 0, 0.9964774)
|
|
||||||
bones/3/rotation = Quaternion(0.04833339, 0.5302496, -0.71466804, 0.4535955)
|
|
||||||
bones/4/rotation = Quaternion(0.031473875, -0.17018215, -0.15981929, 0.97185665)
|
|
||||||
bones/5/rotation = Quaternion(0.6747468, -0.021427644, -0.06245957, 0.7350895)
|
|
||||||
bones/6/rotation = Quaternion(3.1828083e-08, -9.5969504e-08, -0.0587008, 0.99827564)
|
|
||||||
bones/7/rotation = Quaternion(0.1907551, 0.20328633, 0.7258648, 0.6288143)
|
|
||||||
bones/8/rotation = Quaternion(0.16639966, -0.05474137, 0.010937729, 0.984477)
|
|
||||||
bones/9/rotation = Quaternion(0.5914298, 0.005839911, -0.041949864, 0.8052435)
|
|
||||||
bones/10/rotation = Quaternion(2.3105285e-08, 1.0152064e-07, 0.05870079, 0.99827564)
|
|
||||||
bones/11/rotation = Quaternion(0.39202613, 0.47060952, 0.5799399, 0.53713316)
|
|
||||||
bones/12/rotation = Quaternion(0.62021786, 0.40894383, 0.44191495, 0.5027981)
|
|
||||||
bones/13/rotation = Quaternion(-0.11584477, 0.0021730124, 0.6343679, 0.7642989)
|
|
||||||
bones/14/rotation = Quaternion(0.1454883, 0.14013468, -0.7254941, 0.65791625)
|
|
||||||
bones/15/rotation = Quaternion(0.71668345, 0.065085255, -0.6923973, -0.05210323)
|
|
||||||
bones/16/rotation = Quaternion(-0.10161893, -0.0019664483, -0.65947086, 0.7448275)
|
|
||||||
bones/17/rotation = Quaternion(0.06964938, -0.042099692, 0.74388325, 0.6633358)
|
|
||||||
bones/18/rotation = Quaternion(0.5305965, -0.28927496, 0.76720744, -0.21489602)
|
|
||||||
bones/19/position = Vector3(0.16341288, 0.31487355, 0.3966543)
|
|
||||||
bones/20/position = Vector3(0.22012731, 0.38421977, 0.95168185)
|
|
||||||
bones/21/position = Vector3(-0.09492579, 0.40446192, -0.46390092)
|
|
||||||
bones/21/rotation = Quaternion(0.7216726, 0.064735115, -0.6891729, 0.0062273443)
|
|
||||||
bones/22/position = Vector3(-0.22012731, 0.38421977, 0.95168185)
|
|
||||||
bones/23/position = Vector3(-0.0382514, 1.7423625, 0.0026792884)
|
|
||||||
bones/23/rotation = Quaternion(0.8626007, 0.0068245474, -0.099159576, -0.49602506)
|
|
||||||
bones/23/scale = Vector3(0.6647317, 1.001677, 1.0066445)
|
|
||||||
bones/24/rotation = Quaternion(-0.007878712, 8.3020435e-09, -0.0023950166, 0.9999661)
|
|
||||||
bones/25/rotation = Quaternion(5.5870206e-09, 5.5879354e-09, -2.0518176e-09, 1)
|
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
extends Node3D
|
|
||||||
|
|
||||||
|
|
||||||
@onready var animation_player: AnimationPlayer = $AnimationPlayer
|
|
||||||
|
|
||||||
func _ready():
|
|
||||||
animation_player.play("Taunt")
|
|
||||||
animation_player.animation_finished.connect(_on_animation_finished)
|
|
||||||
|
|
||||||
func _on_animation_finished(anim_name):
|
|
||||||
if anim_name == "Taunt":
|
|
||||||
animation_player.play("Taunt")
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
uid://dycnoiadljbb1
|
|
||||||
|
Before Width: | Height: | Size: 296 KiB |
@@ -1 +0,0 @@
|
|||||||
uid://ymaeifakqovf
|
|
||||||
@@ -10,21 +10,64 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
|
|||||||
|
|
||||||
## Project structure
|
## Project structure
|
||||||
|
|
||||||
|
Files are grouped by **role**, not by type. Scripts and scenes are `snake_case`;
|
||||||
|
`PascalCase` is reserved for `class_name` identifiers (this avoids case-insensitive
|
||||||
|
filesystem aliasing on the web/macOS targets).
|
||||||
|
|
||||||
|
```
|
||||||
|
actors/{player,matador,bear}/ the three characters (script + scene together)
|
||||||
|
systems/combat/ hitbox.gd, damage_event.gd, physics_layers.gd
|
||||||
|
systems/fx/ Fx autoload + effect scenes (Siim's authoring dir)
|
||||||
|
systems/input/ controls_manager.gd, touch_controls.gd
|
||||||
|
systems/debug/ debug_params.gd (DP), debug_draw.gd, console.gd
|
||||||
|
systems/render/ rigid_skin.gd, ps1_filter (post-process)
|
||||||
|
systems/crowd/ billboard audience
|
||||||
|
systems/config/ settings.gd (Settings autoload)
|
||||||
|
ui/ hud, mobile_hud, main_menu, ui_theme/fonts, overlays
|
||||||
|
props/ barrels, torch
|
||||||
|
levels/ game_shell.tscn + level modules
|
||||||
|
tools/ tests/ editor/bake scripts, headless tests
|
||||||
|
art/ all raw art, grouped by role (snake_case):
|
||||||
|
characters/ levels/ weapons/ bull/matador/bear, arena/lobby geometry, spear/sword
|
||||||
|
fx/ anim/ textures/ bear_fx, crowd_clap, baked sheets
|
||||||
|
ui/ icons/ fonts/ menu art, ability icons, Cinzel fonts
|
||||||
|
hdri/ materials/ sky HDRIs, shared StandardMaterial3D resources
|
||||||
|
blender/ Siim's .blend working files (Godot-ignored)
|
||||||
|
```
|
||||||
|
|
||||||
| Path | Purpose |
|
| Path | Purpose |
|
||||||
|---|---|
|
|---|---|
|
||||||
| `scene.tscn` | Main scene (arena + player) |
|
| `levels/game_shell.tscn` | The reusable **shell** loaded for every level: player, camera, HUD, PS1 filter, and an empty `LevelRoot`. Its `game_shell.gd` instances the active level's module into `LevelRoot` at runtime |
|
||||||
| `Player.tscn` | Player scene root (`CharacterBody3D`) |
|
| `levels/` | The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) |
|
||||||
| `player.gd` | Movement, charge, turning logic |
|
| `levels/game_shell.gd` | Shell controller — on load, frees any current level module and instances `Run.active_level().level_scene` into `LevelRoot`. Swapping the whole subtree (never hiding it) is what keeps one level's meshes/colliders/spawners from leaking into the next |
|
||||||
|
| `levels/arena_level.tscn` | The arena **level module**: floor + wall colliders, arena meshes, `MatadorSpawner` (with child `Node3D` spawn points placed by the designer), lighting, audience (`PublikNode`). Instanced into the shell's `LevelRoot` |
|
||||||
|
| `levels/bear_level.tscn` | The Bear's Den **level module**: bear-arena mesh, its own floor collider, lighting, and a `BearSpawner` (`bear_spawn.gd`) that places the bear at center. Instanced into the shell's `LevelRoot` |
|
||||||
|
| `actors/player/player.tscn` | Player scene root (`CharacterBody3D`) |
|
||||||
|
| `actors/player/player.gd` | Movement, charge, turning, and abilities (kick/dash/slam/roll). Ability & movement particle FX are **not** built here — they're authored scenes in `systems/fx/` (`bull_*.tscn`), fired via `Fx.spawn()` (one-shots) / `Fx.attach()` (continuous) |
|
||||||
|
| `actors/player/bull_impact_fx.gd` | Bull's coded, non-particle impact FX (the slam shockwave rings + kick flash-pop — tweened meshes, not CPUParticles3D, so they can't be `systems/fx/` scenes). Created by `player.gd` |
|
||||||
|
| `actors/player/bull_legs.gd` | Bull body-wobble + tail Verlet-chain simulation. Created by `player.gd` |
|
||||||
| `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) |
|
| `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) |
|
||||||
| `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
|
| `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
|
||||||
| `matador.gd` | Matador AI (wander / ragdoll state machine) |
|
| `actors/matador/matador.gd` | Matador AI (wander / ragdoll state machine) |
|
||||||
| `matador_spawn.gd` | Spawns N matadors at random arena positions |
|
| `levels/matador_spawn.gd` | Arena spawner — one matador per designer-placed child `Node3D` spawn point (each enters with a jump-roll toward center); falls back to a programmatic spread if no spawn points are present. Also handles the split-on-death hydra logic |
|
||||||
| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) |
|
| `levels/bear_spawn.gd` | Bear-level spawner — instantiates `enemy_scene` at the arena center; emits the same `all_defeated` / `matador_killed` signals as `matador_spawn.gd` |
|
||||||
| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
|
| `actors/bear/bear.tscn` / `actors/bear/bear.gd` | Dark-Souls-style bear boss (`CharacterBody3D`). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (`bear_lunge_speed`) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (`bear_leap_impact_frame`); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (`bear_stagger_cd`), phase 2 enrage under `bear_enrage_frac` HP. Never damages the bull by colliding — only swings/slams. A horns-first bull charge wounds it (`_sweep_bull_ram`: swept prev→now so a tunnelling/point-blank charge still lands, gated by `bear_ram_reach` + `bull_gore_arc`, edge-triggered = one charge per wound). Joins `&"matador"` so bull abilities already hit it. Tuning under the `Bear` DP section |
|
||||||
| `Blender/` | Blender source files, animation scripts, FBX exports |
|
| `actors/bear/bear_attack_hitboxes.tscn` | The bear's attack colliders as a self-contained sub-scene (instanced under `bear_model`): a `LeapSlamHitbox` (Hitbox + cylinder = ground circle) and `SmashHitbox` (Hitbox + box = forward shockwave lane), plus an `AnimationPlayer` whose `leap_slam` / `smash_travel` clips author each collider's size + travel — scrub to tweak, like `Bear_FX`. `actors/bear/bear.gd` only fires the clip, arms the knock-up shaping, and sweeps for overlaps while it runs (see `_setup_attack_hitboxes` / `_start_attack_hitbox`) |
|
||||||
| `Blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
|
| `actors/matador/sword.tscn` / `systems/combat/hitbox.gd` | The matador's sword wrapper (glb + editor-tweakable `BladeHitbox`). `systems/combat/hitbox.gd` (`class_name Hitbox`, Area3D) is the shared attack collider: `activate()`/`deactivate()` gate an active window, `sweep()` catches bodies already inside (AoE), and knock-up can ramp by distance (`knock_up_min_dist`/`_max_dist`) for the bear's outer-ring launch / further-hit-flies-higher |
|
||||||
| `Blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
|
| `levels/run_state.gd` | Run progression autoload (`Run`) — the lobby hub and which level is being fought, across scene reloads |
|
||||||
| `Blender/preview/` | Output directory for animation preview images |
|
| `levels/level_def.gd` | `LevelDef` resource — a level's name / `scene_path` (always the shell) / `level_scene` (the level module instanced into the shell) / optional `enemy_scene` (arena wave vs. a boss like the bear) |
|
||||||
|
| `systems/crowd/crowd_marker.gd` | `CrowdMarker` (`@tool Node3D`, `class_name`) — designer drops one per billboard spectator via the editor's Add-Node dialog; picks one of six 60°-spaced facings from the `orientation` dropdown. Draws an editor-only preview (slab + forward arrow, never serialised) and joins the `&"crowd_marker"` group |
|
||||||
|
| `systems/crowd/crowd_billboards.gd` / `systems/crowd/crowd_billboard.gdshader` | `MultiMeshInstance3D` that harvests every `CrowdMarker` (group `&"crowd_marker"`) into one draw call, using each marker's world position + chosen facing. Front/back sprite sheet baked by `tools/bake_crowd_sheet.gd`; falls back to a generated inward-facing ring when no markers are placed |
|
||||||
|
| `systems/debug/debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`). Mobile-relevant flags: `force_touch_controls`, `touch_debug` (also enabled on-device with `?debug=1` in the page URL — shows the live profiler overlay in `systems/input/touch_controls.gd`), and `use_rigid_skin` (default **off** — native GPU skinning everywhere now that the 4.7 web templates fixed the Mali/ANGLE invisible-skinning bug; `systems/render/rigid_skin.gd` is a retained opt-in fallback). Rigid-skin is gated through `Controls.rigid_skin_enabled()`, which a page URL param overrides for on-device A/B with no console: `?skin=1` forces the workaround on (for a device where native skinning still fails), `?noskin=1` forces native off. Turning the workaround off also removes its per-spawn SurfaceTool rebuild, which was the arena's matador-spawn lag |
|
||||||
|
| `systems/input/touch_controls.gd` | On-screen thumb UI for touch/web (`CanvasLayer`, instanced by `ui/hud.gd`, self-gating on `Controls.use_touch_ui()`): a floating left-side joystick feeding the `move_*` actions + a right-side ability cluster, drawn/hit-tested in one IGNORE-filtered Control from raw `_input()`. The joystick self-heals — the latest left-zone touch re-acquires it (`_stick_index`), and a relayout / focus-out / vanished touch resets state so a dropped touchend can't strand a stuck stick. Ability buttons use grown hit-rects + a press flash. `_draw_debug()` (gated on `Controls.debug_overlay()` — DP `touch_debug` or `?debug=1`) is a live on-device profiler reading Godot's `Performance` monitors: FPS/frame-ms with a bottleneck verdict, `process`(main-thread GDScript) vs `physics`(ragdoll/Jolt) ms with 2 s peak-hold, draw calls/objects/primitives, node count, render resolution, and `crossOriginIsolated` — so a lag spike is pinned to CPU-script vs CPU-physics vs GPU-fill instead of guessed |
|
||||||
|
| `ui/web_start_gate.gd` | Autoload `WebStartGate` — "TAP TO PLAY" panel shown on web+touch before play; the tap drives `Controls.request_fullscreen_landscape()` so the fullscreen/orientation churn happens with no in-flight touch to lose. Re-armable: polls browser fullscreen state and returns if the player leaves it (iPhone Safari can't fullscreen, so it stops nagging once a request never takes) |
|
||||||
|
| `ui/mobile_hud.gd` | Mobile-only health readouts (`CanvasLayer`, instanced by `ui/hud.gd` only on touch): big bull pip row top-left + a Souls-style bear boss bar top-centre (discovered via group `&"bear"`, tracks `health_changed`). The desktop bottom pip cluster is hidden on touch |
|
||||||
|
| `ui/orientation_guard.gd` | Autoload `OrientationGuard` — full-screen "rotate your device" prompt shown on touch devices while portrait |
|
||||||
|
| `art/` | All raw art, grouped by role (`characters/ levels/ weapons/ fx/ anim/ textures/ ui/ icons/ fonts/`). GLBs use **Extract Textures** import, so their embedded textures land beside them (e.g. `art/levels/arena_*.png`) named from the GLB — expected, keep them tracked |
|
||||||
|
| `art/blender/` | Blender source files, animation scripts, FBX exports (Godot-ignored via `.gdignore`) |
|
||||||
|
| `art/blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
|
||||||
|
| `art/blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
|
||||||
|
| `art/blender/preview/` | Output directory for animation preview images |
|
||||||
| `tests/` | Headless test scripts (screenshot capture, logic validation) |
|
| `tests/` | Headless test scripts (screenshot capture, logic validation) |
|
||||||
| `addons/rider-plugin/` | JetBrains Rider IDE integration |
|
| `addons/rider-plugin/` | JetBrains Rider IDE integration |
|
||||||
|
|
||||||
@@ -58,7 +101,7 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
|
|||||||
|
|
||||||
## Animation & bone conventions
|
## Animation & bone conventions
|
||||||
|
|
||||||
### Blender rig (matador_v02)
|
### Blender rig (matador)
|
||||||
- **Armature bones:** `matador` (root) → `COG` → `chest` → `head`, `collarbone_L/R` → `arm_L/R` → `forearm_L/R` → `hand_L/R`, `leg_L/R` → `shin_L/R` → `foot_L/R`
|
- **Armature bones:** `matador` (root) → `COG` → `chest` → `head`, `collarbone_L/R` → `arm_L/R` → `forearm_L/R` → `hand_L/R`, `leg_L/R` → `shin_L/R` → `foot_L/R`
|
||||||
- **Rotation mode:** All animated bones use **XYZ Euler** (set in `create_matador_anims.py`)
|
- **Rotation mode:** All animated bones use **XYZ Euler** (set in `create_matador_anims.py`)
|
||||||
- **Bone-local axes:** Swing (forward/back) is on **local X**. Arm lowering from T-pose is on **local Y** (positive = left arm down, negative = right arm down). Knee bend is **positive X** (shins only bend backward).
|
- **Bone-local axes:** Swing (forward/back) is on **local X**. Arm lowering from T-pose is on **local Y** (positive = left arm down, negative = right arm down). Knee bend is **positive X** (shins only bend backward).
|
||||||
@@ -76,8 +119,8 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
|
|||||||
|
|
||||||
### Verification workflow
|
### Verification workflow
|
||||||
1. Edit bones/animations in Blender (`create_matador_anims.py`)
|
1. Edit bones/animations in Blender (`create_matador_anims.py`)
|
||||||
2. Run render preview: `blender --background Blender/matador_v02.blend --python Blender/render_anim_preview.py`
|
2. Run render preview: `blender --background art/blender/matador.blend --python art/blender/render_anim_preview.py`
|
||||||
3. Inspect PNGs in `Blender/preview/` — check bone orientations **before** exporting to Godot
|
3. Inspect PNGs in `art/blender/preview/` — check bone orientations **before** exporting to Godot
|
||||||
4. Export FBX (done automatically by `create_matador_anims.py`)
|
4. Export FBX (done automatically by `create_matador_anims.py`)
|
||||||
5. Re-import in Godot and test in-game
|
5. Re-import in Godot and test in-game
|
||||||
|
|
||||||
@@ -88,10 +131,26 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
|
|||||||
bash run_tests.sh
|
bash run_tests.sh
|
||||||
|
|
||||||
# Individual tests:
|
# Individual tests:
|
||||||
gdlint *.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
|
gdlint actors systems ui props levels tests # GDScript lint (gdtoolkit, installed via uv)
|
||||||
godot --headless --script tests/logic_test.gd # pure logic, ~2 s
|
godot --headless --script tests/logic_test.gd # pure logic, ~2 s
|
||||||
|
godot --headless --script tests/harness_selftest.gd # shared test_helpers: seeded RNG + approx + tally, ~1 s
|
||||||
|
godot --headless --script tests/damage_pipeline_test.gd # bull's hit reception (take_sword_hit + typed receive_damage/DamageEvent), ~3 s
|
||||||
|
godot --headless --script tests/fx_gallery_test.gd # every registered Fx effect spawns + self-frees, ~2 s
|
||||||
godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
|
godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
|
||||||
|
godot --headless --script tests/ragdoll_perf_test.gd # on-hit spike breakdown: ragdoll build / sim-start / blood / mass hit, ~90 s
|
||||||
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
|
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
|
||||||
|
godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s
|
||||||
|
godot --headless --script tests/touch_controls_test.gd # joystick self-heals: relayout/focus-out/vanished-touch never strand a stuck stick, ~2 s
|
||||||
|
godot --headless --script tests/ui_layout_test.gd # UI layout invariants (no pixels): HUD/menu stay on-screen, text fits, tap targets ≥44px, scroll works — across resolutions + pseudo-locale, ~6 s
|
||||||
|
godot --headless --script tests/rigid_skin_test.gd # web mesh conversion keeps every material (no bald / recoloured matadors), ~2 s
|
||||||
|
godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s
|
||||||
|
godot --headless --script tests/bear_fx_test.gd # bear attack-FX: each Bear_FX clip pops its mesh + self-hides, ~2 s
|
||||||
|
godot --headless --script tests/bear_hitbox_test.gd # bear attack colliders: leap launches everywhere (ring_frac slider) + smash lane travel, ~3 s
|
||||||
|
godot --headless --script tests/bear_ram_test.gd # a horns-first bull charge wounds the bear once; away/wide/slow spared, ~3 s
|
||||||
|
godot --headless --script tests/matador_stab_test.gd # matador's BladeHitbox thrust gores a stationary bull, and a landed stab breaks it off to taunt (anti-spam), ~2 s
|
||||||
|
godot --headless --script tests/matador_taunt_react_test.gd # a taunting matador answers a charge: spear from range, sword up close, ignores non-charges, ~2 s
|
||||||
|
godot --headless --script tests/matador_charge_test.gd # bull's charge is swept (tunnel-proof) so a fast dash still gores; a committed charge pierces the survival roll, ~2 s
|
||||||
|
godot --headless --script tests/matador_spear_test.gd # thrown spear masks the BULL layer and hits a stationary bull, ~2 s
|
||||||
|
|
||||||
# Gameplay test with real rendering (inspect frame strip visually):
|
# Gameplay test with real rendering (inspect frame strip visually):
|
||||||
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
|
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
|
||||||
|
|||||||
@@ -1,137 +0,0 @@
|
|||||||
[gd_scene format=3 uid="uid://c4df4qgpc3d5g"]
|
|
||||||
|
|
||||||
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="1_eicjn"]
|
|
||||||
[ext_resource type="Script" uid="uid://dycnoiadljbb1" path="res://Assets/matador_intro_menu.gd" id="2_5jr0i"]
|
|
||||||
[ext_resource type="PackedScene" uid="uid://dio67r8ambe7h" path="res://Assets/arena_placeholder_v01.glb" id="3_1v6n4"]
|
|
||||||
[ext_resource type="PackedScene" uid="uid://dxe72ig8gfbcg" path="res://Assets/arena model2026.glb" id="3_5jr0i"]
|
|
||||||
[ext_resource type="PackedScene" uid="uid://crtm0xtiql3r8" path="res://Player.tscn" id="4_eicjn"]
|
|
||||||
[ext_resource type="Texture2D" uid="uid://3syhacswepyj" path="res://HDRI/kloppenheim_06_puresky_4k.hdr" id="6_1v6n4"]
|
|
||||||
|
|
||||||
[sub_resource type="CylinderShape3D" id="CylinderShape3D_eicjn"]
|
|
||||||
|
|
||||||
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_w7j4y"]
|
|
||||||
panorama = ExtResource("6_1v6n4")
|
|
||||||
energy_multiplier = 5.6
|
|
||||||
|
|
||||||
[sub_resource type="Sky" id="Sky_3el7n"]
|
|
||||||
sky_material = SubResource("PanoramaSkyMaterial_w7j4y")
|
|
||||||
|
|
||||||
[sub_resource type="Environment" id="Environment_5jr0i"]
|
|
||||||
background_mode = 2
|
|
||||||
background_energy_multiplier = 0.18
|
|
||||||
sky = SubResource("Sky_3el7n")
|
|
||||||
ambient_light_color = Color(0.31061712, 0.31061712, 0.3106171, 1)
|
|
||||||
ambient_light_energy = 16.0
|
|
||||||
ssao_enabled = true
|
|
||||||
ssao_radius = 1.17
|
|
||||||
ssao_intensity = 0.0
|
|
||||||
glow_intensity = 0.34
|
|
||||||
glow_strength = 0.29
|
|
||||||
glow_bloom = 0.1
|
|
||||||
fog_light_color = Color(2.211, 2.211, 2.211, 1)
|
|
||||||
fog_light_energy = 0.01
|
|
||||||
fog_density = 0.0399
|
|
||||||
volumetric_fog_enabled = true
|
|
||||||
volumetric_fog_density = 0.0005
|
|
||||||
volumetric_fog_emission = Color(1, 1, 1, 1)
|
|
||||||
volumetric_fog_emission_energy = 7.85
|
|
||||||
volumetric_fog_anisotropy = 0.9
|
|
||||||
volumetric_fog_length = 69.07
|
|
||||||
|
|
||||||
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_5jr0i"]
|
|
||||||
dof_blur_far_enabled = true
|
|
||||||
dof_blur_far_distance = 26.01
|
|
||||||
dof_blur_near_enabled = true
|
|
||||||
dof_blur_near_distance = 2.6
|
|
||||||
dof_blur_near_transition = 5.0
|
|
||||||
|
|
||||||
[node name="IntroMenu" type="Node3D" unique_id=2130618263]
|
|
||||||
|
|
||||||
[node name="Matador" parent="." unique_id=166852612 instance=ExtResource("1_eicjn")]
|
|
||||||
transform = Transform3D(-0.56715536, 0, -0.8236109, 0, 1, 0, 0.8236109, 0, -0.56715536, 5.2114463, -0.08998108, 1.8927763)
|
|
||||||
script = ExtResource("2_5jr0i")
|
|
||||||
|
|
||||||
[node name="Skeleton3D" parent="Matador/Armature" parent_id_path=PackedInt32Array(166852612, 1269629432) index="0" unique_id=978366810]
|
|
||||||
bones/0/position = Vector3(0.056660548, 0.6424767, -0.0167365)
|
|
||||||
bones/0/rotation = Quaternion(0.013179442, -0.2660563, 0.073319815, 0.9610747)
|
|
||||||
bones/1/rotation = Quaternion(0.06234612, 0.049236443, 0.08183311, 0.99347484)
|
|
||||||
bones/2/rotation = Quaternion(-0.073883414, -0.049860783, -0.17668208, 0.9802238)
|
|
||||||
bones/3/rotation = Quaternion(0.1986702, -0.17794952, -0.71790075, 0.6430262)
|
|
||||||
bones/4/rotation = Quaternion(0.34491858, -0.4473084, -0.25076818, 0.7861691)
|
|
||||||
bones/5/rotation = Quaternion(0.2577085, 0.103201896, -0.6748433, 0.68375605)
|
|
||||||
bones/6/rotation = Quaternion(1.7417646e-08, -1.0305205e-07, -0.05870078, 0.99827564)
|
|
||||||
bones/7/rotation = Quaternion(0.24033272, 0.3103031, 0.5222128, 0.7571301)
|
|
||||||
bones/8/rotation = Quaternion(5.5530215e-08, 1.2911333e-07, 0.055464897, 0.99846065)
|
|
||||||
bones/9/rotation = Quaternion(-6.3051346e-09, -3.6333955e-07, 0.005667881, 0.999984)
|
|
||||||
bones/10/rotation = Quaternion(2.5839595e-08, 9.468444e-08, 0.058700778, 0.99827564)
|
|
||||||
bones/11/rotation = Quaternion(0.39202607, 0.47060946, 0.57993996, 0.53713304)
|
|
||||||
bones/12/rotation = Quaternion(0.8712108, 0.008231261, 0.48523128, 0.073990606)
|
|
||||||
bones/13/rotation = Quaternion(-0.056263044, 0.0027001738, 0.3080972, 0.9496859)
|
|
||||||
bones/14/rotation = Quaternion(0.016082464, 0.024660494, -0.86586916, 0.4994036)
|
|
||||||
bones/15/rotation = Quaternion(0.6067664, -0.3062479, -0.7163194, 0.15790276)
|
|
||||||
bones/16/rotation = Quaternion(-0.0731876, -0.0023153822, -0.47496143, 0.87695485)
|
|
||||||
bones/17/rotation = Quaternion(-0.11824294, -0.17776872, 0.80557114, 0.55269533)
|
|
||||||
bones/18/rotation = Quaternion(0.5305965, -0.28927496, 0.76720744, -0.21489605)
|
|
||||||
bones/20/position = Vector3(0.22012731, 0.38421977, 0.36399037)
|
|
||||||
bones/21/position = Vector3(-0.23671798, 0.052281797, -0.027087089)
|
|
||||||
bones/21/rotation = Quaternion(0.5078295, -0.4920459, -0.4920459, 0.50782955)
|
|
||||||
bones/22/position = Vector3(-0.39721552, 0.31719273, 0.3595722)
|
|
||||||
bones/23/position = Vector3(-0.9167187, 1.3206767, 0.42621902)
|
|
||||||
bones/23/rotation = Quaternion(0.9993525, -0.0021175682, 0.03502641, -0.00795782)
|
|
||||||
bones/24/rotation = Quaternion(0.08874816, -0.018719967, -0.04671622, 0.99478185)
|
|
||||||
bones/25/rotation = Quaternion(0.09634846, -0.0268489, -0.04050248, 0.9941608)
|
|
||||||
|
|
||||||
[node name="matador" parent="Matador/Armature/Skeleton3D" index="0" unique_id=256196413]
|
|
||||||
transform = Transform3D(0.8642424, 0, 0.50307554, 0, 1, 0, -0.50307554, 0, 0.8642424, 0, 0, 0)
|
|
||||||
|
|
||||||
[node name="Muleta" parent="Matador/Armature/Skeleton3D" index="1" unique_id=988244930]
|
|
||||||
cast_shadow = 0
|
|
||||||
|
|
||||||
[node name="Camera3D" type="Camera3D" parent="." unique_id=1531255459]
|
|
||||||
transform = Transform3D(0.42176014, 0.2362673, 0.8753835, -0.10687317, 0.97167695, -0.21076548, -0.900387, -0.0046625203, 0.4350652, 8.41945, 0.17132203, 2.0652685)
|
|
||||||
fov = 41.6
|
|
||||||
near = 0.001
|
|
||||||
|
|
||||||
[node name="arena model2026" parent="." unique_id=179544183 instance=ExtResource("3_5jr0i")]
|
|
||||||
transform = Transform3D(-0.83746713, 0, 0.54648757, 0, 0.99999994, 0, -0.54648757, 0, -0.83746713, 3.8733478, -0.6, -1.1080065)
|
|
||||||
|
|
||||||
[node name="arena_placeholder_v01" parent="." unique_id=1343590504 instance=ExtResource("3_1v6n4")]
|
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.3344436, 0, -1.5401263)
|
|
||||||
visible = false
|
|
||||||
|
|
||||||
[node name="StaticBody3D" type="StaticBody3D" parent="arena_placeholder_v01" unique_id=340133176]
|
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="arena_placeholder_v01/StaticBody3D" unique_id=201484167]
|
|
||||||
transform = Transform3D(-33.265, 4.9526625e-07, -2.9081186e-06, 5.0228755e-06, 3.28, 0, -2.9081186e-06, 4.329755e-14, 33.265, 0, -3.3065948, 0)
|
|
||||||
shape = SubResource("CylinderShape3D_eicjn")
|
|
||||||
|
|
||||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=660229295]
|
|
||||||
transform = Transform3D(0.9491592, 0.31479403, -0.0014368258, -0.28033537, 0.84731936, 0.45106864, 0.14321098, -0.4277331, 0.89248836, 1.1162033, 7.3956842, -4.480528)
|
|
||||||
light_energy = 1.32
|
|
||||||
shadow_enabled = true
|
|
||||||
shadow_blur = 8.689
|
|
||||||
|
|
||||||
[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="." unique_id=498871251]
|
|
||||||
transform = Transform3D(0.835524, -0.5376153, 0.11344351, -0.48260456, -0.6193575, 0.6192651, -0.26266432, -0.572159, -0.7769435, 1.1162033, 7.3956842, -4.480528)
|
|
||||||
visible = false
|
|
||||||
light_energy = 0.415
|
|
||||||
light_indirect_energy = 16.0
|
|
||||||
light_volumetric_fog_energy = 1.11
|
|
||||||
shadow_blur = 10.0
|
|
||||||
|
|
||||||
[node name="Player" parent="." unique_id=165510044 instance=ExtResource("4_eicjn")]
|
|
||||||
transform = Transform3D(0.9563367, 0, 0.29226705, 0, 1, 0, -0.29226705, 0, 0.9563367, 3.0920272, 0.39692497, -4.302477)
|
|
||||||
|
|
||||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=114793752]
|
|
||||||
environment = SubResource("Environment_5jr0i")
|
|
||||||
camera_attributes = SubResource("CameraAttributesPractical_5jr0i")
|
|
||||||
|
|
||||||
[node name="SpotLight3D" type="SpotLight3D" parent="." unique_id=1428020323]
|
|
||||||
transform = Transform3D(0.94930077, -0.05846006, -0.30888584, 0.21308771, 0.8420559, 0.4955155, 0.23113126, -0.53621286, 0.81182146, -20.807917, 10.690277, 20.135067)
|
|
||||||
visible = false
|
|
||||||
light_energy = 16.0
|
|
||||||
light_volumetric_fog_energy = 16.0
|
|
||||||
shadow_enabled = true
|
|
||||||
spot_range = 84.316696
|
|
||||||
|
|
||||||
[editable path="Matador"]
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
[InternetShortcut]
|
|
||||||
URL=https://www.youtube.com/watch?v=ZCb12AHKMfE
|
|
||||||
@@ -1,38 +0,0 @@
|
|||||||
[gd_scene format=3 uid="uid://crtm0xtiql3r8"]
|
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://bn777gguclud5" path="res://player.gd" id="1_xhfnw"]
|
|
||||||
[ext_resource type="Script" uid="uid://cpyq2r5cq653g" path="res://camera_iso.gd" id="2_camera_iso"]
|
|
||||||
[ext_resource type="PackedScene" uid="uid://bun14xmk20pcj" path="res://Assets/bull.fbx" id="4_e80uo"]
|
|
||||||
|
|
||||||
[sub_resource type="SphereShape3D" id="SphereShape3D_chest"]
|
|
||||||
radius = 0.35
|
|
||||||
|
|
||||||
[sub_resource type="SphereShape3D" id="SphereShape3D_belly"]
|
|
||||||
radius = 0.4
|
|
||||||
|
|
||||||
[sub_resource type="SphereShape3D" id="SphereShape3D_hips"]
|
|
||||||
radius = 0.3
|
|
||||||
|
|
||||||
[node name="Player" type="CharacterBody3D" unique_id=165510044]
|
|
||||||
collision_layer = 3
|
|
||||||
script = ExtResource("1_xhfnw")
|
|
||||||
|
|
||||||
[node name="CollisionChest" type="CollisionShape3D" parent="." unique_id=447032296]
|
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.505, -0.2)
|
|
||||||
shape = SubResource("SphereShape3D_chest")
|
|
||||||
|
|
||||||
[node name="CollisionBelly" type="CollisionShape3D" parent="." unique_id=571780801]
|
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.505, 0.1)
|
|
||||||
shape = SubResource("SphereShape3D_belly")
|
|
||||||
|
|
||||||
[node name="CollisionHips" type="CollisionShape3D" parent="." unique_id=717874116]
|
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.505, 0.4)
|
|
||||||
shape = SubResource("SphereShape3D_hips")
|
|
||||||
|
|
||||||
[node name="Camera3D" type="Camera3D" parent="." unique_id=1120161087]
|
|
||||||
script = ExtResource("2_camera_iso")
|
|
||||||
|
|
||||||
[node name="bull" parent="." unique_id=1386495166 instance=ExtResource("4_e80uo")]
|
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.655, 0.23)
|
|
||||||
|
|
||||||
[editable path="bull"]
|
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cn7fhjkro7637
|
||||||
@@ -0,0 +1,44 @@
|
|||||||
|
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://actors/bear/bear.gd" id="1_beargd"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://art/characters/bear.glb" id="2_bearglb"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://art/fx/bear_fx.glb" id="3_bearfx"]
|
||||||
|
[ext_resource type="Material" uid="uid://blpkmyikjnhbo" path="res://art/materials/bear_claw_fx.tres" id="4_clawfx"]
|
||||||
|
[ext_resource type="PackedScene" path="res://actors/bear/bear_attack_hitboxes.tscn" id="5_hitboxes"]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
|
||||||
|
radius = 1.0
|
||||||
|
height = 2.4
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
|
||||||
|
radius = 1.3
|
||||||
|
height = 2.7
|
||||||
|
|
||||||
|
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
|
||||||
|
script = ExtResource("1_beargd")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
|
||||||
|
shape = SubResource("CapsuleShape3D_body")
|
||||||
|
|
||||||
|
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
|
||||||
|
monitorable = false
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
|
||||||
|
shape = SubResource("CapsuleShape3D_hit")
|
||||||
|
|
||||||
|
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
|
||||||
|
|
||||||
|
[node name="Bear_FX" parent="bear_model" unique_id=2070553519 instance=ExtResource("3_bearfx")]
|
||||||
|
|
||||||
|
[node name="Bear_fx_claw_attack_R" parent="bear_model/Bear_FX" index="2" unique_id=1939248432]
|
||||||
|
surface_material_override/0 = ExtResource("4_clawfx")
|
||||||
|
|
||||||
|
[node name="Bear_fx_claw_attack_L" parent="bear_model/Bear_FX" index="3" unique_id=834640978]
|
||||||
|
surface_material_override/0 = ExtResource("4_clawfx")
|
||||||
|
|
||||||
|
[node name="AttackHitboxes" parent="bear_model" instance=ExtResource("5_hitboxes")]
|
||||||
|
|
||||||
|
[editable path="bear_model"]
|
||||||
|
[editable path="bear_model/Bear_FX"]
|
||||||
@@ -0,0 +1,70 @@
|
|||||||
|
[gd_scene format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://systems/combat/hitbox.gd" id="1_qxn4a"]
|
||||||
|
|
||||||
|
[sub_resource type="CylinderShape3D" id="CylinderShape3D_6dow8"]
|
||||||
|
height = 3.0
|
||||||
|
radius = 4.0
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="BoxShape3D_tmmfg"]
|
||||||
|
size = Vector3(2.6, 2.5, 20)
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_wcwtv"]
|
||||||
|
length = 0.25
|
||||||
|
tracks/0/type = "scale_3d"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("LeapSlamHitbox/CollisionShape3D")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = PackedFloat32Array(0, 1, 0.12, 1, 0.12, 0.06, 1, 1, 1, 1, 0.25, 1, 1, 1, 1)
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_bg5u7"]
|
||||||
|
length = 0.3
|
||||||
|
tracks/0/type = "scale_3d"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("SmashHitbox/CollisionShape3D")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = PackedFloat32Array(0, 1, 1, 1, 0.02, 0.1, 1, 1, 1, 1, 0.3, 1, 1, 1, 1)
|
||||||
|
tracks/1/type = "position_3d"
|
||||||
|
tracks/1/imported = false
|
||||||
|
tracks/1/enabled = true
|
||||||
|
tracks/1/path = NodePath("SmashHitbox/CollisionShape3D")
|
||||||
|
tracks/1/interp = 1
|
||||||
|
tracks/1/loop_wrap = true
|
||||||
|
tracks/1/keys = PackedFloat32Array(0, 1, 0, 0.9, 0.2, 0.1, 1, 0, 0.9, 10, 0.3, 1, 0, 0.9, 10)
|
||||||
|
|
||||||
|
[sub_resource type="AnimationLibrary" id="AnimationLibrary_u1id2"]
|
||||||
|
_data = {
|
||||||
|
&"leap_slam": SubResource("Animation_wcwtv"),
|
||||||
|
&"smash_travel": SubResource("Animation_bg5u7")
|
||||||
|
}
|
||||||
|
|
||||||
|
[node name="AttackHitboxes" type="Node3D" unique_id=2010404706]
|
||||||
|
|
||||||
|
[node name="LeapSlamHitbox" type="Area3D" parent="." unique_id=1751893032]
|
||||||
|
collision_layer = 0
|
||||||
|
collision_mask = 2
|
||||||
|
monitoring = false
|
||||||
|
monitorable = false
|
||||||
|
script = ExtResource("1_qxn4a")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="LeapSlamHitbox" unique_id=1320172052]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
|
||||||
|
shape = SubResource("CylinderShape3D_6dow8")
|
||||||
|
|
||||||
|
[node name="SmashHitbox" type="Area3D" parent="." unique_id=1579648726]
|
||||||
|
collision_layer = 0
|
||||||
|
collision_mask = 2
|
||||||
|
monitoring = false
|
||||||
|
monitorable = false
|
||||||
|
script = ExtResource("1_qxn4a")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="SmashHitbox" unique_id=528637962]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 10)
|
||||||
|
shape = SubResource("BoxShape3D_tmmfg")
|
||||||
|
|
||||||
|
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=2139876757]
|
||||||
|
libraries/ = SubResource("AnimationLibrary_u1id2")
|
||||||
@@ -1,13 +1,9 @@
|
|||||||
extends CharacterBody3D
|
extends CharacterBody3D
|
||||||
|
|
||||||
# WANDER → bull outside flee range, roaming freely
|
# WANDER → roam/taunt outside flee range. FLEE → bull close: back away (raycast-steered).
|
||||||
# FLEE → bull within range, matador backs away (raycast-steered around walls)
|
# BRACE → charge detected: plant + face (cite). SIDESTEP → bull commits: lateral pass (pase).
|
||||||
# BRACE → charge detected: plant feet, face the bull (cite phase)
|
# ATTACK → chase and strike. ROLL → hit but rolled: survive. THROW → wind up + hurl the spear.
|
||||||
# SIDESTEP→ bull commits: sharp lateral step to let it pass (pase phase)
|
# RAGDOLL → hit, no roll.
|
||||||
# ATTACK → post-dodge or mid-range: chase and strike
|
|
||||||
# ROLL → hit by bull but roll chance fires: survive and recover
|
|
||||||
# THROW → planted, winding up an overhand throw, then releasing the sword
|
|
||||||
# RAGDOLL → hit by bull, no roll chance
|
|
||||||
enum State { WANDER, FLEE, BRACE, SIDESTEP, ATTACK, ROLL, THROW, RAGDOLL }
|
enum State { WANDER, FLEE, BRACE, SIDESTEP, ATTACK, ROLL, THROW, RAGDOLL }
|
||||||
|
|
||||||
# The matador's high-level *want*, chosen by a weighted utility vote (see
|
# The matador's high-level *want*, chosen by a weighted utility vote (see
|
||||||
@@ -22,6 +18,7 @@ var _sim: PhysicalBoneSimulator3D = null
|
|||||||
var _anim_player: AnimationPlayer = null
|
var _anim_player: AnimationPlayer = null
|
||||||
var _wander_target: Vector3 = Vector3.ZERO
|
var _wander_target: Vector3 = Vector3.ZERO
|
||||||
var _idle_timer: float = 0.0
|
var _idle_timer: float = 0.0
|
||||||
|
var _taunt_swap: float = 0.0
|
||||||
var _idle_anim: StringName = _ANIM_IDLE
|
var _idle_anim: StringName = _ANIM_IDLE
|
||||||
var _bull: CharacterBody3D = null
|
var _bull: CharacterBody3D = null
|
||||||
var _step_dir: Vector3 = Vector3.ZERO
|
var _step_dir: Vector3 = Vector3.ZERO
|
||||||
@@ -31,9 +28,12 @@ var _dodge_cd: float = 0.0
|
|||||||
var _will_dodge: bool = true
|
var _will_dodge: bool = true
|
||||||
var _attack_timer: float = 0.0
|
var _attack_timer: float = 0.0
|
||||||
var _swing_timer: float = 0.0
|
var _swing_timer: float = 0.0
|
||||||
var _lunge_timer: float = 0.0
|
var _attack_cd: float = 0.0
|
||||||
|
var _bull_prev_pos: Vector3 = Vector3.ZERO
|
||||||
|
var _bull_prev_seen: bool = false
|
||||||
var _roll_timer: float = 0.0
|
var _roll_timer: float = 0.0
|
||||||
var _roll_dir: Vector3 = Vector3.ZERO
|
var _roll_dir: Vector3 = Vector3.ZERO
|
||||||
|
var _is_spawning: bool = false
|
||||||
var _throw_timer: float = 0.0
|
var _throw_timer: float = 0.0
|
||||||
var _throw_aim_cd: float = 0.0
|
var _throw_aim_cd: float = 0.0
|
||||||
var _throw_dir: Vector3 = Vector3.ZERO
|
var _throw_dir: Vector3 = Vector3.ZERO
|
||||||
@@ -50,8 +50,8 @@ var _drawing: bool = false
|
|||||||
var _sheathing: bool = false
|
var _sheathing: bool = false
|
||||||
var _draw_timer: float = 0.0
|
var _draw_timer: float = 0.0
|
||||||
var _draw_len: float = 0.0
|
var _draw_len: float = 0.0
|
||||||
var _resword_timer: float = 0.0
|
var _sword_blade_area: Hitbox = null
|
||||||
var _sword_blade_area: Area3D = null
|
var _spear_node: Node3D = null
|
||||||
var _blade_hit_cd: float = 0.0
|
var _blade_hit_cd: float = 0.0
|
||||||
var _death_player: AudioStreamPlayer = null
|
var _death_player: AudioStreamPlayer = null
|
||||||
var _blood_burst: CPUParticles3D = null
|
var _blood_burst: CPUParticles3D = null
|
||||||
@@ -59,6 +59,7 @@ var _blood_burst: CPUParticles3D = null
|
|||||||
@onready var _mesh: Node3D = $matador2
|
@onready var _mesh: Node3D = $matador2
|
||||||
@onready var _hit_area: Area3D = $HitArea
|
@onready var _hit_area: Area3D = $HitArea
|
||||||
|
|
||||||
|
|
||||||
const _ANIM_RUN: StringName = &"Run"
|
const _ANIM_RUN: StringName = &"Run"
|
||||||
const _ANIM_IDLE: StringName = &"Taunt"
|
const _ANIM_IDLE: StringName = &"Taunt"
|
||||||
const _ANIM_ATTACK: StringName = &"Attack"
|
const _ANIM_ATTACK: StringName = &"Attack"
|
||||||
@@ -73,7 +74,11 @@ const _ANIM_TAUNTS: Array[StringName] = [&"Taunt", &"Taunt_B", &"Taunt_C"]
|
|||||||
# reparents from holster to hand at this point in the animation.
|
# reparents from holster to hand at this point in the animation.
|
||||||
const _DRAW_GRAB_AT: float = 0.55
|
const _DRAW_GRAB_AT: float = 0.55
|
||||||
|
|
||||||
const _SWORD_SCENE: PackedScene = preload("res://Assets/sword.glb")
|
# Wrapper scenes (glb + an editor-tweakable hitbox / collider) — see sword.tscn / spear.tscn.
|
||||||
|
const _SWORD_SCENE: PackedScene = preload("res://actors/matador/sword.tscn")
|
||||||
|
const _SPEAR_SCENE: PackedScene = preload("res://actors/matador/spear.tscn")
|
||||||
|
|
||||||
|
const _GRAVITY: float = 9.8 # arena gravity, for the spear's ballistic arc
|
||||||
|
|
||||||
const _STEER_LOOKAHEAD: float = 3.5 # longer = turns before hitting wall
|
const _STEER_LOOKAHEAD: float = 3.5 # longer = turns before hitting wall
|
||||||
const _STEER_INTERVAL: float = 0.12 # recompute direction at most ~8×/sec
|
const _STEER_INTERVAL: float = 0.12 # recompute direction at most ~8×/sec
|
||||||
@@ -88,15 +93,24 @@ const _TURN_FACE: float = 16.0 # face the bull while engaging
|
|||||||
const _TURN_SHARP: float = 24.0 # snap onto a sidestep / roll direction
|
const _TURN_SHARP: float = 24.0 # snap onto a sidestep / roll direction
|
||||||
|
|
||||||
|
|
||||||
|
const RigidSkin = preload("res://systems/render/rigid_skin.gd")
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
add_to_group(&"matador")
|
add_to_group(&"matador")
|
||||||
_skeleton = _find_skeleton(_mesh)
|
_skeleton = _find_skeleton(_mesh)
|
||||||
_anim_player = _find_anim_player(_mesh)
|
_anim_player = _find_anim_player(_mesh)
|
||||||
if _skeleton:
|
if _skeleton:
|
||||||
_sim = MatadorRagdoll.build(_skeleton)
|
_sim = MatadorRagdoll.build(_skeleton)
|
||||||
|
# Native GPU skinning by default; rigid_skin is an opt-in fallback now (the Mali/ANGLE
|
||||||
|
# invisible-skinning bug is fixed in the 4.7 web templates). See Controls.rigid_skin_enabled().
|
||||||
|
# When on, it runs after the ragdoll sim is built (both drive the same bones).
|
||||||
|
if Controls.rigid_skin_enabled():
|
||||||
|
RigidSkin.convert_tree(self)
|
||||||
if _anim_player:
|
if _anim_player:
|
||||||
for anim in [_ANIM_RUN, _ANIM_ATTACK, _ANIM_ROLL] + _ANIM_TAUNTS:
|
for anim in [_ANIM_RUN, _ANIM_ATTACK] + _ANIM_TAUNTS:
|
||||||
_ensure_loop(anim)
|
_ensure_loop(anim)
|
||||||
|
_flatten_roll_travel()
|
||||||
if not _anim_player.has_animation(_ANIM_RUN):
|
if not _anim_player.has_animation(_ANIM_RUN):
|
||||||
push_warning("Matador: expected animations not found. Available: %s" %
|
push_warning("Matador: expected animations not found. Available: %s" %
|
||||||
str(_anim_player.get_animation_list()))
|
str(_anim_player.get_animation_list()))
|
||||||
@@ -104,20 +118,22 @@ func _ready() -> void:
|
|||||||
_anim_player.play(_ANIM_IDLE)
|
_anim_player.play(_ANIM_IDLE)
|
||||||
_setup_sword()
|
_setup_sword()
|
||||||
DP.any_changed.connect(_on_dp_changed)
|
DP.any_changed.connect(_on_dp_changed)
|
||||||
_throw_aim_cd = randf_range(0.3, 1.0)
|
_throw_aim_cd = randf_range(2.0, 5.0)
|
||||||
_hit_area.body_entered.connect(_on_body_entered)
|
_hit_area.body_entered.connect(_on_body_entered)
|
||||||
_pick_wander_target()
|
_pick_wander_target()
|
||||||
_blood_burst = preload("res://blood_burst.gd").new()
|
_blood_burst = preload("res://systems/fx/blood_burst.gd").new()
|
||||||
add_child(_blood_burst)
|
add_child(_blood_burst)
|
||||||
if ResourceLoader.exists("res://sounds/ole.ogg"):
|
if ResourceLoader.exists("res://sounds/ole.ogg"):
|
||||||
_ole_player = AudioStreamPlayer.new()
|
_ole_player = AudioStreamPlayer.new()
|
||||||
_ole_player.stream = load("res://sounds/ole.ogg")
|
_ole_player.stream = load("res://sounds/ole.ogg")
|
||||||
_ole_player.volume_db = 0.0
|
_ole_player.volume_db = 0.0
|
||||||
|
_ole_player.bus = &"Effects"
|
||||||
add_child(_ole_player)
|
add_child(_ole_player)
|
||||||
if ResourceLoader.exists("res://sounds/matador_death.ogg"):
|
if ResourceLoader.exists("res://sounds/matador_death.ogg"):
|
||||||
_death_player = AudioStreamPlayer.new()
|
_death_player = AudioStreamPlayer.new()
|
||||||
_death_player.stream = load("res://sounds/matador_death.ogg")
|
_death_player.stream = load("res://sounds/matador_death.ogg")
|
||||||
_death_player.volume_db = 2.0
|
_death_player.volume_db = 2.0
|
||||||
|
_death_player.bus = &"Effects"
|
||||||
add_child(_death_player)
|
add_child(_death_player)
|
||||||
|
|
||||||
|
|
||||||
@@ -138,6 +154,10 @@ func _acquire_bull() -> void:
|
|||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
_acquire_bull()
|
_acquire_bull()
|
||||||
|
|
||||||
|
if _is_spawning and is_on_floor():
|
||||||
|
_is_spawning = false
|
||||||
|
collision_layer = 1
|
||||||
|
|
||||||
if DP.b("show_raycasts") and _steer_dir != Vector3.ZERO:
|
if DP.b("show_raycasts") and _steer_dir != Vector3.ZERO:
|
||||||
var o := global_position + Vector3.UP * 0.6
|
var o := global_position + Vector3.UP * 0.6
|
||||||
DebugDraw.ray(o, o + _steer_dir * _STEER_LOOKAHEAD, Color(0.3, 1.0, 0.9))
|
DebugDraw.ray(o, o + _steer_dir * _STEER_LOOKAHEAD, Color(0.3, 1.0, 0.9))
|
||||||
@@ -148,12 +168,9 @@ func _physics_process(delta: float) -> void:
|
|||||||
_dodge_cd = maxf(0.0, _dodge_cd - delta)
|
_dodge_cd = maxf(0.0, _dodge_cd - delta)
|
||||||
_blade_hit_cd = maxf(0.0, _blade_hit_cd - delta)
|
_blade_hit_cd = maxf(0.0, _blade_hit_cd - delta)
|
||||||
_throw_aim_cd = maxf(0.0, _throw_aim_cd - delta)
|
_throw_aim_cd = maxf(0.0, _throw_aim_cd - delta)
|
||||||
# Pull a replacement sword from the holster a beat after throwing the last one.
|
_attack_cd = maxf(0.0, _attack_cd - delta)
|
||||||
if _state != State.RAGDOLL and not is_instance_valid(_sword_node) \
|
if _bull != null:
|
||||||
and (_sword_rest_attach != null or _sword_hand_attach != null):
|
_sweep_bull_gore()
|
||||||
_resword_timer -= delta
|
|
||||||
if _resword_timer <= 0.0:
|
|
||||||
_spawn_sword()
|
|
||||||
if _state != State.RAGDOLL and _bull != null:
|
if _state != State.RAGDOLL and _bull != null:
|
||||||
_update_ai_state(delta)
|
_update_ai_state(delta)
|
||||||
|
|
||||||
@@ -171,9 +188,8 @@ func _physics_process(delta: float) -> void:
|
|||||||
_advance_draw(delta)
|
_advance_draw(delta)
|
||||||
|
|
||||||
|
|
||||||
# Utility-driven brain. The physically committed states (a brace, a pass, a roll, a
|
# Utility-driven brain. Committed states (brace / pass / roll / throw wind-up) run to completion on
|
||||||
# throw wind-up) run to completion on their own timers; from the free states the
|
# their own timers; from the free states the matador re-scores every mat_decide_interval.
|
||||||
# matador re-scores its options every mat_decide_interval and acts on the winner.
|
|
||||||
func _update_ai_state(delta: float) -> void:
|
func _update_ai_state(delta: float) -> void:
|
||||||
if _state == State.BRACE or _state == State.SIDESTEP \
|
if _state == State.BRACE or _state == State.SIDESTEP \
|
||||||
or _state == State.ROLL or _state == State.THROW:
|
or _state == State.ROLL or _state == State.THROW:
|
||||||
@@ -190,9 +206,8 @@ func _update_ai_state(delta: float) -> void:
|
|||||||
_enter_intent(intent)
|
_enter_intent(intent)
|
||||||
|
|
||||||
|
|
||||||
# Score each intent from weighted heuristics and return the winner. Weights (the
|
# Score each intent from weighted mat_w_* heuristics and return the winner; a small commit bonus on
|
||||||
# mat_w_* params) shape the personality; a small commit bonus on the current intent
|
# the current intent stops it flip-flopping between two near-tied options.
|
||||||
# stops it flip-flopping between two near-tied options.
|
|
||||||
func _choose_intent() -> Intent:
|
func _choose_intent() -> Intent:
|
||||||
var dist := global_position.distance_to(_bull.global_position)
|
var dist := global_position.distance_to(_bull.global_position)
|
||||||
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
|
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
|
||||||
@@ -213,25 +228,41 @@ func _choose_intent() -> Intent:
|
|||||||
# A matador won't commit to a strike it can't bail out of, so a spent dodge
|
# A matador won't commit to a strike it can't bail out of, so a spent dodge
|
||||||
# cooldown makes attacking (and dodging outright) less attractive.
|
# cooldown makes attacking (and dodging outright) less attractive.
|
||||||
var dodge_ready := 1.0 if _dodge_cd <= 0.0 else 0.35
|
var dodge_ready := 1.0 if _dodge_cd <= 0.0 else 0.35
|
||||||
|
# The post-stab recovery beat (mat_stab_recovery) kills ATTACK outright — the matador circles
|
||||||
|
# or gives ground between thrusts rather than machine-gunning the bull; DODGE/FLEE stay live.
|
||||||
|
var attack_ready := 0.0 if _attack_cd > 0.0 else 1.0
|
||||||
var throw_ok := _throw_aim_cd <= 0.0 and is_instance_valid(_sword_node) \
|
var throw_ok := _throw_aim_cd <= 0.0 and is_instance_valid(_sword_node) \
|
||||||
and dist >= DP.f("mat_throw_min_dist") and dist <= DP.f("mat_throw_range")
|
and dist >= DP.f("mat_throw_min_dist") and dist <= DP.f("mat_throw_range")
|
||||||
|
|
||||||
|
# Only the nearest few matadors work the bull at once; the rest hang back and
|
||||||
|
# taunt (see _engagement_rank). This turns a crowd into a bullring — matadors
|
||||||
|
# spreading out and taking turns — instead of a swarm all piling on together.
|
||||||
|
var is_engager := _engagement_rank() < maxi(1, int(DP.f("mat_engage_slots")))
|
||||||
|
# Supporting matadors strut and circle constantly; the lead only struts between
|
||||||
|
# passes, once the bull is back out past horn reach.
|
||||||
|
var strut := 0.65 if not is_engager else 0.3 * beyond
|
||||||
|
var engage_mult := 1.0 if is_engager else 0.15
|
||||||
|
|
||||||
var score := {
|
var score := {
|
||||||
# Only drift when the bull is out past throw range; up close this is ~0.
|
# Showmanship: circle the bull at a taunting distance and pose for the crowd.
|
||||||
Intent.WANDER: DP.f("mat_w_showmanship") * 0.3 * beyond,
|
Intent.WANDER: DP.f("mat_w_showmanship") * strut,
|
||||||
# Retreat only when the bull is close AND actually dangerous.
|
# Retreat only when the bull is close AND actually dangerous.
|
||||||
Intent.FLEE: DP.f("mat_w_flee") * close * (0.25 + 0.75 * danger),
|
Intent.FLEE: DP.f("mat_w_flee") * close * (0.25 + 0.75 * danger),
|
||||||
# Press the attack; ease off a touch when a charge is barrelling in.
|
# Press the attack; ease off a touch when a charge is barrelling in. Supporting
|
||||||
|
# matadors barely press — they yield the pass to whoever's engaging.
|
||||||
Intent.ATTACK: DP.f("mat_w_aggression") * (0.45 + 0.55 * close) \
|
Intent.ATTACK: DP.f("mat_w_aggression") * (0.45 + 0.55 * close) \
|
||||||
* (1.0 - 0.55 * danger) * dodge_ready,
|
* (1.0 - 0.55 * danger) * dodge_ready * engage_mult * attack_ready,
|
||||||
# Sidestep / plant against an incoming charge.
|
# Sidestep / plant against an incoming charge.
|
||||||
Intent.DODGE: DP.f("mat_w_caution") * danger * (1.0 if _dodge_cd <= 0.0 else 0.0),
|
Intent.DODGE: DP.f("mat_w_caution") * danger * (1.0 if _dodge_cd <= 0.0 else 0.0),
|
||||||
# Hurl the blade whenever there's a clean lane at range — the ranged threat
|
# Hurl the blade — an occasional ranged flourish from an engaging matador when
|
||||||
# that punishes a bull for hanging back out of horn reach.
|
# there's a clean lane, not a barrage (see mat_w_throw). Supporters never pelt.
|
||||||
Intent.THROW: ((DP.f("mat_w_showmanship") * 0.55 + DP.f("mat_w_aggression") * 0.6) \
|
Intent.THROW: (DP.f("mat_w_throw") * (0.35 + 0.65 * (1.0 - close))) \
|
||||||
* (0.35 + 0.65 * (1.0 - close))) if throw_ok else -1.0,
|
if (throw_ok and is_engager) else -1.0,
|
||||||
}
|
}
|
||||||
score[_intent] = float(score[_intent]) + DP.f("mat_w_commit")
|
# Commit bonus keeps a near-tied choice from flip-flopping — but don't re-reinforce a
|
||||||
|
# just-swung ATTACK we're recovering from, or the matador clings to it and spams the bull.
|
||||||
|
if not (_intent == Intent.ATTACK and _attack_cd > 0.0):
|
||||||
|
score[_intent] = float(score[_intent]) + DP.f("mat_w_commit")
|
||||||
|
|
||||||
var best: Intent = Intent.WANDER
|
var best: Intent = Intent.WANDER
|
||||||
var best_score := -INF
|
var best_score := -INF
|
||||||
@@ -277,6 +308,39 @@ func _enter_intent(intent: Intent) -> void:
|
|||||||
_start_throw()
|
_start_throw()
|
||||||
|
|
||||||
|
|
||||||
|
# How many other live matadors are closer to the bull than this one (0 = the lead engager); the
|
||||||
|
# brain lets the nearest mat_engage_slots press while the rest spread out and taunt.
|
||||||
|
func _engagement_rank() -> int:
|
||||||
|
if _bull == null:
|
||||||
|
return 0
|
||||||
|
var my_d := global_position.distance_squared_to(_bull.global_position)
|
||||||
|
var rank := 0
|
||||||
|
for node: Node in get_tree().get_nodes_in_group(&"matador"):
|
||||||
|
if node == self:
|
||||||
|
continue
|
||||||
|
var other := node as Node3D
|
||||||
|
if other == null or not is_instance_valid(other) or not other.call(&"is_active"):
|
||||||
|
continue
|
||||||
|
if other.global_position.distance_squared_to(_bull.global_position) < my_d:
|
||||||
|
rank += 1
|
||||||
|
return rank
|
||||||
|
|
||||||
|
|
||||||
|
# Live and vying for the bull's attention — a ragdolled corpse doesn't hold a slot.
|
||||||
|
func is_active() -> bool:
|
||||||
|
return _state != State.RAGDOLL
|
||||||
|
|
||||||
|
|
||||||
|
# True when this matador is safely out of the action — not one of the engaging few,
|
||||||
|
# and with the bull far enough off to strike a long, unhurried taunt for the crowd.
|
||||||
|
func _out_of_harm() -> bool:
|
||||||
|
if _bull == null:
|
||||||
|
return true
|
||||||
|
if _engagement_rank() < maxi(1, int(DP.f("mat_engage_slots"))):
|
||||||
|
return false
|
||||||
|
return global_position.distance_to(_bull.global_position) >= DP.f("mat_taunt_ring") * 0.6
|
||||||
|
|
||||||
|
|
||||||
# Bull is moving fast and aimed within ~30° of the matador
|
# Bull is moving fast and aimed within ~30° of the matador
|
||||||
func _is_charge_incoming() -> bool:
|
func _is_charge_incoming() -> bool:
|
||||||
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
|
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
|
||||||
@@ -289,6 +353,19 @@ func _is_charge_incoming() -> bool:
|
|||||||
return bull_flat.normalized().dot(to_me.normalized()) > 0.85
|
return bull_flat.normalized().dot(to_me.normalized()) > 0.85
|
||||||
|
|
||||||
|
|
||||||
|
# Bull charging fast and aimed straight at the matador, at ANY range (unlike _is_charge_incoming,
|
||||||
|
# which is capped to brace range) — so a taunting matador can answer a charge from across the arena.
|
||||||
|
func _charge_aimed_at_me() -> bool:
|
||||||
|
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
|
||||||
|
if bull_flat.length() < DP.f("mat_charge_speed"):
|
||||||
|
return false
|
||||||
|
var to_me := global_position - _bull.global_position
|
||||||
|
to_me.y = 0.0
|
||||||
|
if to_me.length() < 0.1:
|
||||||
|
return true
|
||||||
|
return bull_flat.normalized().dot(to_me.normalized()) > 0.9
|
||||||
|
|
||||||
|
|
||||||
# Returns a wall-clear direction, recomputed at most every _STEER_INTERVAL seconds.
|
# Returns a wall-clear direction, recomputed at most every _STEER_INTERVAL seconds.
|
||||||
# Randomises among available clear angles so juke direction is unpredictable.
|
# Randomises among available clear angles so juke direction is unpredictable.
|
||||||
func _steer_clear(desired_dir: Vector3, delta: float) -> Vector3:
|
func _steer_clear(desired_dir: Vector3, delta: float) -> Vector3:
|
||||||
@@ -349,8 +426,29 @@ func _face_point(point: Vector3, delta: float, rate: float) -> void:
|
|||||||
func _tick_wander(delta: float) -> void:
|
func _tick_wander(delta: float) -> void:
|
||||||
# Plant the feet while drawing / sheathing instead of sliding through the clip.
|
# Plant the feet while drawing / sheathing instead of sliding through the clip.
|
||||||
if _drawing or _sheathing or _idle_timer > 0.0:
|
if _drawing or _sheathing or _idle_timer > 0.0:
|
||||||
|
# A charge aimed at a taunting matador snaps it out of the pose: hurl a spear at a bull
|
||||||
|
# barrelling in from range, or switch to the sword (brace/cite) to meet a closer rush.
|
||||||
|
if _idle_timer > 0.0 and not _drawing and not _sheathing \
|
||||||
|
and _bull != null and _charge_aimed_at_me():
|
||||||
|
var dist := global_position.distance_to(_bull.global_position)
|
||||||
|
var throw_ok := _throw_aim_cd <= 0.0 and is_instance_valid(_sword_node) \
|
||||||
|
and dist >= DP.f("mat_throw_min_dist") and dist <= DP.f("mat_throw_range")
|
||||||
|
if dist > DP.f("mat_brace_range") and throw_ok:
|
||||||
|
_start_throw() # far charge — get the spear off before it arrives
|
||||||
|
return
|
||||||
|
if dist <= DP.f("mat_brace_range"):
|
||||||
|
_start_brace() # closer rush — draw the sword and cite the charge
|
||||||
|
return
|
||||||
_idle_timer = maxf(0.0, _idle_timer - delta)
|
_idle_timer = maxf(0.0, _idle_timer - delta)
|
||||||
_decelerate(10.0, delta)
|
_decelerate(10.0, delta)
|
||||||
|
# Taunt toward the bull so the posturing plays to it, not off into space.
|
||||||
|
if _bull != null and _idle_timer > 0.0:
|
||||||
|
_face_point(_bull.global_position, delta, _TURN_MOVE)
|
||||||
|
# Cycle gestures through a long hold so a posing matador stays lively.
|
||||||
|
_taunt_swap -= delta
|
||||||
|
if _taunt_swap <= 0.0 and not _drawing and not _sheathing:
|
||||||
|
_idle_anim = _pick_taunt()
|
||||||
|
_taunt_swap = randf_range(1.5, 3.0)
|
||||||
_play_anim(_idle_anim)
|
_play_anim(_idle_anim)
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
return
|
return
|
||||||
@@ -358,8 +456,12 @@ func _tick_wander(delta: float) -> void:
|
|||||||
var to_target := Vector3(
|
var to_target := Vector3(
|
||||||
_wander_target.x - global_position.x, 0.0, _wander_target.z - global_position.z)
|
_wander_target.x - global_position.x, 0.0, _wander_target.z - global_position.z)
|
||||||
if to_target.length() < 0.8:
|
if to_target.length() < 0.8:
|
||||||
_idle_timer = randf_range(DP.f("mat_idle_min"), DP.f("mat_idle_max"))
|
# A matador out of harm's way settles into a long taunt for the crowd; one still
|
||||||
|
# in the mix only pauses briefly between passes.
|
||||||
|
_idle_timer = randf_range(DP.f("mat_taunt_hold") * 0.7, DP.f("mat_taunt_hold") * 1.3) \
|
||||||
|
if _out_of_harm() else randf_range(DP.f("mat_idle_min"), DP.f("mat_idle_max"))
|
||||||
_idle_anim = _pick_taunt()
|
_idle_anim = _pick_taunt()
|
||||||
|
_taunt_swap = randf_range(1.5, 3.0)
|
||||||
_pick_wander_target()
|
_pick_wander_target()
|
||||||
else:
|
else:
|
||||||
var dir := _steer_clear(to_target.normalized(), delta)
|
var dir := _steer_clear(to_target.normalized(), delta)
|
||||||
@@ -461,6 +563,7 @@ func _start_attack() -> void:
|
|||||||
|
|
||||||
func _tick_attack(delta: float) -> void:
|
func _tick_attack(delta: float) -> void:
|
||||||
_attack_timer -= delta
|
_attack_timer -= delta
|
||||||
|
var was_swinging := _swing_timer > 0.0
|
||||||
_swing_timer = maxf(0.0, _swing_timer - delta)
|
_swing_timer = maxf(0.0, _swing_timer - delta)
|
||||||
# Plant the feet while drawing instead of sliding toward the bull mid-clip.
|
# Plant the feet while drawing instead of sliding toward the bull mid-clip.
|
||||||
if _drawing or _sheathing:
|
if _drawing or _sheathing:
|
||||||
@@ -473,22 +576,41 @@ func _tick_attack(delta: float) -> void:
|
|||||||
to_bull.y = 0.0
|
to_bull.y = 0.0
|
||||||
var dist := to_bull.length()
|
var dist := to_bull.length()
|
||||||
|
|
||||||
# Commit to a full swing once in range instead of flipping Run/Attack at the
|
# A finished stab enforces a recovery beat (no re-commit for mat_stab_recovery), then decides
|
||||||
# distance boundary every frame (the old foot-slide jitter). When the swing
|
# what's next: a landed hit very likely breaks into a taunt/retreat, otherwise the usual roll
|
||||||
# ends the matador re-closes if the bull slipped away, or stabs again if not.
|
# to give ground / circle / throw — anything but instantly drilling the same thrust again.
|
||||||
if _swing_timer <= 0.0 and dist <= DP.f("mat_attack_min_dist") and _sword_in_hand:
|
if was_swinging and _swing_timer <= 0.0:
|
||||||
|
_attack_cd = DP.f("mat_stab_recovery")
|
||||||
|
var landed := _sword_blade_area != null and _sword_blade_area.did_hit()
|
||||||
|
if landed and randf() < DP.f("mat_taunt_after_hit"):
|
||||||
|
_do_taunt_retreat()
|
||||||
|
return
|
||||||
|
if randf() < DP.f("mat_stab_followup_chance"):
|
||||||
|
_do_stab_followup()
|
||||||
|
return
|
||||||
|
|
||||||
|
# Run in (Run clip) to mat_stab_standoff, then plant and swing on the spot — the standoff sits
|
||||||
|
# inside the sword's ~3.75 m thrust reach; killing velocity on commit stops the feet sliding.
|
||||||
|
# The recovery beat gates the next commit so back-to-back stabs can't machine-gun the bull.
|
||||||
|
if _swing_timer <= 0.0 and _attack_cd <= 0.0 and dist <= DP.f("mat_stab_standoff") and _sword_in_hand:
|
||||||
_swing_timer = _anim_length(_ANIM_ATTACK, 0.9)
|
_swing_timer = _anim_length(_ANIM_ATTACK, 0.9)
|
||||||
_lunge_timer = DP.f("mat_lunge_time")
|
velocity.x = 0.0
|
||||||
|
velocity.z = 0.0
|
||||||
|
# Re-arm fresh each swing — back-to-back stabs commit before the else-branch deactivate runs.
|
||||||
|
if _sword_blade_area != null:
|
||||||
|
_sword_blade_area.deactivate()
|
||||||
|
|
||||||
if _swing_timer > 0.0:
|
if _swing_timer > 0.0:
|
||||||
_lunge_timer = maxf(0.0, _lunge_timer - delta)
|
_decelerate(22.0, delta)
|
||||||
if _lunge_timer > 0.0 and dist > 0.1:
|
|
||||||
_accelerate(to_bull.normalized(), DP.f("mat_lunge_speed"), delta)
|
|
||||||
else:
|
|
||||||
_decelerate(22.0, delta)
|
|
||||||
_play_anim(_ANIM_ATTACK)
|
_play_anim(_ANIM_ATTACK)
|
||||||
_try_melee_hit(DP.f("mat_stab_reach"))
|
# Damage off the sword's own BladeHitbox (sword.tscn), riding the animated blade — gored only
|
||||||
|
# when the thrust reaches it. Arm at the thrust (mat_stab_strike_at) and sweep for the overlap.
|
||||||
|
if _sword_blade_area != null and _swing_phase() >= DP.f("mat_stab_strike_at"):
|
||||||
|
_sword_blade_area.activate()
|
||||||
|
_sword_blade_area.sweep()
|
||||||
else:
|
else:
|
||||||
|
if _sword_blade_area != null:
|
||||||
|
_sword_blade_area.deactivate()
|
||||||
var dir := _steer_clear(to_bull.normalized(), delta)
|
var dir := _steer_clear(to_bull.normalized(), delta)
|
||||||
_accelerate(dir, DP.f("mat_attack_speed"), delta)
|
_accelerate(dir, DP.f("mat_attack_speed"), delta)
|
||||||
_play_anim(_ANIM_RUN)
|
_play_anim(_ANIM_RUN)
|
||||||
@@ -496,6 +618,50 @@ func _tick_attack(delta: float) -> void:
|
|||||||
move_and_slide()
|
move_and_slide()
|
||||||
|
|
||||||
|
|
||||||
|
# How far through the attack swing: 0 (just committed) → 1 (finished), tracking the clip's progress.
|
||||||
|
func _swing_phase() -> float:
|
||||||
|
var length := _anim_length(_ANIM_ATTACK, 0.9)
|
||||||
|
if length <= 0.0:
|
||||||
|
return 1.0
|
||||||
|
return clampf(1.0 - _swing_timer / length, 0.0, 1.0)
|
||||||
|
|
||||||
|
|
||||||
|
# Break off after a stab instead of drilling the same thrust: give ground, hurl a spear, or circle.
|
||||||
|
# The brain re-engages after; _decide_cd is reset so the pick plays out before it re-scores.
|
||||||
|
func _do_stab_followup() -> void:
|
||||||
|
_decide_cd = DP.f("mat_decide_interval")
|
||||||
|
_dodge_cd = DP.f("mat_dodge_cooldown")
|
||||||
|
_steer_cd = 0.0
|
||||||
|
var roll := randf()
|
||||||
|
if roll < 0.2 and _throw_aim_cd <= 0.0 and is_instance_valid(_sword_node):
|
||||||
|
_start_throw() # ranged flourish
|
||||||
|
elif roll < 0.6:
|
||||||
|
_state = State.FLEE # give ground after the thrust
|
||||||
|
_intent = Intent.FLEE
|
||||||
|
else:
|
||||||
|
_state = State.WANDER # circle to a fresh angle before pressing again
|
||||||
|
_intent = Intent.WANDER
|
||||||
|
_pick_wander_target()
|
||||||
|
|
||||||
|
|
||||||
|
# A stab that LANDED: milk it. Break into a long taunt held toward the bull, then drift out to the
|
||||||
|
# showmanship ring — and lock ATTACK out for the whole hold (_attack_cd) so the brain can't drag the
|
||||||
|
# matador straight back into another thrust. DODGE/FLEE stay live, so a charging bull is still
|
||||||
|
# answered. This is what stops the "stab, stab, stab" spam after the matador connects.
|
||||||
|
func _do_taunt_retreat() -> void:
|
||||||
|
_state = State.WANDER
|
||||||
|
_intent = Intent.WANDER
|
||||||
|
_idle_timer = randf_range(DP.f("mat_taunt_hold") * 0.7, DP.f("mat_taunt_hold") * 1.3)
|
||||||
|
_idle_anim = _pick_taunt()
|
||||||
|
_taunt_swap = randf_range(1.5, 3.0)
|
||||||
|
_attack_cd = maxf(_attack_cd, _idle_timer)
|
||||||
|
_dodge_cd = DP.f("mat_dodge_cooldown")
|
||||||
|
_steer_cd = 0.0
|
||||||
|
_pick_wander_target()
|
||||||
|
if _sword_blade_area != null:
|
||||||
|
_sword_blade_area.deactivate()
|
||||||
|
|
||||||
|
|
||||||
func _enter_roll(hit_dir: Vector3) -> void:
|
func _enter_roll(hit_dir: Vector3) -> void:
|
||||||
_state = State.ROLL
|
_state = State.ROLL
|
||||||
# Match the state to the actual clip so the roll plays through once instead of
|
# Match the state to the actual clip so the roll plays through once instead of
|
||||||
@@ -509,6 +675,22 @@ func _enter_roll(hit_dir: Vector3) -> void:
|
|||||||
_anim_player.seek(0.0, true)
|
_anim_player.seek(0.0, true)
|
||||||
|
|
||||||
|
|
||||||
|
# Called (deferred) by the spawner to make the matador leap-roll toward a target on entry — the
|
||||||
|
# cinematic arena entrance. After the roll it transitions to normal AI via the ROLL → FLEE path.
|
||||||
|
func enter_spawn_roll(toward: Vector3) -> void:
|
||||||
|
var dir := toward - global_position
|
||||||
|
dir.y = 0.0
|
||||||
|
_roll_dir = dir.normalized() if dir.length() > 0.1 else -_mesh.global_transform.basis.z
|
||||||
|
_state = State.ROLL
|
||||||
|
_roll_timer = _anim_length(_ANIM_ROLL, DP.f("mat_roll_duration"))
|
||||||
|
_is_spawning = true
|
||||||
|
collision_layer = 0
|
||||||
|
velocity.y = 4.0
|
||||||
|
if _anim_player and _anim_player.has_animation(_ANIM_ROLL):
|
||||||
|
_anim_player.play(_ANIM_ROLL)
|
||||||
|
_anim_player.seek(0.0, true)
|
||||||
|
|
||||||
|
|
||||||
func _tick_roll(delta: float) -> void:
|
func _tick_roll(delta: float) -> void:
|
||||||
_roll_timer -= delta
|
_roll_timer -= delta
|
||||||
if _roll_timer <= 0.0:
|
if _roll_timer <= 0.0:
|
||||||
@@ -528,7 +710,8 @@ func _start_throw() -> void:
|
|||||||
_throw_timer = DP.f("mat_throw_windup")
|
_throw_timer = DP.f("mat_throw_windup")
|
||||||
velocity = Vector3.ZERO
|
velocity = Vector3.ZERO
|
||||||
_cancel_transitions()
|
_cancel_transitions()
|
||||||
_carry_sword(true) # blade must be in hand for the wind-up and release
|
_carry_sword(false) # the sword is melee-only — holster it for the throw
|
||||||
|
_spawn_spear_in_hand() # a fresh spear is drawn for the overhand throw
|
||||||
if _anim_player:
|
if _anim_player:
|
||||||
_anim_player.pause()
|
_anim_player.pause()
|
||||||
var to_bull := _bull.global_position - global_position
|
var to_bull := _bull.global_position - global_position
|
||||||
@@ -552,8 +735,8 @@ func _tick_throw(delta: float) -> void:
|
|||||||
_pose_throw_arm(phase)
|
_pose_throw_arm(phase)
|
||||||
|
|
||||||
var t_rel := DP.f("mat_throw_release")
|
var t_rel := DP.f("mat_throw_release")
|
||||||
if prev < t_rel and phase >= t_rel and is_instance_valid(_sword_node):
|
if prev < t_rel and phase >= t_rel and is_instance_valid(_spear_node):
|
||||||
_release_sword()
|
_release_spear()
|
||||||
|
|
||||||
if _throw_timer <= 0.0:
|
if _throw_timer <= 0.0:
|
||||||
_end_throw()
|
_end_throw()
|
||||||
@@ -562,20 +745,18 @@ func _tick_throw(delta: float) -> void:
|
|||||||
|
|
||||||
func _end_throw() -> void:
|
func _end_throw() -> void:
|
||||||
_state = State.FLEE
|
_state = State.FLEE
|
||||||
|
_clear_spear() # drop any spear still in hand if the wind-up was cut short
|
||||||
_dodge_cd = DP.f("mat_dodge_cooldown")
|
_dodge_cd = DP.f("mat_dodge_cooldown")
|
||||||
# Space throws out so the utility brain doesn't immediately vote another one,
|
# Space throws well apart so a hurl stays a flourish, not a barrage.
|
||||||
# but keep them frequent enough to pressure a bull that hangs back at range.
|
_throw_aim_cd = randf_range(4.0, 7.0)
|
||||||
_throw_aim_cd = randf_range(1.6, 3.2)
|
|
||||||
_intent = Intent.FLEE
|
_intent = Intent.FLEE
|
||||||
# Blend straight into locomotion so the manually-posed throw arm eases out
|
# Blend to locomotion so the manually-posed throw arm eases out (resume() snaps).
|
||||||
# (a bare resume() would snap and leave the player on whatever it paused on).
|
|
||||||
if _anim_player:
|
if _anim_player:
|
||||||
_anim_player.play(_ANIM_RUN)
|
_anim_player.play(_ANIM_RUN)
|
||||||
|
|
||||||
|
|
||||||
# Drive arm_R + forearm_R through a cock-back → release arc while the
|
# Drive arm_R + forearm_R through a cock-back → release arc while the
|
||||||
# AnimationPlayer is paused. Swing is on bone-local X (see CLAUDE.md rig notes);
|
# AnimationPlayer is paused. Swing is on bone-local X (see CLAUDE.md), DP-tunable.
|
||||||
# angles are DP-tunable so the arc can be dialled in per rig.
|
|
||||||
func _pose_throw_arm(phase: float) -> void:
|
func _pose_throw_arm(phase: float) -> void:
|
||||||
if not _skeleton:
|
if not _skeleton:
|
||||||
return
|
return
|
||||||
@@ -605,82 +786,59 @@ func _set_bone_swing(bone: String, deg: float) -> void:
|
|||||||
_skeleton.set_bone_pose_rotation(idx, rest * Quaternion(Vector3.RIGHT, deg_to_rad(deg)))
|
_skeleton.set_bone_pose_rotation(idx, rest * Quaternion(Vector3.RIGHT, deg_to_rad(deg)))
|
||||||
|
|
||||||
|
|
||||||
# Detach the sword from the hand and launch it as a spinning physics projectile
|
# Draw a fresh spear into the throwing hand for the wind-up (no melee collider).
|
||||||
# that damages the bull on contact, then settles and despawns.
|
func _spawn_spear_in_hand() -> void:
|
||||||
func _release_sword() -> void:
|
if is_instance_valid(_spear_node) or _sword_hand_attach == null:
|
||||||
if not is_instance_valid(_sword_node):
|
|
||||||
return
|
return
|
||||||
var sword := _sword_node
|
_spear_node = _SPEAR_SCENE.instantiate() as Node3D
|
||||||
var blade := _sword_blade_area
|
_sword_hand_attach.add_child(_spear_node)
|
||||||
var gx := sword.global_transform
|
_spear_node.position = Vector3(
|
||||||
_sword_node = null
|
DP.f("spear_pos_x"), DP.f("spear_pos_y"), DP.f("spear_pos_z"))
|
||||||
_sword_blade_area = null
|
_spear_node.rotation_degrees = Vector3(
|
||||||
_sword_in_hand = false
|
DP.f("spear_rot_x"), DP.f("spear_rot_y"), DP.f("spear_rot_z"))
|
||||||
_resword_timer = DP.f("mat_resword_delay")
|
|
||||||
# The RigidBody owns collisions now — silence the melee blade Area it carries.
|
|
||||||
if is_instance_valid(blade):
|
|
||||||
blade.monitoring = false
|
|
||||||
|
|
||||||
var rb := RigidBody3D.new()
|
|
||||||
rb.collision_layer = 0
|
|
||||||
rb.collision_mask = 1
|
|
||||||
rb.contact_monitor = true
|
|
||||||
rb.max_contacts_reported = 6
|
|
||||||
# Fly nearly straight to the aim point instead of lobbing — the old horizontal
|
|
||||||
# throw sailed clean over the bull's low body. A small gravity_scale keeps a
|
|
||||||
# touch of drop for feel without dropping short.
|
|
||||||
rb.gravity_scale = DP.f("mat_throw_gravity")
|
|
||||||
get_tree().current_scene.add_child(rb)
|
|
||||||
rb.global_transform = gx
|
|
||||||
sword.reparent(rb, true)
|
|
||||||
|
|
||||||
# Physics collider along the blade (GLB +Z), which equals rb-local +Z because
|
func _clear_spear() -> void:
|
||||||
# the mesh kept its global transform and rb adopted it. Fattened so a fast throw
|
if is_instance_valid(_spear_node):
|
||||||
# reliably overlaps the bull's collision spheres instead of tunnelling past.
|
_spear_node.queue_free()
|
||||||
var cap := CapsuleShape3D.new()
|
_spear_node = null
|
||||||
cap.radius = 0.14
|
|
||||||
cap.height = 1.4
|
|
||||||
var cs := CollisionShape3D.new()
|
|
||||||
cs.shape = cap
|
|
||||||
cs.position = Vector3(0.0, 0.0, 0.7)
|
|
||||||
cs.rotation_degrees = Vector3(90.0, 0.0, 0.0)
|
|
||||||
rb.add_child(cs)
|
|
||||||
|
|
||||||
# Aim at the bull's BODY (its collision spheres ride low, ~0.5 m below the
|
|
||||||
# origin), leading a moving target so it arrives where the bull will be. The aim
|
# Hurl the held spear on a ballistic arc that lands on the bull's low body. The
|
||||||
# keeps its vertical component so the blade drives into the body, not over it.
|
# launch velocity is solved so gravity (mat_throw_gravity) carries it down onto the
|
||||||
var speed := maxf(DP.f("mat_throw_speed"), 0.1)
|
# lead point; SpearProjectile aims the shaft along the arc and embeds it on a hit.
|
||||||
var dir := (_throw_dir + Vector3.UP * 0.0)
|
func _release_spear() -> void:
|
||||||
|
if not is_instance_valid(_spear_node):
|
||||||
|
return
|
||||||
|
var spear := _spear_node
|
||||||
|
var origin := spear.global_position
|
||||||
|
_spear_node = null
|
||||||
|
|
||||||
|
var hs := maxf(DP.f("mat_throw_speed"), 0.1) # horizontal speed
|
||||||
|
var g := _GRAVITY * maxf(DP.f("mat_throw_gravity"), 0.05)
|
||||||
|
# Aim low (the bull's collision spheres ride ~0.5 m below its origin) and lead it
|
||||||
|
# across the arc's flight time.
|
||||||
|
var target := origin + _throw_dir * 5.0
|
||||||
if is_instance_valid(_bull):
|
if is_instance_valid(_bull):
|
||||||
var target := _bull.global_position + Vector3(0.0, DP.f("mat_throw_aim_y"), 0.0)
|
target = _bull.global_position + Vector3(0.0, DP.f("mat_throw_aim_y"), 0.0)
|
||||||
var flat := target - gx.origin
|
var lead := target - origin
|
||||||
flat.y = 0.0
|
lead.y = 0.0
|
||||||
var flight := flat.length() / speed
|
target += _bull.velocity * (lead.length() / hs)
|
||||||
target += _bull.velocity * flight
|
var flat := target - origin
|
||||||
var to_target := target - gx.origin
|
var rise := flat.y
|
||||||
if to_target.length() > 0.1:
|
flat.y = 0.0
|
||||||
dir = to_target.normalized()
|
var dist := flat.length()
|
||||||
# A little aim scatter so throws are a threat to READ and dodge, not a hitscan —
|
var hdir := flat.normalized() if dist > 0.01 else _throw_dir
|
||||||
# a bull that keeps moving can slip them, a stationary one gets pinned.
|
# Aim scatter so the arc can be read and sidestepped, not a hitscan.
|
||||||
var spread := deg_to_rad(DP.f("mat_throw_spread"))
|
var spread := deg_to_rad(DP.f("mat_throw_spread"))
|
||||||
dir = dir.rotated(Vector3.UP, randf_range(-spread, spread)).normalized()
|
hdir = hdir.rotated(Vector3.UP, randf_range(-spread, spread)).normalized()
|
||||||
rb.linear_velocity = dir * speed
|
# Ballistic solve: with horizontal speed hs over distance dist, the flight lasts t;
|
||||||
rb.angular_velocity = dir.cross(Vector3.UP).normalized() * -DP.f("mat_throw_spin")
|
# pick the vertical launch speed that lands the arc on the aim point's height.
|
||||||
|
var t := dist / hs
|
||||||
var hit_done := [false]
|
var vy := (rise + 0.5 * g * t * t) / t
|
||||||
rb.body_entered.connect(func(body: Node) -> void:
|
var vel := hdir * hs + Vector3.UP * vy
|
||||||
if hit_done[0]:
|
SpearProjectile.launch(get_tree().current_scene, spear, origin, vel,
|
||||||
return
|
maxf(DP.f("mat_throw_gravity"), 0.05))
|
||||||
if body.is_in_group(&"player"):
|
|
||||||
hit_done[0] = true
|
|
||||||
body.call(&"take_sword_hit", "thrown")
|
|
||||||
)
|
|
||||||
|
|
||||||
var cleanup := get_tree().create_timer(6.0)
|
|
||||||
cleanup.timeout.connect(func() -> void:
|
|
||||||
if is_instance_valid(rb):
|
|
||||||
rb.queue_free()
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
func _tick_ragdoll(_delta: float) -> void:
|
func _tick_ragdoll(_delta: float) -> void:
|
||||||
@@ -707,34 +865,84 @@ func _on_body_entered(body: Node3D) -> void:
|
|||||||
if not body.is_in_group(&"player"):
|
if not body.is_in_group(&"player"):
|
||||||
return
|
return
|
||||||
var player := body as CharacterBody3D
|
var player := body as CharacterBody3D
|
||||||
if player.velocity.length() < DP.f("mat_hit_threshold"):
|
var bull_speed := player.velocity.length()
|
||||||
|
if bull_speed < DP.f("mat_hit_threshold"):
|
||||||
|
return
|
||||||
|
if not _horns_first(player.global_position):
|
||||||
return
|
return
|
||||||
var flat_vel := Vector3(player.velocity.x, 0.0, player.velocity.z)
|
var flat_vel := Vector3(player.velocity.x, 0.0, player.velocity.z)
|
||||||
var hit_dir := flat_vel.normalized() if flat_vel.length() > 0.5 else \
|
var hit_dir := flat_vel.normalized() if flat_vel.length() > 0.5 else \
|
||||||
(global_position - player.global_position).normalized()
|
(global_position - player.global_position).normalized()
|
||||||
|
_take_bull_charge(bull_speed, hit_dir)
|
||||||
|
|
||||||
if randf() < DP.f("mat_roll_chance"):
|
|
||||||
|
# Tunnel-proof charge detection: at dash speed the bull skips clean over the thin HitArea between
|
||||||
|
# ticks, so body_entered never fires. Sweep its actual travel (prev → now) and gore on any pass within
|
||||||
|
# mat_charge_gore_radius. Runs every frame (even ragdolled) to keep the segment fresh.
|
||||||
|
func _sweep_bull_gore() -> void:
|
||||||
|
var now := _bull.global_position
|
||||||
|
var seg_from := _bull_prev_pos if _bull_prev_seen else now
|
||||||
|
_bull_prev_pos = now
|
||||||
|
_bull_prev_seen = true
|
||||||
|
if _state == State.RAGDOLL or _state == State.ROLL:
|
||||||
|
return
|
||||||
|
var flat_vel := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
|
||||||
|
var bull_speed := flat_vel.length()
|
||||||
|
if bull_speed < DP.f("mat_hit_threshold"):
|
||||||
|
return
|
||||||
|
var a := Vector3(seg_from.x, 0.0, seg_from.z)
|
||||||
|
var b := Vector3(now.x, 0.0, now.z)
|
||||||
|
var p := Vector3(global_position.x, 0.0, global_position.z)
|
||||||
|
var closest := Geometry3D.get_closest_point_to_segment(p, a, b)
|
||||||
|
if p.distance_to(closest) > DP.f("mat_charge_gore_radius"):
|
||||||
|
return
|
||||||
|
if not _horns_first(seg_from):
|
||||||
|
return
|
||||||
|
var hit_dir := flat_vel.normalized() if bull_speed > 0.5 \
|
||||||
|
else (global_position - now).normalized()
|
||||||
|
_take_bull_charge(bull_speed, hit_dir)
|
||||||
|
|
||||||
|
|
||||||
|
# Horns-first gate: gore only when the bull's velocity points within bull_gore_arc of the direction
|
||||||
|
# from `from` to the matador — not a sideways brush or backing in. The dash ability skips the gate.
|
||||||
|
func _horns_first(from: Vector3) -> bool:
|
||||||
|
if _bull == null:
|
||||||
|
return false
|
||||||
|
if _bull.has_method(&"is_dashing") and _bull.call(&"is_dashing"):
|
||||||
|
return true # the dash ability is a committed lunge — it gores on contact, no angle gate
|
||||||
|
var vel := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
|
||||||
|
if vel.length() < 0.5:
|
||||||
|
return false
|
||||||
|
var to_me := global_position - from
|
||||||
|
to_me.y = 0.0
|
||||||
|
if to_me.length() < 0.01:
|
||||||
|
return true
|
||||||
|
return vel.normalized().dot(to_me.normalized()) > cos(deg_to_rad(DP.f("bull_gore_arc")))
|
||||||
|
|
||||||
|
|
||||||
|
# Resolve a connected charge: the survival roll fades as bull speed climbs (mat_charge_pierce), so a
|
||||||
|
# committed charge gores rather than getting shrugged off.
|
||||||
|
func _take_bull_charge(bull_speed: float, hit_dir: Vector3) -> void:
|
||||||
|
# The boulder roll bowls matadors over with its own launch + chain (player._roll_try_pop); don't
|
||||||
|
# pre-empt that with a quiet gore, or the ball rolls straight through without popping.
|
||||||
|
if _bull.has_method(&"is_rolling") and _bull.call(&"is_rolling"):
|
||||||
|
return
|
||||||
|
# The dash is a committed lunge — a connect is a guaranteed kill, no survival roll (it already
|
||||||
|
# bypasses the horns cone). A passive cruise-charge still leaves a roll chance that fades with speed.
|
||||||
|
var roll_chance := 0.0
|
||||||
|
if not (_bull.has_method(&"is_dashing") and _bull.call(&"is_dashing")):
|
||||||
|
var floor_spd := DP.f("mat_hit_threshold")
|
||||||
|
var full_spd := maxf(DP.f("mat_charge_speed"), floor_spd + 0.1)
|
||||||
|
var commit := clampf((bull_speed - floor_spd) / (full_spd - floor_spd), 0.0, 1.0)
|
||||||
|
roll_chance = DP.f("mat_roll_chance") * (1.0 - commit * DP.f("mat_charge_pierce"))
|
||||||
|
if randf() < roll_chance:
|
||||||
_enter_roll(hit_dir)
|
_enter_roll(hit_dir)
|
||||||
else:
|
else:
|
||||||
_enter_ragdoll(hit_dir, player.velocity.length())
|
_enter_ragdoll(hit_dir, bull_speed)
|
||||||
|
|
||||||
|
|
||||||
func _on_blade_hit(body: Node3D) -> void:
|
# Reach-based hit for the sidestep PASS (fast lateral sweep — the thin blade Area tunnels, so a
|
||||||
if _state != State.ATTACK and _state != State.SIDESTEP and _state != State.BRACE:
|
# distance+facing check is the reliable gore; the ATTACK stab uses the blade collider instead).
|
||||||
return
|
|
||||||
if not body.is_in_group(&"player"):
|
|
||||||
return
|
|
||||||
if _blade_hit_cd > 0.0:
|
|
||||||
return
|
|
||||||
_blade_hit_cd = DP.f("mat_stab_cooldown")
|
|
||||||
body.call(&"take_sword_hit", "gored")
|
|
||||||
|
|
||||||
|
|
||||||
# Reach-based stab. A charging bull crosses metres per physics frame, so it easily
|
|
||||||
# tunnels through the thin blade Area between frames — this distance check is the
|
|
||||||
# reliable hit. Called from the offensive ticks (active swing / pass) whenever the
|
|
||||||
# blade is drawn: if the bull is inside reach AND the matador is facing it — the
|
|
||||||
# blade actually presented, not held off to the side — it's gored.
|
|
||||||
func _try_melee_hit(reach: float) -> void:
|
func _try_melee_hit(reach: float) -> void:
|
||||||
if _blade_hit_cd > 0.0 or not _sword_in_hand or _bull == null:
|
if _blade_hit_cd > 0.0 or not _sword_in_hand or _bull == null:
|
||||||
return
|
return
|
||||||
@@ -743,19 +951,18 @@ func _try_melee_hit(reach: float) -> void:
|
|||||||
var dist := to_bull.length()
|
var dist := to_bull.length()
|
||||||
if dist > reach or dist < 0.01:
|
if dist > reach or dist < 0.01:
|
||||||
return
|
return
|
||||||
# Only lands within the frontal arc — you're gored on a presented blade, not by
|
|
||||||
# brushing a matador whose sword is pointing elsewhere.
|
|
||||||
var facing := Vector3(sin(_mesh.rotation.y), 0.0, cos(_mesh.rotation.y))
|
var facing := Vector3(sin(_mesh.rotation.y), 0.0, cos(_mesh.rotation.y))
|
||||||
if facing.dot(to_bull / dist) < cos(deg_to_rad(DP.f("mat_stab_arc"))):
|
if facing.dot(to_bull / dist) < cos(deg_to_rad(DP.f("mat_stab_arc"))):
|
||||||
return
|
return
|
||||||
_blade_hit_cd = DP.f("mat_stab_cooldown")
|
_blade_hit_cd = DP.f("mat_stab_cooldown")
|
||||||
_bull.call(&"take_sword_hit", "gored")
|
DamageEvent.deal(_bull, DamageEvent.Cause.GORED, _bull.global_position, self)
|
||||||
|
|
||||||
|
|
||||||
func _enter_ragdoll(hit_dir: Vector3, bull_speed: float, up_boost: float = 0.0) -> void:
|
func _enter_ragdoll(hit_dir: Vector3, bull_speed: float, up_boost: float = 0.0) -> void:
|
||||||
_state = State.RAGDOLL
|
_state = State.RAGDOLL
|
||||||
if _sword_blade_area:
|
if _sword_blade_area != null:
|
||||||
_sword_blade_area.monitoring = false
|
_sword_blade_area.deactivate()
|
||||||
|
_clear_spear() # a spear mid-wind-up dies with the matador, not in the air
|
||||||
killed.emit()
|
killed.emit()
|
||||||
var cleanup_timer := get_tree().create_timer(4.0)
|
var cleanup_timer := get_tree().create_timer(4.0)
|
||||||
cleanup_timer.timeout.connect(func() -> void:
|
cleanup_timer.timeout.connect(func() -> void:
|
||||||
@@ -866,6 +1073,32 @@ func _ensure_loop(anim_name: StringName) -> void:
|
|||||||
anim.loop_mode = Animation.LOOP_LINEAR
|
anim.loop_mode = Animation.LOOP_LINEAR
|
||||||
|
|
||||||
|
|
||||||
|
# Roll was authored *travelling* (COG drives ~4.5 m forward on Z), which snapped the
|
||||||
|
# mesh back when the clip ended. _tick_roll moves the dodge, so strip that COG travel.
|
||||||
|
func _flatten_roll_travel() -> void:
|
||||||
|
if _anim_player == null or not _anim_player.has_animation(_ANIM_ROLL):
|
||||||
|
return
|
||||||
|
var anim := _anim_player.get_animation(_ANIM_ROLL)
|
||||||
|
if anim.has_meta(&"_travel_flattened"):
|
||||||
|
return
|
||||||
|
anim.set_meta(&"_travel_flattened", true)
|
||||||
|
var cog := anim.find_track(NodePath("Armature/Skeleton3D:COG"), Animation.TYPE_POSITION_3D)
|
||||||
|
if cog < 0:
|
||||||
|
return
|
||||||
|
# Snapshot the COG travel before mutating (flattening COG first would zero it).
|
||||||
|
var travel: Dictionary = {}
|
||||||
|
for i in anim.get_track_count():
|
||||||
|
if anim.track_get_type(i) == Animation.TYPE_POSITION_3D:
|
||||||
|
for k in anim.track_get_key_count(i):
|
||||||
|
var t := anim.track_get_key_time(i, k)
|
||||||
|
travel[t] = anim.position_track_interpolate(cog, t).z
|
||||||
|
for i in anim.get_track_count():
|
||||||
|
if anim.track_get_type(i) == Animation.TYPE_POSITION_3D:
|
||||||
|
for k in anim.track_get_key_count(i):
|
||||||
|
var v: Vector3 = anim.track_get_key_value(i, k)
|
||||||
|
anim.track_set_key_value(i, k, v - Vector3(0.0, 0.0, travel[anim.track_get_key_time(i, k)]))
|
||||||
|
|
||||||
|
|
||||||
func _pick_taunt() -> StringName:
|
func _pick_taunt() -> StringName:
|
||||||
var choices: Array[StringName] = []
|
var choices: Array[StringName] = []
|
||||||
for anim in _ANIM_TAUNTS:
|
for anim in _ANIM_TAUNTS:
|
||||||
@@ -893,13 +1126,25 @@ func _play_anim(anim_name: StringName) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _pick_wander_target() -> void:
|
func _pick_wander_target() -> void:
|
||||||
# 35% chance: pick a point orbiting close to the bull for a daring pass
|
# Circle the bull for showmanship: mostly settle on the taunt ring (spreading the
|
||||||
if _bull != null and randf() < 0.35:
|
# crowd out around it), with an occasional close pass for daring flair.
|
||||||
var angle := randf() * TAU
|
if _bull != null:
|
||||||
var r := randf_range(1.5, 4.0)
|
|
||||||
var bull_flat := _bull.global_position
|
var bull_flat := _bull.global_position
|
||||||
bull_flat.y = 0.0
|
bull_flat.y = 0.0
|
||||||
|
var r: float
|
||||||
|
if randf() < 0.2:
|
||||||
|
r = randf_range(1.5, 4.0) # close daring pass
|
||||||
|
else:
|
||||||
|
var ring := DP.f("mat_taunt_ring")
|
||||||
|
r = randf_range(ring * 0.7, ring * 1.3) # the showmanship ring
|
||||||
|
var angle := randf() * TAU
|
||||||
_wander_target = bull_flat + Vector3(cos(angle) * r, 0.0, sin(angle) * r)
|
_wander_target = bull_flat + Vector3(cos(angle) * r, 0.0, sin(angle) * r)
|
||||||
|
# Keep the pose inside the fighting floor rather than backing onto the benches.
|
||||||
|
var arena_r := DP.f("arena_spawn_radius")
|
||||||
|
var flat := Vector2(_wander_target.x, _wander_target.z)
|
||||||
|
if flat.length() > arena_r:
|
||||||
|
flat = flat.normalized() * arena_r
|
||||||
|
_wander_target = Vector3(flat.x, 0.0, flat.y)
|
||||||
return
|
return
|
||||||
var radius := DP.f("mat_wander_radius")
|
var radius := DP.f("mat_wander_radius")
|
||||||
var angle := randf() * TAU
|
var angle := randf() * TAU
|
||||||
@@ -909,13 +1154,9 @@ func _pick_wander_target() -> void:
|
|||||||
|
|
||||||
# ── Sword attachment ──────────────────────────────────────────────────────────
|
# ── Sword attachment ──────────────────────────────────────────────────────────
|
||||||
|
|
||||||
# The rig (matador_v03) carries two purpose-built bones for the sword:
|
# The rig (matador_v03) carries two bones: weapon_bone (right-hand grip) and weapon_rest_bone (hip
|
||||||
# weapon_bone — the grip pose in the right hand (drawn / fighting)
|
# holster). The sword rides in the holster, carried to the hand in combat (_carry_sword); each bone
|
||||||
# weapon_rest_bone — the holstered pose at the hip (sheathed / wandering)
|
# has its own DP-tunable offset/rotation (sword_* / sword_rest_*) so the poses seat independently.
|
||||||
# The sword lives in the holster by default and is carried to the hand while the
|
|
||||||
# matador is in a combat state (see _carry_sword). Each bone has its own
|
|
||||||
# DP-tunable local offset/rotation (sword_* for the hand, sword_rest_* for the
|
|
||||||
# holster) so the two poses can be seated independently without re-exporting.
|
|
||||||
func _setup_sword() -> void:
|
func _setup_sword() -> void:
|
||||||
if not _skeleton:
|
if not _skeleton:
|
||||||
return
|
return
|
||||||
@@ -934,8 +1175,7 @@ func _setup_sword() -> void:
|
|||||||
_spawn_sword()
|
_spawn_sword()
|
||||||
|
|
||||||
|
|
||||||
# Instantiate a fresh sword into the holster, with its own blade collider. Called
|
# Instantiate the matador's sword into the holster, with its own blade collider.
|
||||||
# at spawn and again after a throw, so a matador can keep drawing replacements.
|
|
||||||
func _spawn_sword() -> void:
|
func _spawn_sword() -> void:
|
||||||
if is_instance_valid(_sword_node):
|
if is_instance_valid(_sword_node):
|
||||||
return
|
return
|
||||||
@@ -949,38 +1189,26 @@ func _spawn_sword() -> void:
|
|||||||
_drawing = false
|
_drawing = false
|
||||||
_apply_sword_grip()
|
_apply_sword_grip()
|
||||||
|
|
||||||
# Blade collider spans the steel (hilt at local origin, blade running +Z out
|
# The blade hitbox (sword.tscn, hitbox.gd) is armed only during the ATTACK thrust (see
|
||||||
# to ~1.4 m). Only monitors while the sword is in hand (see _carry_sword).
|
# _tick_attack); off while merely carried, so brushing a drawn matador never gores the bull.
|
||||||
var blade_cap := CapsuleShape3D.new()
|
_sword_blade_area = _sword_node.get_node_or_null("BladeHitbox") as Hitbox
|
||||||
blade_cap.radius = 0.18
|
if _sword_blade_area != null:
|
||||||
blade_cap.height = 1.30
|
_sword_blade_area.deactivate()
|
||||||
var blade_cs := CollisionShape3D.new()
|
|
||||||
blade_cs.shape = blade_cap
|
|
||||||
blade_cs.position = Vector3(0.0, 0.0, 0.8)
|
|
||||||
# CapsuleShape3D runs along Y by default; tip it onto +Z to follow the blade.
|
|
||||||
blade_cs.rotation_degrees = Vector3(90.0, 0.0, 0.0)
|
|
||||||
|
|
||||||
_sword_blade_area = Area3D.new()
|
|
||||||
_sword_blade_area.collision_layer = 0
|
|
||||||
_sword_blade_area.collision_mask = 1
|
|
||||||
_sword_blade_area.monitoring = _sword_in_hand
|
|
||||||
_sword_blade_area.add_child(blade_cs)
|
|
||||||
_sword_node.add_child(_sword_blade_area)
|
|
||||||
_sword_blade_area.body_entered.connect(_on_blade_hit)
|
|
||||||
|
|
||||||
|
|
||||||
# The sword is carried by ACTION, not distance: drawn only while striking
|
# The sword is MELEE-only: drawn for ATTACK / BRACE / SIDESTEP, holstered otherwise. Ranged throws
|
||||||
# (ATTACK / THROW) and holstered while running, dodging, bracing or taunting.
|
# use a spear (_spawn_spear_in_hand), so THROW keeps the sword holstered.
|
||||||
# THROW snaps the blade out (its arm cock-back covers the motion); everything
|
|
||||||
# else animates with the Draw_weapon clip — forward to draw, reversed to sheathe.
|
|
||||||
func _wants_sword_drawn() -> bool:
|
func _wants_sword_drawn() -> bool:
|
||||||
return _state == State.ATTACK or _state == State.THROW \
|
return _state == State.ATTACK \
|
||||||
or _state == State.BRACE or _state == State.SIDESTEP
|
or _state == State.BRACE or _state == State.SIDESTEP
|
||||||
|
|
||||||
|
|
||||||
func _update_sword_carry() -> void:
|
func _update_sword_carry() -> void:
|
||||||
if not is_instance_valid(_sword_node) or _state == State.RAGDOLL:
|
if not is_instance_valid(_sword_node) or _state == State.RAGDOLL:
|
||||||
return
|
return
|
||||||
|
# The blade collider lives only during the ATTACK thrust; leaving ATTACK disarms it.
|
||||||
|
if _state != State.ATTACK and _sword_blade_area != null:
|
||||||
|
_sword_blade_area.deactivate()
|
||||||
if _wants_sword_drawn():
|
if _wants_sword_drawn():
|
||||||
if not _sword_in_hand and not _drawing:
|
if not _sword_in_hand and not _drawing:
|
||||||
_begin_draw()
|
_begin_draw()
|
||||||
@@ -1019,8 +1247,7 @@ func _begin_sheathe() -> void:
|
|||||||
_anim_player.play(_ANIM_DRAW, -1.0, -_draw_speed(), true)
|
_anim_player.play(_ANIM_DRAW, -1.0, -_draw_speed(), true)
|
||||||
|
|
||||||
|
|
||||||
# Progress a draw or sheathe; the blade reparents at the grab point (mirrored for
|
# Progress a draw or sheathe; the blade reparents at the grab point (mirrored on the reverse).
|
||||||
# the reverse sheathe), and the transition ends when the clip's runtime elapses.
|
|
||||||
func _advance_draw(delta: float) -> void:
|
func _advance_draw(delta: float) -> void:
|
||||||
if not _drawing and not _sheathing:
|
if not _drawing and not _sheathing:
|
||||||
return
|
return
|
||||||
@@ -1049,9 +1276,7 @@ func _draw_speed() -> float:
|
|||||||
return maxf(DP.f("mat_draw_speed"), 0.1)
|
return maxf(DP.f("mat_draw_speed"), 0.1)
|
||||||
|
|
||||||
|
|
||||||
# Move the sword between the hand grip and the hip holster. Reparenting follows
|
# Move the sword between hand grip and hip holster, reapplying the local seating.
|
||||||
# whichever bone the BoneAttachment tracks; the local grip transform is reapplied
|
|
||||||
# so the seating is identical in both sockets.
|
|
||||||
func _carry_sword(in_hand: bool) -> void:
|
func _carry_sword(in_hand: bool) -> void:
|
||||||
if not is_instance_valid(_sword_node):
|
if not is_instance_valid(_sword_node):
|
||||||
return
|
return
|
||||||
@@ -1063,8 +1288,9 @@ func _carry_sword(in_hand: bool) -> void:
|
|||||||
_sword_in_hand = in_hand
|
_sword_in_hand = in_hand
|
||||||
_sword_node.reparent(target, false)
|
_sword_node.reparent(target, false)
|
||||||
_apply_sword_grip()
|
_apply_sword_grip()
|
||||||
if _sword_blade_area:
|
# Carrying never arms the blade — only the ATTACK thrust does (see _tick_attack).
|
||||||
_sword_blade_area.monitoring = in_hand
|
if _sword_blade_area != null:
|
||||||
|
_sword_blade_area.deactivate()
|
||||||
|
|
||||||
|
|
||||||
func _apply_sword_grip() -> void:
|
func _apply_sword_grip() -> void:
|
||||||
@@ -1,7 +1,7 @@
|
|||||||
[gd_scene format=3 uid="uid://matador_scene_v1"]
|
[gd_scene format=3 uid="uid://d0te4mwbh33ag"]
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://matador.gd" id="1_matgd"]
|
[ext_resource type="Script" uid="uid://bvfa7xi0luysk" path="res://actors/matador/matador.gd" id="1_matgd"]
|
||||||
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="2_matfbx"]
|
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://art/characters/matador.glb" id="2_matfbx"]
|
||||||
|
|
||||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
|
||||||
radius = 0.25
|
radius = 0.25
|
||||||
@@ -11,19 +11,18 @@ height = 1.2
|
|||||||
radius = 0.45
|
radius = 0.45
|
||||||
height = 1.4
|
height = 1.4
|
||||||
|
|
||||||
[node name="Matador" type="CharacterBody3D"]
|
[node name="Matador" type="CharacterBody3D" unique_id=1781857630]
|
||||||
script = ExtResource("1_matgd")
|
script = ExtResource("1_matgd")
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=2101651042]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
|
||||||
shape = SubResource("CapsuleShape3D_body")
|
shape = SubResource("CapsuleShape3D_body")
|
||||||
|
|
||||||
[node name="HitArea" type="Area3D" parent="."]
|
[node name="HitArea" type="Area3D" parent="." unique_id=745037545]
|
||||||
monitoring = true
|
|
||||||
monitorable = false
|
monitorable = false
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"]
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=1497356275]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
|
||||||
shape = SubResource("CapsuleShape3D_hit")
|
shape = SubResource("CapsuleShape3D_hit")
|
||||||
|
|
||||||
[node name="matador2" parent="." instance=ExtResource("2_matfbx")]
|
[node name="matador2" parent="." unique_id=1487256381 instance=ExtResource("2_matfbx")]
|
||||||
@@ -4,6 +4,8 @@ extends RefCounted
|
|||||||
## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of
|
## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of
|
||||||
## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes.
|
## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes.
|
||||||
|
|
||||||
|
const PhysicsLayers = preload("res://systems/combat/physics_layers.gd")
|
||||||
|
|
||||||
# [bone, radius] → sphere collider; [bone, radius, height] → capsule.
|
# [bone, radius] → sphere collider; [bone, radius, height] → capsule.
|
||||||
const _BONES: Array = [
|
const _BONES: Array = [
|
||||||
["matador", 0.18],
|
["matador", 0.18],
|
||||||
@@ -53,10 +55,15 @@ static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
|
|||||||
pb.bone_name = bname
|
pb.bone_name = bname
|
||||||
pb.mass = 0.4
|
pb.mass = 0.4
|
||||||
pb.linear_damp = 0.1
|
pb.linear_damp = 0.1
|
||||||
pb.collision_layer = 1
|
# The ragdoll only simulates once the matador is dead, so it lives on the CORPSE
|
||||||
pb.collision_mask = 1
|
# layer and masks to CORPSE alone: it rests on the ground/walls (which also carry
|
||||||
|
# CORPSE) but the bull — which collides only with WORLD — passes straight through
|
||||||
|
# the bodies instead of tripping over them.
|
||||||
|
pb.collision_layer = PhysicsLayers.CORPSE
|
||||||
|
pb.collision_mask = PhysicsLayers.CORPSE
|
||||||
if bname.begins_with("Bone"):
|
if bname.begins_with("Bone"):
|
||||||
# Cape: floppy cloth — free swing, light, draggy, one-way collision.
|
# Cape: floppy cloth — free swing, light, draggy, one-way collision (layer 0
|
||||||
|
# so nothing collides with it; it still drapes on the CORPSE-masked ground).
|
||||||
pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
|
pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
|
||||||
pb.mass = 0.15
|
pb.mass = 0.15
|
||||||
pb.linear_damp = 0.5
|
pb.linear_damp = 0.5
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
[gd_scene format=3 uid="uid://c8spearwrap01"]
|
||||||
|
|
||||||
|
[ext_resource type="PackedScene" uid="uid://jepc74w8opbu" path="res://art/weapons/spear.glb" id="1_spearglb"]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_shaft"]
|
||||||
|
radius = 0.13
|
||||||
|
height = 2.2
|
||||||
|
|
||||||
|
[node name="Spear" type="Node3D"]
|
||||||
|
|
||||||
|
[node name="spear" parent="." instance=ExtResource("1_spearglb")]
|
||||||
|
|
||||||
|
[node name="HitShape" type="CollisionShape3D" parent="."]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0.79)
|
||||||
|
shape = SubResource("CapsuleShape3D_shaft")
|
||||||
@@ -0,0 +1,253 @@
|
|||||||
|
class_name SpearProjectile
|
||||||
|
extends RigidBody3D
|
||||||
|
|
||||||
|
# A thrown spear. It flies a ballistic arc (gravity does the work — the launch
|
||||||
|
# velocity is solved by the matador to land on the bull) and keeps its shaft aimed
|
||||||
|
# along its own velocity, so it noses over at the apex and drives in point-first.
|
||||||
|
# On impact it embeds where it struck: the tip buried just past the contact point
|
||||||
|
# with the shaft trailing back along the flight line, so it reads as stuck-in rather
|
||||||
|
# than floating alongside. A hit on the bull leaves the spear riding it like a spine
|
||||||
|
# (see shed_all, which the bull's slam calls to fling them all off); other hits pin
|
||||||
|
# it in place until the despawn timer clears it.
|
||||||
|
|
||||||
|
const PhysicsLayers = preload("res://systems/combat/physics_layers.gd")
|
||||||
|
|
||||||
|
const _DESPAWN_SEC: float = 8.0
|
||||||
|
const _STUCK_GROUP: StringName = &"stuck_spear"
|
||||||
|
# Shaft geometry in spear.glb local space: tip at +Z, butt behind the origin.
|
||||||
|
const _TIP_Z: float = 1.915
|
||||||
|
const _EMBED_DEPTH: float = 0.72 # how far past the surface the tip buries
|
||||||
|
# Bone the bull's spears ride on. The collision spheres sit outside the hide, so a
|
||||||
|
# spear stuck to the body root reads as floating; anchoring to COG also lets it bob
|
||||||
|
# and rotate with the animated body instead of only the character root.
|
||||||
|
const _COG_BONE: String = "COG"
|
||||||
|
const _ANCHOR_NAME: String = "SpearAnchor"
|
||||||
|
|
||||||
|
var _mesh: Node3D = null
|
||||||
|
var _stopped: bool = false
|
||||||
|
var _flight_dir: Vector3 = Vector3.ZERO # last pre-impact travel direction
|
||||||
|
|
||||||
|
|
||||||
|
# Build, seat and launch a spear from an already-instantiated mesh (the one that was
|
||||||
|
# in the matador's hand). `origin` is the release point; `velocity` is the full
|
||||||
|
# ballistic launch vector; `gravity` is the RigidBody gravity_scale for the arc.
|
||||||
|
static func launch(parent: Node, mesh: Node3D, origin: Vector3, velocity: Vector3,
|
||||||
|
gravity: float) -> SpearProjectile:
|
||||||
|
var s := SpearProjectile.new()
|
||||||
|
s.gravity_scale = gravity
|
||||||
|
s.collision_layer = 0
|
||||||
|
# Mask WORLD so a miss sticks in the arena, and BULL so it can actually hit the
|
||||||
|
# bull — the bull's body is on layer BULL, not WORLD, so a WORLD-only mask flew
|
||||||
|
# straight through it (every throw whiffed, even against a stationary bull).
|
||||||
|
s.collision_mask = PhysicsLayers.WORLD | PhysicsLayers.BULL
|
||||||
|
s.contact_monitor = true
|
||||||
|
s.max_contacts_reported = 6
|
||||||
|
parent.add_child(s)
|
||||||
|
# Seat the body so its local +Z (the shaft, see spear.glb) points along the throw.
|
||||||
|
s.global_transform = Transform3D(_aim_basis(velocity), origin)
|
||||||
|
# Take the editor-tweakable collider from the spear wrapper (Spear.tscn's HitShape)
|
||||||
|
# before reparenting, then drop the now-nested template.
|
||||||
|
var collider := _collider_from(mesh)
|
||||||
|
mesh.reparent(s, false)
|
||||||
|
mesh.transform = Transform3D.IDENTITY
|
||||||
|
s._mesh = mesh
|
||||||
|
var tmpl := mesh.get_node_or_null("HitShape")
|
||||||
|
if tmpl != null:
|
||||||
|
tmpl.queue_free()
|
||||||
|
s.add_child(collider)
|
||||||
|
s.linear_velocity = velocity
|
||||||
|
_despawn(s)
|
||||||
|
return s
|
||||||
|
|
||||||
|
|
||||||
|
# Shed every spear stuck in `bull` — pop each off as a tumbling body that flies clear
|
||||||
|
# and clears itself on the despawn timer. Called by the bull's slam.
|
||||||
|
static func shed_all(bull: Node) -> void:
|
||||||
|
if not (bull is Node3D):
|
||||||
|
return
|
||||||
|
var scene: Node = bull.get_tree().current_scene
|
||||||
|
if scene == null:
|
||||||
|
scene = bull
|
||||||
|
var center: Vector3 = (bull as Node3D).global_position
|
||||||
|
# Stuck spears now live under a BoneAttachment3D deep in the skeleton, so walk the
|
||||||
|
# whole subtree by group rather than only the bull's direct children.
|
||||||
|
for node in bull.get_tree().get_nodes_in_group(_STUCK_GROUP):
|
||||||
|
if not (bull as Node).is_ancestor_of(node):
|
||||||
|
continue
|
||||||
|
var mesh := node as Node3D
|
||||||
|
var gx := mesh.global_transform
|
||||||
|
var rb := RigidBody3D.new()
|
||||||
|
rb.collision_layer = 0
|
||||||
|
rb.collision_mask = 1
|
||||||
|
scene.add_child(rb)
|
||||||
|
rb.global_transform = gx
|
||||||
|
mesh.reparent(rb, false)
|
||||||
|
mesh.transform = Transform3D.IDENTITY
|
||||||
|
mesh.remove_from_group(_STUCK_GROUP)
|
||||||
|
rb.add_child(_shaft_collider())
|
||||||
|
# Fling outward from the bull with a bit of lift and spin.
|
||||||
|
var out := gx.origin - center
|
||||||
|
out.y = 0.0
|
||||||
|
out = out.normalized() if out.length() > 0.01 else Vector3(randf() - 0.5, 0.0, randf() - 0.5)
|
||||||
|
rb.linear_velocity = out * randf_range(3.0, 6.0) + Vector3.UP * randf_range(3.0, 5.0)
|
||||||
|
rb.angular_velocity = Vector3(randf_range(-10.0, 10.0),
|
||||||
|
randf_range(-10.0, 10.0), randf_range(-10.0, 10.0))
|
||||||
|
_despawn(rb)
|
||||||
|
|
||||||
|
|
||||||
|
# Clone the wrapper's editor-tweakable HitShape (Spear.tscn) into a fresh CollisionShape3D
|
||||||
|
# for the projectile body; falls back to the built-in shaft collider if it's missing.
|
||||||
|
static func _collider_from(source: Node) -> CollisionShape3D:
|
||||||
|
var tmpl := source.get_node_or_null("HitShape") as CollisionShape3D
|
||||||
|
if tmpl != null and tmpl.shape != null:
|
||||||
|
var cs := CollisionShape3D.new()
|
||||||
|
cs.shape = tmpl.shape
|
||||||
|
cs.transform = tmpl.transform
|
||||||
|
return cs
|
||||||
|
return _shaft_collider()
|
||||||
|
|
||||||
|
|
||||||
|
static func _shaft_collider() -> CollisionShape3D:
|
||||||
|
# Collider along local +Z (mesh runs z≈-0.34 … 1.92), fattened so a fast throw
|
||||||
|
# can't tunnel past the bull's collision spheres.
|
||||||
|
var cap := CapsuleShape3D.new()
|
||||||
|
cap.radius = 0.13
|
||||||
|
cap.height = 2.2
|
||||||
|
var cs := CollisionShape3D.new()
|
||||||
|
cs.shape = cap
|
||||||
|
cs.position = Vector3(0.0, 0.0, 0.79)
|
||||||
|
cs.rotation_degrees = Vector3(90.0, 0.0, 0.0)
|
||||||
|
return cs
|
||||||
|
|
||||||
|
|
||||||
|
# Continuous bleed from a spear lodged in the bull: a steady spurt of dark-red gobs out
|
||||||
|
# of the entry wound. Parented to the stuck mesh so it tracks the wound as the bull
|
||||||
|
# moves; world-space particles (local_coords off) so they arc off and fall behind as a
|
||||||
|
# trail. Dies with the mesh when the spear is shed or despawned.
|
||||||
|
static func _wound_emitter() -> CPUParticles3D:
|
||||||
|
var ramp := Gradient.new()
|
||||||
|
ramp.set_color(0, Color(0.5, 0.02, 0.02, 1.0))
|
||||||
|
ramp.set_color(1, Color(0.22, 0.0, 0.0, 0.0))
|
||||||
|
|
||||||
|
var sc := Curve.new()
|
||||||
|
sc.add_point(Vector2(0.0, 1.0))
|
||||||
|
sc.add_point(Vector2(0.6, 0.7))
|
||||||
|
sc.add_point(Vector2(1.0, 0.0))
|
||||||
|
|
||||||
|
var p := CPUParticles3D.new()
|
||||||
|
# Seat at the wound (where the shaft meets the hide) and spray back out along the
|
||||||
|
# shaft: mesh local -Z is the exit direction, rotated into world by the node basis.
|
||||||
|
p.position = Vector3(0.0, 0.0, _TIP_Z - _EMBED_DEPTH)
|
||||||
|
p.emitting = true
|
||||||
|
p.amount = 22
|
||||||
|
p.lifetime = 0.6
|
||||||
|
p.explosiveness = 0.0
|
||||||
|
p.randomness = 0.6
|
||||||
|
p.local_coords = false
|
||||||
|
p.direction = Vector3(0.0, 0.55, -1.0).normalized()
|
||||||
|
p.spread = 32.0
|
||||||
|
p.gravity = Vector3(0.0, -12.0, 0.0)
|
||||||
|
p.initial_velocity_min = 1.6
|
||||||
|
p.initial_velocity_max = 4.0
|
||||||
|
p.scale_amount_min = 0.5
|
||||||
|
p.scale_amount_max = 1.4
|
||||||
|
p.mesh = _blood_mesh()
|
||||||
|
p.color_ramp = ramp
|
||||||
|
p.scale_amount_curve = sc
|
||||||
|
return p
|
||||||
|
|
||||||
|
|
||||||
|
# Small unshaded, vertex-coloured sphere for blood gobs.
|
||||||
|
static func _blood_mesh() -> SphereMesh:
|
||||||
|
var mat := StandardMaterial3D.new()
|
||||||
|
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
|
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||||
|
mat.vertex_color_use_as_albedo = true
|
||||||
|
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||||
|
var s := SphereMesh.new()
|
||||||
|
s.radius = 0.045
|
||||||
|
s.height = 0.09
|
||||||
|
s.radial_segments = 4
|
||||||
|
s.rings = 2
|
||||||
|
s.material = mat
|
||||||
|
return s
|
||||||
|
|
||||||
|
|
||||||
|
static func _despawn(node: Node) -> void:
|
||||||
|
node.get_tree().create_timer(_DESPAWN_SEC).timeout.connect(func() -> void:
|
||||||
|
if is_instance_valid(node):
|
||||||
|
node.queue_free()
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
# Basis whose local +Z points along `v` (looking_at points -Z at its target).
|
||||||
|
static func _aim_basis(v: Vector3) -> Basis:
|
||||||
|
var dir := v.normalized()
|
||||||
|
if dir.length_squared() < 0.0001:
|
||||||
|
return Basis.IDENTITY
|
||||||
|
var up := Vector3.UP if absf(dir.dot(Vector3.UP)) < 0.99 else Vector3.FORWARD
|
||||||
|
return Basis.looking_at(-dir, up)
|
||||||
|
|
||||||
|
|
||||||
|
# While flying, keep the shaft aligned with the velocity; on the first contact freeze
|
||||||
|
# and hand off to _embed so the spear sticks where it struck instead of bouncing off.
|
||||||
|
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
|
||||||
|
if _stopped:
|
||||||
|
return
|
||||||
|
if state.get_contact_count() > 0:
|
||||||
|
_stopped = true
|
||||||
|
# Use the remembered pre-impact heading — state.linear_velocity is already the
|
||||||
|
# bounced (post-collision) velocity by now, which would aim the shaft wrong.
|
||||||
|
var contact := state.get_contact_collider_position(0)
|
||||||
|
var other := state.get_contact_collider_object(0)
|
||||||
|
state.linear_velocity = Vector3.ZERO
|
||||||
|
state.angular_velocity = Vector3.ZERO
|
||||||
|
_embed.call_deferred(other, contact, _flight_dir)
|
||||||
|
return
|
||||||
|
var v := state.linear_velocity
|
||||||
|
if v.length_squared() > 0.04:
|
||||||
|
_flight_dir = v.normalized()
|
||||||
|
var t := state.transform
|
||||||
|
t.basis = _aim_basis(v)
|
||||||
|
state.transform = t
|
||||||
|
state.angular_velocity = Vector3.ZERO
|
||||||
|
|
||||||
|
|
||||||
|
# Compose the stuck pose (tip buried _EMBED_DEPTH past the contact, shaft along the
|
||||||
|
# flight line) and plant the spear. A bull hit hands the mesh to the bull so it rides
|
||||||
|
# along as a spine; anything else pins the body in place for the despawn timer.
|
||||||
|
func _embed(other: Object, contact: Vector3, flight: Vector3) -> void:
|
||||||
|
var f := flight.normalized()
|
||||||
|
if f.length_squared() < 0.0001:
|
||||||
|
f = global_transform.basis.z.normalized()
|
||||||
|
var pose := Transform3D(_aim_basis(f), contact + f * (_EMBED_DEPTH - _TIP_Z))
|
||||||
|
var bull := other as Node
|
||||||
|
if bull != null and bull.is_in_group(&"player"):
|
||||||
|
DamageEvent.deal(bull, DamageEvent.Cause.THROWN, contact, self)
|
||||||
|
if is_instance_valid(_mesh) and is_instance_valid(bull):
|
||||||
|
_mesh.reparent(_spear_anchor(bull), false)
|
||||||
|
_mesh.global_transform = pose
|
||||||
|
_mesh.add_to_group(_STUCK_GROUP)
|
||||||
|
if Settings.gore:
|
||||||
|
_mesh.add_child(_wound_emitter()) # keep bleeding from the wound while lodged
|
||||||
|
queue_free()
|
||||||
|
return
|
||||||
|
freeze = true
|
||||||
|
global_transform = pose
|
||||||
|
|
||||||
|
|
||||||
|
# Node embedded spears ride on the bull: a BoneAttachment3D pinned to the COG bone so
|
||||||
|
# they follow the animated body (bob, turn) rather than only the character root. One
|
||||||
|
# anchor is shared by every spear; falls back to the bull root if there's no skeleton.
|
||||||
|
static func _spear_anchor(bull: Node) -> Node3D:
|
||||||
|
var existing := bull.find_child(_ANCHOR_NAME, true, false)
|
||||||
|
if existing is Node3D:
|
||||||
|
return existing as Node3D
|
||||||
|
var skel := bull.find_child("Skeleton3D", true, false) as Skeleton3D
|
||||||
|
if skel == null:
|
||||||
|
return bull as Node3D
|
||||||
|
var ba := BoneAttachment3D.new()
|
||||||
|
ba.name = _ANCHOR_NAME
|
||||||
|
skel.add_child(ba)
|
||||||
|
ba.bone_name = _COG_BONE
|
||||||
|
return ba
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://dwjakh1is1jtj
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
[gd_scene format=3 uid="uid://c8swordwrap01"]
|
||||||
|
|
||||||
|
[ext_resource type="PackedScene" uid="uid://xyvank512l5n" path="res://art/weapons/sword.glb" id="1_swordglb"]
|
||||||
|
[ext_resource type="Script" path="res://systems/combat/hitbox.gd" id="2_hitbox"]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_blade"]
|
||||||
|
radius = 0.18
|
||||||
|
height = 1.3
|
||||||
|
|
||||||
|
[node name="Sword" type="Node3D"]
|
||||||
|
|
||||||
|
[node name="sword" parent="." instance=ExtResource("1_swordglb")]
|
||||||
|
|
||||||
|
[node name="BladeHitbox" type="Area3D" parent="."]
|
||||||
|
script = ExtResource("2_hitbox")
|
||||||
|
damage_cause = "gored"
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="BladeHitbox"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0.8)
|
||||||
|
shape = SubResource("CapsuleShape3D_blade")
|
||||||
@@ -0,0 +1,110 @@
|
|||||||
|
extends Node
|
||||||
|
## Procedural (non-particle) bull impact FX: the expanding ground-slam shockwave rings and the
|
||||||
|
## kick flash-pop. These are tween-animated MeshInstance3D flashes, not CPUParticles3D, so they
|
||||||
|
## can't be authored as systems/fx/ scenes and live in code here. Created by player.gd; the
|
||||||
|
## transient meshes are parented into the level (the bull's parent) so they hold their world
|
||||||
|
## position while the bull keeps moving.
|
||||||
|
|
||||||
|
var _player: Node3D
|
||||||
|
var _ring_mesh: ArrayMesh = null
|
||||||
|
|
||||||
|
|
||||||
|
func setup(player: Node3D) -> void:
|
||||||
|
_player = player
|
||||||
|
|
||||||
|
|
||||||
|
# Three nested shockwave rings racing outward from a ground slam, each fading as it grows.
|
||||||
|
func slam_rings(origin: Vector3, max_r: float) -> void:
|
||||||
|
if _ring_mesh == null:
|
||||||
|
_ring_mesh = _make_ring_mesh()
|
||||||
|
_launch_ring(origin, max_r, 0.00, 0.55, Color(1.0, 0.70, 0.10, 0.85))
|
||||||
|
_launch_ring(origin, max_r, 0.10, 0.52, Color(1.0, 0.50, 0.10, 0.65))
|
||||||
|
_launch_ring(origin, max_r, 0.20, 0.48, Color(0.9, 0.30, 0.10, 0.50))
|
||||||
|
|
||||||
|
|
||||||
|
# A quick bright flash-pop at the kick's contact point.
|
||||||
|
func kick_flash(origin: Vector3) -> void:
|
||||||
|
var mat := _flat_material(Color(1.0, 0.97, 0.40, 0.0))
|
||||||
|
var sphere := SphereMesh.new()
|
||||||
|
sphere.radius = 1.0
|
||||||
|
sphere.height = 2.0
|
||||||
|
sphere.radial_segments = 8
|
||||||
|
sphere.rings = 4
|
||||||
|
sphere.material = mat
|
||||||
|
|
||||||
|
var mi := MeshInstance3D.new()
|
||||||
|
mi.mesh = sphere
|
||||||
|
mi.material_override = mat
|
||||||
|
mi.scale = Vector3(0.05, 0.05, 0.05)
|
||||||
|
_host().add_child(mi)
|
||||||
|
mi.global_position = origin
|
||||||
|
|
||||||
|
var tween := create_tween()
|
||||||
|
tween.set_parallel(true)
|
||||||
|
tween.tween_property(mi, "scale", Vector3(0.7, 0.7, 0.7), 0.13)\
|
||||||
|
.set_trans(Tween.TRANS_EXPO).set_ease(Tween.EASE_OUT)
|
||||||
|
var fade := func(a: float) -> void: mat.albedo_color.a = a
|
||||||
|
tween.tween_method(fade, 0.92, 0.0, 0.14)\
|
||||||
|
.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
|
||||||
|
tween.tween_callback(mi.queue_free).set_delay(0.16)
|
||||||
|
|
||||||
|
|
||||||
|
func _launch_ring(origin: Vector3, max_r: float, delay: float, duration: float, col: Color) -> void:
|
||||||
|
var mat := _flat_material(Color(col.r, col.g, col.b, 0.0))
|
||||||
|
var mi := MeshInstance3D.new()
|
||||||
|
mi.mesh = _ring_mesh
|
||||||
|
mi.material_override = mat
|
||||||
|
mi.scale = Vector3(0.02, 1.0, 0.02)
|
||||||
|
_host().add_child(mi)
|
||||||
|
mi.global_position = origin
|
||||||
|
|
||||||
|
var tween := create_tween()
|
||||||
|
tween.set_parallel(true)
|
||||||
|
tween.tween_property(mi, "scale", Vector3(max_r, 1.0, max_r), duration)\
|
||||||
|
.set_delay(delay).set_trans(Tween.TRANS_EXPO).set_ease(Tween.EASE_OUT)
|
||||||
|
var fade := func(a: float) -> void: mat.albedo_color.a = a
|
||||||
|
tween.tween_method(fade, col.a, 0.0, duration)\
|
||||||
|
.set_delay(delay).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
|
||||||
|
tween.tween_callback(mi.queue_free).set_delay(delay + duration + 0.05)
|
||||||
|
|
||||||
|
|
||||||
|
func _flat_material(color: Color) -> StandardMaterial3D:
|
||||||
|
var mat := StandardMaterial3D.new()
|
||||||
|
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
|
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||||
|
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||||
|
mat.albedo_color = color
|
||||||
|
return mat
|
||||||
|
|
||||||
|
|
||||||
|
# A flat annulus in the XZ plane (unit radius), scaled up at runtime into the shockwave ring.
|
||||||
|
func _make_ring_mesh() -> ArrayMesh:
|
||||||
|
const INNER_R: float = 0.82
|
||||||
|
const OUTER_R: float = 1.00
|
||||||
|
const SEGMENTS: int = 48
|
||||||
|
|
||||||
|
var verts := PackedVector3Array()
|
||||||
|
var indices := PackedInt32Array()
|
||||||
|
for i: int in SEGMENTS:
|
||||||
|
var a0 := i / float(SEGMENTS) * TAU
|
||||||
|
var a1 := (i + 1) / float(SEGMENTS) * TAU
|
||||||
|
var vi := i * 4
|
||||||
|
verts.append(Vector3(cos(a0) * INNER_R, 0.0, sin(a0) * INNER_R))
|
||||||
|
verts.append(Vector3(cos(a0) * OUTER_R, 0.0, sin(a0) * OUTER_R))
|
||||||
|
verts.append(Vector3(cos(a1) * OUTER_R, 0.0, sin(a1) * OUTER_R))
|
||||||
|
verts.append(Vector3(cos(a1) * INNER_R, 0.0, sin(a1) * INNER_R))
|
||||||
|
indices.append_array([vi, vi + 2, vi + 1, vi, vi + 3, vi + 2])
|
||||||
|
|
||||||
|
var arrays: Array = []
|
||||||
|
arrays.resize(Mesh.ARRAY_MAX)
|
||||||
|
arrays[Mesh.ARRAY_VERTEX] = verts
|
||||||
|
arrays[Mesh.ARRAY_INDEX] = indices
|
||||||
|
var mesh := ArrayMesh.new()
|
||||||
|
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
|
||||||
|
return mesh
|
||||||
|
|
||||||
|
|
||||||
|
func _host() -> Node:
|
||||||
|
if _player != null and _player.get_parent() != null:
|
||||||
|
return _player.get_parent()
|
||||||
|
return _player
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://sf5etma4kjt0
|
||||||
@@ -1,3 +1,4 @@
|
|||||||
|
class_name IsoCamera
|
||||||
extends Camera3D
|
extends Camera3D
|
||||||
|
|
||||||
@export var height: float = 25.0
|
@export var height: float = 25.0
|
||||||
@@ -16,6 +17,11 @@ var _shake_amount: float = 0.0
|
|||||||
var _shake_decay: float = 0.0
|
var _shake_decay: float = 0.0
|
||||||
var _user_fov: float = 0.0
|
var _user_fov: float = 0.0
|
||||||
|
|
||||||
|
# Per-level framing multiplier: 1.0 = the designer's base shot, >1 dollies the camera
|
||||||
|
# back for a wider view (the lobby uses this). Set by game_shell when a level loads;
|
||||||
|
# kept separate from the scroll-wheel FOV zoom so the two don't fight.
|
||||||
|
var _framing_scale: float = 1.0
|
||||||
|
|
||||||
# Trailing-camera state: _focus is the smoothed point the camera frames (it lags
|
# Trailing-camera state: _focus is the smoothed point the camera frames (it lags
|
||||||
# the bull), _drag_offset is the velocity-driven trail that slides it behind.
|
# the bull), _drag_offset is the velocity-driven trail that slides it behind.
|
||||||
var _focus: Vector3 = Vector3.ZERO
|
var _focus: Vector3 = Vector3.ZERO
|
||||||
@@ -42,15 +48,30 @@ func _unhandled_input(event: InputEvent) -> void:
|
|||||||
_user_fov = clamp(_user_fov * 1.1, fov_min, fov_max)
|
_user_fov = clamp(_user_fov * 1.1, fov_min, fov_max)
|
||||||
|
|
||||||
|
|
||||||
|
# Pinch-to-zoom hook for the touch UI. `ratio` is the two-finger spread this frame over
|
||||||
|
# last frame: >1 (fingers parting) narrows the FOV to zoom in, <1 widens it to pull back,
|
||||||
|
# mirroring the scroll-wheel zoom_in/zoom_out feel.
|
||||||
|
func adjust_zoom(ratio: float) -> void:
|
||||||
|
if ratio <= 0.0:
|
||||||
|
return
|
||||||
|
_user_fov = clampf(_user_fov / ratio, fov_min, fov_max)
|
||||||
|
|
||||||
|
|
||||||
|
## Dolly the camera in/out for the level being loaded. 1.0 is the base framing; >1 pulls
|
||||||
|
## back for a wider shot (the lobby hub uses this). Independent of the scroll-wheel zoom.
|
||||||
|
func set_framing_scale(scale: float) -> void:
|
||||||
|
_framing_scale = maxf(scale, 0.1)
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
fov = lerpf(fov, _user_fov, delta * 8.0)
|
fov = lerpf(fov, _user_fov, delta * 8.0)
|
||||||
|
|
||||||
var angle_rad := deg_to_rad(horizontal_angle_deg)
|
var angle_rad := deg_to_rad(horizontal_angle_deg)
|
||||||
|
|
||||||
var offset := Vector3(
|
var offset := Vector3(
|
||||||
sin(angle_rad) * horizontal_distance,
|
sin(angle_rad) * horizontal_distance * _framing_scale,
|
||||||
height,
|
height * _framing_scale,
|
||||||
cos(angle_rad) * horizontal_distance
|
cos(angle_rad) * horizontal_distance * _framing_scale
|
||||||
)
|
)
|
||||||
|
|
||||||
var target := get_parent() as Node3D
|
var target := get_parent() as Node3D
|
||||||
@@ -92,6 +113,8 @@ func _drag_focus(target: Node3D, delta: float) -> Vector3:
|
|||||||
|
|
||||||
|
|
||||||
func trigger_hit(strength: float) -> void:
|
func trigger_hit(strength: float) -> void:
|
||||||
|
if not Settings.screen_shake:
|
||||||
|
return
|
||||||
_shake_amount = strength * 0.5
|
_shake_amount = strength * 0.5
|
||||||
_shake_decay = _shake_amount / 0.4
|
_shake_decay = _shake_amount / 0.4
|
||||||
|
|
||||||
@@ -0,0 +1,944 @@
|
|||||||
|
extends CharacterBody3D
|
||||||
|
|
||||||
|
# Hoof positions in bull local space — dust emitter offsets
|
||||||
|
const HOOF_OFFSETS: Array = [
|
||||||
|
Vector3(-0.30, -0.25, -0.50),
|
||||||
|
Vector3( 0.30, -0.25, -0.50),
|
||||||
|
Vector3(-0.30, -0.25, 0.60),
|
||||||
|
Vector3( 0.30, -0.25, 0.60),
|
||||||
|
]
|
||||||
|
|
||||||
|
# Bull animation clips (Armature|* action names in art/characters/bull.fbx). IDLE is the
|
||||||
|
# looping base pose; the others are one-shot ability clips that return to it.
|
||||||
|
const _ANIM_IDLE: StringName = &"Armature|IDLE"
|
||||||
|
const _ANIM_KICK: StringName = &"Armature|KICK"
|
||||||
|
const _ANIM_SLAM: StringName = &"Armature|SLAM"
|
||||||
|
const _ANIM_DASH: StringName = &"Armature|DASH"
|
||||||
|
const _ANIM_WALK: StringName = &"Armature|WALK"
|
||||||
|
const _ANIM_ROLL: StringName = &"Armature|ROLL"
|
||||||
|
const _ANIM_DEATH: StringName = &"Armature|DEATH"
|
||||||
|
|
||||||
|
@onready var camera_pivot: Node3D = $Camera3D
|
||||||
|
@onready var cube_guy: Node3D = $bull
|
||||||
|
|
||||||
|
var _hoof_emitters: Array[CPUParticles3D] = []
|
||||||
|
var _legs: Node
|
||||||
|
|
||||||
|
var _was_on_floor: bool = false
|
||||||
|
var _pre_slide_vel_y: float = 0.0
|
||||||
|
|
||||||
|
# Built once and reused: a fresh StandardMaterial3D/SphereMesh per spawn makes a mobile WebGL
|
||||||
|
# driver recompile the shader + re-upload the mesh — a hitch "when attacking" absent on desktop.
|
||||||
|
var _unshaded_mat: StandardMaterial3D = null
|
||||||
|
var _particle_sphere_cache: Dictionary = {} # "radius:seg:ring" -> SphereMesh (shared)
|
||||||
|
var _impact_fx: Node = null # bull_impact_fx.gd — the coded (non-particle) slam rings + kick flash
|
||||||
|
|
||||||
|
# Ability system — kick=0, dash=1, slam=2, roll=3
|
||||||
|
var ability_cd: Array[float] = [0.0, 0.0, 0.0, 0.0]
|
||||||
|
var _ability_active: bool = false
|
||||||
|
var _ability_timer: float = 0.0
|
||||||
|
var _active_ability: int = -1
|
||||||
|
var _dash_dir: Vector3 = Vector3.ZERO
|
||||||
|
var _dash_speed_cur: float = 0.0
|
||||||
|
var _roll_dir: Vector3 = Vector3.ZERO
|
||||||
|
var _roll_ramp: float = 0.0
|
||||||
|
var _roll_spin: float = 0.0
|
||||||
|
var _roll_target: Node3D = null
|
||||||
|
var _roll_chains_left: int = 0
|
||||||
|
var _roll_hit: Array[Node] = []
|
||||||
|
var _bull_anim: AnimationPlayer = null
|
||||||
|
# Locomotion animation state: true while the looping DASH clip is driving WASD
|
||||||
|
# movement, false while idling. Flipping it cross-fades between the two clips.
|
||||||
|
var _locomotion_moving: bool = false
|
||||||
|
|
||||||
|
var _slam_pending: bool = false
|
||||||
|
var _charge_trail_emitter: CPUParticles3D = null
|
||||||
|
var _roll_spark_emitter: CPUParticles3D = null
|
||||||
|
var _cube_scale: Vector3 = Vector3.ONE
|
||||||
|
|
||||||
|
# One clean hit ends the run — see take_sword_hit(). The HUD listens for `died`
|
||||||
|
# to raise the lose screen (the `cause` tags how it happened, for the death notice);
|
||||||
|
# _dead latches so a flurry of hits fires it only once.
|
||||||
|
signal died(cause: String)
|
||||||
|
var _dead: bool = false
|
||||||
|
|
||||||
|
# HP system — the bull soaks several clean hits instead of dying to the first.
|
||||||
|
# Each landed blade drops one pip and starts an i-frame window (so one pass can't
|
||||||
|
# empty the bar); at 0 the run ends via `died`. The HUD listens on `health_changed`.
|
||||||
|
signal health_changed(current: int, max_hp: int)
|
||||||
|
# Fired on every landed hit (after i-frames pass) so the HUD can flash the damage
|
||||||
|
# vignette; `cause` mirrors take_sword_hit ("gored" / "thrown").
|
||||||
|
signal hit_taken(cause: String)
|
||||||
|
var _max_hp: int = 10
|
||||||
|
var _hp: int = 10
|
||||||
|
# Bonus pips granted by lobby rewards (e.g. smashing every barrel). Tacked on top of the
|
||||||
|
# base bar; the HUD paints these top pips yellow instead of red.
|
||||||
|
var _bonus_hp: int = 0
|
||||||
|
var _hit_iframes: float = 0.0
|
||||||
|
|
||||||
|
var _huff_player: AudioStreamPlayer = null
|
||||||
|
var _crowd_player: AudioStreamPlayer = null
|
||||||
|
var _huff_timer: float = 0.0
|
||||||
|
|
||||||
|
enum DustState { NONE, WALK, CHARGE }
|
||||||
|
var _dust_state: DustState = DustState.NONE
|
||||||
|
# Hoof-dust scale/velocity per state (the look — mesh, colour, curve — lives in bull_hoof_dust.tscn).
|
||||||
|
# A charge sprint kicks up bigger, faster dust than a walk.
|
||||||
|
const _WALK_DUST_SCALE: Vector2 = Vector2(0.20, 0.40)
|
||||||
|
const _WALK_DUST_VEL: Vector2 = Vector2(0.8, 1.8)
|
||||||
|
const _CHARGE_DUST_SCALE: Vector2 = Vector2(0.35, 0.70)
|
||||||
|
const _CHARGE_DUST_VEL: Vector2 = Vector2(2.8, 5.5)
|
||||||
|
|
||||||
|
|
||||||
|
const RigidSkin = preload("res://systems/render/rigid_skin.gd")
|
||||||
|
|
||||||
|
var _hit_flash_tween: Tween
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
add_to_group(&"player")
|
||||||
|
# Native GPU skinning by default (the old Mali/ANGLE invisible-skinning bug is fixed in the
|
||||||
|
# 4.7 web templates). rigid_skin is now an opt-in fallback — see Controls.rigid_skin_enabled().
|
||||||
|
if Controls.rigid_skin_enabled():
|
||||||
|
RigidSkin.convert_tree(self)
|
||||||
|
_max_hp = maxi(1, int(DP.f("bull_max_hp")))
|
||||||
|
_hp = _max_hp
|
||||||
|
# Carry any run-long bonus pips (barrel reward) into this level so they survive the
|
||||||
|
# scene reload between fights; the HUD paints these top pips yellow.
|
||||||
|
_bonus_hp = Run.bonus_hp
|
||||||
|
_max_hp += _bonus_hp
|
||||||
|
_hp += _bonus_hp
|
||||||
|
_cube_scale = cube_guy.scale
|
||||||
|
_setup_impact_fx()
|
||||||
|
_setup_hoof_dust()
|
||||||
|
_setup_legs()
|
||||||
|
_setup_charge_trail()
|
||||||
|
_setup_roll_sparks()
|
||||||
|
_setup_audio()
|
||||||
|
_bull_anim = _find_anim_player(cube_guy)
|
||||||
|
_setup_bull_idle()
|
||||||
|
|
||||||
|
|
||||||
|
func _setup_legs() -> void:
|
||||||
|
_legs = Node.new()
|
||||||
|
_legs.set_script(load("res://actors/player/bull_legs.gd"))
|
||||||
|
add_child(_legs)
|
||||||
|
_legs.call(&"setup", self, cube_guy)
|
||||||
|
|
||||||
|
|
||||||
|
func _setup_impact_fx() -> void:
|
||||||
|
_impact_fx = Node.new()
|
||||||
|
_impact_fx.set_script(load("res://actors/player/bull_impact_fx.gd"))
|
||||||
|
add_child(_impact_fx)
|
||||||
|
_impact_fx.call(&"setup", self)
|
||||||
|
|
||||||
|
|
||||||
|
# The bull's ability/movement particle effects are authored as scenes in systems/fx/ (so Siim can
|
||||||
|
# tune them in the inspector). The continuous ones follow the bull — instanced once here as
|
||||||
|
# children, then toggled via `emitting`. The one-shots are fired on demand through Fx.spawn().
|
||||||
|
func _setup_hoof_dust() -> void:
|
||||||
|
for offset: Vector3 in HOOF_OFFSETS:
|
||||||
|
var p := Fx.attach(&"bull_hoof_dust", cube_guy) as CPUParticles3D
|
||||||
|
if p == null:
|
||||||
|
continue
|
||||||
|
p.position = offset
|
||||||
|
_hoof_emitters.append(p)
|
||||||
|
|
||||||
|
|
||||||
|
func _setup_charge_trail() -> void:
|
||||||
|
_charge_trail_emitter = Fx.attach(&"bull_charge_trail", cube_guy) as CPUParticles3D
|
||||||
|
if _charge_trail_emitter != null:
|
||||||
|
_charge_trail_emitter.position = Vector3(0.0, 0.25, 0.3)
|
||||||
|
|
||||||
|
|
||||||
|
func _setup_roll_sparks() -> void:
|
||||||
|
_roll_spark_emitter = Fx.attach(&"bull_roll_sparks", cube_guy) as CPUParticles3D
|
||||||
|
if _roll_spark_emitter != null:
|
||||||
|
_roll_spark_emitter.position = Vector3(0.0, 0.10, 0.0)
|
||||||
|
|
||||||
|
|
||||||
|
func _setup_audio() -> void:
|
||||||
|
if ResourceLoader.exists("res://sounds/bull_huff.ogg"):
|
||||||
|
_huff_player = AudioStreamPlayer.new()
|
||||||
|
_huff_player.stream = load("res://sounds/bull_huff.ogg")
|
||||||
|
_huff_player.volume_db = 0.0
|
||||||
|
_huff_player.bus = &"Effects"
|
||||||
|
add_child(_huff_player)
|
||||||
|
if ResourceLoader.exists("res://sounds/crowd_ambient.ogg"):
|
||||||
|
_crowd_player = AudioStreamPlayer.new()
|
||||||
|
var s := load("res://sounds/crowd_ambient.ogg") as AudioStreamOggVorbis
|
||||||
|
if s:
|
||||||
|
s.loop = true
|
||||||
|
_crowd_player.stream = s
|
||||||
|
_crowd_player.volume_db = -14.0
|
||||||
|
_crowd_player.autoplay = true
|
||||||
|
_crowd_player.bus = &"Ambient"
|
||||||
|
add_child(_crowd_player)
|
||||||
|
|
||||||
|
|
||||||
|
# Toggle the hoof emitters and swap their scale/velocity for the walk vs charge feel. The blue
|
||||||
|
# charge trail is the roll/dash ability's, driven from the roll loop, not by dust state.
|
||||||
|
func _set_dust_state(new_state: DustState) -> void:
|
||||||
|
if new_state == _dust_state:
|
||||||
|
return
|
||||||
|
_dust_state = new_state
|
||||||
|
var scale := _CHARGE_DUST_SCALE if new_state == DustState.CHARGE else _WALK_DUST_SCALE
|
||||||
|
var vel := _CHARGE_DUST_VEL if new_state == DustState.CHARGE else _WALK_DUST_VEL
|
||||||
|
for p: CPUParticles3D in _hoof_emitters:
|
||||||
|
p.scale_amount_min = scale.x
|
||||||
|
p.scale_amount_max = scale.y
|
||||||
|
p.initial_velocity_min = vel.x
|
||||||
|
p.initial_velocity_max = vel.y
|
||||||
|
p.emitting = new_state != DustState.NONE
|
||||||
|
|
||||||
|
|
||||||
|
func _find_anim_player(node: Node) -> AnimationPlayer:
|
||||||
|
if node is AnimationPlayer:
|
||||||
|
return node as AnimationPlayer
|
||||||
|
for child: Node in node.get_children():
|
||||||
|
var r := _find_anim_player(child)
|
||||||
|
if r:
|
||||||
|
return r
|
||||||
|
return null
|
||||||
|
|
||||||
|
|
||||||
|
# IDLE ships one-shot; make it loop and start it so the bull breathes at rest
|
||||||
|
# instead of freezing on a bind pose. It's the base every ability blends back to.
|
||||||
|
func _setup_bull_idle() -> void:
|
||||||
|
if _bull_anim == null:
|
||||||
|
return
|
||||||
|
# IDLE, DASH and ROLL loop as continuous states (DASH doubles as the WASD
|
||||||
|
# locomotion cycle); the remaining ability clips are one-shot.
|
||||||
|
for clip: StringName in [_ANIM_IDLE, _ANIM_DASH, _ANIM_ROLL]:
|
||||||
|
if _bull_anim.has_animation(clip):
|
||||||
|
_bull_anim.get_animation(clip).loop_mode = Animation.LOOP_LINEAR
|
||||||
|
_play_idle()
|
||||||
|
|
||||||
|
|
||||||
|
# Return to the looping idle (and undo any ability speed-scale). Cross-fades so a
|
||||||
|
# finishing ability clip eases back to idle instead of snapping.
|
||||||
|
func _play_idle() -> void:
|
||||||
|
_locomotion_moving = false
|
||||||
|
if _bull_anim == null:
|
||||||
|
return
|
||||||
|
_bull_anim.speed_scale = 1.0
|
||||||
|
if _bull_anim.has_animation(_ANIM_IDLE):
|
||||||
|
_bull_anim.play(_ANIM_IDLE, 0.05)
|
||||||
|
|
||||||
|
|
||||||
|
# Drive the WASD locomotion clip: the looping DASH doubles as the run cycle while a
|
||||||
|
# direction is held, easing back to idle when the bull coasts to a stop. Cross-fades
|
||||||
|
# on each transition so idle↔run (and steering into it after an ability) blend rather
|
||||||
|
# than snap. Abilities own the animation while active, so this yields to them.
|
||||||
|
func _update_locomotion_anim(moving: bool) -> void:
|
||||||
|
if _ability_active or _bull_anim == null or moving == _locomotion_moving:
|
||||||
|
return
|
||||||
|
_locomotion_moving = moving
|
||||||
|
if moving:
|
||||||
|
if _bull_anim.has_animation(_ANIM_WALK):
|
||||||
|
_bull_anim.speed_scale = 2.0
|
||||||
|
_bull_anim.play(_ANIM_WALK, 1)
|
||||||
|
var anim = _bull_anim.get_animation(_ANIM_WALK)
|
||||||
|
anim.loop_mode = Animation.LOOP_LINEAR
|
||||||
|
else:
|
||||||
|
_play_idle()
|
||||||
|
|
||||||
|
|
||||||
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
if _dead:
|
||||||
|
return
|
||||||
|
# Abilities can be chained: a new one interrupts whatever is currently
|
||||||
|
# active, gated only by each ability's own cooldown.
|
||||||
|
if event.is_action_pressed(&"ability_kick"):
|
||||||
|
try_activate_ability(0)
|
||||||
|
elif event.is_action_pressed(&"ability_dash"):
|
||||||
|
try_activate_ability(1)
|
||||||
|
elif event.is_action_pressed(&"ability_slam"):
|
||||||
|
try_activate_ability(2)
|
||||||
|
elif event.is_action_pressed(&"ability_roll"):
|
||||||
|
try_activate_ability(3)
|
||||||
|
|
||||||
|
|
||||||
|
# Public ability entry point shared by keyboard/gamepad input and the on-screen
|
||||||
|
# touch buttons. Slot order matches ability_cd — kick=0, dash=1, slam=2, roll=3.
|
||||||
|
# No-ops if the bull is dead or the slot is still cooling down.
|
||||||
|
func try_activate_ability(slot: int) -> void:
|
||||||
|
if _dead or slot < 0 or slot >= ability_cd.size() or ability_cd[slot] > 0.0:
|
||||||
|
return
|
||||||
|
match slot:
|
||||||
|
0: _activate_kick()
|
||||||
|
1: _activate_dash()
|
||||||
|
2: _activate_slam()
|
||||||
|
3: _activate_roll()
|
||||||
|
|
||||||
|
|
||||||
|
func ability_cooldown_fraction(slot: int) -> float:
|
||||||
|
var maxcd := 0.0
|
||||||
|
match slot:
|
||||||
|
0: maxcd = DP.f("kick_cooldown")
|
||||||
|
1: maxcd = DP.f("dash_cooldown")
|
||||||
|
2: maxcd = DP.f("slam_cooldown")
|
||||||
|
3: maxcd = DP.f("roll_cooldown")
|
||||||
|
return ability_cd[slot] / maxcd if maxcd > 0.0 else 0.0
|
||||||
|
|
||||||
|
|
||||||
|
func ability_cooldown_remaining(slot: int) -> float:
|
||||||
|
return ability_cd[slot]
|
||||||
|
|
||||||
|
|
||||||
|
func _activate_kick() -> void:
|
||||||
|
ability_cd[0] = DP.f("kick_cooldown")
|
||||||
|
_ability_active = true
|
||||||
|
_active_ability = 0
|
||||||
|
_ability_timer = 0.3
|
||||||
|
if _bull_anim:
|
||||||
|
_bull_anim.speed_scale = 2.0
|
||||||
|
if _bull_anim and _bull_anim.has_animation(_ANIM_KICK):
|
||||||
|
_bull_anim.play(_ANIM_KICK)
|
||||||
|
_ability_timer = _bull_anim.get_animation(_ANIM_KICK).length
|
||||||
|
var raw := cube_guy.global_transform.basis.z
|
||||||
|
var back := -Vector3(raw.x, 0.0, raw.z).normalized()
|
||||||
|
_spawn_kick_fx(back)
|
||||||
|
get_tree().create_timer(0.2).timeout.connect(
|
||||||
|
func() -> void: _hit_matadors_cone(DP.f("kick_range"), deg_to_rad(85.0), DP.f("kick_strength"), back)
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
func _activate_slam() -> void:
|
||||||
|
ability_cd[2] = DP.f("slam_cooldown")
|
||||||
|
_ability_active = true
|
||||||
|
_active_ability = 2
|
||||||
|
_legs.set(&"tail_ragdoll", true)
|
||||||
|
_slam_pending = true
|
||||||
|
SpearProjectile.shed_all.call_deferred(self) # the leap shakes off any stuck spears
|
||||||
|
var jump_vel := DP.f("slam_jump_velocity")
|
||||||
|
velocity.y = jump_vel
|
||||||
|
# Airtime with an accelerated descent: rise (v/g) + fall (v / (g·√mult)).
|
||||||
|
var fall_mult := maxf(DP.f("slam_fall_mult"), 0.01)
|
||||||
|
var air_time := (jump_vel / 9.8) * (1.0 + 1.0 / sqrt(fall_mult))
|
||||||
|
_ability_timer = air_time + 0.3
|
||||||
|
if _bull_anim and _bull_anim.has_animation(_ANIM_SLAM):
|
||||||
|
var anim_len := _bull_anim.get_animation(_ANIM_SLAM).length
|
||||||
|
_bull_anim.speed_scale = anim_len / maxf(air_time, 0.01)
|
||||||
|
_bull_anim.play(_ANIM_SLAM)
|
||||||
|
|
||||||
|
|
||||||
|
func _activate_dash() -> void:
|
||||||
|
ability_cd[1] = DP.f("dash_cooldown")
|
||||||
|
_ability_active = true
|
||||||
|
_active_ability = 1
|
||||||
|
_ability_timer = 0.45
|
||||||
|
if _bull_anim:
|
||||||
|
_bull_anim.speed_scale = 1.0
|
||||||
|
if _bull_anim and _bull_anim.has_animation(_ANIM_DASH):
|
||||||
|
_bull_anim.play(_ANIM_DASH)
|
||||||
|
_ability_timer = _bull_anim.get_animation(_ANIM_DASH).length
|
||||||
|
var raw := cube_guy.global_transform.basis.z
|
||||||
|
_dash_dir = Vector3(raw.x, 0.0, raw.z).normalized()
|
||||||
|
_dash_speed_cur = DP.f("dash_speed")
|
||||||
|
velocity.x = _dash_dir.x * _dash_speed_cur
|
||||||
|
velocity.z = _dash_dir.z * _dash_speed_cur
|
||||||
|
_spawn_dash_burst()
|
||||||
|
_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch"))
|
||||||
|
if _huff_player:
|
||||||
|
_huff_player.pitch_scale = randf_range(0.9, 1.1)
|
||||||
|
_huff_player.play()
|
||||||
|
|
||||||
|
|
||||||
|
func _activate_roll() -> void:
|
||||||
|
ability_cd[3] = DP.f("roll_cooldown")
|
||||||
|
_ability_active = true
|
||||||
|
_active_ability = 3
|
||||||
|
_ability_timer = DP.f("roll_duration")
|
||||||
|
_roll_ramp = 0.0
|
||||||
|
_roll_spin = 0.0
|
||||||
|
_roll_chains_left = int(DP.f("roll_chain_count"))
|
||||||
|
_roll_hit.clear()
|
||||||
|
# Lock onto the closest matador and curl into the ball aimed at it; if the arena
|
||||||
|
# is empty, launch along the current heading (or facing when standing still).
|
||||||
|
_roll_target = _roll_pick_target()
|
||||||
|
var flat := Vector3(velocity.x, 0.0, velocity.z)
|
||||||
|
if _roll_target != null:
|
||||||
|
var to_t := _roll_target.global_position - global_position
|
||||||
|
_roll_dir = Vector3(to_t.x, 0.0, to_t.z).normalized()
|
||||||
|
elif flat.length() > 1.0:
|
||||||
|
_roll_dir = flat.normalized()
|
||||||
|
else:
|
||||||
|
var f := cube_guy.global_transform.basis.z
|
||||||
|
_roll_dir = Vector3(f.x, 0.0, f.z).normalized()
|
||||||
|
var launch := DP.f("roll_base_speed")
|
||||||
|
velocity.x = _roll_dir.x * launch
|
||||||
|
velocity.z = _roll_dir.z * launch
|
||||||
|
if _bull_anim and _bull_anim.has_animation(_ANIM_ROLL):
|
||||||
|
_bull_anim.speed_scale = 1.0
|
||||||
|
_bull_anim.play(_ANIM_ROLL)
|
||||||
|
_legs.set(&"tail_ragdoll", true) # tail streams out behind
|
||||||
|
_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch")) # horns down, plowing
|
||||||
|
_legs.set(&"external_rotation", true) # roll owns the model's full orientation (tumble)
|
||||||
|
if _roll_spark_emitter:
|
||||||
|
_roll_spark_emitter.emitting = true
|
||||||
|
_spawn_dash_burst()
|
||||||
|
camera_pivot.call(&"trigger_hit", 0.35)
|
||||||
|
if _huff_player:
|
||||||
|
_huff_player.pitch_scale = randf_range(0.8, 1.0)
|
||||||
|
_huff_player.play()
|
||||||
|
|
||||||
|
|
||||||
|
# One rolling frame: home on the current target matador, accelerate the longer the
|
||||||
|
# roll lasts, move (walls just slide), then pop the ball on contact and chain to the
|
||||||
|
# next closest. Fully replaces the normal locomotion path while active. `steer` is
|
||||||
|
# ignored — the roll auto-targets — but kept so the caller stays uniform.
|
||||||
|
func _tick_roll(delta: float, _steer: Vector3) -> void:
|
||||||
|
# Reacquire if the target ragdolled or was freed before we reached it.
|
||||||
|
if not _roll_target_valid():
|
||||||
|
_roll_target = _roll_pick_target()
|
||||||
|
if _roll_target != null:
|
||||||
|
var to_t := _roll_target.global_position - global_position
|
||||||
|
var flat := Vector3(to_t.x, 0.0, to_t.z)
|
||||||
|
if flat.length() > 0.1:
|
||||||
|
var t := clampf(DP.f("roll_turn") * delta, 0.0, 1.0)
|
||||||
|
_roll_dir = _roll_dir.slerp(flat.normalized(), t).normalized()
|
||||||
|
|
||||||
|
# Speed builds over time: base → max across roll_rampup_time, so a long roll
|
||||||
|
# winds up into a runaway boulder while a quick tap barely gets going.
|
||||||
|
_roll_ramp += delta
|
||||||
|
var ramp := clampf(_roll_ramp / maxf(DP.f("roll_rampup_time"), 0.01), 0.0, 1.0)
|
||||||
|
var top := DP.f("roll_max_speed")
|
||||||
|
var speed := lerpf(DP.f("roll_base_speed"), top, ramp)
|
||||||
|
velocity.x = _roll_dir.x * speed
|
||||||
|
velocity.z = _roll_dir.z * speed
|
||||||
|
|
||||||
|
# Tumble the whole model like a Powerball: face the travel direction (yaw) then
|
||||||
|
# spin forward about the horizontal axis perpendicular to it, angular speed = v/r
|
||||||
|
# so it "rolls" without slipping. Legs yield rotation control while active.
|
||||||
|
var radius := maxf(DP.f("roll_spin_radius"), 0.1)
|
||||||
|
_roll_spin = wrapf(_roll_spin + (speed / radius) * delta, 0.0, TAU)
|
||||||
|
var facing := Basis(Vector3.UP, atan2(_roll_dir.x, _roll_dir.z))
|
||||||
|
var tumble_axis := Vector3.UP.cross(_roll_dir).normalized()
|
||||||
|
cube_guy.basis = (Basis(tumble_axis, _roll_spin) * facing).scaled(_cube_scale)
|
||||||
|
if _bull_anim and _bull_anim.has_animation(_ANIM_ROLL):
|
||||||
|
_bull_anim.speed_scale = clampf(speed / maxf(top, 1.0), 0.6, 2.4)
|
||||||
|
|
||||||
|
_set_dust_state(DustState.CHARGE)
|
||||||
|
if _charge_trail_emitter:
|
||||||
|
_charge_trail_emitter.emitting = true
|
||||||
|
_charge_trail_emitter.direction = (-_roll_dir + Vector3(0.0, 0.25, 0.0)).normalized()
|
||||||
|
|
||||||
|
move_and_slide()
|
||||||
|
_was_on_floor = is_on_floor()
|
||||||
|
_smash_barrels_in_radius(DP.f("roll_hit_radius"))
|
||||||
|
_roll_try_pop(speed)
|
||||||
|
|
||||||
|
|
||||||
|
# Pop the ball on ramming a matador: launch every matador in the hit radius up and
|
||||||
|
# outward, then either CHAIN to the next closest (if chains remain and a target is
|
||||||
|
# left) or end the roll. Returns true if it popped so the caller can stop touching
|
||||||
|
# roll state this frame.
|
||||||
|
func _roll_try_pop(speed: float) -> bool:
|
||||||
|
var radius := DP.f("roll_hit_radius")
|
||||||
|
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
|
||||||
|
if _roll_hit.has(mat) or not _mat_active(mat):
|
||||||
|
continue
|
||||||
|
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
|
||||||
|
to_mat.y = 0.0
|
||||||
|
if to_mat.length() > radius:
|
||||||
|
continue
|
||||||
|
# Record everyone this pop reaches so the chain never re-picks a downed body.
|
||||||
|
for m: Node in get_tree().get_nodes_in_group(&"matador"):
|
||||||
|
var d: Vector3 = (m as Node3D).global_position - global_position
|
||||||
|
d.y = 0.0
|
||||||
|
if d.length() <= radius and not _roll_hit.has(m):
|
||||||
|
_roll_hit.append(m)
|
||||||
|
_hit_matadors_radius(radius, DP.f("roll_hit_strength"), DP.f("roll_knockup"))
|
||||||
|
camera_pivot.call(&"trigger_hit", clampf(speed / 90.0, 0.35, 1.0))
|
||||||
|
if _huff_player:
|
||||||
|
_huff_player.pitch_scale = randf_range(1.05, 1.35)
|
||||||
|
_huff_player.play()
|
||||||
|
if _roll_chains_left > 0:
|
||||||
|
var next := _roll_pick_target()
|
||||||
|
if next != null:
|
||||||
|
_roll_chains_left -= 1
|
||||||
|
_roll_target = next
|
||||||
|
return true # keep rolling — the ball carries on to the next target
|
||||||
|
_end_roll()
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
|
||||||
|
# Closest thing the roll should home on — an active matador (arena) or an intact barrel
|
||||||
|
# (lobby) we haven't already smashed this roll. Null if nothing is left to hit.
|
||||||
|
func _roll_pick_target() -> Node3D:
|
||||||
|
var best: Node3D = null
|
||||||
|
var best_d := INF
|
||||||
|
for cand: Node3D in _roll_targets():
|
||||||
|
var d: float = cand.global_position.distance_squared_to(global_position)
|
||||||
|
if d < best_d:
|
||||||
|
best_d = d
|
||||||
|
best = cand
|
||||||
|
return best
|
||||||
|
|
||||||
|
|
||||||
|
# Live roll targets: active matadors plus standing barrels, minus anything already popped.
|
||||||
|
func _roll_targets() -> Array[Node3D]:
|
||||||
|
var out: Array[Node3D] = []
|
||||||
|
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
|
||||||
|
if not _roll_hit.has(mat) and _mat_active(mat):
|
||||||
|
out.append(mat as Node3D)
|
||||||
|
for barrel: Node in get_tree().get_nodes_in_group(&"barrel"):
|
||||||
|
if _barrel_alive(barrel):
|
||||||
|
out.append(barrel as Node3D)
|
||||||
|
return out
|
||||||
|
|
||||||
|
|
||||||
|
func _roll_target_valid() -> bool:
|
||||||
|
if not is_instance_valid(_roll_target):
|
||||||
|
return false
|
||||||
|
if _roll_target.is_in_group(&"barrel"):
|
||||||
|
return _barrel_alive(_roll_target)
|
||||||
|
return _mat_active(_roll_target)
|
||||||
|
|
||||||
|
|
||||||
|
# A matador still in play — valid, not ragdolled/consumed. Ragdolled bodies report
|
||||||
|
# is_active() == false, so a popped target is skipped on the next chain search.
|
||||||
|
func _mat_active(mat: Node) -> bool:
|
||||||
|
return is_instance_valid(mat) and mat.has_method(&"is_active") and mat.call(&"is_active")
|
||||||
|
|
||||||
|
|
||||||
|
# A lobby barrel still standing — valid and not already queued for removal by an earlier hit.
|
||||||
|
func _barrel_alive(barrel: Node) -> bool:
|
||||||
|
return is_instance_valid(barrel) and not barrel.is_queued_for_deletion()
|
||||||
|
|
||||||
|
|
||||||
|
# Burst every barrel whose centre sits within range_m on the ground plane. Shared by the
|
||||||
|
# boulder roll (which ploughs straight through them) and the slam shockwave. Each barrel
|
||||||
|
# self-removes and leaves the &"barrel" group, so the HUD's clear-the-lobby tally counts it
|
||||||
|
# exactly once.
|
||||||
|
func _smash_barrels_in_radius(range_m: float) -> void:
|
||||||
|
for barrel: Node in get_tree().get_nodes_in_group(&"barrel"):
|
||||||
|
if not _barrel_alive(barrel):
|
||||||
|
continue
|
||||||
|
var to_b: Vector3 = (barrel as Node3D).global_position - global_position
|
||||||
|
to_b.y = 0.0
|
||||||
|
if to_b.length() <= range_m:
|
||||||
|
barrel.call(&"destroy_barrel")
|
||||||
|
|
||||||
|
|
||||||
|
# True while the boulder roll is live — matadors defer their charge-gore to the roll's own pop
|
||||||
|
# (is_rolling guard in matador._take_bull_charge) so the ball pops instead of quietly goring.
|
||||||
|
func is_rolling() -> bool:
|
||||||
|
return _active_ability == 3 and _ability_active
|
||||||
|
|
||||||
|
|
||||||
|
# True while the dash ability is live. A dash is a committed lunge — it gores/rams on contact
|
||||||
|
# regardless of angle (enemies bypass their horns-first cone while it's set).
|
||||||
|
func is_dashing() -> bool:
|
||||||
|
return _active_ability == 1 and _ability_active
|
||||||
|
|
||||||
|
|
||||||
|
# End the Powerball early: brake hard (the ball "pops" and unrolls) and drop back to the normal
|
||||||
|
# locomotion path next frame.
|
||||||
|
func _end_roll() -> void:
|
||||||
|
_ability_active = false
|
||||||
|
_active_ability = -1
|
||||||
|
_ability_timer = 0.0
|
||||||
|
_roll_ramp = 0.0
|
||||||
|
_roll_target = null
|
||||||
|
_roll_chains_left = 0
|
||||||
|
_roll_hit.clear()
|
||||||
|
_legs.set(&"charge_pitch_target", 0.0)
|
||||||
|
_legs.set(&"tail_ragdoll", false)
|
||||||
|
_legs.set(&"external_rotation", false)
|
||||||
|
if _roll_spark_emitter:
|
||||||
|
_roll_spark_emitter.emitting = false
|
||||||
|
if _charge_trail_emitter:
|
||||||
|
_charge_trail_emitter.emitting = false
|
||||||
|
velocity.x *= 0.15
|
||||||
|
velocity.z *= 0.15
|
||||||
|
_play_idle()
|
||||||
|
|
||||||
|
|
||||||
|
func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float,
|
||||||
|
dir: Vector3 = Vector3.ZERO) -> void:
|
||||||
|
var raw := cube_guy.global_transform.basis.z
|
||||||
|
var forward := dir if dir.length_squared() > 0.01 else Vector3(raw.x, 0.0, raw.z).normalized()
|
||||||
|
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
|
||||||
|
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
|
||||||
|
to_mat.y = 0.0
|
||||||
|
var dist := to_mat.length()
|
||||||
|
if dist > range_m:
|
||||||
|
continue
|
||||||
|
if dist > 0.01 and forward.dot(to_mat / dist) < cos(half_angle_rad):
|
||||||
|
continue
|
||||||
|
mat.call(&"apply_ability_hit", (forward + Vector3.UP * 0.4).normalized(), strength)
|
||||||
|
|
||||||
|
|
||||||
|
func _hit_matadors_radius(range_m: float, strength: float, up_boost: float = 0.0) -> void:
|
||||||
|
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
|
||||||
|
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
|
||||||
|
to_mat.y = 0.0
|
||||||
|
var dist := to_mat.length()
|
||||||
|
if dist > range_m:
|
||||||
|
continue
|
||||||
|
var away := to_mat / dist if dist > 0.01 \
|
||||||
|
else Vector3(randf() - 0.5, 0.0, randf() - 0.5).normalized()
|
||||||
|
mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength, up_boost)
|
||||||
|
|
||||||
|
|
||||||
|
# ── Blood-spurt particle helpers ──────────────────────────────────────────────
|
||||||
|
# The ability effects now live in systems/fx/; only the spear-wound blood below is still built in
|
||||||
|
# code. Shared material, built once so the mobile driver compiles this particle shader a single
|
||||||
|
# time (colour comes per-particle from the colour_ramp via vertex colour, not this material).
|
||||||
|
func _unshaded_material() -> StandardMaterial3D:
|
||||||
|
if _unshaded_mat == null:
|
||||||
|
_unshaded_mat = StandardMaterial3D.new()
|
||||||
|
_unshaded_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
|
_unshaded_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||||
|
_unshaded_mat.vertex_color_use_as_albedo = true
|
||||||
|
_unshaded_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||||
|
return _unshaded_mat
|
||||||
|
|
||||||
|
|
||||||
|
# Low-poly particle-sphere mesh (height = diameter), cached per size so repeats reuse one GPU upload.
|
||||||
|
func _particle_sphere(radius: float, segments: int, rings: int, mat: Material) -> SphereMesh:
|
||||||
|
var key := "%.4f:%d:%d" % [radius, segments, rings]
|
||||||
|
var cached: SphereMesh = _particle_sphere_cache.get(key)
|
||||||
|
if cached != null:
|
||||||
|
return cached
|
||||||
|
var sphere := SphereMesh.new()
|
||||||
|
sphere.radius = radius
|
||||||
|
sphere.height = radius * 2.0
|
||||||
|
sphere.radial_segments = segments
|
||||||
|
sphere.rings = rings
|
||||||
|
sphere.material = mat
|
||||||
|
_particle_sphere_cache[key] = sphere
|
||||||
|
return sphere
|
||||||
|
|
||||||
|
|
||||||
|
# Queue-free a transient FX node once its particles have finished.
|
||||||
|
func _free_after(node: Node, delay: float) -> void:
|
||||||
|
get_tree().create_timer(delay).timeout.connect(func() -> void:
|
||||||
|
if is_instance_valid(node):
|
||||||
|
node.queue_free()
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
func _spawn_slam_fx() -> void:
|
||||||
|
var origin := global_position + Vector3(0.0, -0.5, 0.0)
|
||||||
|
_impact_fx.call(&"slam_rings", origin, DP.f("slam_range"))
|
||||||
|
Fx.spawn(&"bull_slam", Transform3D(Basis(), origin))
|
||||||
|
camera_pivot.call(&"trigger_hit", 0.60)
|
||||||
|
|
||||||
|
|
||||||
|
func _spawn_kick_fx(back_dir: Vector3) -> void:
|
||||||
|
var origin := global_position + back_dir * 0.55 + Vector3(0.0, -0.25, 0.0)
|
||||||
|
Fx.spawn(&"bull_kick", _aimed_xform(origin, back_dir))
|
||||||
|
_impact_fx.call(&"kick_flash", origin)
|
||||||
|
camera_pivot.call(&"trigger_hit", 0.35)
|
||||||
|
|
||||||
|
|
||||||
|
func _spawn_dash_burst() -> void:
|
||||||
|
Fx.spawn(&"bull_dash", _aimed_xform(global_position + Vector3(0.0, 0.2, 0.0), _dash_dir))
|
||||||
|
|
||||||
|
|
||||||
|
# A transform at `origin` whose local -Z faces `forward` (flattened to horizontal). The kick/dash
|
||||||
|
# effects bake their spray in local space, so aiming the spawn transform points the burst the
|
||||||
|
# right way. Falls back to an unrotated transform when `forward` has no horizontal component.
|
||||||
|
func _aimed_xform(origin: Vector3, forward: Vector3) -> Transform3D:
|
||||||
|
var flat := Vector3(forward.x, 0.0, forward.z)
|
||||||
|
if flat.length_squared() < 0.0001:
|
||||||
|
return Transform3D(Basis(), origin)
|
||||||
|
return Transform3D(Basis(), origin).looking_at(origin + flat.normalized(), Vector3.UP)
|
||||||
|
|
||||||
|
|
||||||
|
func _physics_process(delta: float) -> void:
|
||||||
|
# ── Dead bull ─────────────────────────────────────────────────────────────
|
||||||
|
# The run is over the instant HP hits zero, but the lose screen holds off a
|
||||||
|
# beat before it appears (see HUD._show_game_over). Freeze the carcass through
|
||||||
|
# that delay — no input, no abilities, just coast to a stop under gravity — so a
|
||||||
|
# dead bull can't keep charging around while the screen is pending.
|
||||||
|
if _dead:
|
||||||
|
velocity.x = move_toward(velocity.x, 0.0, 40.0 * delta)
|
||||||
|
velocity.z = move_toward(velocity.z, 0.0, 40.0 * delta)
|
||||||
|
if not is_on_floor():
|
||||||
|
velocity += get_gravity() * delta
|
||||||
|
move_and_slide()
|
||||||
|
return
|
||||||
|
|
||||||
|
# ── Gravity ───────────────────────────────────────────────────────────────
|
||||||
|
if not is_on_floor():
|
||||||
|
var gravity := get_gravity()
|
||||||
|
# Crash a slam down hard: full leap on the way up, accelerated descent so
|
||||||
|
# the bull spends less time floating before the impact.
|
||||||
|
if _slam_pending and velocity.y < 0.0:
|
||||||
|
gravity *= DP.f("slam_fall_mult")
|
||||||
|
velocity += gravity * delta
|
||||||
|
|
||||||
|
# ── Camera-relative input direction ───────────────────────────────────────
|
||||||
|
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
|
||||||
|
var cam_basis := camera_pivot.global_transform.basis
|
||||||
|
var flat_forward := -Vector3(cam_basis.z.x, 0.0, cam_basis.z.z).normalized()
|
||||||
|
var flat_right := Vector3(cam_basis.x.x, 0.0, cam_basis.x.z).normalized()
|
||||||
|
var direction := (flat_forward * -input_dir.y + flat_right * input_dir.x).normalized()
|
||||||
|
|
||||||
|
var on_floor := is_on_floor()
|
||||||
|
|
||||||
|
# ── Ability cooldowns ────────────────────────────────────────────────────────
|
||||||
|
_hit_iframes = maxf(0.0, _hit_iframes - delta)
|
||||||
|
for i: int in 4:
|
||||||
|
ability_cd[i] = maxf(0.0, ability_cd[i] - delta)
|
||||||
|
if _ability_active:
|
||||||
|
_ability_timer -= delta
|
||||||
|
if _ability_timer <= 0.0:
|
||||||
|
if _active_ability == 3:
|
||||||
|
_end_roll() # tears down roll-specific state (sparks, tumble control)
|
||||||
|
else:
|
||||||
|
_ability_active = false
|
||||||
|
_active_ability = -1
|
||||||
|
_legs.set(&"charge_pitch_target", 0.0)
|
||||||
|
_legs.set(&"tail_ragdoll", false)
|
||||||
|
_slam_pending = false
|
||||||
|
_play_idle()
|
||||||
|
|
||||||
|
# ── Boulder roll ──────────────────────────────────────────────────────────
|
||||||
|
# While rolling, the ability owns movement entirely (its own accel, low friction
|
||||||
|
# and wall ricochet) — bypass the normal input/kick/damping path below.
|
||||||
|
if _active_ability == 3 and _ability_active:
|
||||||
|
_tick_roll(delta, direction)
|
||||||
|
return
|
||||||
|
|
||||||
|
_was_on_floor = on_floor
|
||||||
|
|
||||||
|
# ── Ground locomotion — smooth accelerate / friction ──────────────────────
|
||||||
|
# WASD/arrows drive the bull directly: hold a direction to ramp up to max_speed
|
||||||
|
# and steer, release to coast to a stop. Ability bursts (dash) and wall bounces
|
||||||
|
# can exceed max_speed — while a direction is held we steer that momentum without
|
||||||
|
# braking it (cap tracks the current speed); friction only bleeds the excess once
|
||||||
|
# input is released.
|
||||||
|
var flat_vel := Vector3(velocity.x, 0.0, velocity.z)
|
||||||
|
var max_speed := DP.f("max_speed")
|
||||||
|
if _active_ability == 1 and _ability_active:
|
||||||
|
# Dash: leave the barrel fast like a bullet, then bleed exponentially back
|
||||||
|
# down to cruise speed (fastest drop right at the start), so it settles into
|
||||||
|
# normal running by the time the clip ends instead of holding top speed.
|
||||||
|
_dash_speed_cur = lerpf(_dash_speed_cur, max_speed, 1.0 - exp(-DP.f("dash_decel") * delta))
|
||||||
|
flat_vel = _dash_dir * _dash_speed_cur
|
||||||
|
elif direction.length_squared() > 0.01:
|
||||||
|
var cap := maxf(max_speed, flat_vel.length())
|
||||||
|
flat_vel = flat_vel.move_toward(direction * cap, DP.f("move_accel") * delta)
|
||||||
|
else:
|
||||||
|
flat_vel = flat_vel.move_toward(Vector3.ZERO, DP.f("move_friction") * delta)
|
||||||
|
velocity.x = flat_vel.x
|
||||||
|
velocity.z = flat_vel.z
|
||||||
|
|
||||||
|
# ── Visual rotation follows velocity direction ─────────────────────────────
|
||||||
|
var flat_speed := Vector2(velocity.x, velocity.z).length()
|
||||||
|
if flat_speed > 0.4:
|
||||||
|
var target_angle := atan2(velocity.x, velocity.z)
|
||||||
|
cube_guy.rotation.y = lerp_angle(
|
||||||
|
cube_guy.rotation.y, target_angle, delta * DP.f("visual_turn_speed"))
|
||||||
|
|
||||||
|
# Looping WALK clip while genuinely moving on the ground, idle otherwise.
|
||||||
|
_update_locomotion_anim(on_floor and flat_speed > 1.0)
|
||||||
|
|
||||||
|
_pre_slide_vel_y = velocity.y
|
||||||
|
var pre_wall_vel := Vector3(velocity.x, 0.0, velocity.z)
|
||||||
|
move_and_slide()
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# ── Wall bounce — no sliding, guaranteed exit ────────────────────────────
|
||||||
|
# pre_wall_vel is captured before move_and_slide strips the into-wall component,
|
||||||
|
# so into_spd correctly reflects how hard the bull hit the wall even when stationary.
|
||||||
|
for i in get_slide_collision_count():
|
||||||
|
var col := get_slide_collision(i)
|
||||||
|
var normal := col.get_normal()
|
||||||
|
if abs(normal.y) < 0.5:
|
||||||
|
var flat_n := Vector3(normal.x, 0.0, normal.z).normalized()
|
||||||
|
var into_spd := -pre_wall_vel.dot(flat_n)
|
||||||
|
var exit_spd := maxf(into_spd * DP.f("wall_bounce_restitution"),
|
||||||
|
DP.f("wall_min_bounce_speed"))
|
||||||
|
velocity.x = flat_n.x * exit_spd
|
||||||
|
velocity.z = flat_n.z * exit_spd
|
||||||
|
pre_wall_vel = Vector3(velocity.x, 0.0, velocity.z)
|
||||||
|
|
||||||
|
# Ram straight through a barrel that formed the wall we bounced off.
|
||||||
|
var hit := col.get_collider()
|
||||||
|
if hit != null and hit.has_method(&"destroy_barrel"):
|
||||||
|
hit.call(&"destroy_barrel")
|
||||||
|
|
||||||
|
# ── Landing. Don't bounce ─────────────────────────────────────────────────────
|
||||||
|
if is_on_floor() and not _was_on_floor:
|
||||||
|
velocity.y = 0.0
|
||||||
|
|
||||||
|
# ── Slam landing ──────────────────────────────────────────────────────────
|
||||||
|
if _slam_pending and is_on_floor() and not _was_on_floor:
|
||||||
|
_slam_pending = false
|
||||||
|
_ability_active = false
|
||||||
|
_active_ability = -1
|
||||||
|
_ability_timer = 0.0
|
||||||
|
_legs.set(&"charge_pitch_target", 0.0)
|
||||||
|
_legs.set(&"tail_ragdoll", false)
|
||||||
|
_play_idle()
|
||||||
|
_spawn_slam_fx()
|
||||||
|
_hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"), DP.f("slam_launch_up"))
|
||||||
|
_smash_barrels_in_radius(DP.f("slam_range"))
|
||||||
|
|
||||||
|
# ── Dust ──────────────────────────────────────────────────────────────────
|
||||||
|
if flat_speed > DP.f("dust_charge_spd") and on_floor:
|
||||||
|
_set_dust_state(DustState.CHARGE)
|
||||||
|
elif flat_speed > DP.f("dust_walk_spd") and on_floor:
|
||||||
|
_set_dust_state(DustState.WALK)
|
||||||
|
else:
|
||||||
|
_set_dust_state(DustState.NONE)
|
||||||
|
|
||||||
|
# ── Charge trail direction ────────────────────────────────────────────────
|
||||||
|
if _dust_state == DustState.CHARGE and _charge_trail_emitter:
|
||||||
|
var vel_flat := Vector3(velocity.x, 0.0, velocity.z)
|
||||||
|
if vel_flat.length_squared() > 0.1:
|
||||||
|
_charge_trail_emitter.direction = (-vel_flat.normalized() + Vector3(0.0, 0.25, 0.0)).normalized()
|
||||||
|
|
||||||
|
|
||||||
|
func get_hp() -> int:
|
||||||
|
return _hp
|
||||||
|
|
||||||
|
|
||||||
|
func get_max_hp() -> int:
|
||||||
|
return _max_hp
|
||||||
|
|
||||||
|
|
||||||
|
# Bonus pips currently on the bar — the HUD colours this many top pips yellow.
|
||||||
|
func get_bonus_hp() -> int:
|
||||||
|
return _bonus_hp
|
||||||
|
|
||||||
|
|
||||||
|
# Award extra health (from a lobby reward): grows both the cap and the current bar so the
|
||||||
|
# new pips arrive full, and marks them as bonus so the HUD paints them yellow.
|
||||||
|
func grant_bonus_hp(amount: int) -> void:
|
||||||
|
if amount <= 0:
|
||||||
|
return
|
||||||
|
_bonus_hp += amount
|
||||||
|
_max_hp += amount
|
||||||
|
_hp += amount
|
||||||
|
health_changed.emit(_hp, _max_hp)
|
||||||
|
|
||||||
|
|
||||||
|
# A clean hit — thrown or swung blade — costs the bull one HP pip; the run ends only
|
||||||
|
# when the last pip is gone. `cause` ("gored" / "thrown") tags how it happened for the
|
||||||
|
# death notice. I-frames absorb a flurry so several blades in one pass drop one pip,
|
||||||
|
# not the whole bar; `_dead` latches so the lose screen is raised exactly once.
|
||||||
|
func take_sword_hit(cause: String = "", hit_pos: Vector3 = Vector3.ZERO) -> void:
|
||||||
|
if _dead or _hit_iframes > 0.0:
|
||||||
|
return
|
||||||
|
_hp -= 1
|
||||||
|
_hit_flash()
|
||||||
|
_hit_iframes = DP.f("bull_hit_iframes")
|
||||||
|
health_changed.emit(_hp, _max_hp)
|
||||||
|
hit_taken.emit(cause)
|
||||||
|
camera_pivot.call(&"trigger_hit", 0.7)
|
||||||
|
# Vibrate controller 0 with half weak strength, full strong strength, for 0.5 seconds
|
||||||
|
if DP.b("gamepad_vibration"):
|
||||||
|
Input.start_joy_vibration(0, 0.5, 1, 0.2)
|
||||||
|
|
||||||
|
# A spear gores a spot — blood spurts from the entry wound (where it struck the
|
||||||
|
# bull). Melee gores pass no position and skip the spurt; gore can be turned off.
|
||||||
|
if cause == "thrown" and Settings.gore:
|
||||||
|
_spawn_blood(hit_pos if hit_pos != Vector3.ZERO else global_position)
|
||||||
|
if _huff_player:
|
||||||
|
_huff_player.pitch_scale = randf_range(0.7, 0.9)
|
||||||
|
_huff_player.play()
|
||||||
|
if _hp <= 0:
|
||||||
|
if _bull_anim.current_animation != _ANIM_DEATH:
|
||||||
|
_bull_anim.speed_scale = 0.8
|
||||||
|
_bull_anim.play(_ANIM_DEATH)
|
||||||
|
_dead = true
|
||||||
|
died.emit(cause)
|
||||||
|
|
||||||
|
|
||||||
|
# Pop the bull upward — a smash hitbox knocks it off its feet. Only ever raises the
|
||||||
|
# vertical speed so a downward-moving bull still gets launched.
|
||||||
|
func apply_knock_up(v: float) -> void:
|
||||||
|
velocity.y = maxf(velocity.y, v)
|
||||||
|
|
||||||
|
|
||||||
|
# Typed entry point for the unified hit pipeline: a Hitbox (or any attacker) hands the bull a
|
||||||
|
# DamageEvent instead of calling take_sword_hit directly. A thin adapter over the existing pip /
|
||||||
|
# knock-up logic, so behaviour is unchanged while callers migrate off the stringly path.
|
||||||
|
func receive_damage(event: DamageEvent) -> void:
|
||||||
|
take_sword_hit(event.cause_name(), event.hit_position)
|
||||||
|
if event.knock_up > 0.0:
|
||||||
|
apply_knock_up(event.knock_up)
|
||||||
|
|
||||||
|
|
||||||
|
# Blood spurt from a spear wound: a short-lived spray of dark-red gobs flung out of the
|
||||||
|
# entry point, biased outward from the bull's centre (so it reads as bursting from the
|
||||||
|
# hide) with a touch of lift before gravity drags it down.
|
||||||
|
func _spawn_blood(hit_pos: Vector3) -> void:
|
||||||
|
var out := hit_pos - global_position
|
||||||
|
out.y = 0.0
|
||||||
|
out = out.normalized() if out.length() > 0.05 else Vector3(0.0, 0.0, 1.0)
|
||||||
|
var dir := (out + Vector3.UP * 0.8).normalized()
|
||||||
|
|
||||||
|
var sphere := _particle_sphere(0.05, 4, 2, _unshaded_material())
|
||||||
|
|
||||||
|
var ramp := Gradient.new()
|
||||||
|
ramp.set_color(0, Color(0.55, 0.02, 0.02, 1.0))
|
||||||
|
ramp.set_color(1, Color(0.28, 0.0, 0.0, 0.0))
|
||||||
|
|
||||||
|
var scale_curve := Curve.new()
|
||||||
|
scale_curve.add_point(Vector2(0.0, 1.0))
|
||||||
|
scale_curve.add_point(Vector2(0.6, 0.7))
|
||||||
|
scale_curve.add_point(Vector2(1.0, 0.0))
|
||||||
|
|
||||||
|
var p := CPUParticles3D.new()
|
||||||
|
p.one_shot = true
|
||||||
|
p.explosiveness = 0.9
|
||||||
|
p.amount = 34
|
||||||
|
p.lifetime = 0.7
|
||||||
|
p.randomness = 0.5
|
||||||
|
p.local_coords = false
|
||||||
|
p.direction = dir
|
||||||
|
p.spread = 42.0
|
||||||
|
p.gravity = Vector3(0.0, -14.0, 0.0)
|
||||||
|
p.initial_velocity_min = 3.5
|
||||||
|
p.initial_velocity_max = 8.0
|
||||||
|
p.scale_amount_min = 0.5
|
||||||
|
p.scale_amount_max = 1.6
|
||||||
|
p.mesh = sphere
|
||||||
|
p.color_ramp = ramp
|
||||||
|
p.scale_amount_curve = scale_curve
|
||||||
|
get_parent().add_child(p)
|
||||||
|
p.global_position = hit_pos
|
||||||
|
p.restart()
|
||||||
|
_free_after(p, 1.5)
|
||||||
|
|
||||||
|
|
||||||
|
func _hit_flash() -> void:
|
||||||
|
var meshes := find_children("*", "MeshInstance3D", true, false)
|
||||||
|
|
||||||
|
for node in meshes:
|
||||||
|
var mesh := node as MeshInstance3D
|
||||||
|
if mesh:
|
||||||
|
mesh.material_overlay = _make_hit_overlay()
|
||||||
|
|
||||||
|
if _hit_flash_tween:
|
||||||
|
_hit_flash_tween.kill()
|
||||||
|
|
||||||
|
_hit_flash_tween = create_tween()
|
||||||
|
_hit_flash_tween.tween_interval(0.08)
|
||||||
|
_hit_flash_tween.tween_callback(_clear_hit_flash)
|
||||||
|
|
||||||
|
|
||||||
|
func _make_hit_overlay() -> StandardMaterial3D:
|
||||||
|
var mat := StandardMaterial3D.new()
|
||||||
|
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
|
mat.albedo_color = Color(1.0, 0.03, 0.03, 1.0)
|
||||||
|
return mat
|
||||||
|
|
||||||
|
|
||||||
|
func _clear_hit_flash() -> void:
|
||||||
|
var meshes := find_children("*", "MeshInstance3D", true, false)
|
||||||
|
|
||||||
|
for node in meshes:
|
||||||
|
var mesh := node as MeshInstance3D
|
||||||
|
if mesh:
|
||||||
|
mesh.material_overlay = null
|
||||||
@@ -0,0 +1,52 @@
|
|||||||
|
[gd_scene format=3 uid="uid://crtm0xtiql3r8"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" uid="uid://bn777gguclud5" path="res://actors/player/player.gd" id="1_xhfnw"]
|
||||||
|
[ext_resource type="Script" uid="uid://cpyq2r5cq653g" path="res://actors/player/camera_iso.gd" id="2_camera_iso"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://bun14xmk20pcj" path="res://art/characters/bull.fbx" id="4_e80uo"]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_kne1u"]
|
||||||
|
radius = 0.7495117
|
||||||
|
height = 1.845398
|
||||||
|
|
||||||
|
[node name="Player" type="CharacterBody3D" unique_id=165510044]
|
||||||
|
collision_layer = 2
|
||||||
|
collision_mask = 9
|
||||||
|
script = ExtResource("1_xhfnw")
|
||||||
|
|
||||||
|
[node name="CollisionBull" type="CollisionShape3D" parent="." unique_id=571780801]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.29183745, 0.3197594)
|
||||||
|
shape = SubResource("CapsuleShape3D_kne1u")
|
||||||
|
|
||||||
|
[node name="Camera3D" type="Camera3D" parent="." unique_id=1120161087]
|
||||||
|
script = ExtResource("2_camera_iso")
|
||||||
|
|
||||||
|
[node name="bull" parent="." unique_id=1386495166 instance=ExtResource("4_e80uo")]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.655, 0.23)
|
||||||
|
|
||||||
|
[node name="Skeleton3D" parent="bull/Armature" parent_id_path=PackedInt32Array(1386495166, 1942410469) index="0" unique_id=550138996]
|
||||||
|
bones/0/position = Vector3(0, 0, 0.009963839)
|
||||||
|
bones/0/rotation = Quaternion(0.7071068, 0, 0, 0.7071067)
|
||||||
|
bones/0/scale = Vector3(1, 1, 1)
|
||||||
|
bones/1/position = Vector3(0.003526625, -0.0043296535, 0.0040827994)
|
||||||
|
bones/1/rotation = Quaternion(-0.00038647873, 0.06909673, 0.9868542, -0.14609687)
|
||||||
|
bones/2/rotation = Quaternion(-0.06929122, 3.2175163e-07, -0.112670615, 0.99121344)
|
||||||
|
bones/4/position = Vector3(0.0045358227, -0.002137695, -0.004238624)
|
||||||
|
bones/4/rotation = Quaternion(-0.24948503, 0.19590352, 0.9416978, -0.11217985)
|
||||||
|
bones/4/scale = Vector3(1.0000001, 0.9999999, 1.0000001)
|
||||||
|
bones/5/rotation = Quaternion(-0.58943665, -0.3660725, -0.22564478, 0.683842)
|
||||||
|
bones/5/scale = Vector3(1, 1.0000001, 0.99999994)
|
||||||
|
bones/6/rotation = Quaternion(0.52910197, 0.15997827, 0.120245, 0.8246207)
|
||||||
|
bones/6/scale = Vector3(1, 1, 1.0000001)
|
||||||
|
bones/17/position = Vector3(0, 0.0009373814, 0.007552617)
|
||||||
|
bones/17/rotation = Quaternion(-9.4156974e-08, 0.7071068, 0.7071067, -9.4156974e-08)
|
||||||
|
bones/19/position = Vector3(-0.003526625, -0.0043296535, 0.0040827994)
|
||||||
|
bones/19/rotation = Quaternion(0.00038647873, 0.06909673, 0.9868542, 0.14609687)
|
||||||
|
bones/20/rotation = Quaternion(-0.06929122, -3.2227587e-07, 0.11267061, 0.99121344)
|
||||||
|
bones/22/position = Vector3(-0.0045358227, -0.002137695, -0.004238624)
|
||||||
|
bones/22/rotation = Quaternion(0.24948503, 0.19590352, 0.9416978, 0.11217985)
|
||||||
|
bones/23/rotation = Quaternion(-0.58943665, 0.3660725, 0.22564478, 0.683842)
|
||||||
|
bones/23/scale = Vector3(1, 1.0000001, 1)
|
||||||
|
bones/24/rotation = Quaternion(0.529102, -0.15997836, -0.120245025, 0.82462066)
|
||||||
|
bones/24/scale = Vector3(1, 1.0000001, 1)
|
||||||
|
|
||||||
|
[editable path="bull"]
|
||||||
@@ -8,5 +8,5 @@ script="rider-plugin.gd"
|
|||||||
|
|
||||||
[presets]
|
[presets]
|
||||||
|
|
||||||
active="off"
|
active="on"
|
||||||
presets="presets.json"
|
presets="presets.json"
|
||||||
|
|||||||
@@ -1 +0,0 @@
|
|||||||
uid://sbf260u32upu
|
|
||||||
@@ -4,12 +4,12 @@ importer="scene"
|
|||||||
importer_version=1
|
importer_version=1
|
||||||
type="PackedScene"
|
type="PackedScene"
|
||||||
uid="uid://cmxqocsdbgufr"
|
uid="uid://cmxqocsdbgufr"
|
||||||
path="res://.godot/imported/mees_plaksutab.glb-0ce4e4ee8c8f92069abfac9352f0f4b9.scn"
|
path="res://.godot/imported/crowd_clap.glb-8bb3f532af711440142a67228d380ce0.scn"
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://Animations/mees_plaksutab.glb"
|
source_file="res://art/anim/crowd_clap.glb"
|
||||||
dest_files=["res://.godot/imported/mees_plaksutab.glb-0ce4e4ee8c8f92069abfac9352f0f4b9.scn"]
|
dest_files=["res://.godot/imported/crowd_clap.glb-8bb3f532af711440142a67228d380ce0.scn"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
"""
|
"""
|
||||||
Blender 5.1 script: create walk + idle animations for matador_v02.
|
Blender 5.1 script: create walk + idle animations for matador.
|
||||||
Run: blender --background matador_v02.blend --python create_matador_anims.py
|
Run: blender --background matador.blend --python create_matador_anims.py
|
||||||
"""
|
"""
|
||||||
import bpy, math, os
|
import bpy, math, os
|
||||||
|
|
||||||
@@ -130,7 +130,7 @@ ti.name = 'idle'
|
|||||||
si = ti.strips.new('idle', 0, idle)
|
si = ti.strips.new('idle', 0, idle)
|
||||||
|
|
||||||
# ── export FBX ─────────────────────────────────────────────────────────────────
|
# ── export FBX ─────────────────────────────────────────────────────────────────
|
||||||
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador_v02.fbx')
|
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador.fbx')
|
||||||
bpy.ops.export_scene.fbx(
|
bpy.ops.export_scene.fbx(
|
||||||
filepath=fbx_path,
|
filepath=fbx_path,
|
||||||
use_selection=False,
|
use_selection=False,
|
||||||
@@ -1,8 +1,8 @@
|
|||||||
"""
|
"""
|
||||||
Blender 5.1 script: render preview frames of matador animations to PNG.
|
Blender 5.1 script: render preview frames of matador animations to PNG.
|
||||||
Run: blender --background matador_v02.blend --python render_anim_preview.py
|
Run: blender --background matador.blend --python render_anim_preview.py
|
||||||
|
|
||||||
Outputs to Blender/preview/ directory:
|
Outputs to art/blender/preview/ directory:
|
||||||
walk_frame_00.png .. walk_frame_09.png
|
walk_frame_00.png .. walk_frame_09.png
|
||||||
idle_frame_00.png
|
idle_frame_00.png
|
||||||
|
|
||||||
@@ -3,13 +3,13 @@
|
|||||||
importer="scene"
|
importer="scene"
|
||||||
importer_version=1
|
importer_version=1
|
||||||
type="PackedScene"
|
type="PackedScene"
|
||||||
uid="uid://eu2lqjhowj4t"
|
uid="uid://cofv5dbavesis"
|
||||||
path="res://.godot/imported/Matador.glb-84387af784b13addc4467fc8edace9ff.scn"
|
path="res://.godot/imported/bear.glb-75dd9ad1d0d42d959c02624cfc22996d.scn"
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://Assets/Matador.glb"
|
source_file="res://art/characters/bear.glb"
|
||||||
dest_files=["res://.godot/imported/Matador.glb-84387af784b13addc4467fc8edace9ff.scn"]
|
dest_files=["res://.godot/imported/bear.glb-75dd9ad1d0d42d959c02624cfc22996d.scn"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
@@ -4,12 +4,12 @@ importer="scene"
|
|||||||
importer_version=1
|
importer_version=1
|
||||||
type="PackedScene"
|
type="PackedScene"
|
||||||
uid="uid://bun14xmk20pcj"
|
uid="uid://bun14xmk20pcj"
|
||||||
path="res://.godot/imported/bull.fbx-50f6d03a92c862695bbeaeba563be0db.scn"
|
path="res://.godot/imported/bull.fbx-ffca5aad6fa2fef7c6aaeff23784274e.scn"
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://Assets/bull.fbx"
|
source_file="res://art/characters/bull.fbx"
|
||||||
dest_files=["res://.godot/imported/bull.fbx-50f6d03a92c862695bbeaeba563be0db.scn"]
|
dest_files=["res://.godot/imported/bull.fbx-ffca5aad6fa2fef7c6aaeff23784274e.scn"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
@@ -28,7 +28,7 @@ meshes/generate_lods=true
|
|||||||
meshes/create_shadow_meshes=true
|
meshes/create_shadow_meshes=true
|
||||||
meshes/light_baking=1
|
meshes/light_baking=1
|
||||||
meshes/lightmap_texel_size=0.2
|
meshes/lightmap_texel_size=0.2
|
||||||
meshes/force_disable_compression=false
|
meshes/force_disable_compression=true
|
||||||
skins/use_named_skins=true
|
skins/use_named_skins=true
|
||||||
animation/import=true
|
animation/import=true
|
||||||
animation/fps=30
|
animation/fps=30
|
||||||
@@ -0,0 +1,45 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="scene"
|
||||||
|
importer_version=1
|
||||||
|
type="PackedScene"
|
||||||
|
uid="uid://eu2lqjhowj4t"
|
||||||
|
path="res://.godot/imported/matador.glb-d61955edf618ff60a81602b44843dd9c.scn"
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://art/characters/matador.glb"
|
||||||
|
dest_files=["res://.godot/imported/matador.glb-d61955edf618ff60a81602b44843dd9c.scn"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
nodes/root_type=""
|
||||||
|
nodes/root_name=""
|
||||||
|
nodes/root_script=null
|
||||||
|
mesh_library/use_node_names_as_mesh_names=false
|
||||||
|
array_mesh/deduplicate_surfaces=true
|
||||||
|
nodes/apply_root_scale=true
|
||||||
|
nodes/root_scale=1.0
|
||||||
|
nodes/import_as_skeleton_bones=false
|
||||||
|
nodes/use_name_suffixes=true
|
||||||
|
nodes/use_node_type_suffixes=true
|
||||||
|
meshes/ensure_tangents=true
|
||||||
|
meshes/generate_lods=true
|
||||||
|
meshes/create_shadow_meshes=true
|
||||||
|
meshes/light_baking=1
|
||||||
|
meshes/lightmap_texel_size=0.2
|
||||||
|
meshes/force_disable_compression=true
|
||||||
|
skins/use_named_skins=true
|
||||||
|
animation/import=true
|
||||||
|
animation/fps=30
|
||||||
|
animation/trimming=false
|
||||||
|
animation/remove_immutable_tracks=true
|
||||||
|
animation/import_rest_as_RESET=false
|
||||||
|
import_script/path=""
|
||||||
|
materials/extract=0
|
||||||
|
materials/extract_format=0
|
||||||
|
materials/extract_path=""
|
||||||
|
_subresources={}
|
||||||
|
gltf/naming_version=2
|
||||||
|
gltf/embedded_image_handling=1
|
||||||
|
gltf/texture_map_mode=1
|
||||||
@@ -3,12 +3,12 @@
|
|||||||
importer="font_data_dynamic"
|
importer="font_data_dynamic"
|
||||||
type="FontFile"
|
type="FontFile"
|
||||||
uid="uid://fu84fchl1im6"
|
uid="uid://fu84fchl1im6"
|
||||||
path="res://.godot/imported/Cinzel.ttf-b9b78caa7497d2ec78b922cb77f34333.fontdata"
|
path="res://.godot/imported/Cinzel.ttf-95f91c70d492f60cef14788d0547dff4.fontdata"
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://fonts/Cinzel.ttf"
|
source_file="res://art/fonts/Cinzel.ttf"
|
||||||
dest_files=["res://.godot/imported/Cinzel.ttf-b9b78caa7497d2ec78b922cb77f34333.fontdata"]
|
dest_files=["res://.godot/imported/Cinzel.ttf-95f91c70d492f60cef14788d0547dff4.fontdata"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
@@ -3,12 +3,12 @@
|
|||||||
importer="font_data_dynamic"
|
importer="font_data_dynamic"
|
||||||
type="FontFile"
|
type="FontFile"
|
||||||
uid="uid://rcfn6xhs7fur"
|
uid="uid://rcfn6xhs7fur"
|
||||||
path="res://.godot/imported/CinzelDecorative-Bold.ttf-fd8dd0c7ef2ceb6acaeb4b78a3c0a47b.fontdata"
|
path="res://.godot/imported/CinzelDecorative-Bold.ttf-71cca077ba75a6c829f53e2548a2580d.fontdata"
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://fonts/CinzelDecorative-Bold.ttf"
|
source_file="res://art/fonts/CinzelDecorative-Bold.ttf"
|
||||||
dest_files=["res://.godot/imported/CinzelDecorative-Bold.ttf-fd8dd0c7ef2ceb6acaeb4b78a3c0a47b.fontdata"]
|
dest_files=["res://.godot/imported/CinzelDecorative-Bold.ttf-71cca077ba75a6c829f53e2548a2580d.fontdata"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
@@ -3,13 +3,13 @@
|
|||||||
importer="scene"
|
importer="scene"
|
||||||
importer_version=1
|
importer_version=1
|
||||||
type="PackedScene"
|
type="PackedScene"
|
||||||
uid="uid://dxe72ig8gfbcg"
|
uid="uid://bdbx0wwa73rhp"
|
||||||
path="res://.godot/imported/arena model2026.glb-299db01cae891e5005f8ac1e6c83d0a6.scn"
|
path="res://.godot/imported/bear_fx.glb-ec36223896f7444a4dbe06fe70380d22.scn"
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://Assets/arena model2026.glb"
|
source_file="res://art/fx/bear_fx.glb"
|
||||||
dest_files=["res://.godot/imported/arena model2026.glb-299db01cae891e5005f8ac1e6c83d0a6.scn"]
|
dest_files=["res://.godot/imported/bear_fx.glb-ec36223896f7444a4dbe06fe70380d22.scn"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
@@ -3,16 +3,17 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://bxm7c6ldrdiq5"
|
uid="uid://bxm7c6ldrdiq5"
|
||||||
path.bptc="res://.godot/imported/citrus_orchard_road_puresky_4k.hdr-262868e8787abf05f7044da72beefce7.bptc.ctex"
|
path.bptc="res://.godot/imported/citrus_orchard_road_puresky_4k.hdr-227da4c15c620e5b14eb76c27dcd326f.bptc.ctex"
|
||||||
|
path.astc="res://.godot/imported/citrus_orchard_road_puresky_4k.hdr-227da4c15c620e5b14eb76c27dcd326f.astc.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc"],
|
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
}
|
}
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://HDRI/citrus_orchard_road_puresky_4k.hdr"
|
source_file="res://art/hdri/citrus_orchard_road_puresky_4k.hdr"
|
||||||
dest_files=["res://.godot/imported/citrus_orchard_road_puresky_4k.hdr-262868e8787abf05f7044da72beefce7.bptc.ctex"]
|
dest_files=["res://.godot/imported/citrus_orchard_road_puresky_4k.hdr-227da4c15c620e5b14eb76c27dcd326f.bptc.ctex", "res://.godot/imported/citrus_orchard_road_puresky_4k.hdr-227da4c15c620e5b14eb76c27dcd326f.astc.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
@@ -3,16 +3,17 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://3syhacswepyj"
|
uid="uid://3syhacswepyj"
|
||||||
path.bptc="res://.godot/imported/kloppenheim_06_puresky_4k.hdr-026f0eabdfce50035e2f8417ce3e0060.bptc.ctex"
|
path.bptc="res://.godot/imported/kloppenheim_06_puresky_4k.hdr-8cc5d2aeb82da4bd42ed9b64393cbf3a.bptc.ctex"
|
||||||
|
path.astc="res://.godot/imported/kloppenheim_06_puresky_4k.hdr-8cc5d2aeb82da4bd42ed9b64393cbf3a.astc.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc"],
|
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
}
|
}
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://HDRI/kloppenheim_06_puresky_4k.hdr"
|
source_file="res://art/hdri/kloppenheim_06_puresky_4k.hdr"
|
||||||
dest_files=["res://.godot/imported/kloppenheim_06_puresky_4k.hdr-026f0eabdfce50035e2f8417ce3e0060.bptc.ctex"]
|
dest_files=["res://.godot/imported/kloppenheim_06_puresky_4k.hdr-8cc5d2aeb82da4bd42ed9b64393cbf3a.bptc.ctex", "res://.godot/imported/kloppenheim_06_puresky_4k.hdr-8cc5d2aeb82da4bd42ed9b64393cbf3a.astc.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 144 KiB After Width: | Height: | Size: 144 KiB |
@@ -3,15 +3,15 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://cyscxku0nw055"
|
uid="uid://cyscxku0nw055"
|
||||||
path="res://.godot/imported/DASH.png-02cbc39ec03a0c79526d7dc333659c48.ctex"
|
path="res://.godot/imported/dash.png-f29ea607d0f55bfdf36de8ed38bf1a09.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"vram_texture": false
|
"vram_texture": false
|
||||||
}
|
}
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://HUD/DASH.png"
|
source_file="res://art/icons/dash.png"
|
||||||
dest_files=["res://.godot/imported/DASH.png-02cbc39ec03a0c79526d7dc333659c48.ctex"]
|
dest_files=["res://.godot/imported/dash.png-f29ea607d0f55bfdf36de8ed38bf1a09.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 168 KiB After Width: | Height: | Size: 168 KiB |
@@ -3,15 +3,15 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://bdnc3jw1ykydi"
|
uid="uid://bdnc3jw1ykydi"
|
||||||
path="res://.godot/imported/KICK.png-5482be80e8176ed7a0ae69a48ca1f5ed.ctex"
|
path="res://.godot/imported/kick.png-8a80f588c63b84c72b33cb0d47b50412.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"vram_texture": false
|
"vram_texture": false
|
||||||
}
|
}
|
||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://HUD/KICK.png"
|
source_file="res://art/icons/kick.png"
|
||||||
dest_files=["res://.godot/imported/KICK.png-5482be80e8176ed7a0ae69a48ca1f5ed.ctex"]
|
dest_files=["res://.godot/imported/kick.png-8a80f588c63b84c72b33cb0d47b50412.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
Before Width: | Height: | Size: 204 KiB After Width: | Height: | Size: 204 KiB |
@@ -3,15 +3,15 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
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uid="uid://d25i88cixy4pn"
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uid="uid://d25i88cixy4pn"
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path="res://.godot/imported/ROLL.png-306dafcb4b6c13eded9a925aa6d2f62a.ctex"
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path="res://.godot/imported/roll.png-dc2c913f1361acd63205c54ed9ce4acf.ctex"
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metadata={
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}
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[deps]
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source_file="res://HUD/ROLL.png"
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source_file="res://art/icons/roll.png"
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dest_files=["res://.godot/imported/ROLL.png-306dafcb4b6c13eded9a925aa6d2f62a.ctex"]
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dest_files=["res://.godot/imported/roll.png-dc2c913f1361acd63205c54ed9ce4acf.ctex"]
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importer="texture"
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importer="texture"
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type="CompressedTexture2D"
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type="CompressedTexture2D"
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uid="uid://bxplqrp4mc5yh"
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uid="uid://bxplqrp4mc5yh"
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path="res://.godot/imported/SLAM.png-b5036a739251be1240a24080e28d7a8e.ctex"
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path="res://.godot/imported/slam.png-5cede6108fccd992c3819a9617ff12aa.ctex"
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metadata={
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[deps]
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source_file="res://HUD/SLAM.png"
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source_file="res://art/icons/slam.png"
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dest_files=["res://.godot/imported/SLAM.png-b5036a739251be1240a24080e28d7a8e.ctex"]
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dest_files=["res://.godot/imported/slam.png-5cede6108fccd992c3819a9617ff12aa.ctex"]
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uid="uid://cl54dt38yj2x"
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source_file="res://Assets/Arena.glb"
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source_file="res://art/levels/arena.glb"
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dest_files=["res://.godot/imported/Arena.glb-bf6b057edaab2fa44513d7f705517361.scn"]
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dest_files=["res://.godot/imported/arena.glb-264984213b895d6f3700ac45a3723e1b.scn"]
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