2 Commits

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

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

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 17:35:54 +03:00
5 changed files with 174 additions and 21 deletions
+2 -3
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@@ -835,9 +835,8 @@ func take_sword_hit(cause: String = "", hit_pos: Vector3 = Vector3.ZERO) -> void
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)
# Vibrate controller 0 with half weak strength, full strong strength, for 0.2 seconds
Controls.vibrate(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.
+1 -2
View File
@@ -11,5 +11,4 @@ func _process(_delta: float) -> void:
if Run.bear_gate_open() or DP.b("gate_unlocked_bear"):
bear_gate_open = true
$AnimationPlayer.play("Gate_opening")
if DP.b("gamepad_vibration"):
Input.start_joy_vibration(0, 0.5, .5, 7)
Controls.vibrate(0, 0.5, .5, 7)
+24 -6
View File
@@ -20,6 +20,7 @@ const _COMMANDS := {
"list": "print params (optional section)",
"level": "select level and reload (level <id> — arena / arena_boss / bear)",
"restart": "reload the current level scene",
"video": "preview an outcome screen (video win / loss / finish)",
"clear": "clear the log",
"help": "show this help",
}
@@ -206,12 +207,6 @@ func _input(event: InputEvent) -> void:
# while the console is open — cheap, and it never lets the command line go dark.
func _process(_delta: float) -> void:
if _is_open and not _input_field.has_focus():
# Diagnostic: name whatever currently holds focus before we snatch it back, so
# a persistent thief (a HUD button, a menu control) shows up in the log instead
# of us guessing. Remove once the culprit is identified.
var owner: Control = get_viewport().gui_get_focus_owner()
var who: String = String(owner.name) if owner != null else "<nothing>"
_log_warn("focus stolen by %s — reclaiming" % who)
_input_field.grab_focus()
@@ -476,6 +471,8 @@ func _run_command(parts: PackedStringArray) -> bool:
_cmd_list(parts)
"level":
_cmd_level(parts)
"video":
_cmd_video(parts)
"restart":
_log_ok("Restarting…")
get_tree().paused = false
@@ -608,6 +605,27 @@ func _set_param(key: String, meta: Dictionary, raw: String) -> void:
_log_warn("Cannot set param of type %d" % meta["type"])
# Jumps straight to an outcome screen (win / loss / the bear's thankyou.ogv finish clip)
# via hud.gd's debug-only entry point — a quick way to preview a clip's framing/timing
# without actually clearing (or dying to) a fight.
const _VIDEO_KINDS := ["win", "loss", "finish"]
func _cmd_video(parts: PackedStringArray) -> void:
if parts.size() < 2 or not _VIDEO_KINDS.has(parts[1].to_lower()):
_log_warn("Usage: video <%s>" % "|".join(_VIDEO_KINDS))
return
var hud: Node = get_tree().get_first_node_in_group(&"hud")
if hud == null:
_log_warn("No HUD in the current scene.")
return
var kind := parts[1].to_lower()
get_tree().paused = false
_toggle() # close the console so it doesn't sit on top of the outcome screen
hud.debug_force_outcome(kind)
_log_ok("Playing '%s' outcome…" % kind)
func _cmd_level(parts: PackedStringArray) -> void:
if parts.size() == 1:
var cur := Run.active_level()
+29
View File
@@ -222,6 +222,35 @@ func rigid_skin_enabled() -> bool:
return DP.b("use_rigid_skin")
## Rumble a connected gamepad, gated on the DP "gamepad_vibration" flag. Off web this is a thin
## wrapper over Input.start_joy_vibration(); on web that call is a documented engine no-op
## (godotengine/godot#96985 — never wired to the browser side), so there we drive the Gamepad
## Haptic Actuator API ourselves. Safe no-op wherever it's unsupported (Safari, most Firefox
## versions, or a controller with no rumble motors) — desktop Chromium/Edge is the target.
func vibrate(device: int, weak_magnitude: float, strong_magnitude: float, duration: float) -> void:
if not DP.b("gamepad_vibration"):
return
if not OS.has_feature("web"):
Input.start_joy_vibration(device, weak_magnitude, strong_magnitude, duration)
return
JavaScriptBridge.eval("""
(function(){
try {
var pads = navigator.getGamepads ? navigator.getGamepads() : [];
var pad = pads[%d];
var act = pad && pad.vibrationActuator;
if (act && act.playEffect) {
act.playEffect('dual-rumble', {
duration: %d,
weakMagnitude: %f,
strongMagnitude: %f
});
}
} catch (e) {}
})();
""" % [device, int(duration * 1000.0), weak_magnitude, strong_magnitude], true)
## Returns the first keyboard event bound to an action, or null.
func get_key_event(action: StringName) -> InputEventKey:
for event: InputEvent in InputMap.action_get_events(action):
+118 -10
View File
@@ -3,6 +3,10 @@ extends CanvasLayer
const _GOLD := Color(1.00, 0.78, 0.22)
const _CREAM := Color(0.93, 0.88, 0.72)
const _MUTED := Color(0.66, 0.60, 0.46)
# Sampled from thankyou.ogv's baked "THANK YOU FOR PLAYING!" title — a flat dark ink on the
# clip's sunburst poster art, no outline/glow. The run-time label mimics it so it reads as
# part of that same poster instead of a HUD readout stamped on top.
const _INK := Color(0.12, 0.08, 0.02)
# Per-ability trim colour, tying each tile (and its key cap) to that ability's FX.
# Order matches _ABILITY_ICONS: kick, dash, slam, roll.
@@ -79,11 +83,15 @@ const _WIN_DELAY := 3.0
var _game_over: bool = false
var _result_win: bool = false
# Set per-outcome in _show_game_over: the bear is the run's last fight, so its win screen
# offers a fresh run instead of a lobby gate to continue through.
var _is_final_boss: bool = false
var _over_root: Control
var _over_video: VideoStreamPlayer
var _over_label: Label
var _over_continue: Button
var _over_again: Button
var _over_label_tween: Tween # the finish screen's breathing "Your Time" pulse
# Run clock readout — top-left, desktop only (touch's top-left corner is already the
# mobile HP readout from mobile_hud.gd). Tracks Run.run_elapsed(); hidden until the timer
@@ -95,6 +103,7 @@ var _run_timer_label: Label
func _ready() -> void:
layer = 11
process_mode = Node.PROCESS_MODE_ALWAYS
add_to_group(&"hud") # lets the debug console's `video` command find this instance
_build_controls_panel()
_build_tab_hint()
_build_bottom_hud()
@@ -387,7 +396,7 @@ func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if _game_over and event.physical_keycode in [KEY_ENTER, KEY_KP_ENTER]:
if _result_win:
_continue_to_lobby()
_on_win_button_pressed()
else:
_restart()
elif event.physical_keycode == KEY_TAB and not _game_over:
@@ -417,6 +426,24 @@ func _continue_to_lobby() -> void:
get_tree().change_scene_to_file(Run.active_level().scene_path)
# The bear is the run's last fight — there's no further lobby gate to continue through, so
# the win screen offers a fresh run instead. Mirrors main_menu.gd's Play button.
func _play_again() -> void:
get_tree().paused = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
Run.start_new_run()
get_tree().change_scene_to_file("res://levels/game_shell.tscn")
# Shared by the win-screen button and its Enter-key shortcut, routing to whichever the
# current outcome needs (set in _show_game_over).
func _on_win_button_pressed() -> void:
if _is_final_boss:
_play_again()
else:
_continue_to_lobby()
func _toggle_controls() -> void:
_controls_visible = not _controls_visible
_toggle_btn.text = "Hide controls" if _controls_visible else "Show controls"
@@ -498,16 +525,73 @@ func _show_game_over(win: bool, _cause: String = "") -> void:
await get_tree().create_timer(_WIN_DELAY if win else _LOSS_DELAY, false, false, true).timeout
var is_final_boss := _result_win and Run.active_level().id == &"bear"
# The thank-you clip already bakes in its own title, so this label carries the
# winning time instead — the one thing that clip can't show.
_over_label.text = ("Your Time: %s" % _format_time(Run.run_elapsed())) if is_final_boss \
_is_final_boss = _result_win and Run.active_level().id == &"bear"
_present_outcome()
## Debug-only entry point for the console's `video` command — skips the fight and the
## outcome delay, jumping straight to an outcome screen so a clip can be previewed
## (`video finish` for thankyou.ogv) without clearing the bear for real. kind: one of
## "win" / "loss" / "finish".
func debug_force_outcome(kind: String) -> void:
if _controls_panel:
_controls_panel.visible = false
if _tab_hint:
_tab_hint.visible = false
_game_over = true
match kind:
"finish":
_result_win = true
_is_final_boss = true
"win":
_result_win = true
_is_final_boss = false
_:
_result_win = false
_is_final_boss = false
_present_outcome()
# Populates and reveals the outcome screen from _result_win / _is_final_boss, set by
# either _show_game_over (a real fight ending) or debug_force_outcome (console preview).
func _present_outcome() -> void:
# The thank-you clip already bakes in its own title, so this label carries the winning
# time instead — the one thing that clip can't show. Anchored as a fraction of the
# screen (not fixed pixels) at ~83% down — just under the clip's own baked title (which
# sits at ~72-81% in the source video) and clear of the bull it frames, instead of the
# shared top-of-screen spot "Bull Won!"/"Matadors Won!" use. Styled to match the baked
# title's flat dark-ink poster look rather than the gold HUD outline style.
_over_label.text = ("Your Time: %s" % _format_time(Run.run_elapsed())) if _is_final_boss \
else ("Bull Won!" if _result_win else "Matadors Won!")
# A win advances the run (on to the map); a loss ends it (retry from the top).
if _is_final_boss:
_over_label.anchor_top = 0.83
_over_label.anchor_bottom = 0.83
_over_label.grow_vertical = Control.GROW_DIRECTION_END
_over_label.offset_top = 0.0
_over_label.offset_bottom = 0.0
_over_label.add_theme_font_size_override("font_size", 40)
_over_label.add_theme_color_override("font_color", _INK)
_over_label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.0))
_over_label.add_theme_constant_override("outline_size", 0)
_start_over_label_pulse()
else:
_over_label.anchor_top = 0.0
_over_label.anchor_bottom = 0.0
_over_label.grow_vertical = Control.GROW_DIRECTION_END
_over_label.offset_top = 80.0
_over_label.offset_bottom = 0.0
_over_label.add_theme_font_size_override("font_size", 64)
_over_label.add_theme_color_override("font_color", _GOLD)
_over_label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.9))
_over_label.add_theme_constant_override("outline_size", 6)
_stop_over_label_pulse()
# A win advances the run (on to the map, or — for the bear, the run's last fight — into
# a fresh run); a loss ends it (retry from the top).
_over_continue.text = "Play Again (Enter)" if _is_final_boss else "Continue (Enter)"
_over_continue.visible = _result_win
_over_again.visible = not _result_win
var path := _THANKYOU_VIDEO if is_final_boss else (_WIN_VIDEO if _result_win else _LOSS_VIDEO)
var path := _THANKYOU_VIDEO if _is_final_boss else (_WIN_VIDEO if _result_win else _LOSS_VIDEO)
if ResourceLoader.exists(path):
_over_video.stream = load(path)
_over_video.play()
@@ -520,6 +604,29 @@ func _show_game_over(win: bool, _cause: String = "") -> void:
create_tween().tween_property(_over_root, "modulate:a", 1.0, 0.5)
# thankyou.ogv's baked title isn't static — it breathes, scaling gently in and out on a loop
# (measured off the source clip: roughly a 1.4 s in/out cycle, matching the clip's own loop
# length). The "Your Time" label mimics that same pulse so it reads as part of the clip
# rather than a HUD readout stamped over it. Scales around the label's own centre (its size
# only settles a frame after the anchor/text changes above, hence the deferred pivot read).
func _start_over_label_pulse() -> void:
_stop_over_label_pulse()
_over_label.scale = Vector2.ONE
await get_tree().process_frame
_over_label.pivot_offset = _over_label.size * 0.5
_over_label_tween = create_tween().set_loops()
_over_label_tween.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
_over_label_tween.tween_property(_over_label, "scale", Vector2(1.08, 1.08), 0.7)
_over_label_tween.tween_property(_over_label, "scale", Vector2(0.92, 0.92), 0.7)
func _stop_over_label_pulse() -> void:
if _over_label_tween:
_over_label_tween.kill()
_over_label_tween = null
_over_label.scale = Vector2.ONE
func _build_game_over() -> void:
_over_root = Control.new()
_over_root.set_anchors_preset(Control.PRESET_FULL_RECT)
@@ -576,10 +683,11 @@ func _build_game_over() -> void:
row.offset_bottom = -48.0
_over_root.add_child(row)
# Win → continue to the run map; loss → restart from the top. Shown per-result in
# _show_game_over; both share the Enter shortcut and label.
# Win → continue to the run map, or — beating the bear, the run's last fight — start a
# fresh run; loss → restart from the top. Text is set per-outcome in _show_game_over;
# both routes share the Enter shortcut.
_over_continue = _make_button("Continue (Enter)")
_over_continue.pressed.connect(_continue_to_lobby)
_over_continue.pressed.connect(_on_win_button_pressed)
row.add_child(_over_continue)
_over_again = _make_button("Continue (Enter)")