21 Commits

Author SHA1 Message Date
richard 534b7f45ca Untrack the stray Assets/bear_level.tscn swept in during the reorg
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
An unreferenced duplicate of levels/bear_level.tscn (the canonical bear level) that
git add -A pulled in by accident. Return it to untracked — it's kept on disk so
Richard can decide whether it's an accidental editor save-out to delete.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:32:04 +03:00
richard 524a222b6c Point tests/README.md at the Gitea CI path
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:31:40 +03:00
richard 9ca6f282f5 Drop the stale GitHub-workflow reference from the Gitea CI header
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:31:29 +03:00
richard 64a8a9863d Remove the GitHub Actions workflow; Gitea is the CI host
The team hosts on Gitea, so .github/workflows/ci.yml is dead weight. The Gitea
workflow (.gitea/workflows/ci.yml) is the single source of CI: lint + headless
tests on push/PR, plus the daily safety-net run.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:31:09 +03:00
richard c5ef68e82a Add a daily safety-net run to Gitea CI that skips already-tested commits
Add a schedule trigger (04:00 UTC daily) + workflow_dispatch to the Gitea CI, plus a
guard job: on push/PR it passes straight through, but on the daily run it asks the
Gitea API whether main's tip already carries a successful 'ci/headless' commit status
and, if so, skips the test job. The test job stamps that status when green, so a
commit already verified at push time is never re-tested — the nightly only spends a
runner on a tip whose push-time run was missed, skipped, or failed.

Also fix a cold-cache bug the nightly would have hit anyway: CI always starts without
a .godot cache, and a single 'godot --import' pass leaves .fbx/.glb-derived scenes
unresolved (the first pass imports base assets, the second resolves dependents), so
the headless tests couldn't load them. Import now runs twice.

Needs Gitea >= 1.21 (schedule) / >= 1.23 (the manual-run button); the auto-injected
GITEA_TOKEN needs statuses:write for the marker, granted via workflow permissions.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:22:10 +03:00
richard 4569d3f5d4 Update CLAUDE.md paths + folder-layout overview for the reorg
Repoint the project-structure table and lint command at the new role-based tree,
and add a folder-layout summary up top.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 00:06:33 +03:00
richard 7b6a141767 Reorganize the codebase into role-based folders (snake_case)
Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.

Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.

Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 00:04:41 +03:00
richard b839252fe0 Track the UID sidecars for the new DamageEvent and test-harness scripts
These .gd files were committed earlier without their generated .uid siblings; the
repo tracks .uid everywhere else, so commit them too and stop each machine
regenerating (and churning) the resource UIDs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
2026-09-05 10:52:23 +03:00
richard ac0da2a6fc Add Gitea Actions CI mirroring the GitHub workflow
Gitea Actions is GitHub-Actions-compatible and reads .gitea/workflows/, so the
lint + headless-test gate runs on the team's own Gitea host. Unlike the GitHub
workflow it installs Godot (curl) and gdtoolkit (venv) with plain shell steps, so
it doesn't depend on the chickensoft setup-godot action being reachable from a
self-hosted runner — only actions/checkout and upload-artifact remain external,
both covered by Gitea's default action proxy.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
2026-09-05 10:52:23 +03:00
richard c3f92d8758 Move the FX placeholder seeder into tools/
_seed_placeholders.gd is a one-off generator, not a shipped effect — it belongs
with the other headless tooling (bake_crowd_sheet, preview_*), not in the fx/
runtime dir Siim edits. Rename it to tools/seed_fx_placeholders.gd (matching the
dir's verb_noun convention) and repoint the two doc-comment references.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
2026-09-05 10:52:23 +03:00
richard 9c4563a973 Complete the DamageEvent migration: one deal() entry point for every attacker
The bull's Hitbox already routed through DamageEvent, but the spear, the bear's
maul, and the matador's reach-gore still did raw Object.call(&"take_sword_hit", ...)
— the exact scattered string paths DamageEvent was meant to retire. Add a single
static DamageEvent.deal(target, cause, at, source, knock_up) that builds the typed
event and hands it to receive_damage(), falling back to the legacy string call for
any not-yet-migrated victim, and route all four attackers (Hitbox included) through
it. The damage_pipeline characterization test proves the bull's outcomes are
unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
2026-09-05 10:52:10 +03:00
richard ffe3052468 Fix stale logic-test reference to renamed param
mat_spawn_count was renamed mat_wave_size; the test still queried the old key
(returning 0.0). Point it at the current param + its registered range.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:19:19 +03:00
richard f02185e859 Fix pre-existing lint errors blocking the new CI gate
A too-long line in console.gd and trailing whitespace in matador_spawn.gd
predate this branch but fail gdlint, which the new CI runs on every push.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:18:21 +03:00
richard 70274f1773 Route the bull's hits through the typed DamageEvent pipeline
Hitbox now builds a DamageEvent (cause + hit position + shaped knock-up) and
calls the bull's new receive_damage(), instead of two stringly Object.call()s.
receive_damage adapts over the existing pip/knock-up logic so behaviour is
identical -- the characterization test drives both the string and typed paths
and asserts the same outcomes. Wire fx/damage/harness tests into run_tests.sh
+ CLAUDE.md. All hitbox guard tests green (stab, bear hitbox, ram, charge).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:17:04 +03:00
richard 973db7d8b8 Add scene-authored FX effect library and Fx autoload
Replace code-buried CPUParticles with inspector-editable effect scenes fired
through one Fx autoload: code names the effect (Fx.spawn(&"blood_burst", xform)),
the .tscn owns the look. Ships four placeholder effects (blood_burst, slam_dust,
spark, hit_flash) seeded from the old code params, a self-freeing one_shot_effect
root helper, a live preview gallery, and an FX style guide for Siim. CPUParticles
only (mobile GLES3 constraint). Existing call sites untouched -- migrated later.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-05 00:13:43 +03:00
richard 1ea7f7a744 Add characterization test locking the bull's damage reception
Pins take_sword_hit / apply_knock_up behaviour (pip loss, i-frames, single
tagged death, upward-only knock-up) before WS2 reroutes them through
DamageEvent. 12/12 headless.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:13:23 +03:00
richard 64fabb688f Add typed DamageEvent contract for the unified hit pipeline
The single payload every attack will route through, replacing the stringly
Object.call(&"take_sword_hit", "gored") paths. Standalone for now; the
per-actor slices wire hitbox.gd and the bull/matador/bear receivers onto it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:09:35 +03:00
richard 9122a601d0 Wire harness self-test into run_tests.sh
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:07:46 +03:00
richard a6f938a0da Add CI workflow and reusable test-harness foundation
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-05 00:07:03 +03:00
richard 994ce3be73 Add headless UI-layout robustness test
Asserts computed Control geometry instead of pixels: HUD/menu stay on-screen,
text fits its box, tap targets >=44px, and the options scroll can reach its
overflow -- across five resolutions plus a +40% pseudo-locale pass. Wired into
run_tests.sh and the CLAUDE.md test list. 16/16 pass headless.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:01:06 +03:00
richard 39aacc3c87 Remove editor autosave cruft and orphan scenes
Delete 17 tracked *.tmp editor autosaves and three verified-unreferenced
orphans (Assets/bear_level.tscn, Assets/matador_2.tscn, matador_2.gd), and
gitignore *.tmp so they never return. The real Assets/bear_level_arena.glb is
kept — it still backs levels/bear_level.tscn.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:01:06 +03:00
176 changed files with 19397 additions and 907 deletions
+2 -3
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@@ -9,10 +9,9 @@
.idea/
# Blender render previews (generated by render_anim_preview.py)
art/blender/preview/
Blender/preview/
# Blender auto-save backups (.blend1, .blend2, … — Blender rewrites these on every save)
art/blender/*.blend[0-9]
Blender/*.blend1
# Test output (generated screenshots, frame strips)
tests/output/
Binary file not shown.
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+93
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@@ -0,0 +1,93 @@
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[resource]
resource_name = "Bear_fx_smash_hit"
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tracks/0/imported = true
tracks/0/enabled = true
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tracks/1/type = "rotation_3d"
tracks/1/imported = true
tracks/1/enabled = true
tracks/1/path = NodePath("Bear_fx_smash_hit")
tracks/1/interp = 1
tracks/1/loop_wrap = true
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tracks/2/type = "scale_3d"
tracks/2/imported = true
tracks/2/enabled = true
tracks/2/path = NodePath("Bear_fx_smash_hit")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = PackedFloat32Array(0, 1, 0, 0, 0, 0.033333335, 1, 0, 0, 0, 0.06666667, 1, 0.55657715, 0.55657715, 0.5565772, 0.23333333, 1, 0.55657715, 0.55657715, 0.55657715)
tracks/3/type = "position_3d"
tracks/3/imported = true
tracks/3/enabled = true
tracks/3/path = NodePath("Bear_fx_jump_smash")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = PackedFloat32Array(0, 1, 0, -0.51246816, 0)
tracks/4/type = "scale_3d"
tracks/4/imported = true
tracks/4/enabled = true
tracks/4/path = NodePath("Bear_fx_jump_smash")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = PackedFloat32Array(0, 1, 0, 0, 0)
tracks/5/type = "position_3d"
tracks/5/imported = true
tracks/5/enabled = true
tracks/5/path = NodePath("Bear_fx_claw_attack_R")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/keys = PackedFloat32Array(0, 1, -3.188013, 1.0970955, 1.7545929)
tracks/6/type = "rotation_3d"
tracks/6/imported = true
tracks/6/enabled = true
tracks/6/path = NodePath("Bear_fx_claw_attack_R")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/keys = PackedFloat32Array(0, 1, 0, 0, 0, 1)
tracks/7/type = "scale_3d"
tracks/7/imported = true
tracks/7/enabled = true
tracks/7/path = NodePath("Bear_fx_claw_attack_R")
tracks/7/interp = 1
tracks/7/loop_wrap = true
tracks/7/keys = PackedFloat32Array(0, 1, 0, 0, 0)
tracks/8/type = "position_3d"
tracks/8/imported = true
tracks/8/enabled = true
tracks/8/path = NodePath("Bear_fx_claw_attack_L")
tracks/8/interp = 1
tracks/8/loop_wrap = true
tracks/8/keys = PackedFloat32Array(0, 1, -3.188013, 1.0970955, 1.7545929)
tracks/9/type = "rotation_3d"
tracks/9/imported = true
tracks/9/enabled = true
tracks/9/path = NodePath("Bear_fx_claw_attack_L")
tracks/9/interp = 1
tracks/9/loop_wrap = true
tracks/9/keys = PackedFloat32Array(0, 1, 0, 0, 0, 1)
tracks/10/type = "scale_3d"
tracks/10/imported = true
tracks/10/enabled = true
tracks/10/path = NodePath("Bear_fx_claw_attack_L")
tracks/10/interp = 1
tracks/10/loop_wrap = true
tracks/10/keys = PackedFloat32Array(0, 1, 0, 0, 0)
tracks/11/type = "method"
tracks/11/imported = false
tracks/11/enabled = true
tracks/11/path = NodePath("..")
tracks/11/interp = 1
tracks/11/loop_wrap = true
tracks/11/keys = {
"times": PackedFloat32Array(),
"transitions": PackedFloat32Array(),
"values": []
}
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+8
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@@ -0,0 +1,8 @@
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
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@@ -0,0 +1 @@
uid://wj6tgh8nb0ka
+5
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@@ -0,0 +1,5 @@
extends Node3D
func _ready() -> void:
$AnimationPlayer.play("ArmatureAction")
+1
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@@ -0,0 +1 @@
uid://gt3kfchac3m3
@@ -4,12 +4,12 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://cmxqocsdbgufr"
path="res://.godot/imported/crowd_clap.glb-8bb3f532af711440142a67228d380ce0.scn"
path="res://.godot/imported/mees_plaksutab.glb-0ce4e4ee8c8f92069abfac9352f0f4b9.scn"
[deps]
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dest_files=["res://.godot/imported/crowd_clap.glb-8bb3f532af711440142a67228d380ce0.scn"]
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dest_files=["res://.godot/imported/mees_plaksutab.glb-0ce4e4ee8c8f92069abfac9352f0f4b9.scn"]
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@@ -4,12 +4,12 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://cl54dt38yj2x"
path="res://.godot/imported/arena.glb-264984213b895d6f3700ac45a3723e1b.scn"
path="res://.godot/imported/Arena.glb-bf6b057edaab2fa44513d7f705517361.scn"
[deps]
source_file="res://art/levels/arena.glb"
dest_files=["res://.godot/imported/arena.glb-264984213b895d6f3700ac45a3723e1b.scn"]
source_file="res://Assets/Arena.glb"
dest_files=["res://.godot/imported/Arena.glb-bf6b057edaab2fa44513d7f705517361.scn"]
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path.s3tc="res://.godot/imported/arena_sand.png-4cc22eb5e14e50f1db5a7a89ceff8004.s3tc.ctex"
path.etc2="res://.godot/imported/arena_sand.png-4cc22eb5e14e50f1db5a7a89ceff8004.etc2.ctex"
uid="uid://dk6xuwwa0mfpe"
path.s3tc="res://.godot/imported/Arena_sand.png-416de2afe03241df088061e1a5f831af.s3tc.ctex"
path.etc2="res://.godot/imported/Arena_sand.png-416de2afe03241df088061e1a5f831af.etc2.ctex"
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@@ -15,8 +15,8 @@ generator_parameters={
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@@ -15,8 +15,8 @@ generator_parameters={
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func _on_animation_finished(anim_name):
if anim_name == "Taunt":
animation_player.play("Taunt")
+1
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@@ -0,0 +1 @@
uid://dycnoiadljbb1
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+40
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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bxv1uuymonrp6"
path="res://.godot/imported/menu_bg.png-3906063022fa3c81090e3c663f8866b0.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Assets/menu_bg.png"
dest_files=["res://.godot/imported/menu_bg.png-3906063022fa3c81090e3c663f8866b0.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
@@ -4,12 +4,12 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://jepc74w8opbu"
path="res://.godot/imported/spear.glb-897aa70a590414c6ce29e470f6faaa27.scn"
path="res://.godot/imported/spear.glb-0139879d219c93f9dd35db2304db7d5d.scn"
[deps]
source_file="res://art/weapons/spear.glb"
dest_files=["res://.godot/imported/spear.glb-897aa70a590414c6ce29e470f6faaa27.scn"]
source_file="res://Assets/spear.glb"
dest_files=["res://.godot/imported/spear.glb-0139879d219c93f9dd35db2304db7d5d.scn"]
[params]
@@ -4,12 +4,12 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://xyvank512l5n"
path="res://.godot/imported/sword.glb-9c669a3bcaf2239bd86713b316bcf806.scn"
path="res://.godot/imported/sword.glb-a20d99f4c597d7fdae7f36c74685e1ff.scn"
[deps]
source_file="res://art/weapons/sword.glb"
dest_files=["res://.godot/imported/sword.glb-9c669a3bcaf2239bd86713b316bcf806.scn"]
source_file="res://Assets/sword.glb"
dest_files=["res://.godot/imported/sword.glb-a20d99f4c597d7fdae7f36c74685e1ff.scn"]
[params]
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@@ -1,6 +1,6 @@
"""
Blender 5.1 script: create walk + idle animations for matador.
Run: blender --background matador.blend --python create_matador_anims.py
Blender 5.1 script: create walk + idle animations for matador_v02.
Run: blender --background matador_v02.blend --python create_matador_anims.py
"""
import bpy, math, os
@@ -130,7 +130,7 @@ ti.name = 'idle'
si = ti.strips.new('idle', 0, idle)
# ── export FBX ─────────────────────────────────────────────────────────────────
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador.fbx')
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador_v02.fbx')
bpy.ops.export_scene.fbx(
filepath=fbx_path,
use_selection=False,
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+1
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@@ -0,0 +1 @@
uid://ymaeifakqovf
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@@ -1,8 +1,8 @@
"""
Blender 5.1 script: render preview frames of matador animations to PNG.
Run: blender --background matador.blend --python render_anim_preview.py
Run: blender --background matador_v02.blend --python render_anim_preview.py
Outputs to art/blender/preview/ directory:
Outputs to Blender/preview/ directory:
walk_frame_00.png .. walk_frame_09.png
idle_frame_00.png
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+14 -19
View File
@@ -27,12 +27,7 @@ ui/ hud, mobile_hud, main_menu, ui_theme/fonts, over
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)
Assets/ Animations/ fonts/ HUD/ raw art (not yet consolidated under art/)
```
| Path | Purpose |
@@ -43,9 +38,7 @@ art/ all raw art, grouped by role (snake_case):
| `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` |
| `actors/player/player.gd` | Movement, charge, turning logic |
| `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) |
| `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
| `actors/matador/matador.gd` | Matador AI (wander / ragdoll state machine) |
@@ -54,8 +47,10 @@ art/ all raw art, grouped by role (snake_case):
| `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 |
| `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`) |
| `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 |
| `levels/run_state.gd` | Run progression autoload (`Run`) — the lobby hub and which level is being fought, across scene reloads |
| `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) |
| `levels/run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights |
| `levels/level_def.gd` | `LevelDef` resource — a level's name / map colour / `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) |
| `levels/map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) |
| `levels/MapScreen.tscn` / `levels/map_screen.gd` | Between-fights map screen; win → pick a node → next level |
| `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 |
@@ -63,11 +58,11 @@ art/ all raw art, grouped by role (snake_case):
| `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 |
| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
| `Blender/` | Blender source files, animation scripts, FBX exports |
| `Blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
| `Blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
| `Blender/preview/` | Output directory for animation preview images |
| `tests/` | Headless test scripts (screenshot capture, logic validation) |
| `addons/rider-plugin/` | JetBrains Rider IDE integration |
@@ -101,7 +96,7 @@ art/ all raw art, grouped by role (snake_case):
## Animation & bone conventions
### Blender rig (matador)
### Blender rig (matador_v02)
- **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`)
- **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).
@@ -119,8 +114,8 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
### Verification workflow
1. Edit bones/animations in Blender (`create_matador_anims.py`)
2. Run render preview: `blender --background art/blender/matador.blend --python art/blender/render_anim_preview.py`
3. Inspect PNGs in `art/blender/preview/` — check bone orientations **before** exporting to Godot
2. Run render preview: `blender --background Blender/matador_v02.blend --python Blender/render_anim_preview.py`
3. Inspect PNGs in `Blender/preview/` — check bone orientations **before** exporting to Godot
4. Export FBX (done automatically by `create_matador_anims.py`)
5. Re-import in Godot and test in-game

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