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27 Commits
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@@ -835,8 +835,9 @@ func take_sword_hit(cause: String = "", hit_pos: Vector3 = Vector3.ZERO) -> void
|
||||
health_changed.emit(_hp, _max_hp)
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hit_taken.emit(cause)
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camera_pivot.call(&"trigger_hit", 0.7)
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||||
# Vibrate controller 0 with half weak strength, full strong strength, for 0.2 seconds
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Controls.vibrate(0, 0.5, 1, 0.2)
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# Vibrate controller 0 with half weak strength, full strong strength, for 0.5 seconds
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if DP.b("gamepad_vibration"):
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Input.start_joy_vibration(0, 0.5, 1, 0.2)
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# A spear gores a spot — blood spurts from the entry wound (where it struck the
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||||
# bull). Melee gores pass no position and skip the spurt; gore can be turned off.
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||||
@@ -23,7 +23,7 @@ script = ExtResource("2_camera_iso")
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[node name="bull" parent="." unique_id=1386495166 instance=ExtResource("4_e80uo")]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.655, 0.23)
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||||
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||||
[node name="Skeleton3D" parent="bull/Armature" parent_id_path=PackedInt32Array(1386495166, 1057197468) index="0" unique_id=840295370]
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||||
[node name="Skeleton3D" parent="bull/Armature" parent_id_path=PackedInt32Array(1386495166, 1942410469) index="0" unique_id=550138996]
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||||
bones/0/position = Vector3(0, 0, 0.009963839)
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bones/0/rotation = Quaternion(0.7071068, 0, 0, 0.7071067)
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||||
bones/0/scale = Vector3(1, 1, 1)
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||||
|
||||
@@ -1,14 +0,0 @@
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||||
extends Node3D
|
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|
||||
var player: Node3D = null
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||||
|
||||
func _process(delta: float) -> void:
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# If we don't have the player yet, try to find them in the group
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if not is_instance_valid(player):
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var players = get_tree().get_nodes_in_group("player")
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if players.size() > 0:
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player = players[0] as Node3D
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# If the player exists, follow their position
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if is_instance_valid(player):
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global_position = player.global_position
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@@ -1 +0,0 @@
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uid://cmapsaj010q40
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@@ -1,14 +0,0 @@
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[gd_scene format=3 uid="uid://4v25hb0qu5l0"]
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||||
|
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[ext_resource type="Script" uid="uid://cmapsaj010q40" path="res://actors/player/player_follow_light.gd" id="1_w7wrt"]
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[node name="PlayerFollowLight" type="Node3D" unique_id=1889971494]
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script = ExtResource("1_w7wrt")
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[node name="SpotLight3D" type="SpotLight3D" parent="." unique_id=1523840927]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 2.6136062, 1.0431258e-07)
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light_color = Color(0.9999998, 0.8702623, 0.60548127, 1)
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light_energy = 8.0
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shadow_enabled = true
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distance_fade_length = 30.45
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spot_angle = 72.62192
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@@ -2,7 +2,6 @@
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||||
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[ext_resource type="PackedScene" uid="uid://bbfvwolhomilp" path="res://props/torch.tscn" id="1_w7uyf"]
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||||
[ext_resource type="PackedScene" uid="uid://bd56iuttyiypv" path="res://props/barrel_simple.tscn" id="2_3o0md"]
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||||
[ext_resource type="PackedScene" uid="uid://4v25hb0qu5l0" path="res://actors/player/player_follow_light.tscn" id="2_8bh2m"]
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||||
[ext_resource type="PackedScene" uid="uid://dctmlh4hnuux1" path="res://art/levels/lobby.glb" id="2_w7uyf"]
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||||
[ext_resource type="Script" uid="uid://cwbf7jfkr8j10" path="res://levels/lobby_underground.gd" id="4_73452"]
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||||
[ext_resource type="Script" uid="uid://dn77mjyxllgl6" path="res://levels/to_the_bear_level.gd" id="5_6j2sa"]
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||||
@@ -46,8 +45,8 @@ size = Vector3(4.1274414, 8.299622, 6.9958496)
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||||
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||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights" unique_id=955995990]
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transform = Transform3D(-0.502238, -0.82287306, 0.26577574, 0.36594617, 0.07621761, 0.9275096, -0.78347975, 0.5630903, 0.26284787, 0, 0, 0)
|
||||
light_color = Color(0.5266291, 0.5549962, 0.9999985, 1)
|
||||
light_energy = 0.466
|
||||
light_color = Color(0.78431374, 0.8117647, 1, 1)
|
||||
light_energy = 0.228
|
||||
shadow_enabled = true
|
||||
|
||||
[node name="SpotLight3D" type="SpotLight3D" parent="Lights" unique_id=1783040386]
|
||||
@@ -100,9 +99,6 @@ transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, -0.3
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[node name="Torch8" parent="Lights/Torches" unique_id=987701581 instance=ExtResource("1_w7uyf")]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, -0.349617, 1.9073486e-06, -0.31505227)
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||||
|
||||
[node name="PlayerFollowLight" parent="Lights" unique_id=1889971494 instance=ExtResource("2_8bh2m")]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.1712027, 0)
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||||
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||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=939963056]
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environment = SubResource("Environment_lobby")
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||||
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||||
@@ -244,7 +240,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.1928787, 0.11255789, 2.8063
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||||
transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 0, 0, 0)
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||||
script = ExtResource("4_73452")
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||||
|
||||
[node name="Plane" parent="Lobby_underground" index="1" unique_id=2038841618]
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||||
[node name="Plane" parent="Lobby_underground" index="1" unique_id=1962555538]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2352347, 0)
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||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="Lobby_underground" unique_id=2070502042]
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||||
|
||||
@@ -11,4 +11,5 @@ func _process(_delta: float) -> void:
|
||||
if Run.bear_gate_open() or DP.b("gate_unlocked_bear"):
|
||||
bear_gate_open = true
|
||||
$AnimationPlayer.play("Gate_opening")
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Controls.vibrate(0, 0.5, .5, 7)
|
||||
if DP.b("gamepad_vibration"):
|
||||
Input.start_joy_vibration(0, 0.5, .5, 7)
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||||
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||||
@@ -33,14 +33,6 @@ var cleared: Dictionary = {}
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||||
## loads — the player reads it on spawn — and is capped so it can't stack past BONUS_HP_CAP.
|
||||
var bonus_hp: int = 0
|
||||
const BONUS_HP_CAP: int = 2
|
||||
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||||
## Wall-clock run timer: starts the moment the player walks through the arena gate (the
|
||||
## run's first fight) and freezes the instant the bear falls, so the completion screen can
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## show a final time. Time.get_ticks_msec()-based — real time, not delta-summed — so it
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||||
## keeps ticking correctly across the scene reload between the arena and the bear's den.
|
||||
var _timer_start_msec: int = -1
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var _timer_end_msec: int = -1
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var _timer_running: bool = false
|
||||
## True once start_new_run() has built a run. Lets ensure_run() avoid wiping an active run
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## when the shell reloads for each fight.
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var _run_active: bool = false
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@@ -113,9 +105,6 @@ func start_new_run() -> void:
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lobby_choice = null
|
||||
cleared = {}
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||||
bonus_hp = 0
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||||
_timer_start_msec = -1
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||||
_timer_end_msec = -1
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||||
_timer_running = false
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||||
_run_active = true
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||||
run_started.emit()
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||||
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||||
@@ -165,39 +154,3 @@ func add_bonus_hp(amount: int) -> int:
|
||||
var before := bonus_hp
|
||||
bonus_hp = clampi(bonus_hp + amount, 0, BONUS_HP_CAP)
|
||||
return bonus_hp - before
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||||
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||||
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||||
## Begin the run clock. No-op while the clock is already running, so walking back through
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## the arena gate mid-run can't restart it — but once it's been stopped (the bear is dead
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## and the player has looped back to the arena to go again), the next call restarts it from
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## zero rather than staying stuck showing the previous run's final time.
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func start_run_timer() -> void:
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if _timer_running:
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return
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_timer_start_msec = Time.get_ticks_msec()
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||||
_timer_end_msec = -1
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||||
_timer_running = true
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||||
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||||
## Freeze the run clock — called the instant the bear falls, so the recorded time is the
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## kill moment itself, not whatever the win-screen's celebratory delay adds on top.
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func stop_run_timer() -> void:
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if not _timer_running:
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return
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_timer_end_msec = Time.get_ticks_msec()
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||||
_timer_running = false
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||||
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||||
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||||
## Seconds elapsed since the timer started (live while running, held steady once
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||||
## stop_run_timer() has been called). 0 before the timer has ever started.
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||||
func run_elapsed() -> float:
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||||
if _timer_start_msec < 0:
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||||
return 0.0
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||||
var end_msec := Time.get_ticks_msec() if _timer_running else _timer_end_msec
|
||||
return float(end_msec - _timer_start_msec) / 1000.0
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||||
|
||||
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||||
## Whether the run clock has been started (the player has entered the arena at least once
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||||
## this run). Lets the HUD hide the timer readout until there's a time worth showing.
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||||
func run_timer_started() -> bool:
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||||
return _timer_start_msec >= 0
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||||
|
||||
@@ -8,6 +8,5 @@ func _ready() -> void:
|
||||
func _on_body_entered(body: Node3D) -> void:
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||||
if not body.is_in_group("player"):
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||||
return
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||||
Run.start_run_timer()
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||||
Run.choose_level(&"arena")
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get_tree().change_scene_to_file(Run.active_level().scene_path)
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||||
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||||
+1
-1
@@ -11,7 +11,7 @@ config_version=5
|
||||
[application]
|
||||
|
||||
config/name="Bullosseum"
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||||
config/version="0.5.0"
|
||||
config/version="0.4.0"
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||||
run/main_scene="uid://bmnmenu0intr1"
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||||
config/features=PackedStringArray("4.7", "GL Compatibility")
|
||||
boot_splash/bg_color=Color(0, 0, 0, 1)
|
||||
|
||||
@@ -167,7 +167,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.011785, -2.371254, 16.2322
|
||||
[node name="OmniLight3D" type="OmniLight3D" parent="MeshInstance3D/TorchLight" unique_id=1094582672]
|
||||
transform = Transform3D(0.9999986, -0.001596809, 0.00045388562, 0.0014380338, 0.96984345, 0.24372463, -0.00082937966, -0.24372365, 0.9698444, 9.096397, 6.2542057, -15.77264)
|
||||
light_color = Color(0.92773837, 0.6304423, 0, 1)
|
||||
light_energy = 2.0
|
||||
shadow_enabled = true
|
||||
omni_range = 13.657384
|
||||
|
||||
|
||||
@@ -20,7 +20,6 @@ const _COMMANDS := {
|
||||
"list": "print params (optional section)",
|
||||
"level": "select level and reload (level <id> — arena / arena_boss / bear)",
|
||||
"restart": "reload the current level scene",
|
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"video": "preview an outcome screen (video win / loss / finish)",
|
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"clear": "clear the log",
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"help": "show this help",
|
||||
}
|
||||
@@ -207,6 +206,12 @@ 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()
|
||||
|
||||
|
||||
@@ -471,8 +476,6 @@ 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
|
||||
@@ -605,27 +608,6 @@ 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()
|
||||
|
||||
@@ -222,35 +222,6 @@ 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):
|
||||
|
||||
@@ -3,10 +3,6 @@ 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.
|
||||
@@ -70,10 +66,6 @@ const _BULL_FACE_PAD: float = 1.15 # breathing room around the cluster within
|
||||
# records which way it went (read by the gameplay test).
|
||||
const _WIN_VIDEO := "res://videos/bull_win.ogv" # the bull triumphs
|
||||
const _LOSS_VIDEO := "res://videos/matador_win.ogv" # the matador triumphs
|
||||
# Clearing the bear — the run's final boss — replaces the usual bull-win clip with the
|
||||
# closing "Thank You For Playing" screen. That clip already bakes its own title text in,
|
||||
# so _over_label is left blank for this outcome (see _show_game_over).
|
||||
const _THANKYOU_VIDEO := "res://videos/thankyou.ogv"
|
||||
|
||||
# Beat between the run ending and the outcome screen. A loss is a short freeze on the
|
||||
# dead bull; a win gives the player a longer stretch to strut a victory lap around the
|
||||
@@ -83,27 +75,16 @@ 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
|
||||
# has actually started (the player hasn't entered the arena yet) and while the game-over
|
||||
# screen is up.
|
||||
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()
|
||||
@@ -111,7 +92,6 @@ func _ready() -> void:
|
||||
_build_ability_bar()
|
||||
_build_health()
|
||||
_build_version_label()
|
||||
_build_run_timer()
|
||||
_build_damage_vignette()
|
||||
_build_game_over()
|
||||
_build_touch_controls()
|
||||
@@ -226,41 +206,8 @@ func _build_version_label() -> void:
|
||||
add_child(lbl)
|
||||
|
||||
|
||||
# Run clock, top-left. Desktop only — touch already owns that corner for the mobile HP
|
||||
# readout, and a run timer is a nice-to-have there, not worth the crowding.
|
||||
func _build_run_timer() -> void:
|
||||
if Controls.use_touch_ui():
|
||||
return
|
||||
_run_timer_label = Label.new()
|
||||
_run_timer_label.text = _format_time(0.0)
|
||||
_run_timer_label.visible = false
|
||||
_run_timer_label.add_theme_font_override("font", UiFonts.body())
|
||||
_run_timer_label.add_theme_color_override("font_color", _CREAM)
|
||||
_run_timer_label.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
|
||||
_run_timer_label.add_theme_constant_override("outline_size", 4)
|
||||
_run_timer_label.add_theme_font_size_override("font_size", 20)
|
||||
_run_timer_label.set_anchors_preset(Control.PRESET_TOP_LEFT)
|
||||
_run_timer_label.offset_left = 20.0
|
||||
_run_timer_label.offset_top = 16.0
|
||||
_run_timer_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(_run_timer_label)
|
||||
|
||||
|
||||
# mm:ss.hh — matches how a speedrun-style clock reads at a glance.
|
||||
static func _format_time(seconds: float) -> String:
|
||||
var total_cs := int(round(seconds * 100.0))
|
||||
var minutes := total_cs / 6000
|
||||
var secs := (total_cs / 100) % 60
|
||||
var centis := total_cs % 100
|
||||
return "%02d:%02d.%02d" % [minutes, secs, centis]
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
_update_control_hints()
|
||||
if _run_timer_label != null:
|
||||
_run_timer_label.visible = Run.run_timer_started() and not _game_over
|
||||
if _run_timer_label.visible:
|
||||
_run_timer_label.text = _format_time(Run.run_elapsed())
|
||||
if _player == null:
|
||||
var players := get_tree().get_nodes_in_group(&"player")
|
||||
if not players.is_empty():
|
||||
@@ -396,7 +343,7 @@ 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:
|
||||
_on_win_button_pressed()
|
||||
_continue_to_lobby()
|
||||
else:
|
||||
_restart()
|
||||
elif event.physical_keycode == KEY_TAB and not _game_over:
|
||||
@@ -426,24 +373,6 @@ 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"
|
||||
@@ -505,10 +434,6 @@ func _on_player_died(cause: String = "") -> void:
|
||||
|
||||
|
||||
func _on_all_defeated() -> void:
|
||||
# Freeze the run clock the instant the bear falls — before _show_game_over's
|
||||
# celebratory delay — so the recorded time is the kill moment, not the victory lap.
|
||||
if Run.active_level().id == &"bear":
|
||||
Run.stop_run_timer()
|
||||
_show_game_over(true)
|
||||
|
||||
|
||||
@@ -525,73 +450,12 @@ 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
|
||||
|
||||
_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!")
|
||||
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_label.text = "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).
|
||||
_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 := _WIN_VIDEO if _result_win else _LOSS_VIDEO
|
||||
if ResourceLoader.exists(path):
|
||||
_over_video.stream = load(path)
|
||||
_over_video.play()
|
||||
@@ -604,29 +468,6 @@ func _present_outcome() -> 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)
|
||||
@@ -683,11 +524,10 @@ func _build_game_over() -> void:
|
||||
row.offset_bottom = -48.0
|
||||
_over_root.add_child(row)
|
||||
|
||||
# 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.
|
||||
# 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.
|
||||
_over_continue = _make_button("Continue (Enter)")
|
||||
_over_continue.pressed.connect(_on_win_button_pressed)
|
||||
_over_continue.pressed.connect(_continue_to_lobby)
|
||||
row.add_child(_over_continue)
|
||||
|
||||
_over_again = _make_button("Continue (Enter)")
|
||||
|
||||
Binary file not shown.
@@ -1 +0,0 @@
|
||||
uid://b5rupuoe1lk5j
|
||||
Reference in New Issue
Block a user