85 Commits

Author SHA1 Message Date
richard 91d88cd5c7 Bump version to 0.5.0
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 16:44:04 +03:00
richard 6dff45c659 Add thank-you ending screen and a run timer
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Defeating the bear (the run's final boss) now plays a dedicated
"Thank You For Playing" clip on the completion screen instead of the
generic bull-win video, with the run's finish time shown in place of
the usual "Bull Won!" title.

A run clock also starts when the player enters the arena (the run's
first fight), shown top-left on desktop only, and freezes the instant
the bear falls. Re-entering the arena after finishing a run restarts
the clock instead of leaving it stuck on the previous run's time.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 16:28:57 +03:00
siim 2fd41f4f69 bull follow light
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
2026-09-08 19:15:14 +03:00
richard a147527e91 Remove dead code: the map system and editor cruft
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Delete the unused Slay-the-Spire map screen (superseded by the lobby hub),
leftover editor autosave *.tmp scenes, and a stray reference-link file.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:22 +03:00
richard 09d4a60f43 Reorganize into role-based folders and consolidate art
Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:22 +03:00
richard c0a022fed4 Add scene-authored FX library and bull ability effects
An Fx autoload + one_shot_effect base so every effect is an inspector-editable
.tscn (the systems/fx/ authoring dir): blood/slam/spark/flash primitives and the
bull's kick/dash/slam/roll + movement effects (bull_*.tscn), fired via
Fx.spawn() / Fx.attach(). Plus a preview gallery + smoke test, and
bull_impact_fx.gd for the coded, non-particle slam rings + kick flash-pop.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:01 +03:00
richard 9458085abb Add typed DamageEvent hit pipeline
A typed DamageEvent contract (systems/combat/damage_event.gd) as a single
entry point for every attacker, plus a characterization test locking the bull's
damage reception. Attacker/receiver wiring rides along with the moved actor
scripts in the reorg commit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:55:46 +03:00
richard 565c132848 Add CI pipeline and reusable test harness
A Gitea Actions workflow (.gitea/workflows/ci.yml) running the headless test
suite on push, plus shared test scaffolding: seeded-RNG / approx / tally helpers
(test_helpers.gd), a harness self-test, and a resolution + pseudo-locale
UI-layout robustness guard.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:55:38 +03:00
richard 400ae24f92 Remove the persistent blood-decal system
Strip only the floor/wall blood-splat decals added in 981ebf1, keeping the
older death-spray, spear-wound spurt, and "Blood & Gore" toggle:

- Delete blood_decals.gd + shader, the Gore autoload (gore.gd), and
  tests/blood_decals_test.gd
- Drop the Gore autoload and the Blood DP section
- Remove all Gore.splat() call sites (matador.gd, bear.gd, player.gd);
  the _blood_burst spray and _spawn_blood spurt stay
- game_shell no longer spawns a per-level decal pool
- Update level_switch test + run_tests.sh accordingly

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-04 22:41:00 +03:00
richard 79ea5bb2be Bump version to 0.4.0
The in-game version banner (GameVersion.full) reads config/version from
project.godot; it had lagged at 0.2.0 behind the 0.3.0 tag.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EznnY8rH2dXhtono1kwsXg
2026-09-04 14:19:19 +03:00
richard 981ebf1910 Add blood decals, gore, mobile HUD, web start gate + touch/perf tests
Remove tools/fstest.html scratch page used to probe browser
fullscreen/orientation APIs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EznnY8rH2dXhtono1kwsXg
2026-09-04 14:07:57 +03:00
siim 01d6ecf475 go to bear level fix and vibration of controller when gate is opening 2026-09-03 18:20:19 +03:00
siim 931ddf0eeb can turn "gamepad_vibration" on and off in debug mode 2026-09-03 18:04:58 +03:00
siim 50073b2574 controller vibrate when taking damage 2026-09-03 17:53:44 +03:00
siim 07f8a71f2c torches light animation 2026-09-03 07:53:55 +03:00
richard 34dc5b026e Lobby barrel-smash reward + roll/slam barrel destruction
Bull's boulder roll now homes on and ploughs through lobby barrels, and
the slam shockwave bursts them within its radius. HUD tallies barrels on
load and fires a confetti "WOooOoW!" + two gold bonus HP pips when the
last one breaks; gates open from run state as fights are cleared.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-03 01:38:57 +03:00
richard 5c1e881a53 Combat overhaul: charge/gore, bear ram, matador taunt reactions
Bull charge damage:
- Tunnel-proof swept detection (prev→now segment) for matador gore and bear
  ram, so a 66 m/s dash no longer skips clean over the thin HitArea.
- Horns-first cone (bull_gore_arc): running into an enemy only wounds it when
  charging roughly at it, not a sideways brush.
- Dash is a committed lunge: bypasses the horns cone AND the survival roll, so a
  dash connect is a guaranteed kill. Cruise charges keep a speed-scaled roll
  (mat_charge_pierce). Roll ability defers to its own pop (is_rolling guard).

Bear:
- Horns-first swept ram detection (edge-triggered: one charge = one wound);
  a tunnelling or point-blank charge now lands where body_entered wouldn't.
- Overhead smash lane extends faster (0.1s) and further (20 m).
- Leap slam launches the bull from anywhere in the circle (ring_frac 0).
- Removed stray-quote syntax errors that broke the script.

Matador:
- Collider-driven stab (BladeHitbox) with recovery beat + taunt-after-hit so it
  stops machine-gunning the bull.
- A taunting matador answers a charge: spear from range, sword up close.

Spear projectile masks the BULL layer so throws connect.

Tests: matador_charge/stab/spear/taunt_react, bear_ram/hitbox/fx (+ unified
_fake_bull stand-in). Trimmed verbose comments.

Note: bear claw-emitter/death work is still WIP (3 bear_boss_test failures).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-03 01:01:42 +03:00
siim 4efc6763f0 lobby little tweak 2026-09-01 21:34:02 +03:00
siim 76d4fee33c Lobby level gates trigger areas 2026-09-01 21:22:16 +03:00
siim 271be0b26b + torches 2026-09-01 08:58:56 +03:00
siim 98c6f1285a underground_lobby 2026-08-31 21:52:13 +03:00
siim 4d66df8c7e bear long range slam. and not rotating while attacking animore. but dash and movement damage not working now 2026-08-29 09:30:03 +03:00
siim 41f18cb5d6 bear fx v2 2026-08-28 21:43:59 +03:00
siim 6b6a926715 bear_fx 2026-08-28 20:23:13 +03:00
siim dae7ec06da barrel materials 2026-08-28 19:43:09 +03:00
siim 1eb06876e9 breakable barrels 2026-08-28 19:02:19 +03:00
richard 1021a07b04 Put dead matadors on a corpse collision layer
A killed matador's ragdoll shared the WORLD layer with the bull, so the
bull collided with the bodies and spazzed out on them. Give corpses a
dedicated CORPSE layer masked to itself, and tag the ground/walls with
CORPSE too (at level load, so it also reaches colliders baked into the
instanced GLB arenas). The corpse still rests on the arena, but the bull
— which only masks WORLD — passes straight through the bodies.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 23:27:10 +03:00
richard c365f76d80 Merge remote-tracking branch 'origin/main' 2026-08-27 21:34:23 +03:00
richard 32ac46f840 lobby cam 2026-08-27 21:34:18 +03:00
siim bd10d1789b bear max hp 30 2026-08-27 21:30:48 +03:00
siim 170d8ff3f1 siim timmimised väiksed 2026-08-27 21:15:36 +03:00
siim 550bf2c5ad adjustable wave size with debug parameter "mat_wave_size" 2026-08-27 20:36:00 +03:00
siim 02f3e283de landing. don't bounce! 2026-08-27 08:30:03 +03:00
siim 9123574947 crowd billbord placement + mat sword run fix 2026-08-26 22:32:30 +03:00
siim aadf59d2d0 lobby collisions 2026-08-26 21:09:41 +03:00
richard d57c3dc2a2 Merge remote-tracking branch 'origin/main' 2026-08-26 20:38:14 +03:00
richard 09ae6bfbf4 lobby level 2026-08-26 20:38:07 +03:00
richard 40c1b8e680 debug param save works, bull/bear hitbox 2026-08-26 20:37:50 +03:00
siim a1c77fed5e Update debug_params.gd 2026-08-26 20:02:23 +03:00
siim 1a8af92d88 matador attack fix 2026-08-26 19:53:43 +03:00
siim 8166a6c18e Merge branch 'main' of https://git.richard.work/siim/Bullosseum 2026-08-26 19:41:35 +03:00
siim 46d6dda325 capsule 2026-08-26 19:41:23 +03:00
richard fc9348551d fix sword holster 2026-08-26 19:18:52 +03:00
richard c4a19c7443 crowd markers, unsheathed sword correct 2026-08-26 19:13:39 +03:00
siim 95c4c0ddf9 BEAR ARENA UPDATE 2026-08-26 19:12:27 +03:00
siim 6a4f104655 bear arena model updeit 2026-08-26 18:30:09 +03:00
siim d4b67888d7 controller zoom with right stick 2026-08-26 18:12:12 +03:00
siim b177e0aee3 matadors dont come inside the player anymore with sword attack. also got rid of matador.gd dublicate.. that i made for testing animation 2026-08-26 08:39:40 +03:00
siim 2a6f4c0f7b bear_FX 2026-08-25 21:58:43 +03:00
siim 32d0c58f5c bear_ Call method track testing with spears 2026-08-25 08:49:44 +03:00
siim 251002ea7c bull and bear flashing red when take damage 2026-08-25 08:04:39 +03:00
siim 986496097f arena cleanup 2026-08-24 18:45:03 +03:00
siim d976deeb6a arena cleanup+tex modification 2026-08-24 18:41:34 +03:00
siim d632670092 +death animation bear 2026-08-24 08:36:48 +03:00
siim e1899e49f4 level lobby 2026-08-23 23:40:28 +03:00
siim 6f5f9e6bba ps1 filter tuun 2026-08-23 22:26:58 +03:00
siim 91cd027a98 adj 2026-08-23 22:05:57 +03:00
siim ef2fb24969 cooldowns increase 2026-08-23 21:39:19 +03:00
siim 4c75776c70 debug_param_cooldown adjusts 2026-08-23 21:28:19 +03:00
siim 7688084b7e spear update 2026-08-23 21:15:25 +03:00
richard ccc92f201f mobile support tweaks 2026-08-23 20:32:52 +03:00
richard 008650a87e Merge remote-tracking branch 'origin/main' 2026-08-23 17:34:05 +03:00
richard b9e3147519 Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files 2026-08-23 17:33:47 +03:00
richard cdba320cbc bear 2026-08-23 17:33:32 +03:00
richard ee7b1617c1 Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files 2026-08-23 17:33:15 +03:00
richard d749485126 Map screen version 2026-08-23 13:16:04 +03:00
richard 45427b7070 Merge remote-tracking branch 'origin/main' 2026-08-23 12:37:35 +03:00
richard d514435dd8 touch controls and hud 2026-08-23 12:37:30 +03:00
siim 3eb9fa50f3 +bear boss 2026-08-23 11:18:45 +03:00
siim aee900c009 bear boss, aga broken 2026-08-21 18:23:30 +03:00
siim 4cf714f516 Update spear.glb 2026-08-17 23:49:29 +03:00
siim b78736a1f4 icon update 2026-08-10 04:43:48 +03:00
siim 212263c858 credits tuun 2026-08-10 03:53:17 +03:00
siim 8c4eeb0861 cooldowns? 2026-08-10 03:30:53 +03:00
siim 95def2d527 loading text + fullscreen default 2026-08-10 01:04:57 +03:00
siim 9a43a9ff8b icon 2026-08-09 23:58:01 +03:00
siim 7238cbf49e death anim speed .8 2026-08-09 23:19:23 +03:00
siim 44c667f097 collision scale 2026-08-09 23:15:43 +03:00
siim 3cd347d420 walk anim, death anim ja loading screen 2026-08-09 23:05:55 +03:00
richard 6414b2e7cc uids 2026-08-09 19:40:39 +03:00
richard 56593c58cf Release 0.2.0: device-aware controls, spear, settings, shaders
Show touch controls only on touch platforms and keyboard hints only on
desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available
is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-09 19:39:37 +03:00
richard ce6f3d7075 Deployment script update 2026-08-09 15:26:01 +03:00
siim a74182255b light tim 2026-08-08 11:47:36 +03:00
siim ebf5046461 credits 2026-07-30 20:21:10 +03:00
richard 271de1b045 ps1 filter variables, crowds 2026-07-30 15:12:22 +03:00
335 changed files with 14537 additions and 7678 deletions
+1 -1
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@@ -2,4 +2,4 @@ disable:
- class-definitions-order
- no-else-return
max-line-length: 120
max-file-lines: 1200
max-file-lines: 3000
+139
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@@ -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
+6 -2
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@@ -2,13 +2,17 @@
.godot/
/android/
# Godot editor autosave scratch files (e.g. Bear.tscn12015901897.tmp)
*.tmp
# JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user
.idea/
# 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)
tests/output/
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-7
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@@ -1,7 +0,0 @@
extends Node3D
func _ready() -> void:
var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
if anim:
anim.play(&"Juubeldab")
-1
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@@ -1 +0,0 @@
uid://wj6tgh8nb0ka
-5
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@@ -1,5 +0,0 @@
extends Node3D
func _ready() -> void:
$AnimationPlayer.play("ArmatureAction")
-1
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@@ -1 +0,0 @@
uid://gt3kfchac3m3
Binary file not shown.
BIN
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-5
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@@ -1,5 +0,0 @@
extends Node3D
func _ready() -> void:
$AnimationPlayer.play("Taunt")
-1
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@@ -1 +0,0 @@
uid://bn3xwnlktwdlf
-38
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@@ -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)
-12
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@@ -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
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@@ -1 +0,0 @@
uid://dycnoiadljbb1
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-1
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@@ -1 +0,0 @@
uid://ymaeifakqovf
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+74 -15
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@@ -10,21 +10,64 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
## 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 |
|---|---|
| `scene.tscn` | Main scene (arena + player) |
| `Player.tscn` | Player scene root (`CharacterBody3D`) |
| `player.gd` | Movement, charge, turning logic |
| `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 |
| `levels/` | The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) |
| `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_follow.gd` | Smooth camera follow (`Camera3D`) |
| `matador.gd` | Matador AI (wander / ragdoll state machine) |
| `matador_spawn.gd` | Spawns N matadors at random arena positions |
| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) |
| `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 |
| `actors/matador/matador.gd` | Matador AI (wander / ragdoll state machine) |
| `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 |
| `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` |
| `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) |
| `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) |
| `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
### 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`
- **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).
@@ -76,8 +119,8 @@ 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 Blender/matador_v02.blend --python Blender/render_anim_preview.py`
3. Inspect PNGs in `Blender/preview/` — check bone orientations **before** exporting to Godot
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
4. Export FBX (done automatically by `create_matador_anims.py`)
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
# 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/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/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/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):
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
-137
View File
@@ -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
-38
View File
@@ -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"]
+1098
View File
File diff suppressed because it is too large Load Diff
+1
View File
@@ -0,0 +1 @@
uid://cn7fhjkro7637
+44
View File
@@ -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"]
+70
View File
@@ -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")
+421 -195
View File
@@ -1,13 +1,9 @@
extends CharacterBody3D
# WANDER → bull outside flee range, roaming freely
# FLEE → bull within range, matador backs away (raycast-steered around walls)
# BRACE → charge detected: plant feet, face the bull (cite phase)
# SIDESTEP→ bull commits: sharp lateral step to let it pass (pase phase)
# 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
# WANDER → roam/taunt outside flee range. FLEE → bull close: back away (raycast-steered).
# BRACE → charge detected: plant + face (cite). SIDESTEP → bull commits: lateral pass (pase).
# ATTACK → chase and strike. ROLL → hit but rolled: survive. THROW → wind up + hurl the spear.
# RAGDOLL → hit, no roll.
enum State { WANDER, FLEE, BRACE, SIDESTEP, ATTACK, ROLL, THROW, RAGDOLL }
# 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 _wander_target: Vector3 = Vector3.ZERO
var _idle_timer: float = 0.0
var _taunt_swap: float = 0.0
var _idle_anim: StringName = _ANIM_IDLE
var _bull: CharacterBody3D = null
var _step_dir: Vector3 = Vector3.ZERO
@@ -31,9 +28,12 @@ var _dodge_cd: float = 0.0
var _will_dodge: bool = true
var _attack_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_dir: Vector3 = Vector3.ZERO
var _is_spawning: bool = false
var _throw_timer: float = 0.0
var _throw_aim_cd: float = 0.0
var _throw_dir: Vector3 = Vector3.ZERO
@@ -50,8 +50,8 @@ var _drawing: bool = false
var _sheathing: bool = false
var _draw_timer: float = 0.0
var _draw_len: float = 0.0
var _resword_timer: float = 0.0
var _sword_blade_area: Area3D = null
var _sword_blade_area: Hitbox = null
var _spear_node: Node3D = null
var _blade_hit_cd: float = 0.0
var _death_player: AudioStreamPlayer = null
var _blood_burst: CPUParticles3D = null
@@ -59,6 +59,7 @@ var _blood_burst: CPUParticles3D = null
@onready var _mesh: Node3D = $matador2
@onready var _hit_area: Area3D = $HitArea
const _ANIM_RUN: StringName = &"Run"
const _ANIM_IDLE: StringName = &"Taunt"
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.
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_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 RigidSkin = preload("res://systems/render/rigid_skin.gd")
func _ready() -> void:
add_to_group(&"matador")
_skeleton = _find_skeleton(_mesh)
_anim_player = _find_anim_player(_mesh)
if _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:
for anim in [_ANIM_RUN, _ANIM_ATTACK, _ANIM_ROLL] + _ANIM_TAUNTS:
for anim in [_ANIM_RUN, _ANIM_ATTACK] + _ANIM_TAUNTS:
_ensure_loop(anim)
_flatten_roll_travel()
if not _anim_player.has_animation(_ANIM_RUN):
push_warning("Matador: expected animations not found. Available: %s" %
str(_anim_player.get_animation_list()))
@@ -104,20 +118,22 @@ func _ready() -> void:
_anim_player.play(_ANIM_IDLE)
_setup_sword()
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)
_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)
if ResourceLoader.exists("res://sounds/ole.ogg"):
_ole_player = AudioStreamPlayer.new()
_ole_player.stream = load("res://sounds/ole.ogg")
_ole_player.volume_db = 0.0
_ole_player.bus = &"Effects"
add_child(_ole_player)
if ResourceLoader.exists("res://sounds/matador_death.ogg"):
_death_player = AudioStreamPlayer.new()
_death_player.stream = load("res://sounds/matador_death.ogg")
_death_player.volume_db = 2.0
_death_player.bus = &"Effects"
add_child(_death_player)
@@ -138,6 +154,10 @@ func _acquire_bull() -> void:
func _physics_process(delta: float) -> void:
_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:
var o := global_position + Vector3.UP * 0.6
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)
_blade_hit_cd = maxf(0.0, _blade_hit_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.
if _state != State.RAGDOLL and not is_instance_valid(_sword_node) \
and (_sword_rest_attach != null or _sword_hand_attach != null):
_resword_timer -= delta
if _resword_timer <= 0.0:
_spawn_sword()
_attack_cd = maxf(0.0, _attack_cd - delta)
if _bull != null:
_sweep_bull_gore()
if _state != State.RAGDOLL and _bull != null:
_update_ai_state(delta)
@@ -171,9 +188,8 @@ func _physics_process(delta: float) -> void:
_advance_draw(delta)
# Utility-driven brain. The physically committed states (a brace, a pass, a roll, a
# throw wind-up) run to completion on their own timers; from the free states the
# matador re-scores its options every mat_decide_interval and acts on the winner.
# Utility-driven brain. Committed states (brace / pass / roll / throw wind-up) run to completion on
# their own timers; from the free states the matador re-scores every mat_decide_interval.
func _update_ai_state(delta: float) -> void:
if _state == State.BRACE or _state == State.SIDESTEP \
or _state == State.ROLL or _state == State.THROW:
@@ -190,9 +206,8 @@ func _update_ai_state(delta: float) -> void:
_enter_intent(intent)
# Score each intent from weighted heuristics and return the winner. Weights (the
# mat_w_* params) shape the personality; a small commit bonus on the current intent
# stops it flip-flopping between two near-tied options.
# Score each intent from weighted mat_w_* heuristics and return the winner; a small commit bonus on
# the current intent stops it flip-flopping between two near-tied options.
func _choose_intent() -> Intent:
var dist := global_position.distance_to(_bull.global_position)
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
# cooldown makes attacking (and dodging outright) less attractive.
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) \
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 := {
# Only drift when the bull is out past throw range; up close this is ~0.
Intent.WANDER: DP.f("mat_w_showmanship") * 0.3 * beyond,
# Showmanship: circle the bull at a taunting distance and pose for the crowd.
Intent.WANDER: DP.f("mat_w_showmanship") * strut,
# Retreat only when the bull is close AND actually dangerous.
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) \
* (1.0 - 0.55 * danger) * dodge_ready,
* (1.0 - 0.55 * danger) * dodge_ready * engage_mult * attack_ready,
# Sidestep / plant against an incoming charge.
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
# that punishes a bull for hanging back out of horn reach.
Intent.THROW: ((DP.f("mat_w_showmanship") * 0.55 + DP.f("mat_w_aggression") * 0.6) \
* (0.35 + 0.65 * (1.0 - close))) if throw_ok else -1.0,
# Hurl the blade — an occasional ranged flourish from an engaging matador when
# there's a clean lane, not a barrage (see mat_w_throw). Supporters never pelt.
Intent.THROW: (DP.f("mat_w_throw") * (0.35 + 0.65 * (1.0 - close))) \
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_score := -INF
@@ -277,6 +308,39 @@ func _enter_intent(intent: Intent) -> void:
_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
func _is_charge_incoming() -> bool:
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
# 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.
# Randomises among available clear angles so juke direction is unpredictable.
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:
# Plant the feet while drawing / sheathing instead of sliding through the clip.
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)
_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)
move_and_slide()
return
@@ -358,8 +456,12 @@ func _tick_wander(delta: float) -> void:
var to_target := Vector3(
_wander_target.x - global_position.x, 0.0, _wander_target.z - global_position.z)
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()
_taunt_swap = randf_range(1.5, 3.0)
_pick_wander_target()
else:
var dir := _steer_clear(to_target.normalized(), delta)
@@ -461,6 +563,7 @@ func _start_attack() -> void:
func _tick_attack(delta: float) -> void:
_attack_timer -= delta
var was_swinging := _swing_timer > 0.0
_swing_timer = maxf(0.0, _swing_timer - delta)
# Plant the feet while drawing instead of sliding toward the bull mid-clip.
if _drawing or _sheathing:
@@ -473,22 +576,41 @@ func _tick_attack(delta: float) -> void:
to_bull.y = 0.0
var dist := to_bull.length()
# Commit to a full swing once in range instead of flipping Run/Attack at the
# distance boundary every frame (the old foot-slide jitter). When the swing
# ends the matador re-closes if the bull slipped away, or stabs again if not.
if _swing_timer <= 0.0 and dist <= DP.f("mat_attack_min_dist") and _sword_in_hand:
# A finished stab enforces a recovery beat (no re-commit for mat_stab_recovery), then decides
# what's next: a landed hit very likely breaks into a taunt/retreat, otherwise the usual roll
# to give ground / circle / throw — anything but instantly drilling the same thrust again.
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)
_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:
_lunge_timer = maxf(0.0, _lunge_timer - 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)
_decelerate(22.0, delta)
_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:
if _sword_blade_area != null:
_sword_blade_area.deactivate()
var dir := _steer_clear(to_bull.normalized(), delta)
_accelerate(dir, DP.f("mat_attack_speed"), delta)
_play_anim(_ANIM_RUN)
@@ -496,6 +618,50 @@ func _tick_attack(delta: float) -> void:
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:
_state = State.ROLL
# 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)
# 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:
_roll_timer -= delta
if _roll_timer <= 0.0:
@@ -528,7 +710,8 @@ func _start_throw() -> void:
_throw_timer = DP.f("mat_throw_windup")
velocity = Vector3.ZERO
_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:
_anim_player.pause()
var to_bull := _bull.global_position - global_position
@@ -552,8 +735,8 @@ func _tick_throw(delta: float) -> void:
_pose_throw_arm(phase)
var t_rel := DP.f("mat_throw_release")
if prev < t_rel and phase >= t_rel and is_instance_valid(_sword_node):
_release_sword()
if prev < t_rel and phase >= t_rel and is_instance_valid(_spear_node):
_release_spear()
if _throw_timer <= 0.0:
_end_throw()
@@ -562,20 +745,18 @@ func _tick_throw(delta: float) -> void:
func _end_throw() -> void:
_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")
# Space throws out so the utility brain doesn't immediately vote another one,
# but keep them frequent enough to pressure a bull that hangs back at range.
_throw_aim_cd = randf_range(1.6, 3.2)
# Space throws well apart so a hurl stays a flourish, not a barrage.
_throw_aim_cd = randf_range(4.0, 7.0)
_intent = Intent.FLEE
# Blend straight into locomotion so the manually-posed throw arm eases out
# (a bare resume() would snap and leave the player on whatever it paused on).
# Blend to locomotion so the manually-posed throw arm eases out (resume() snaps).
if _anim_player:
_anim_player.play(_ANIM_RUN)
# 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);
# angles are DP-tunable so the arc can be dialled in per rig.
# AnimationPlayer is paused. Swing is on bone-local X (see CLAUDE.md), DP-tunable.
func _pose_throw_arm(phase: float) -> void:
if not _skeleton:
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)))
# Detach the sword from the hand and launch it as a spinning physics projectile
# that damages the bull on contact, then settles and despawns.
func _release_sword() -> void:
if not is_instance_valid(_sword_node):
# Draw a fresh spear into the throwing hand for the wind-up (no melee collider).
func _spawn_spear_in_hand() -> void:
if is_instance_valid(_spear_node) or _sword_hand_attach == null:
return
var sword := _sword_node
var blade := _sword_blade_area
var gx := sword.global_transform
_sword_node = null
_sword_blade_area = null
_sword_in_hand = false
_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
_spear_node = _SPEAR_SCENE.instantiate() as Node3D
_sword_hand_attach.add_child(_spear_node)
_spear_node.position = Vector3(
DP.f("spear_pos_x"), DP.f("spear_pos_y"), DP.f("spear_pos_z"))
_spear_node.rotation_degrees = Vector3(
DP.f("spear_rot_x"), DP.f("spear_rot_y"), DP.f("spear_rot_z"))
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
# the mesh kept its global transform and rb adopted it. Fattened so a fast throw
# reliably overlaps the bull's collision spheres instead of tunnelling past.
var cap := CapsuleShape3D.new()
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)
func _clear_spear() -> void:
if is_instance_valid(_spear_node):
_spear_node.queue_free()
_spear_node = null
# 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
# keeps its vertical component so the blade drives into the body, not over it.
var speed := maxf(DP.f("mat_throw_speed"), 0.1)
var dir := (_throw_dir + Vector3.UP * 0.0)
# Hurl the held spear on a ballistic arc that lands on the bull's low body. The
# launch velocity is solved so gravity (mat_throw_gravity) carries it down onto the
# lead point; SpearProjectile aims the shaft along the arc and embeds it on a hit.
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):
var target := _bull.global_position + Vector3(0.0, DP.f("mat_throw_aim_y"), 0.0)
var flat := target - gx.origin
flat.y = 0.0
var flight := flat.length() / speed
target += _bull.velocity * flight
var to_target := target - gx.origin
if to_target.length() > 0.1:
dir = to_target.normalized()
# A little aim scatter so throws are a threat to READ and dodge, not a hitscan —
# a bull that keeps moving can slip them, a stationary one gets pinned.
target = _bull.global_position + Vector3(0.0, DP.f("mat_throw_aim_y"), 0.0)
var lead := target - origin
lead.y = 0.0
target += _bull.velocity * (lead.length() / hs)
var flat := target - origin
var rise := flat.y
flat.y = 0.0
var dist := flat.length()
var hdir := flat.normalized() if dist > 0.01 else _throw_dir
# Aim scatter so the arc can be read and sidestepped, not a hitscan.
var spread := deg_to_rad(DP.f("mat_throw_spread"))
dir = dir.rotated(Vector3.UP, randf_range(-spread, spread)).normalized()
rb.linear_velocity = dir * speed
rb.angular_velocity = dir.cross(Vector3.UP).normalized() * -DP.f("mat_throw_spin")
var hit_done := [false]
rb.body_entered.connect(func(body: Node) -> void:
if hit_done[0]:
return
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()
)
hdir = hdir.rotated(Vector3.UP, randf_range(-spread, spread)).normalized()
# Ballistic solve: with horizontal speed hs over distance dist, the flight lasts t;
# pick the vertical launch speed that lands the arc on the aim point's height.
var t := dist / hs
var vy := (rise + 0.5 * g * t * t) / t
var vel := hdir * hs + Vector3.UP * vy
SpearProjectile.launch(get_tree().current_scene, spear, origin, vel,
maxf(DP.f("mat_throw_gravity"), 0.05))
func _tick_ragdoll(_delta: float) -> void:
@@ -707,34 +865,84 @@ func _on_body_entered(body: Node3D) -> void:
if not body.is_in_group(&"player"):
return
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
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 \
(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)
else:
_enter_ragdoll(hit_dir, player.velocity.length())
_enter_ragdoll(hit_dir, bull_speed)
func _on_blade_hit(body: Node3D) -> void:
if _state != State.ATTACK and _state != State.SIDESTEP and _state != State.BRACE:
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.
# Reach-based hit for the sidestep PASS (fast lateral sweep — the thin blade Area tunnels, so a
# distance+facing check is the reliable gore; the ATTACK stab uses the blade collider instead).
func _try_melee_hit(reach: float) -> void:
if _blade_hit_cd > 0.0 or not _sword_in_hand or _bull == null:
return
@@ -743,19 +951,18 @@ func _try_melee_hit(reach: float) -> void:
var dist := to_bull.length()
if dist > reach or dist < 0.01:
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))
if facing.dot(to_bull / dist) < cos(deg_to_rad(DP.f("mat_stab_arc"))):
return
_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:
_state = State.RAGDOLL
if _sword_blade_area:
_sword_blade_area.monitoring = false
if _sword_blade_area != null:
_sword_blade_area.deactivate()
_clear_spear() # a spear mid-wind-up dies with the matador, not in the air
killed.emit()
var cleanup_timer := get_tree().create_timer(4.0)
cleanup_timer.timeout.connect(func() -> void:
@@ -866,6 +1073,32 @@ func _ensure_loop(anim_name: StringName) -> void:
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:
var choices: Array[StringName] = []
for anim in _ANIM_TAUNTS:
@@ -893,13 +1126,25 @@ func _play_anim(anim_name: StringName) -> void:
func _pick_wander_target() -> void:
# 35% chance: pick a point orbiting close to the bull for a daring pass
if _bull != null and randf() < 0.35:
var angle := randf() * TAU
var r := randf_range(1.5, 4.0)
# Circle the bull for showmanship: mostly settle on the taunt ring (spreading the
# crowd out around it), with an occasional close pass for daring flair.
if _bull != null:
var bull_flat := _bull.global_position
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)
# 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
var radius := DP.f("mat_wander_radius")
var angle := randf() * TAU
@@ -909,13 +1154,9 @@ func _pick_wander_target() -> void:
# ── Sword attachment ──────────────────────────────────────────────────────────
# The rig (matador_v03) carries two purpose-built bones for the sword:
# weapon_bone — the grip pose in the right hand (drawn / fighting)
# weapon_rest_bone — the holstered pose at the hip (sheathed / wandering)
# 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.
# The rig (matador_v03) carries two bones: weapon_bone (right-hand grip) and weapon_rest_bone (hip
# holster). The sword rides in the holster, carried to the hand in combat (_carry_sword); each bone
# has its own DP-tunable offset/rotation (sword_* / sword_rest_*) so the poses seat independently.
func _setup_sword() -> void:
if not _skeleton:
return
@@ -934,8 +1175,7 @@ func _setup_sword() -> void:
_spawn_sword()
# Instantiate a fresh sword into the holster, with its own blade collider. Called
# at spawn and again after a throw, so a matador can keep drawing replacements.
# Instantiate the matador's sword into the holster, with its own blade collider.
func _spawn_sword() -> void:
if is_instance_valid(_sword_node):
return
@@ -949,38 +1189,26 @@ func _spawn_sword() -> void:
_drawing = false
_apply_sword_grip()
# Blade collider spans the steel (hilt at local origin, blade running +Z out
# to ~1.4 m). Only monitors while the sword is in hand (see _carry_sword).
var blade_cap := CapsuleShape3D.new()
blade_cap.radius = 0.18
blade_cap.height = 1.30
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 blade hitbox (sword.tscn, hitbox.gd) is armed only during the ATTACK thrust (see
# _tick_attack); off while merely carried, so brushing a drawn matador never gores the bull.
_sword_blade_area = _sword_node.get_node_or_null("BladeHitbox") as Hitbox
if _sword_blade_area != null:
_sword_blade_area.deactivate()
# The sword is carried by ACTION, not distance: drawn only while striking
# (ATTACK / THROW) and holstered while running, dodging, bracing or taunting.
# 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.
# The sword is MELEE-only: drawn for ATTACK / BRACE / SIDESTEP, holstered otherwise. Ranged throws
# use a spear (_spawn_spear_in_hand), so THROW keeps the sword holstered.
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
func _update_sword_carry() -> void:
if not is_instance_valid(_sword_node) or _state == State.RAGDOLL:
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 not _sword_in_hand and not _drawing:
_begin_draw()
@@ -1019,8 +1247,7 @@ func _begin_sheathe() -> void:
_anim_player.play(_ANIM_DRAW, -1.0, -_draw_speed(), true)
# Progress a draw or sheathe; the blade reparents at the grab point (mirrored for
# the reverse sheathe), and the transition ends when the clip's runtime elapses.
# Progress a draw or sheathe; the blade reparents at the grab point (mirrored on the reverse).
func _advance_draw(delta: float) -> void:
if not _drawing and not _sheathing:
return
@@ -1049,9 +1276,7 @@ func _draw_speed() -> float:
return maxf(DP.f("mat_draw_speed"), 0.1)
# Move the sword between the hand grip and the hip holster. Reparenting follows
# whichever bone the BoneAttachment tracks; the local grip transform is reapplied
# so the seating is identical in both sockets.
# Move the sword between hand grip and hip holster, reapplying the local seating.
func _carry_sword(in_hand: bool) -> void:
if not is_instance_valid(_sword_node):
return
@@ -1063,8 +1288,9 @@ func _carry_sword(in_hand: bool) -> void:
_sword_in_hand = in_hand
_sword_node.reparent(target, false)
_apply_sword_grip()
if _sword_blade_area:
_sword_blade_area.monitoring = in_hand
# Carrying never arms the blade — only the ATTACK thrust does (see _tick_attack).
if _sword_blade_area != null:
_sword_blade_area.deactivate()
func _apply_sword_grip() -> void:
+8 -9
View File
@@ -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="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="2_matfbx"]
[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://art/characters/matador.glb" id="2_matfbx"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 0.25
@@ -11,19 +11,18 @@ height = 1.2
radius = 0.45
height = 1.4
[node name="Matador" type="CharacterBody3D"]
[node name="Matador" type="CharacterBody3D" unique_id=1781857630]
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)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="."]
monitoring = true
[node name="HitArea" type="Area3D" parent="." unique_id=745037545]
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)
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
## 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.
const _BONES: Array = [
["matador", 0.18],
@@ -53,10 +55,15 @@ static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
pb.bone_name = bname
pb.mass = 0.4
pb.linear_damp = 0.1
pb.collision_layer = 1
pb.collision_mask = 1
# The ragdoll only simulates once the matador is dead, so it lives on the CORPSE
# 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"):
# 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.mass = 0.15
pb.linear_damp = 0.5
+15
View File
@@ -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")
+253
View File
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://dwjakh1is1jtj
+20
View File
@@ -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")
+110
View File
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://sf5etma4kjt0
+26 -3
View File
@@ -1,3 +1,4 @@
class_name IsoCamera
extends Camera3D
@export var height: float = 25.0
@@ -16,6 +17,11 @@ var _shake_amount: float = 0.0
var _shake_decay: 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
# the bull), _drag_offset is the velocity-driven trail that slides it behind.
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)
# 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:
fov = lerpf(fov, _user_fov, delta * 8.0)
var angle_rad := deg_to_rad(horizontal_angle_deg)
var offset := Vector3(
sin(angle_rad) * horizontal_distance,
height,
cos(angle_rad) * horizontal_distance
sin(angle_rad) * horizontal_distance * _framing_scale,
height * _framing_scale,
cos(angle_rad) * horizontal_distance * _framing_scale
)
var target := get_parent() as Node3D
@@ -92,6 +113,8 @@ func _drag_focus(target: Node3D, delta: float) -> Vector3:
func trigger_hit(strength: float) -> void:
if not Settings.screen_shake:
return
_shake_amount = strength * 0.5
_shake_decay = _shake_amount / 0.4
+944
View File
@@ -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
+52
View File
@@ -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, 1057197468) index="0" unique_id=840295370]
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"]
+14
View File
@@ -0,0 +1,14 @@
extends Node3D
var player: Node3D = null
func _process(delta: float) -> void:
# If we don't have the player yet, try to find them in the group
if not is_instance_valid(player):
var players = get_tree().get_nodes_in_group("player")
if players.size() > 0:
player = players[0] as Node3D
# If the player exists, follow their position
if is_instance_valid(player):
global_position = player.global_position
+1
View File
@@ -0,0 +1 @@
uid://cmapsaj010q40
+14
View File
@@ -0,0 +1,14 @@
[gd_scene format=3 uid="uid://4v25hb0qu5l0"]
[ext_resource type="Script" uid="uid://cmapsaj010q40" path="res://actors/player/player_follow_light.gd" id="1_w7wrt"]
[node name="PlayerFollowLight" type="Node3D" unique_id=1889971494]
script = ExtResource("1_w7wrt")
[node name="SpotLight3D" type="SpotLight3D" parent="." unique_id=1523840927]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 2.6136062, 1.0431258e-07)
light_color = Color(0.9999998, 0.8702623, 0.60548127, 1)
light_energy = 8.0
shadow_enabled = true
distance_fade_length = 30.45
spot_angle = 72.62192
+1 -1
View File
@@ -8,5 +8,5 @@ script="rider-plugin.gd"
[presets]
active="off"
active="on"
presets="presets.json"
-1
View File
@@ -1 +0,0 @@
uid://sbf260u32upu
@@ -4,12 +4,12 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://cmxqocsdbgufr"
path="res://.godot/imported/mees_plaksutab.glb-0ce4e4ee8c8f92069abfac9352f0f4b9.scn"
path="res://.godot/imported/crowd_clap.glb-8bb3f532af711440142a67228d380ce0.scn"
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@@ -1,6 +1,6 @@
"""
Blender 5.1 script: create walk + idle animations for matador_v02.
Run: blender --background matador_v02.blend --python create_matador_anims.py
Blender 5.1 script: create walk + idle animations for matador.
Run: blender --background matador.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_v02.fbx')
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador.fbx')
bpy.ops.export_scene.fbx(
filepath=fbx_path,
use_selection=False,
@@ -1,8 +1,8 @@
"""
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
idle_frame_00.png
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@@ -3,13 +3,13 @@
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://eu2lqjhowj4t"
path="res://.godot/imported/Matador.glb-84387af784b13addc4467fc8edace9ff.scn"
uid="uid://cofv5dbavesis"
path="res://.godot/imported/bear.glb-75dd9ad1d0d42d959c02624cfc22996d.scn"
[deps]
source_file="res://Assets/Matador.glb"
dest_files=["res://.godot/imported/Matador.glb-84387af784b13addc4467fc8edace9ff.scn"]
source_file="res://art/characters/bear.glb"
dest_files=["res://.godot/imported/bear.glb-75dd9ad1d0d42d959c02624cfc22996d.scn"]
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@@ -4,12 +4,12 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bun14xmk20pcj"
path="res://.godot/imported/bull.fbx-50f6d03a92c862695bbeaeba563be0db.scn"
path="res://.godot/imported/bull.fbx-ffca5aad6fa2fef7c6aaeff23784274e.scn"
[deps]
source_file="res://Assets/bull.fbx"
dest_files=["res://.godot/imported/bull.fbx-50f6d03a92c862695bbeaeba563be0db.scn"]
source_file="res://art/characters/bull.fbx"
dest_files=["res://.godot/imported/bull.fbx-ffca5aad6fa2fef7c6aaeff23784274e.scn"]
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@@ -28,7 +28,7 @@ meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
meshes/force_disable_compression=true
skins/use_named_skins=true
animation/import=true
animation/fps=30
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+45
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@@ -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"
type="FontFile"
uid="uid://fu84fchl1im6"
path="res://.godot/imported/Cinzel.ttf-b9b78caa7497d2ec78b922cb77f34333.fontdata"
path="res://.godot/imported/Cinzel.ttf-95f91c70d492f60cef14788d0547dff4.fontdata"
[deps]
source_file="res://fonts/Cinzel.ttf"
dest_files=["res://.godot/imported/Cinzel.ttf-b9b78caa7497d2ec78b922cb77f34333.fontdata"]
source_file="res://art/fonts/Cinzel.ttf"
dest_files=["res://.godot/imported/Cinzel.ttf-95f91c70d492f60cef14788d0547dff4.fontdata"]
[params]
@@ -3,12 +3,12 @@
importer="font_data_dynamic"
type="FontFile"
uid="uid://rcfn6xhs7fur"
path="res://.godot/imported/CinzelDecorative-Bold.ttf-fd8dd0c7ef2ceb6acaeb4b78a3c0a47b.fontdata"
path="res://.godot/imported/CinzelDecorative-Bold.ttf-71cca077ba75a6c829f53e2548a2580d.fontdata"
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dest_files=["res://.godot/imported/CinzelDecorative-Bold.ttf-fd8dd0c7ef2ceb6acaeb4b78a3c0a47b.fontdata"]
source_file="res://art/fonts/CinzelDecorative-Bold.ttf"
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importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dxe72ig8gfbcg"
path="res://.godot/imported/arena model2026.glb-299db01cae891e5005f8ac1e6c83d0a6.scn"
uid="uid://bdbx0wwa73rhp"
path="res://.godot/imported/bear_fx.glb-ec36223896f7444a4dbe06fe70380d22.scn"
[deps]
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dest_files=["res://.godot/imported/arena model2026.glb-299db01cae891e5005f8ac1e6c83d0a6.scn"]
source_file="res://art/fx/bear_fx.glb"
dest_files=["res://.godot/imported/bear_fx.glb-ec36223896f7444a4dbe06fe70380d22.scn"]
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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"
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"imported_formats": ["s3tc_bptc"],
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[deps]
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dest_files=["res://.godot/imported/citrus_orchard_road_puresky_4k.hdr-262868e8787abf05f7044da72beefce7.bptc.ctex"]
source_file="res://art/hdri/citrus_orchard_road_puresky_4k.hdr"
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"]
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