Compare commits
29 Commits
7423665c06
...
0.1.0
| Author | SHA1 | Date | |
|---|---|---|---|
| 271de1b045 | |||
| 3defc9da95 | |||
| ff75dacfb6 | |||
| bf7a454ad0 | |||
| ebb6ec6335 | |||
| a0b248748c | |||
| 5ef5889979 | |||
| 2e9d62b964 | |||
| 622830a6ee | |||
| 603a674e08 | |||
| 631df017d1 | |||
| 2c0142d208 | |||
| c283eb0927 | |||
| d379b215e2 | |||
| cd73a21ab7 | |||
| 6a67bfea36 | |||
| b929ed2a7a | |||
| 708a35d51f | |||
| 115872b98f | |||
| 64124990a6 | |||
| 037bfad700 | |||
| 661b4e470b | |||
| b564cd5a71 | |||
| 7b5fcb1d1e | |||
| 45e69101b6 | |||
| a9810c8c9f | |||
| ba20cd8580 | |||
| aac0099faa | |||
| 4fc64dedae |
@@ -2,3 +2,4 @@ disable:
|
||||
- class-definitions-order
|
||||
- no-else-return
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||||
max-line-length: 120
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||||
max-file-lines: 1200
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||||
|
||||
@@ -16,3 +16,6 @@ tests/output/
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||||
# Web export output
|
||||
build/
|
||||
|
||||
#PRISM
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||||
BullPrism/
|
||||
|
||||
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||||
@@ -2,6 +2,7 @@ extends Node3D
|
||||
|
||||
|
||||
func _ready() -> void:
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||||
add_to_group(&"public") # excluded from debug overlays — see publikum_controller.gd
|
||||
var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
|
||||
if anim:
|
||||
anim.play(&"Juubeldab")
|
||||
|
||||
@@ -3,13 +3,13 @@
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://qix7axtc0lf3"
|
||||
path="res://.godot/imported/matador_v02.fbx-220033ca52e262349a727eddc79dcf22.scn"
|
||||
uid="uid://cl54dt38yj2x"
|
||||
path="res://.godot/imported/Arena.glb-bf6b057edaab2fa44513d7f705517361.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Blender/matador_v02.fbx"
|
||||
dest_files=["res://.godot/imported/matador_v02.fbx-220033ca52e262349a727eddc79dcf22.scn"]
|
||||
source_file="res://Assets/Arena.glb"
|
||||
dest_files=["res://.godot/imported/Arena.glb-bf6b057edaab2fa44513d7f705517361.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
@@ -32,7 +32,7 @@ meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=true
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
@@ -40,7 +40,6 @@ materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
fbx/importer=0
|
||||
fbx/allow_geometry_helper_nodes=false
|
||||
fbx/embedded_image_handling=1
|
||||
fbx/naming_version=2
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
gltf/texture_map_mode=1
|
||||
|
After Width: | Height: | Size: 598 KiB |
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dk6xuwwa0mfpe"
|
||||
path.s3tc="res://.godot/imported/Arena_sand.png-416de2afe03241df088061e1a5f831af.s3tc.ctex"
|
||||
metadata={
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"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "c8b9b7d6205ce80dfcfaa38152b996fe"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Assets/Arena_sand.png"
|
||||
dest_files=["res://.godot/imported/Arena_sand.png-416de2afe03241df088061e1a5f831af.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
|
After Width: | Height: | Size: 412 KiB |
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b4gkpa7jypcsm"
|
||||
path.s3tc="res://.godot/imported/Arena_wall.png-e67bd4bbd2f60583bfc14dd8b7687eef.s3tc.ctex"
|
||||
metadata={
|
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"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "0e7ed34c3c812d96732bd32f9dca0c93"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Assets/Arena_wall.png"
|
||||
dest_files=["res://.godot/imported/Arena_wall.png-e67bd4bbd2f60583bfc14dd8b7687eef.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
|
After Width: | Height: | Size: 180 KiB |
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://yercpq3y2o0x"
|
||||
path.s3tc="res://.godot/imported/Arena_wood.png-b4ed20d66b4d375396b0be2f2f863d80.s3tc.ctex"
|
||||
metadata={
|
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"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "23a7a951553ffe271c47693fd71314ca"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Assets/Arena_wood.png"
|
||||
dest_files=["res://.godot/imported/Arena_wood.png-b4ed20d66b4d375396b0be2f2f863d80.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
@@ -0,0 +1,45 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://eu2lqjhowj4t"
|
||||
path="res://.godot/imported/Matador.glb-84387af784b13addc4467fc8edace9ff.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Assets/Matador.glb"
|
||||
dest_files=["res://.godot/imported/Matador.glb-84387af784b13addc4467fc8edace9ff.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=false
|
||||
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
|
||||
@@ -0,0 +1,45 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://dxe72ig8gfbcg"
|
||||
path="res://.godot/imported/arena model2026.glb-299db01cae891e5005f8ac1e6c83d0a6.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Assets/arena model2026.glb"
|
||||
dest_files=["res://.godot/imported/arena model2026.glb-299db01cae891e5005f8ac1e6c83d0a6.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=false
|
||||
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
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||||
gltf/embedded_image_handling=1
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gltf/texture_map_mode=1
|
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|
After Width: | Height: | Size: 115 KiB |
@@ -2,16 +2,16 @@
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://w4yovxyg0104"
|
||||
path="res://.godot/imported/HUD_0001_ability_SLAM.png-7c5f88306e1af474db2c2073888feab7.ctex"
|
||||
uid="uid://d166u18p3wqiy"
|
||||
path="res://.godot/imported/crowd_clap_sheet.png-a110e7d663af8fcbe9ebf5de44188c85.ctex"
|
||||
metadata={
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||||
"vram_texture": false
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}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://HUD/HUD_0001_ability_SLAM.png"
|
||||
dest_files=["res://.godot/imported/HUD_0001_ability_SLAM.png-7c5f88306e1af474db2c2073888feab7.ctex"]
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source_file="res://Assets/crowd_clap_sheet.png"
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dest_files=["res://.godot/imported/crowd_clap_sheet.png-a110e7d663af8fcbe9ebf5de44188c85.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://csxxlnq74fej4
|
||||
@@ -1,31 +1,38 @@
|
||||
[gd_scene format=3 uid="uid://bl6jlbq1dpkc"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://ch5fiscgxfmpc" path="res://Blender/matador.glb" id="1_m7x6l"]
|
||||
[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(379165046) index="0" unique_id=1888170293]
|
||||
bones/0/position = Vector3(0, 0.6683911, 0)
|
||||
bones/3/rotation = Quaternion(0.03330238, -0.029433759, -0.8865749, 0.4604451)
|
||||
bones/4/rotation = Quaternion(-0.13340895, 0.06989252, -0.18706088, 0.97073454)
|
||||
bones/5/rotation = Quaternion(0.13634485, -0.066092156, -0.36489296, 0.9186376)
|
||||
bones/7/rotation = Quaternion(0.04551763, 0.031489342, 0.8435685, 0.53416187)
|
||||
bones/8/rotation = Quaternion(0.06072684, -0.018164383, 0.2429479, 0.9679663)
|
||||
bones/9/rotation = Quaternion(0.12764654, -0.046856675, 0.41031745, 0.90174866)
|
||||
bones/11/rotation = Quaternion(0.7063492, 0.10900775, 0.6949574, 0.07888254)
|
||||
bones/12/rotation = Quaternion(-0.06408298, 0.0026564398, 0.35092348, 0.93420506)
|
||||
bones/13/rotation = Quaternion(0.016490936, 0.02692208, -0.8466542, 0.5312063)
|
||||
bones/14/rotation = Quaternion(0.7056385, -0.105376236, -0.6956958, 0.08353118)
|
||||
bones/15/rotation = Quaternion(-0.05431597, -0.0024667087, -0.35249126, 0.93423426)
|
||||
bones/16/rotation = Quaternion(0.014364835, -0.022639439, 0.84731334, 0.53041625)
|
||||
bones/18/position = Vector3(0.22012731, 0.38421977, 0.36399037)
|
||||
bones/19/rotation = Quaternion(0.5078295, -0.4920459, -0.4920459, 0.50782955)
|
||||
bones/21/position = Vector3(-0.00090128183, -0.74714756, 0.058651954)
|
||||
bones/21/rotation = Quaternion(0.99996316, -0.0024140307, -0.0024146314, -0.007872951)
|
||||
bones/22/position = Vector3(-4.2086867e-10, 0.36395568, 1.8088357e-09)
|
||||
bones/22/rotation = Quaternion(-0.007878733, 1.2105903e-08, -0.0023950126, 0.9999661)
|
||||
bones/22/scale = Vector3(1.0000001, 1.0000001, 1.0000001)
|
||||
bones/23/position = Vector3(-3.0691183e-10, 0.34952307, 2.1739837e-09)
|
||||
bones/23/rotation = Quaternion(-9.156829e-13, -9.3378335e-18, -1.8917268e-10, 1)
|
||||
[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)
|
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bones/14/rotation = Quaternion(0.1454883, 0.14013468, -0.7254941, 0.65791625)
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extends Node3D
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animation_player.play("Taunt")
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animation_player.animation_finished.connect(_on_animation_finished)
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func _on_animation_finished(anim_name):
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if anim_name == "Taunt":
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animation_player.play("Taunt")
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@@ -90,13 +90,28 @@ bash run_tests.sh
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||||
# Individual tests:
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||||
gdlint *.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
|
||||
godot --headless --script tests/logic_test.gd # pure logic, ~2 s
|
||||
godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
|
||||
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
|
||||
|
||||
# Gameplay test with real rendering (inspect frame strip visually):
|
||||
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
|
||||
# Output: tests/output/gameplay/motion_00..04.png, ragdoll_trigger.png, ragdoll_result.png
|
||||
|
||||
# Difficulty simulation (balance tool, ~2 min):
|
||||
godot --headless --script tests/difficulty_sim.gd # drives a bot bull vs one matador
|
||||
```
|
||||
|
||||
### Difficulty simulation (`tests/difficulty_sim.gd`)
|
||||
A balance tool, not a pass/fail test. It drives a kinematic "bot bull" against one
|
||||
real matador across behaviour profiles (CHARGER / KITER / PASSIVE) and reports the
|
||||
matador's win rate (how often it gores the bull). Use it to tune matador difficulty
|
||||
from data. The bot bull has NO abilities (it only kills by ramming), so it can't use
|
||||
roll/slam/kick — real skilled play beats the matador more than these numbers imply;
|
||||
read the rates as "how well the matador threatens each movement pattern." A rough
|
||||
target is CHARGER high (blind charging is punished), KITER moderate (throws are a
|
||||
dodgeable threat), PASSIVE high (standing still dies). Note: as a `--script` entry it
|
||||
reads the `DP` autoload via `/root/DP`, not the global identifier.
|
||||
|
||||
### What the gameplay test catches
|
||||
| Check | What it detects |
|
||||
|---|---|
|
||||
@@ -107,6 +122,13 @@ godot --script tests/gameplay_test.gd # opens a window, saves re
|
||||
|
||||
Headless screenshots will be blank (Forward Plus has no display). Run without `--headless` to get real frame strips.
|
||||
|
||||
### What the performance test catches
|
||||
Loads the full scene with `STRESS_MATADORS` (20) matadors, samples per-frame time
|
||||
during normal play and during a mass-ragdoll spike, and fails if the average
|
||||
exceeds 16 ms or any single frame exceeds 100 ms. Budgets are generous regression
|
||||
guards (not a target frame rate); the measured avg/peak/fps print every run so a
|
||||
gradual creep shows up before it trips the ceiling.
|
||||
|
||||
## Godot 4.x specifics
|
||||
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- `wrapf` / `wrap` instead of manual modulo for angles
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@@ -0,0 +1,264 @@
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theme_override_styles/pressed = SubResource("sb_hover")
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[node name="VBox" type="VBoxContainer" parent="OptionsPanel"]
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[node name="TitleLabel" type="Label" parent="OptionsPanel/VBox"]
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text = "Controls"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="Hint" type="Label" parent="OptionsPanel/VBox"]
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_constants/outline_size = 5
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "Click a key, then press a new key. Esc cancels."
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="Scroll" type="ScrollContainer" parent="OptionsPanel/VBox"]
|
||||
custom_minimum_size = Vector2(0, 340)
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
horizontal_scroll_mode = 0
|
||||
|
||||
[node name="RebindList" type="VBoxContainer" parent="OptionsPanel/VBox/Scroll"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_constants/separation = 8
|
||||
|
||||
[node name="BackButton" type="Button" parent="OptionsPanel/VBox"]
|
||||
custom_minimum_size = Vector2(0, 48)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 24
|
||||
text = "Back"
|
||||
|
||||
[node name="CreditsPanel" type="CenterContainer" parent="."]
|
||||
visible = false
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="Backdrop" type="ColorRect" parent="CreditsPanel"]
|
||||
layout_mode = 2
|
||||
color = Color(0, 0, 0, 0.55)
|
||||
mouse_filter = 2
|
||||
|
||||
[node name="VBox" type="VBoxContainer" parent="CreditsPanel"]
|
||||
custom_minimum_size = Vector2(520, 360)
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 20
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="CreditsPanel/VBox"]
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_constants/outline_size = 8
|
||||
theme_override_font_sizes/font_size = 44
|
||||
text = "Credits"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="Names" type="RichTextLabel" parent="CreditsPanel/VBox"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/default_color = Color(0.93, 0.88, 0.72, 1)
|
||||
theme_override_constants/outline_size = 5
|
||||
theme_override_constants/line_separation = 6
|
||||
theme_override_font_sizes/normal_font_size = 26
|
||||
theme_override_font_sizes/bold_font_size = 30
|
||||
bbcode_enabled = true
|
||||
fit_content = true
|
||||
scroll_active = false
|
||||
text = "[center][font_size=32][color=#d9a833]Bullosseum[/color][/font_size]
|
||||
|
||||
[b][color=#d9a833]Siim Raud[/color][/b] [url=https://instagram.com/siimpressionist]@siimpressionist[/url]
|
||||
[font_size=20]Creative, art, idea guy[/font_size]
|
||||
|
||||
[b][color=#d9a833]Richard Aasa[/color][/b] [url=https://instagram.com/aasarichard]@aasarichard[/url]
|
||||
[font_size=20]Programmer[/font_size]
|
||||
|
||||
[b][color=#d9a833]Kadi Rebane[/color][/b] [url=https://instagram.com/kadirebane]@kadirebane[/url]
|
||||
[font_size=20]Arena asset[/font_size][/center]"
|
||||
|
||||
[node name="BackButton" type="Button" parent="CreditsPanel/VBox"]
|
||||
custom_minimum_size = Vector2(0, 48)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 24
|
||||
text = "Back"
|
||||
|
||||
[node name="FadeRect" type="ColorRect" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
color = Color(0, 0, 0, 0)
|
||||
@@ -1,7 +1,7 @@
|
||||
[gd_scene format=3 uid="uid://matador_scene_v1"]
|
||||
|
||||
[ext_resource type="Script" path="res://matador.gd" id="1_matgd"]
|
||||
[ext_resource type="PackedScene" uid="uid://ch5fiscgxfmpc" path="res://Blender/matador.glb" id="2_matfbx"]
|
||||
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="2_matfbx"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
|
||||
radius = 0.25
|
||||
|
||||
@@ -1,31 +1,31 @@
|
||||
[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" path="res://camera_iso.gd" id="2_camera_iso"]
|
||||
[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 = 0.40
|
||||
radius = 0.4
|
||||
|
||||
[sub_resource type="SphereShape3D" id="SphereShape3D_hips"]
|
||||
radius = 0.30
|
||||
radius = 0.3
|
||||
|
||||
[node name="Player" type="CharacterBody3D" unique_id=165510044]
|
||||
collision_layer = 3
|
||||
script = ExtResource("1_xhfnw")
|
||||
|
||||
[node name="CollisionChest" type="CollisionShape3D" parent="."]
|
||||
[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="."]
|
||||
[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="."]
|
||||
[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")
|
||||
|
||||
@@ -36,4 +36,3 @@ script = ExtResource("2_camera_iso")
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.655, 0.23)
|
||||
|
||||
[editable path="bull"]
|
||||
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
extends CPUParticles3D
|
||||
## One-shot blood spray. Add as a child of whatever bleeds, then call burst().
|
||||
|
||||
func _ready() -> void:
|
||||
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 sphere := SphereMesh.new()
|
||||
sphere.radius = 0.07
|
||||
sphere.height = 0.14
|
||||
sphere.radial_segments = 4
|
||||
sphere.rings = 2
|
||||
sphere.material = mat
|
||||
|
||||
var ramp := Gradient.new()
|
||||
ramp.set_color(0, Color(1.0, 0.02, 0.02, 1.0))
|
||||
ramp.set_color(1, Color(0.25, 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, 0.5))
|
||||
scale_curve.add_point(Vector2(1.0, 0.0))
|
||||
|
||||
mesh = sphere
|
||||
color_ramp = ramp
|
||||
scale_amount_curve = scale_curve
|
||||
one_shot = true
|
||||
explosiveness = 0.9
|
||||
amount = 25
|
||||
lifetime = 1.1
|
||||
randomness = 0.4
|
||||
local_coords = false
|
||||
spread = 80.0
|
||||
gravity = Vector3(0.0, -7.0, 0.0)
|
||||
initial_velocity_min = 4.0
|
||||
initial_velocity_max = 11.0
|
||||
scale_amount_min = 0.5
|
||||
scale_amount_max = 1.6
|
||||
emitting = false
|
||||
|
||||
|
||||
# Fire a burst at a world position, sprayed along dir (biased upward).
|
||||
func burst(at: Vector3, dir: Vector3) -> void:
|
||||
global_position = at
|
||||
direction = (dir * 0.6 + Vector3.UP * 0.4).normalized()
|
||||
restart()
|
||||
@@ -0,0 +1 @@
|
||||
uid://cnhmhom4w5o3i
|
||||
@@ -15,6 +15,10 @@ var _aerial_pitch: float = 0.0
|
||||
var charge_pitch_target: float = 0.0
|
||||
var _charge_pitch_curr: float = 0.0
|
||||
|
||||
# When true, another system (the roll's ball-tumble) owns the bull's full
|
||||
# orientation — skip writing body wobble so we don't fight it.
|
||||
var external_rotation: bool = false
|
||||
|
||||
# Tail — Verlet chain simulation
|
||||
const TAIL_BONES: Array = [
|
||||
&"tail_1", &"tail_2", &"tail_3", &"tail_4",
|
||||
@@ -94,18 +98,14 @@ func _setup_tail() -> void:
|
||||
_tail_parent_idx = _skeleton.get_bone_parent(_tail_idx[0])
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and not event.echo:
|
||||
if event.physical_keycode == KEY_QUOTELEFT:
|
||||
_dbg_toggle()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not _skeleton:
|
||||
return
|
||||
_wobble_body(delta)
|
||||
_update_tail(delta)
|
||||
_apply_tail()
|
||||
if DP.b("show_tail") != _dbg_on:
|
||||
_dbg_toggle()
|
||||
if _dbg_on:
|
||||
_dbg_update()
|
||||
|
||||
@@ -132,6 +132,8 @@ func _wobble_body(delta: float) -> void:
|
||||
_aerial_pitch = lerpf(_aerial_pitch, target_pitch, delta * DP.f("aerial_pitch_speed"))
|
||||
|
||||
_charge_pitch_curr = lerpf(_charge_pitch_curr, charge_pitch_target, delta * DP.f("charge_head_speed"))
|
||||
if external_rotation:
|
||||
return
|
||||
_bull.rotation.x = _tilt_x + _aerial_pitch + _charge_pitch_curr
|
||||
_bull.rotation.z = _tilt_z
|
||||
|
||||
@@ -243,12 +245,9 @@ func _dbg_toggle() -> void:
|
||||
n.queue_free()
|
||||
_dbg_nodes.clear()
|
||||
_dbg_on = false
|
||||
print("TailDebug OFF")
|
||||
else:
|
||||
_dbg_build()
|
||||
_dbg_on = true
|
||||
var pname := _skeleton.get_bone_name(_tail_parent_idx) if _tail_parent_idx >= 0 else "none"
|
||||
print("TailDebug ON parent_bone=", pname, " bull_pos=", _bull.global_position)
|
||||
|
||||
|
||||
func _dbg_build() -> void:
|
||||
@@ -275,14 +274,6 @@ func _dbg_build() -> void:
|
||||
func _dbg_update() -> void:
|
||||
for i: int in _dbg_nodes.size():
|
||||
_dbg_nodes[i].global_position = _tail_world[i]
|
||||
# Print positions every ~60 frames
|
||||
if Engine.get_process_frames() % 60 == 0:
|
||||
var parent_y := 0.0
|
||||
if _tail_parent_idx >= 0:
|
||||
parent_y = _skeleton.to_global(_skeleton.get_bone_global_pose(_tail_parent_idx).origin).y
|
||||
print("anchor_Y=%.2f parent_bone_Y=%.2f player_Y=%.2f on_floor=%s" % [
|
||||
_tail_world[0].y, parent_y, _player.global_position.y,
|
||||
str(_player.is_on_floor())])
|
||||
|
||||
|
||||
# ── Utility ───────────────────────────────────────────────────────────────────
|
||||
|
||||
@@ -1,130 +1,117 @@
|
||||
extends Camera3D
|
||||
|
||||
@export var height: float = 28.0
|
||||
@export var horizontal_distance: float = 28.0
|
||||
@export var height: float = 25.0
|
||||
@export var horizontal_distance: float = 25.0
|
||||
@export var horizontal_angle_deg: float = 45.0
|
||||
|
||||
# --- ORTHOGRAPHIC ZOOM SETTINGS ---
|
||||
@export var size_min: float = 5.0 # Maximum zoom in (small frame size)
|
||||
@export var size_max: float = 30.0 # Maximum zoom out (large frame size)
|
||||
@export var default_size: float = 15.0
|
||||
# Perspective zoom (FOV)
|
||||
@export var fov_min: float = 20.0
|
||||
@export var fov_max: float = 75.0
|
||||
@export var default_fov: float = 30.0
|
||||
|
||||
# --- TILT-SHIFT DOF SETTINGS ---
|
||||
@export var focus_slice_thickness: float = 6.0
|
||||
@export var blur_transition: float = 15.0
|
||||
|
||||
const _FLASH_DURATION: float = 0.30
|
||||
@export var focus_slice_thickness: float = 6.0
|
||||
@export var blur_transition: float = 15.0
|
||||
|
||||
var _shake_amount: float = 0.0
|
||||
var _shake_decay: float = 0.0
|
||||
var _flash_timer: float = 0.0
|
||||
var _flash_rect: ColorRect = null
|
||||
var _target_size: float = 0.0
|
||||
var _user_fov: float = 0.0
|
||||
|
||||
# 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
|
||||
var _drag_offset: Vector3 = Vector3.ZERO
|
||||
var _focus_init: bool = false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
set_as_top_level(true)
|
||||
projection = Camera3D.PROJECTION_ORTHOGONAL # Switched to orthographic
|
||||
_target_size = default_size
|
||||
size = default_size
|
||||
|
||||
near = 0.1
|
||||
far = 150.0
|
||||
|
||||
_setup_flash()
|
||||
|
||||
projection = Camera3D.PROJECTION_PERSPECTIVE
|
||||
fov = default_fov
|
||||
_user_fov = default_fov
|
||||
|
||||
func _setup_flash() -> void:
|
||||
var canvas := CanvasLayer.new()
|
||||
canvas.layer = 20
|
||||
add_child(canvas)
|
||||
_flash_rect = ColorRect.new()
|
||||
_flash_rect.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
_flash_rect.color = Color(1.0, 0.25, 0.2, 0.0)
|
||||
_flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
canvas.add_child(_flash_rect)
|
||||
near = 0.1
|
||||
far = 150.0
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
# Zoom inputs now scale the Orthographic Size property
|
||||
if event.is_action_pressed("zoom_in"):
|
||||
_target_size = clamp(_target_size / 1.2, size_min, size_max)
|
||||
_user_fov = clamp(_user_fov / 1.1, fov_min, fov_max)
|
||||
|
||||
if event.is_action_pressed("zoom_out"):
|
||||
_target_size = clamp(_target_size * 1.2, size_min, size_max)
|
||||
_user_fov = clamp(_user_fov * 1.1, fov_min, fov_max)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
size = lerpf(size, _target_size, delta * 10.0)
|
||||
|
||||
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,
|
||||
cos(angle_rad) * horizontal_distance
|
||||
)
|
||||
var target := get_parent() as Node3D
|
||||
global_position = target.global_position + offset
|
||||
look_at(target.global_position, Vector3.UP)
|
||||
|
||||
# --- DYNAMIC TILT SHIFT CALCULATION ---
|
||||
_update_ortho_tilt_shift_dof(target.global_position)
|
||||
var target := get_parent() as Node3D
|
||||
var focus := _drag_focus(target, delta)
|
||||
|
||||
global_position = focus + offset
|
||||
look_at(focus, Vector3.UP)
|
||||
|
||||
_update_dof(focus)
|
||||
|
||||
if _shake_amount > 0.005:
|
||||
global_position += Vector3(
|
||||
randf_range(-_shake_amount, _shake_amount),
|
||||
randf_range(-_shake_amount * 0.25, _shake_amount * 0.25),
|
||||
randf_range(-_shake_amount, _shake_amount),
|
||||
randf_range(-_shake_amount, _shake_amount)
|
||||
)
|
||||
|
||||
_shake_amount = move_toward(_shake_amount, 0.0, _shake_decay * delta)
|
||||
|
||||
if _flash_timer > 0.0:
|
||||
_flash_timer = maxf(0.0, _flash_timer - delta)
|
||||
_flash_rect.color.a = (_flash_timer / _FLASH_DURATION) * 0.6
|
||||
else:
|
||||
_flash_rect.color.a = 0.0
|
||||
|
||||
# Smoothed follow point that drags behind the bull. The target trail sits opposite
|
||||
# the bull's flat velocity (cam_drag metres per m/s); the offset and the focus both
|
||||
# ease toward their targets so the camera lags and settles rather than snapping.
|
||||
func _drag_focus(target: Node3D, delta: float) -> Vector3:
|
||||
var pos := target.global_position
|
||||
if not _focus_init:
|
||||
_focus = pos
|
||||
_focus_init = true
|
||||
|
||||
var vel := Vector3.ZERO
|
||||
if target is CharacterBody3D:
|
||||
vel = (target as CharacterBody3D).velocity
|
||||
vel.y = 0.0
|
||||
|
||||
var drag_target := -vel * DP.f("cam_drag")
|
||||
_drag_offset = _drag_offset.lerp(drag_target, clampf(DP.f("cam_drag_speed") * delta, 0.0, 1.0))
|
||||
_focus = _focus.lerp(pos + _drag_offset, clampf(DP.f("cam_follow_lerp") * delta, 0.0, 1.0))
|
||||
return _focus
|
||||
|
||||
|
||||
func trigger_hit(strength: float) -> void:
|
||||
_shake_amount = strength * 0.5
|
||||
_shake_decay = _shake_amount / 0.4
|
||||
_flash_timer = _FLASH_DURATION
|
||||
|
||||
|
||||
func _update_ortho_tilt_shift_dof(target_pos: Vector3) -> void:
|
||||
func _update_dof(target_pos: Vector3) -> void:
|
||||
var cam_attr: CameraAttributesPractical = null
|
||||
|
||||
if "attributes" in self and self.attributes is CameraAttributesPractical:
|
||||
cam_attr = self.attributes
|
||||
elif "camera_attributes" in self and self.camera_attributes is CameraAttributesPractical:
|
||||
cam_attr = self.camera_attributes
|
||||
|
||||
if cam_attr != null:
|
||||
# 1. Project distance onto the camera's true forward forward axis
|
||||
var to_target := target_pos - global_position
|
||||
var forward_vector := -global_transform.basis.z
|
||||
var ortho_depth := to_target.dot(forward_vector)
|
||||
|
||||
# 2. Extract the dynamic zoom multiplier
|
||||
var zoom_factor := size / default_size
|
||||
var dynamic_slice := focus_slice_thickness * zoom_factor
|
||||
var half_slice := dynamic_slice * 0.5
|
||||
|
||||
# Base transition modified by the zoom state
|
||||
var base_transition := blur_transition * zoom_factor
|
||||
if attributes is CameraAttributesPractical:
|
||||
cam_attr = attributes
|
||||
|
||||
# 3. Apply the focal zones
|
||||
cam_attr.dof_blur_far_distance = ortho_depth + half_slice
|
||||
cam_attr.dof_blur_near_distance = maxf(near + 0.1, ortho_depth - half_slice)
|
||||
|
||||
# 4. ASYMMETRICAL CORRECTION FOR GODOT 4.7 FORWARD+
|
||||
# Far transition needs a massive punch to actually manifest on screen
|
||||
cam_attr.dof_blur_far_transition = maxf(0.1, base_transition * 0.5)
|
||||
|
||||
# Near transition needs to be greatly expanded (larger number = gentler slope)
|
||||
# to stop it from snapping into massive instant blur
|
||||
cam_attr.dof_blur_near_transition = maxf(1.0, base_transition * 1.5)
|
||||
|
||||
# 5. Keep both enabled
|
||||
cam_attr.dof_blur_far_enabled = false
|
||||
cam_attr.dof_blur_near_enabled = false
|
||||
|
||||
if cam_attr == null:
|
||||
return
|
||||
|
||||
var distance := global_position.distance_to(target_pos)
|
||||
|
||||
cam_attr.dof_blur_near_distance = max(distance - focus_slice_thickness * 0.5, near + 0.1)
|
||||
cam_attr.dof_blur_far_distance = distance + focus_slice_thickness * 0.5
|
||||
|
||||
cam_attr.dof_blur_near_transition = blur_transition
|
||||
cam_attr.dof_blur_far_transition = blur_transition
|
||||
|
||||
cam_attr.dof_blur_near_enabled = false
|
||||
cam_attr.dof_blur_far_enabled = false
|
||||
|
||||
@@ -0,0 +1,651 @@
|
||||
extends Node
|
||||
## Quake-style drop-down developer console (autoload "Console"). Toggle with the
|
||||
## backtick/tilde key (`/~) — matched by physical position so it works on any
|
||||
## keyboard layout and with or without Shift.
|
||||
## Query a param: type its name. Set it: "name value".
|
||||
## Tab = complete top match · ↑↓ = browse suggestions / history · Esc = close.
|
||||
|
||||
const CONSOLE_HEIGHT_RATIO := 0.25
|
||||
const SLIDE_DURATION := 0.18
|
||||
const MAX_SUGGESTIONS := 10
|
||||
const LOG_MAX_LINES := 300
|
||||
|
||||
# Built-in commands (name → one-line help). Surfaced in autocomplete alongside
|
||||
# param keys and printed by `help`. None collide with param key names.
|
||||
const _COMMANDS := {
|
||||
"save": "persist values to disk",
|
||||
"reset": "reset all, or reset <name>",
|
||||
"diff": "list params changed from default",
|
||||
"toggle": "flip a bool param",
|
||||
"list": "print params (optional section)",
|
||||
"clear": "clear the log",
|
||||
"help": "show this help",
|
||||
}
|
||||
|
||||
var _canvas: CanvasLayer
|
||||
var _panel: PanelContainer
|
||||
var _log: RichTextLabel
|
||||
var _suggest_panel: PanelContainer
|
||||
var _suggest_box: VBoxContainer
|
||||
var _suggest_labels: Array[Label] = []
|
||||
var _input_field: LineEdit
|
||||
|
||||
var _tween: Tween
|
||||
var _is_open: bool = false
|
||||
var _prev_mouse: Input.MouseMode = Input.MOUSE_MODE_CAPTURED
|
||||
var _suggestions: Array[String] = []
|
||||
var _selected_idx: int = -1
|
||||
var _history: Array[String] = []
|
||||
var _history_idx: int = -1 # -1 = editing the live line
|
||||
var _pending_line: String = "" # live line stashed while browsing history
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Keep the console (and its slide tween/input) alive while the tree is paused.
|
||||
process_mode = Node.PROCESS_MODE_ALWAYS
|
||||
_build_ui()
|
||||
|
||||
|
||||
func _build_ui() -> void:
|
||||
var mono := SystemFont.new()
|
||||
mono.font_names = PackedStringArray([
|
||||
"JetBrains Mono", "DejaVu Sans Mono", "Consolas", "Menlo", "monospace",
|
||||
])
|
||||
|
||||
_canvas = CanvasLayer.new()
|
||||
_canvas.layer = 128
|
||||
add_child(_canvas)
|
||||
|
||||
_panel = PanelContainer.new()
|
||||
_panel.anchor_left = 0.0
|
||||
_panel.anchor_right = 1.0
|
||||
_panel.anchor_top = 0.0
|
||||
_panel.anchor_bottom = 0.0
|
||||
_panel.offset_bottom = 500.0
|
||||
_panel.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
_panel.visible = false
|
||||
|
||||
var bg := StyleBoxFlat.new()
|
||||
bg.bg_color = Color(0.04, 0.06, 0.04, 0.94)
|
||||
bg.border_width_bottom = 2
|
||||
bg.border_color = Color(0.2, 0.8, 0.2, 1.0)
|
||||
_panel.add_theme_stylebox_override("panel", bg)
|
||||
_canvas.add_child(_panel)
|
||||
|
||||
var root_vbox := VBoxContainer.new()
|
||||
root_vbox.size_flags_horizontal = Control.SIZE_FILL
|
||||
root_vbox.size_flags_vertical = Control.SIZE_FILL
|
||||
_panel.add_child(root_vbox)
|
||||
|
||||
# ── Log ───────────────────────────────────────────────────────────────────
|
||||
_log = RichTextLabel.new()
|
||||
_log.bbcode_enabled = true
|
||||
_log.scroll_following = true
|
||||
_log.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
_log.size_flags_horizontal = Control.SIZE_FILL
|
||||
_log.add_theme_font_size_override("normal_font_size", 13)
|
||||
_log.add_theme_constant_override("line_separation", 1)
|
||||
# Monospace so the rpad-aligned suggestion/list columns actually line up.
|
||||
_log.add_theme_font_override("normal_font", mono)
|
||||
_log.add_theme_font_override("bold_font", mono)
|
||||
_log.add_theme_font_override("mono_font", mono)
|
||||
root_vbox.add_child(_log)
|
||||
|
||||
# ── Suggestion panel ──────────────────────────────────────────────────────
|
||||
_suggest_panel = PanelContainer.new()
|
||||
_suggest_panel.visible = false
|
||||
_suggest_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
var sg_bg := StyleBoxFlat.new()
|
||||
sg_bg.bg_color = Color(0.06, 0.10, 0.06, 0.97)
|
||||
sg_bg.border_width_top = 1
|
||||
sg_bg.border_color = Color(0.15, 0.55, 0.15, 0.8)
|
||||
_suggest_panel.add_theme_stylebox_override("panel", sg_bg)
|
||||
root_vbox.add_child(_suggest_panel)
|
||||
|
||||
_suggest_box = VBoxContainer.new()
|
||||
_suggest_box.add_theme_constant_override("separation", 0)
|
||||
_suggest_panel.add_child(_suggest_box)
|
||||
|
||||
for _i in MAX_SUGGESTIONS:
|
||||
var lbl := Label.new()
|
||||
lbl.visible = false
|
||||
lbl.add_theme_font_size_override("font_size", 13)
|
||||
lbl.add_theme_font_override("font", mono)
|
||||
_suggest_box.add_child(lbl)
|
||||
_suggest_labels.append(lbl)
|
||||
|
||||
root_vbox.add_child(HSeparator.new())
|
||||
|
||||
# ── Input row ─────────────────────────────────────────────────────────────
|
||||
var in_margin := MarginContainer.new()
|
||||
in_margin.add_theme_constant_override("margin_left", 10)
|
||||
in_margin.add_theme_constant_override("margin_right", 10)
|
||||
in_margin.add_theme_constant_override("margin_top", 4)
|
||||
in_margin.add_theme_constant_override("margin_bottom", 6)
|
||||
root_vbox.add_child(in_margin)
|
||||
|
||||
var in_row := HBoxContainer.new()
|
||||
in_row.add_theme_constant_override("separation", 6)
|
||||
in_margin.add_child(in_row)
|
||||
|
||||
var prompt_lbl := Label.new()
|
||||
prompt_lbl.text = ">"
|
||||
prompt_lbl.modulate = Color(0.35, 1.0, 0.35)
|
||||
prompt_lbl.add_theme_font_override("font", mono)
|
||||
in_row.add_child(prompt_lbl)
|
||||
|
||||
_input_field = LineEdit.new()
|
||||
_input_field.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
_input_field.placeholder_text = "param · param value · toggle <bool> · save reset diff list clear help"
|
||||
_input_field.clear_button_enabled = true
|
||||
_input_field.add_theme_font_size_override("font_size", 14)
|
||||
_input_field.add_theme_font_override("font", mono)
|
||||
# Drop the default LineEdit chrome (the white box border) — the panel is the frame.
|
||||
var flat := StyleBoxFlat.new()
|
||||
flat.bg_color = Color(0, 0, 0, 0)
|
||||
flat.set_border_width_all(0)
|
||||
flat.set_content_margin_all(2)
|
||||
_input_field.add_theme_stylebox_override("normal", flat)
|
||||
_input_field.add_theme_stylebox_override("focus", flat)
|
||||
in_row.add_child(_input_field)
|
||||
|
||||
_input_field.text_changed.connect(_on_text_changed)
|
||||
_input_field.text_submitted.connect(_on_submitted)
|
||||
|
||||
|
||||
# ── Input handling ────────────────────────────────────────────────────────────
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if not (event is InputEventKey and (event as InputEventKey).pressed
|
||||
and not (event as InputEventKey).echo):
|
||||
return
|
||||
var ke := event as InputEventKey
|
||||
|
||||
# Backtick/tilde — toggle regardless of focus. Match by physical position so a
|
||||
# non-US layout or a Shift-produced ~ both open the console.
|
||||
if ke.physical_keycode == KEY_QUOTELEFT:
|
||||
_toggle()
|
||||
get_viewport().set_input_as_handled()
|
||||
return
|
||||
|
||||
if not _is_open:
|
||||
return
|
||||
|
||||
# Ctrl+C clears the input line, Ctrl+L clears the log — familiar shell reflexes.
|
||||
if ke.ctrl_pressed:
|
||||
match ke.keycode:
|
||||
KEY_C:
|
||||
_clear_input()
|
||||
get_viewport().set_input_as_handled()
|
||||
return
|
||||
KEY_L:
|
||||
_log.clear()
|
||||
get_viewport().set_input_as_handled()
|
||||
return
|
||||
|
||||
match ke.keycode:
|
||||
KEY_TAB:
|
||||
_accept_completion()
|
||||
get_viewport().set_input_as_handled()
|
||||
KEY_UP:
|
||||
_arrow(-1)
|
||||
get_viewport().set_input_as_handled()
|
||||
KEY_DOWN:
|
||||
_arrow(1)
|
||||
get_viewport().set_input_as_handled()
|
||||
KEY_ESCAPE:
|
||||
_toggle()
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
# Focus can be stolen a frame or more after we re-grab it (submit, arrows, the tree
|
||||
# unpausing), so a one-shot deferred grab loses the race. Enforce it every frame
|
||||
# while the console is open — cheap, and it never lets the command line go dark.
|
||||
func _process(_delta: float) -> void:
|
||||
if _is_open and not _input_field.has_focus():
|
||||
# Diagnostic: name whatever currently holds focus before we snatch it back, so
|
||||
# a persistent thief (a HUD button, a menu control) shows up in the log instead
|
||||
# of us guessing. Remove once the culprit is identified.
|
||||
var owner: Control = get_viewport().gui_get_focus_owner()
|
||||
var who: String = String(owner.name) if owner != null else "<nothing>"
|
||||
_log_warn("focus stolen by %s — reclaiming" % who)
|
||||
_input_field.grab_focus()
|
||||
|
||||
|
||||
func _toggle() -> void:
|
||||
_is_open = not _is_open
|
||||
get_tree().paused = _is_open
|
||||
var h := get_viewport().get_visible_rect().size.y * CONSOLE_HEIGHT_RATIO
|
||||
_panel.offset_bottom = h
|
||||
|
||||
if _tween:
|
||||
_tween.kill()
|
||||
_tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_QUART)
|
||||
|
||||
if _is_open:
|
||||
_prev_mouse = Input.mouse_mode
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
_panel.position.y = -h
|
||||
_panel.visible = true
|
||||
_tween.tween_property(_panel, "position:y", 0.0, SLIDE_DURATION)
|
||||
_tween.tween_callback(_input_field.grab_focus)
|
||||
else:
|
||||
_tween.tween_property(_panel, "position:y", -h, SLIDE_DURATION)
|
||||
_tween.tween_callback(func() -> void: _panel.visible = false)
|
||||
Input.mouse_mode = _prev_mouse
|
||||
_clear_suggestions()
|
||||
|
||||
|
||||
# ── Fuzzy autocomplete ────────────────────────────────────────────────────────
|
||||
|
||||
func _on_text_changed(text: String) -> void:
|
||||
_selected_idx = -1
|
||||
_history_idx = -1
|
||||
var query := text.get_slice(" ", 0).strip_edges()
|
||||
if query.is_empty():
|
||||
_clear_suggestions()
|
||||
return
|
||||
_refresh_suggestions(query)
|
||||
|
||||
|
||||
func _refresh_suggestions(query: String) -> void:
|
||||
var ql := query.to_lower()
|
||||
var scored : Array = []
|
||||
# Commands rank above params on an equal score so a leading "re" surfaces the
|
||||
# `reset` verb, not just params that happen to contain those letters.
|
||||
for name: String in _COMMANDS:
|
||||
var cs := _fuzzy_score(ql, name)
|
||||
if cs > 0:
|
||||
scored.append([cs + 1, name])
|
||||
for key: String in DP.get_all():
|
||||
var s := _fuzzy_score(ql, key.to_lower())
|
||||
if s > 0:
|
||||
scored.append([s, key])
|
||||
scored.sort_custom(func(a: Array, b: Array) -> bool: return a[0] > b[0])
|
||||
|
||||
_suggestions.clear()
|
||||
for i in mini(scored.size(), MAX_SUGGESTIONS):
|
||||
_suggestions.append(scored[i][1])
|
||||
|
||||
for i in MAX_SUGGESTIONS:
|
||||
if i < _suggestions.size():
|
||||
_suggest_labels[i].text = _suggestion_text(_suggestions[i])
|
||||
_suggest_labels[i].modulate = _suggestion_color(i)
|
||||
_suggest_labels[i].visible = true
|
||||
else:
|
||||
_suggest_labels[i].visible = false
|
||||
_suggest_panel.visible = not _suggestions.is_empty()
|
||||
|
||||
|
||||
func _is_command(name: String) -> bool:
|
||||
return _COMMANDS.has(name)
|
||||
|
||||
|
||||
func _suggestion_text(name: String) -> String:
|
||||
if _is_command(name):
|
||||
return " %s [cmd] %s" % [name.rpad(10), _COMMANDS[name]]
|
||||
var meta: Dictionary = DP.get_all()[name]
|
||||
return " %s %s [%s]" % [name.rpad(28), _fmt_val(name, meta).rpad(8), meta["section"]]
|
||||
|
||||
|
||||
func _suggestion_color(idx: int) -> Color:
|
||||
if idx == _selected_idx:
|
||||
return Color(1.0, 1.0, 0.4) # selected — yellow
|
||||
if idx == 0:
|
||||
return Color(0.85, 1.0, 0.70) # top match — bright green
|
||||
return Color(0.60, 0.78, 0.50) # rest — muted green
|
||||
|
||||
|
||||
func _fuzzy_score(query: String, target: String) -> int:
|
||||
var qi := 0
|
||||
var score := 0
|
||||
var last := -1
|
||||
for ti in target.length():
|
||||
if qi >= query.length():
|
||||
break
|
||||
if target[ti] == query[qi]:
|
||||
score += 10 + (5 if ti == last + 1 else 0)
|
||||
last = ti
|
||||
qi += 1
|
||||
if qi < query.length():
|
||||
return 0 # not all query chars matched
|
||||
if target.begins_with(query):
|
||||
score += 50
|
||||
if target == query:
|
||||
score += 100
|
||||
return score
|
||||
|
||||
|
||||
func _fmt_val(_key: String, meta: Dictionary) -> String:
|
||||
if meta["type"] == TYPE_FLOAT:
|
||||
return _fmt_num(meta["value"] as float)
|
||||
if meta["type"] == TYPE_BOOL:
|
||||
var bval: bool = meta["value"]
|
||||
return "true" if bval else "false"
|
||||
return str(meta["value"])
|
||||
|
||||
|
||||
# Render a float as a plain decimal — trailing zeros trimmed but always at least one
|
||||
# place, so it always reads as a float (4.0, 0.4, 0.005) never an int (4).
|
||||
func _fmt_num(v: float) -> String:
|
||||
var s := ("%.4f" % v).rstrip("0")
|
||||
if s.ends_with("."):
|
||||
s += "0"
|
||||
return s
|
||||
|
||||
|
||||
func _clear_suggestions() -> void:
|
||||
_suggestions.clear()
|
||||
_selected_idx = -1
|
||||
for lbl in _suggest_labels:
|
||||
lbl.visible = false
|
||||
_suggest_panel.visible = false
|
||||
|
||||
|
||||
# ↑/↓ move through the suggestion list while it's open; once it's gone they recall
|
||||
# command history instead. Same keys, context decides — no separate binding to learn.
|
||||
func _arrow(dir: int) -> void:
|
||||
if _suggest_panel.visible and not _suggestions.is_empty():
|
||||
_move_selection(dir)
|
||||
else:
|
||||
_history_step(-dir)
|
||||
|
||||
|
||||
# Highlight the next/prev suggestion and drop "<name> <value>" into the field with the
|
||||
# value pre-selected, so you just type your number over it.
|
||||
func _move_selection(dir: int) -> void:
|
||||
if _selected_idx < 0:
|
||||
_selected_idx = 0 if dir > 0 else _suggestions.size() - 1
|
||||
else:
|
||||
_selected_idx = wrapi(_selected_idx + dir, 0, _suggestions.size())
|
||||
_recolor_suggestions()
|
||||
_fill_selected()
|
||||
|
||||
|
||||
# Tab commits the highlighted suggestion (top match if none yet) and closes the list.
|
||||
func _accept_completion() -> void:
|
||||
if _suggestions.is_empty():
|
||||
return
|
||||
_selected_idx = maxi(_selected_idx, 0)
|
||||
_fill_selected()
|
||||
_clear_suggestions()
|
||||
|
||||
|
||||
func _fill_selected() -> void:
|
||||
var key := _suggestions[_selected_idx]
|
||||
# A command drops in as "verb " ready for its argument (or a bare Enter); a
|
||||
# param drops in as "key value" with the value pre-selected to type over.
|
||||
# Suggestions stay open either way so ↑↓ keeps cycling.
|
||||
if _is_command(key):
|
||||
_input_field.text = key + " "
|
||||
_input_field.caret_column = _input_field.text.length()
|
||||
return
|
||||
var meta: Dictionary = DP.get_all()[key]
|
||||
_input_field.text = "%s %s" % [key, _fmt_val(key, meta)]
|
||||
_input_field.caret_column = _input_field.text.length()
|
||||
_input_field.select(key.length() + 1)
|
||||
|
||||
|
||||
func _recolor_suggestions() -> void:
|
||||
for i in MAX_SUGGESTIONS:
|
||||
if _suggest_labels[i].visible:
|
||||
_suggest_labels[i].modulate = _suggestion_color(i)
|
||||
|
||||
|
||||
# ↑ recalls older commands, ↓ newer ones; index -1 is the live (in-progress) line,
|
||||
# which is stashed on the first ↑ and restored when you step back down to it.
|
||||
func _history_step(dir: int) -> void:
|
||||
if _history.is_empty():
|
||||
return
|
||||
var target := _history_idx + dir
|
||||
if target < -1 or target >= _history.size():
|
||||
return
|
||||
if _history_idx == -1 and dir > 0:
|
||||
_pending_line = _input_field.text
|
||||
_history_idx = target
|
||||
_set_input(_pending_line if _history_idx == -1 else _history[_history_idx])
|
||||
|
||||
|
||||
# Wipe the live line (Ctrl+C) without submitting — also drops any suggestion popup
|
||||
# and resets history browsing so the next ↑ starts fresh.
|
||||
func _clear_input() -> void:
|
||||
_input_field.clear()
|
||||
_history_idx = -1
|
||||
_pending_line = ""
|
||||
_clear_suggestions()
|
||||
|
||||
|
||||
func _set_input(text: String) -> void:
|
||||
_input_field.text = text
|
||||
_input_field.caret_column = text.length()
|
||||
_clear_suggestions()
|
||||
|
||||
|
||||
# ── Command execution ─────────────────────────────────────────────────────────
|
||||
|
||||
func _on_submitted(raw: String) -> void:
|
||||
raw = raw.strip_edges()
|
||||
if raw.is_empty():
|
||||
return
|
||||
if _history.is_empty() or _history[0] != raw:
|
||||
_history.push_front(raw)
|
||||
_history_idx = -1
|
||||
_pending_line = ""
|
||||
_input_field.clear()
|
||||
_clear_suggestions()
|
||||
_execute(raw)
|
||||
|
||||
|
||||
func _execute(cmd: String) -> void:
|
||||
_log_raw("[color=#3a5a3a]> %s[/color]" % _esc(cmd))
|
||||
var parts := cmd.split(" ", false)
|
||||
if parts.is_empty():
|
||||
return
|
||||
|
||||
if _run_command(parts):
|
||||
return
|
||||
|
||||
# Not a command — treat as a param key, with fuzzy fall-back for partial names.
|
||||
var key := _resolve_key(parts[0])
|
||||
if key.is_empty():
|
||||
return
|
||||
var meta: Dictionary = DP.get_all()[key]
|
||||
if parts.size() == 1:
|
||||
_read_param(key, meta)
|
||||
else:
|
||||
_set_param(key, meta, parts[1])
|
||||
|
||||
|
||||
# Run a built-in command; returns false if parts[0] isn't one (caller falls through
|
||||
# to param handling). Kept separate from _execute to keep each dispatch shallow.
|
||||
func _run_command(parts: PackedStringArray) -> bool:
|
||||
match parts[0].to_lower():
|
||||
"save":
|
||||
DP.save()
|
||||
_log_ok("Saved.")
|
||||
"reset":
|
||||
_cmd_reset(parts)
|
||||
"toggle":
|
||||
_cmd_toggle(parts)
|
||||
"diff":
|
||||
_cmd_diff()
|
||||
"list":
|
||||
_cmd_list(parts)
|
||||
"clear":
|
||||
_log.clear()
|
||||
"help":
|
||||
_cmd_help()
|
||||
_:
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Resolve a user-typed token to a param key: exact match, else unique fuzzy match.
|
||||
# Logs an ambiguity / unknown warning (and an arrow on a fuzzy hit) and returns
|
||||
# "" when it can't narrow to a single key.
|
||||
func _resolve_key(raw: String) -> String:
|
||||
if DP.get_all().has(raw):
|
||||
return raw
|
||||
var matches := _fuzzy_find_all(raw)
|
||||
if matches.size() == 1:
|
||||
_log_raw("[color=#8888ff]→ %s[/color]" % matches[0])
|
||||
return matches[0]
|
||||
if matches.size() > 1:
|
||||
_log_warn("Ambiguous '%s': %s" % [_esc(raw), ", ".join(matches.slice(0, 6))])
|
||||
else:
|
||||
_log_warn("Unknown: %s" % _esc(raw))
|
||||
return ""
|
||||
|
||||
|
||||
func _cmd_reset(parts: PackedStringArray) -> void:
|
||||
if parts.size() == 1:
|
||||
DP.reset_all()
|
||||
_log_ok("All params reset to defaults.")
|
||||
return
|
||||
var key := _resolve_key(parts[1])
|
||||
if key.is_empty():
|
||||
return
|
||||
DP.reset(key)
|
||||
_log_ok("[b]%s[/b] reset to [color=#ffe080]%s[/color]" % [key, _fmt_val(key, DP.get_all()[key])])
|
||||
|
||||
|
||||
func _cmd_toggle(parts: PackedStringArray) -> void:
|
||||
if parts.size() < 2:
|
||||
_log_warn("Usage: toggle <bool param>")
|
||||
return
|
||||
var key := _resolve_key(parts[1])
|
||||
if key.is_empty():
|
||||
return
|
||||
var meta: Dictionary = DP.get_all()[key]
|
||||
if meta["type"] != TYPE_BOOL:
|
||||
_log_warn("%s is not a bool — use '%s <value>'" % [key, key])
|
||||
return
|
||||
var v := not (meta["value"] as bool)
|
||||
DP.set_value(key, v)
|
||||
_log_ok("[b]%s[/b] ← [color=#ffe080]%s[/color]" % [key, "true" if v else "false"])
|
||||
|
||||
|
||||
# List only params that currently differ from their registered default, grouped by
|
||||
# section — the "what have I actually changed?" view before a save.
|
||||
func _cmd_diff() -> void:
|
||||
var all := DP.get_all()
|
||||
var sections: Dictionary = {}
|
||||
for key: String in all:
|
||||
if not DP.is_modified(key):
|
||||
continue
|
||||
var sec: String = all[key]["section"]
|
||||
if not sections.has(sec):
|
||||
sections[sec] = []
|
||||
sections[sec].append(key)
|
||||
if sections.is_empty():
|
||||
_log_ok("All params at defaults.")
|
||||
return
|
||||
for sec: String in sections:
|
||||
_log_raw("[color=#6699ff][b]%s[/b][/color]" % sec)
|
||||
for key: String in sections[sec]:
|
||||
var meta: Dictionary = all[key]
|
||||
_log_raw(" [color=#777777]%s[/color] = [color=#ffe080]%s[/color] [color=#484848](def %s)[/color]" % [
|
||||
key, _fmt_val(key, meta), _fmt_default(meta)
|
||||
])
|
||||
|
||||
|
||||
func _cmd_help() -> void:
|
||||
_log_raw("[color=#888888] <name>[/color] — read current value + range")
|
||||
_log_raw("[color=#888888] <name> <value>[/color] — set it (number, or true/false)")
|
||||
for name: String in _COMMANDS:
|
||||
_log_raw("[color=#888888] %s[/color] — %s" % [name.rpad(20), _COMMANDS[name]])
|
||||
_log_raw(" [color=#555555]↑↓ pick suggestion · Tab complete · ↑↓ history when empty · ` close[/color]")
|
||||
|
||||
|
||||
func _fmt_default(meta: Dictionary) -> String:
|
||||
if meta["type"] == TYPE_FLOAT:
|
||||
return _fmt_num(meta["default"] as float)
|
||||
return "true" if (meta["default"] as bool) else "false"
|
||||
|
||||
|
||||
func _read_param(key: String, meta: Dictionary) -> void:
|
||||
if meta["type"] == TYPE_FLOAT:
|
||||
_log_raw("[b]%s[/b] = [color=#ffe080]%s[/color] [color=#484848](%s … %s)[/color]" % [
|
||||
key, _fmt_val(key, meta),
|
||||
_fmt_num(meta["min"] as float), _fmt_num(meta["max"] as float),
|
||||
])
|
||||
else:
|
||||
_log_raw("[b]%s[/b] = [color=#ffe080]%s[/color] [color=#484848](true / false)[/color]" % [
|
||||
key, _fmt_val(key, meta),
|
||||
])
|
||||
|
||||
|
||||
func _set_param(key: String, meta: Dictionary, raw: String) -> void:
|
||||
if meta["type"] == TYPE_FLOAT:
|
||||
var lo := meta["min"] as float
|
||||
var hi := meta["max"] as float
|
||||
if not raw.is_valid_float() or not is_finite(raw.to_float()):
|
||||
_log_warn("%s wants a number %s … %s" % [key, _fmt_num(lo), _fmt_num(hi)])
|
||||
return
|
||||
var v := snappedf(clampf(raw.to_float(), lo, hi), meta["step"] as float)
|
||||
DP.set_value(key, v)
|
||||
_log_ok("[b]%s[/b] ← [color=#ffe080]%s[/color]" % [key, _fmt_num(v)])
|
||||
elif meta["type"] == TYPE_BOOL:
|
||||
match raw.to_lower():
|
||||
"1", "true", "yes", "on":
|
||||
DP.set_value(key, true)
|
||||
_log_ok("[b]%s[/b] ← [color=#ffe080]true[/color]" % key)
|
||||
"0", "false", "no", "off":
|
||||
DP.set_value(key, false)
|
||||
_log_ok("[b]%s[/b] ← [color=#ffe080]false[/color]" % key)
|
||||
_:
|
||||
_log_warn("%s wants true or false" % key)
|
||||
else:
|
||||
_log_warn("Cannot set param of type %d" % meta["type"])
|
||||
|
||||
|
||||
func _cmd_list(parts: PackedStringArray) -> void:
|
||||
var filter := parts[1].to_lower() if parts.size() > 1 else ""
|
||||
var all := DP.get_all()
|
||||
var sections: Dictionary = {}
|
||||
for key: String in all:
|
||||
var sec: String = all[key]["section"]
|
||||
if filter.length() > 0:
|
||||
if not sec.to_lower().begins_with(filter) and not key.to_lower().contains(filter):
|
||||
continue
|
||||
if not sections.has(sec):
|
||||
sections[sec] = []
|
||||
sections[sec].append(key)
|
||||
for sec: String in sections:
|
||||
_log_raw("[color=#6699ff][b]%s[/b][/color]" % sec)
|
||||
for key: String in sections[sec]:
|
||||
_log_raw(" [color=#777777]%s[/color] = [color=#ffe080]%s[/color]" % [
|
||||
key, _fmt_val(key, all[key])
|
||||
])
|
||||
|
||||
|
||||
func _fuzzy_find_all(query: String) -> Array[String]:
|
||||
var result: Array[String] = []
|
||||
var ql := query.to_lower()
|
||||
for key: String in DP.get_all():
|
||||
if _fuzzy_score(ql, key.to_lower()) > 0:
|
||||
result.append(key)
|
||||
return result
|
||||
|
||||
|
||||
# ── Logging ───────────────────────────────────────────────────────────────────
|
||||
|
||||
## Neutralise BBCode in user-supplied text before it reaches the RichTextLabel,
|
||||
## so malformed or hostile tags (e.g. [img]) render literally instead of running.
|
||||
func _esc(text: String) -> String:
|
||||
return text.replace("[", "[lb]")
|
||||
|
||||
|
||||
func _log_raw(text: String) -> void:
|
||||
if _log.get_line_count() > LOG_MAX_LINES:
|
||||
_log.clear()
|
||||
_log.append_text(text + "\n")
|
||||
|
||||
|
||||
func _log_ok(text: String) -> void:
|
||||
_log_raw("[color=#66ee88]%s[/color]" % text)
|
||||
|
||||
|
||||
func _log_warn(text: String) -> void:
|
||||
_log_raw("[color=#ff7744]%s[/color]" % text)
|
||||
@@ -0,0 +1,93 @@
|
||||
extends Node
|
||||
|
||||
## Global keybinding manager (autoload `Controls`).
|
||||
## Loads saved keyboard bindings on startup and applies them to InputMap so
|
||||
## rebinds made in the intro menu persist into the game scene. Only the
|
||||
## keyboard event of each action is overridden; joypad/mouse events are kept.
|
||||
|
||||
const SAVE_PATH := "user://controls.cfg"
|
||||
const SECTION := "keybinds"
|
||||
|
||||
## Actions the options menu lets the player rebind (keyboard only).
|
||||
const REBINDABLE_ACTIONS: PackedStringArray = [
|
||||
&"move_forward",
|
||||
&"move_back",
|
||||
&"move_left",
|
||||
&"move_right",
|
||||
&"ability_kick",
|
||||
&"ability_slam",
|
||||
&"ability_dash",
|
||||
&"ability_roll",
|
||||
]
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
load_saved()
|
||||
|
||||
|
||||
## Returns the first keyboard event bound to an action, or null.
|
||||
func get_key_event(action: StringName) -> InputEventKey:
|
||||
for event: InputEvent in InputMap.action_get_events(action):
|
||||
if event is InputEventKey:
|
||||
return event
|
||||
return null
|
||||
|
||||
|
||||
## Human-readable label for the action's current key (e.g. "W", "Space").
|
||||
func get_key_label(action: StringName) -> String:
|
||||
var event := get_key_event(action)
|
||||
if event == null:
|
||||
return "—"
|
||||
return event.as_text_physical_keycode()
|
||||
|
||||
|
||||
## Replaces the primary keyboard event of `action` with `event`, keeping
|
||||
## every other event (e.g. arrow-key alternates, joypad) in its place.
|
||||
func rebind(action: StringName, event: InputEventKey) -> void:
|
||||
rebind_no_save(action, event)
|
||||
save()
|
||||
|
||||
|
||||
func save() -> void:
|
||||
var cfg := ConfigFile.new()
|
||||
for action: StringName in REBINDABLE_ACTIONS:
|
||||
var event := get_key_event(action)
|
||||
if event != null:
|
||||
cfg.set_value(SECTION, String(action), event.physical_keycode)
|
||||
cfg.save(SAVE_PATH)
|
||||
|
||||
|
||||
func load_saved() -> void:
|
||||
var cfg := ConfigFile.new()
|
||||
if cfg.load(SAVE_PATH) != OK:
|
||||
return
|
||||
for action: StringName in REBINDABLE_ACTIONS:
|
||||
var key := String(action)
|
||||
if not cfg.has_section_key(SECTION, key):
|
||||
continue
|
||||
var keycode: int = cfg.get_value(SECTION, key)
|
||||
var event := InputEventKey.new()
|
||||
event.physical_keycode = keycode as Key
|
||||
rebind_no_save(action, event)
|
||||
|
||||
|
||||
## Rebuilds the action's event list, swapping the first keyboard event for
|
||||
## `event` in place so ordering (and thus the "primary" key) is preserved.
|
||||
func rebind_no_save(action: StringName, event: InputEventKey) -> void:
|
||||
var events := InputMap.action_get_events(action)
|
||||
InputMap.action_erase_events(action)
|
||||
var replaced := false
|
||||
for existing: InputEvent in events:
|
||||
if not replaced and existing is InputEventKey:
|
||||
InputMap.action_add_event(action, event)
|
||||
replaced = true
|
||||
else:
|
||||
InputMap.action_add_event(action, existing)
|
||||
if not replaced:
|
||||
InputMap.action_add_event(action, event)
|
||||
|
||||
|
||||
func reset_defaults() -> void:
|
||||
InputMap.load_from_project_settings()
|
||||
if FileAccess.file_exists(SAVE_PATH):
|
||||
DirAccess.remove_absolute(SAVE_PATH)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dvxx75l5re2mf
|
||||
@@ -0,0 +1,35 @@
|
||||
shader_type spatial;
|
||||
// Flat crowd sprite. Each instance is oriented at build time to face the arena centre
|
||||
// (see crowd_billboards.gd) — NOT the camera — so spectators on different segments of
|
||||
// the ring face inward toward the action, like a real stand. Unshaded (the sheet was
|
||||
// baked with lighting), alpha-tested (no transparency sorting across hundreds of
|
||||
// quads), nearest-filtered for a crisp PS1 look that matches the ps1_filter effect.
|
||||
render_mode unshaded, cull_disabled, shadows_disabled, depth_draw_opaque;
|
||||
|
||||
uniform sampler2D sheet : source_color, filter_nearest;
|
||||
uniform int hframes = 8;
|
||||
uniform float fps = 10.0;
|
||||
uniform float alpha_clip = 0.4;
|
||||
|
||||
varying flat float v_frame;
|
||||
varying flat vec3 v_tint;
|
||||
|
||||
void vertex() {
|
||||
// Per-instance clap phase (0..1) and tint are packed into the MultiMesh custom data.
|
||||
// The instance transform already carries the inward facing, so no billboard maths.
|
||||
float phase = INSTANCE_CUSTOM.x;
|
||||
v_tint = INSTANCE_CUSTOM.yzw;
|
||||
v_frame = floor(mod(TIME * fps + phase * float(hframes), float(hframes)));
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Sheet is two rows: top = front, bottom = back. Show the back when the camera is
|
||||
// behind the spectator (they're facing into the arena, away from us).
|
||||
float u = (UV.x + v_frame) / float(hframes);
|
||||
float v = UV.y * 0.5 + (FRONT_FACING ? 0.0 : 0.5);
|
||||
vec4 c = texture(sheet, vec2(u, v));
|
||||
if (c.a < alpha_clip) {
|
||||
discard;
|
||||
}
|
||||
ALBEDO = c.rgb * v_tint;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://hkdivctavovb
|
||||
@@ -0,0 +1,137 @@
|
||||
extends MultiMeshInstance3D
|
||||
## A whole stand of cheering spectators rendered as camera-facing billboards in a
|
||||
## single draw call — the performant replacement for dozens of skinned crowd skeletons.
|
||||
## The sprite sheet is baked from the existing crowd figure by tools/bake_crowd_sheet.gd.
|
||||
##
|
||||
## Placement mirrors an existing crowd node (default: the sibling PublikNode) so the
|
||||
## billboards land exactly where the crowd was authored; if that node is missing it
|
||||
## falls back to a generated tribune so the scene still populates.
|
||||
|
||||
const SHEET_PATH := "res://Assets/crowd_clap_sheet.png"
|
||||
const SHADER_PATH := "res://crowd_billboard.gdshader"
|
||||
|
||||
## Node whose descendant figures (names starting with `figure_prefix`) donate their
|
||||
## world positions. Empty = use the generated fallback stand.
|
||||
@export var source_path: NodePath = ^"../PublikNode"
|
||||
@export var figure_prefix: String = "mees"
|
||||
## World height of a spectator billboard, in metres. Sheet aspect sets the width.
|
||||
@export var figure_height: float = 2.0
|
||||
@export var frames: int = 8
|
||||
@export var clap_fps: float = 10.0
|
||||
## Subtle per-spectator brightness spread so the crowd doesn't read as clones.
|
||||
@export_range(0.0, 0.5) var tint_variation: float = 0.18
|
||||
|
||||
# Fallback tribune (used only when source_path resolves to nothing) — concentric arcs
|
||||
# of seats ringing the arena.
|
||||
@export_group("Fallback stand")
|
||||
@export var fallback_count: int = 120
|
||||
@export var fallback_inner_radius: float = 26.0
|
||||
@export var fallback_rows: int = 6
|
||||
@export var fallback_row_rise: float = 1.6
|
||||
@export var fallback_row_step: float = 2.2
|
||||
@export var fallback_seat_step: float = 2.4
|
||||
|
||||
var _rng := RandomNumberGenerator.new()
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_rng.seed = hash("bullosseum-crowd") # deterministic layout/phases across runs
|
||||
_build()
|
||||
|
||||
|
||||
func _build() -> void:
|
||||
var sheet := load(SHEET_PATH) as Texture2D
|
||||
if sheet == null:
|
||||
push_warning("crowd_billboards: missing sheet %s — run tools/bake_crowd_sheet.gd" % SHEET_PATH)
|
||||
return
|
||||
|
||||
# Sheet holds `frames` columns and 2 rows (front / back), so a cell is half-height.
|
||||
var aspect := (float(sheet.get_width()) / float(frames)) / (float(sheet.get_height()) / 2.0)
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = Vector2(figure_height * aspect, figure_height)
|
||||
quad.center_offset = Vector3(0.0, figure_height * 0.5, 0.0) # pivot at the feet
|
||||
|
||||
var mat := ShaderMaterial.new()
|
||||
mat.shader = load(SHADER_PATH) as Shader
|
||||
mat.set_shader_parameter("sheet", sheet)
|
||||
mat.set_shader_parameter("hframes", frames)
|
||||
mat.set_shader_parameter("fps", clap_fps)
|
||||
material_override = mat
|
||||
|
||||
var seats := _seat_positions()
|
||||
var center := _arena_center(seats)
|
||||
|
||||
var mm := MultiMesh.new()
|
||||
mm.transform_format = MultiMesh.TRANSFORM_3D
|
||||
mm.use_custom_data = true
|
||||
mm.mesh = quad
|
||||
mm.instance_count = seats.size()
|
||||
|
||||
for i in seats.size():
|
||||
var s := 1.0 + _rng.randf_range(-0.06, 0.06) # slight height variety
|
||||
mm.set_instance_transform(i, Transform3D(_facing_basis(seats[i], center, s), seats[i]))
|
||||
var b := 1.0 + _rng.randf_range(-tint_variation, tint_variation)
|
||||
mm.set_instance_custom_data(i, Color(_rng.randf(), b, b * 0.99, b * 0.98))
|
||||
multimesh = mm
|
||||
|
||||
|
||||
# Orientation for a seat: the sprite's forward (+Z, the quad's face) points horizontally
|
||||
# inward at the arena centre, so each ring segment faces the action instead of the
|
||||
# camera. Upright (world +Y), uniformly scaled by `s`.
|
||||
func _facing_basis(seat: Vector3, center: Vector3, s: float) -> Basis:
|
||||
var look := center - seat
|
||||
look.y = 0.0
|
||||
look = look.normalized() if look.length() > 0.001 else Vector3(0.0, 0.0, -1.0)
|
||||
var up := Vector3.UP
|
||||
var right := up.cross(look).normalized()
|
||||
var basis := Basis()
|
||||
basis.x = right
|
||||
basis.y = up
|
||||
basis.z = look
|
||||
return basis.scaled(Vector3.ONE * s)
|
||||
|
||||
|
||||
# Horizontal centre the crowd faces — the mean of the seat positions (the ring/stand
|
||||
# centroid), which for an arena crowd is the middle of the pitch.
|
||||
func _arena_center(seats: PackedVector3Array) -> Vector3:
|
||||
if seats.is_empty():
|
||||
return global_position
|
||||
var sum := Vector3.ZERO
|
||||
for p in seats:
|
||||
sum += p
|
||||
return sum / float(seats.size())
|
||||
|
||||
|
||||
# Global feet-positions for every spectator: harvested from the source crowd if present,
|
||||
# otherwise the generated fallback tribune.
|
||||
func _seat_positions() -> PackedVector3Array:
|
||||
var out := PackedVector3Array()
|
||||
var src := get_node_or_null(source_path)
|
||||
if src != null:
|
||||
_collect_figures(src, out)
|
||||
if out.is_empty():
|
||||
_fallback_stand(out)
|
||||
return out
|
||||
|
||||
|
||||
func _collect_figures(node: Node, out: PackedVector3Array) -> void:
|
||||
if node is Node3D and node != self and (node as Node3D).name.begins_with(figure_prefix):
|
||||
out.append((node as Node3D).global_position)
|
||||
return # don't descend into a figure's own rig
|
||||
for c in node.get_children():
|
||||
_collect_figures(c, out)
|
||||
|
||||
|
||||
func _fallback_stand(out: PackedVector3Array) -> void:
|
||||
var placed := 0
|
||||
for row in fallback_rows:
|
||||
var radius := fallback_inner_radius + float(row) * fallback_row_step
|
||||
var y := float(row) * fallback_row_rise
|
||||
var circumference := TAU * radius
|
||||
var seats_in_row := int(circumference / fallback_seat_step)
|
||||
for s in seats_in_row:
|
||||
if placed >= fallback_count:
|
||||
return
|
||||
var ang := TAU * float(s) / float(seats_in_row)
|
||||
out.append(Vector3(cos(ang) * radius, y, sin(ang) * radius))
|
||||
placed += 1
|
||||
@@ -0,0 +1 @@
|
||||
uid://cj0ytlkuavmf4
|
||||
@@ -0,0 +1,509 @@
|
||||
extends Node
|
||||
## Runtime debug overlays (autoload "DebugDraw").
|
||||
##
|
||||
## Two mechanisms, both gated by DP "Debug" bool params so they cost nothing when off:
|
||||
## • Immediate-mode 3D lines — call DebugDraw.line()/ray() each frame; flushed once
|
||||
## per frame into a single ImmediateMesh. Used for raycasts and the bone overlay.
|
||||
## • Shape overlays — a MeshInstance3D attached to each CollisionShape3D, reconciled
|
||||
## incrementally so static geometry is never re-instanced and freshly spawned
|
||||
## bodies get picked up within one interval.
|
||||
##
|
||||
## Toggle from the console:
|
||||
## show_collisions · show_hitboxes · show_bones · show_raycasts (true / false)
|
||||
## show_states — floating AI-state tags + velocity vectors over each matador
|
||||
## show_animation_name — floating current-clip tag over every AnimationPlayer host
|
||||
## show_stats — 2D corner readout: fps / frame ms / draw calls / matador tally
|
||||
## show_grid — 1 m reference grid on the ground plane around the origin
|
||||
## show_axes — RGB world-axis gizmo at the origin
|
||||
## show_wireframe — render the whole viewport in wireframe
|
||||
|
||||
const REBUILD_INTERVAL := 0.5
|
||||
const STATS_INTERVAL := 0.2 # stats text is re-composed 5×/sec, not every frame
|
||||
|
||||
const COLOR_BODY := Color(0.30, 1.0, 0.45) # collision wireframes (green)
|
||||
const COLOR_AREA := Color(0.0, 0.9, 1.0) # hit-area volumes (cyan, translucent)
|
||||
const COLOR_BONE := Color(1.0, 0.35, 0.9) # skeleton bones (magenta)
|
||||
const COLOR_VEL := Color(1.0, 0.85, 0.2) # matador velocity vectors (amber)
|
||||
const COLOR_ANIM := Color(0.55, 0.85, 1.0) # animation-name tags (sky blue)
|
||||
const COLOR_GRID := Color(0.45, 0.45, 0.45, 0.5)
|
||||
const AREA_ALPHA := 0.25
|
||||
|
||||
const GRID_HALF := 20 # grid extends ±GRID_HALF cells from the origin
|
||||
const GRID_STEP := 1.0 # metres between grid lines
|
||||
const AXIS_LEN := 3.0 # length of each world-axis gizmo arm
|
||||
|
||||
var _line_mesh: ImmediateMesh
|
||||
var _lines: PackedVector3Array = PackedVector3Array()
|
||||
var _colors: PackedColorArray = PackedColorArray()
|
||||
|
||||
var _overlays: Dictionary = {} # CollisionShape3D instance id -> MeshInstance3D
|
||||
var _skeletons: Array[Skeleton3D] = []
|
||||
var _anim_players: Array[AnimationPlayer] = []
|
||||
var _reconcile_t: float = 0.0
|
||||
var _prev_flags: String = ""
|
||||
|
||||
var _state_labels: Dictionary = {} # matador instance id -> Label3D
|
||||
var _anim_labels: Dictionary = {} # AnimationPlayer instance id -> Label3D
|
||||
|
||||
var _stats_layer: CanvasLayer = null
|
||||
var _stats_label: Label = null
|
||||
var _stats_t: float = 0.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
process_mode = Node.PROCESS_MODE_ALWAYS # keep drawing while the console pauses the game
|
||||
process_priority = 1000 # flush after everyone has queued their lines
|
||||
# One-time: wireframe debug-draw needs the wireframe index buffers generated.
|
||||
RenderingServer.set_debug_generate_wireframes(true)
|
||||
_line_mesh = ImmediateMesh.new()
|
||||
var inst := MeshInstance3D.new()
|
||||
inst.mesh = _line_mesh
|
||||
inst.material_override = _line_material()
|
||||
inst.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
add_child(inst)
|
||||
|
||||
|
||||
# ── Public immediate-mode API ──────────────────────────────────────────────────
|
||||
|
||||
func line(from: Vector3, to: Vector3, color: Color = Color.YELLOW) -> void:
|
||||
_lines.append(from)
|
||||
_lines.append(to)
|
||||
_colors.append(color)
|
||||
_colors.append(color)
|
||||
|
||||
|
||||
func ray(from: Vector3, to: Vector3, color: Color = Color.YELLOW) -> void:
|
||||
line(from, to, color)
|
||||
|
||||
|
||||
# ── Frame flush ────────────────────────────────────────────────────────────────
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
_reconcile(delta)
|
||||
if DP.b("show_bones"):
|
||||
_draw_bones()
|
||||
if DP.b("show_states"):
|
||||
_update_state_labels()
|
||||
elif not _state_labels.is_empty():
|
||||
_clear_state_labels()
|
||||
if DP.b("show_animation_name"):
|
||||
_update_anim_labels()
|
||||
elif not _anim_labels.is_empty():
|
||||
_clear_anim_labels()
|
||||
if DP.b("show_grid"):
|
||||
_draw_grid()
|
||||
if DP.b("show_axes"):
|
||||
_draw_axes()
|
||||
_update_wireframe()
|
||||
_update_stats(delta)
|
||||
_flush_lines()
|
||||
|
||||
|
||||
func _flush_lines() -> void:
|
||||
_line_mesh.clear_surfaces()
|
||||
if not _lines.is_empty():
|
||||
_line_mesh.surface_begin(Mesh.PRIMITIVE_LINES)
|
||||
for i in _lines.size():
|
||||
_line_mesh.surface_set_color(_colors[i])
|
||||
_line_mesh.surface_add_vertex(_lines[i])
|
||||
_line_mesh.surface_end()
|
||||
_lines.clear()
|
||||
_colors.clear()
|
||||
|
||||
|
||||
# ── Bone overlay ───────────────────────────────────────────────────────────────
|
||||
|
||||
func _draw_bones() -> void:
|
||||
for sk in _skeletons:
|
||||
if not is_instance_valid(sk):
|
||||
continue
|
||||
var gx := sk.global_transform
|
||||
for b in sk.get_bone_count():
|
||||
var parent := sk.get_bone_parent(b)
|
||||
if parent < 0:
|
||||
continue
|
||||
var a := gx * sk.get_bone_global_pose(parent).origin
|
||||
var c := gx * sk.get_bone_global_pose(b).origin
|
||||
line(a, c, COLOR_BONE)
|
||||
|
||||
|
||||
# ── Matador AI-state overlay ───────────────────────────────────────────────────
|
||||
# A billboarded state tag hovers over each matador, coloured by state, with an
|
||||
# amber velocity vector — reads the whole arena's AI at a glance while tuning combat.
|
||||
|
||||
func _update_state_labels() -> void:
|
||||
var seen: Dictionary = {}
|
||||
for node: Node in get_tree().get_nodes_in_group(&"matador"):
|
||||
var m := node as Node3D
|
||||
if m == null:
|
||||
continue
|
||||
var id := m.get_instance_id()
|
||||
seen[id] = true
|
||||
var lbl: Label3D = _state_labels.get(id)
|
||||
if lbl == null:
|
||||
lbl = _new_state_label()
|
||||
_state_labels[id] = lbl
|
||||
var state_name := "?"
|
||||
if m.has_method(&"ai_state_name"):
|
||||
state_name = m.call(&"ai_state_name")
|
||||
lbl.text = state_name
|
||||
lbl.modulate = _state_color(state_name)
|
||||
lbl.global_position = m.global_position + Vector3.UP * 2.2
|
||||
if m is CharacterBody3D:
|
||||
var v: Vector3 = (m as CharacterBody3D).velocity
|
||||
v.y = 0.0
|
||||
if v.length() > 0.5:
|
||||
var base := m.global_position + Vector3.UP * 0.15
|
||||
line(base, base + v * 0.18, COLOR_VEL)
|
||||
for id: int in _state_labels.keys():
|
||||
if not seen.has(id):
|
||||
var lbl: Label3D = _state_labels[id]
|
||||
if is_instance_valid(lbl):
|
||||
lbl.queue_free()
|
||||
_state_labels.erase(id)
|
||||
|
||||
|
||||
func _new_state_label() -> Label3D:
|
||||
var lbl := Label3D.new()
|
||||
lbl.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
lbl.no_depth_test = true
|
||||
lbl.fixed_size = true
|
||||
lbl.pixel_size = 0.0006
|
||||
lbl.font_size = 64
|
||||
lbl.outline_size = 12
|
||||
lbl.outline_modulate = Color(0.0, 0.0, 0.0, 0.9)
|
||||
add_child(lbl)
|
||||
return lbl
|
||||
|
||||
|
||||
func _clear_state_labels() -> void:
|
||||
for id: int in _state_labels:
|
||||
var lbl: Label3D = _state_labels[id]
|
||||
if is_instance_valid(lbl):
|
||||
lbl.queue_free()
|
||||
_state_labels.clear()
|
||||
|
||||
|
||||
const _STATE_COLORS := {
|
||||
"WANDER": Color(0.70, 0.70, 0.70),
|
||||
"FLEE": Color(0.40, 0.80, 1.00),
|
||||
"BRACE": Color(1.00, 0.90, 0.30),
|
||||
"SIDESTEP": Color(1.00, 0.60, 0.10),
|
||||
"ATTACK": Color(1.00, 0.30, 0.30),
|
||||
"ROLL": Color(0.60, 1.00, 0.60),
|
||||
"THROW": Color(1.00, 0.40, 0.90),
|
||||
"RAGDOLL": Color(0.40, 0.40, 0.40),
|
||||
}
|
||||
|
||||
|
||||
func _state_color(state_name: String) -> Color:
|
||||
return _STATE_COLORS.get(state_name, Color.WHITE)
|
||||
|
||||
|
||||
# ── Animation-name overlay ─────────────────────────────────────────────────────
|
||||
# A billboarded tag showing the clip each AnimationPlayer is currently playing,
|
||||
# hovering above its nearest Node3D host — catches wrong / stuck animation states
|
||||
# at a glance. Players are re-collected on the reconcile tick (see _collect).
|
||||
|
||||
func _update_anim_labels() -> void:
|
||||
var seen: Dictionary = {}
|
||||
for ap in _anim_players:
|
||||
if not is_instance_valid(ap):
|
||||
continue
|
||||
var clip := ap.current_animation
|
||||
# Skip finished / dormant sub-players so a host with several AnimationPlayers
|
||||
# (e.g. a matador's main + olé + death players) doesn't stack empty tags.
|
||||
if clip.is_empty() and not ap.is_playing():
|
||||
continue
|
||||
var host := _node3d_host(ap)
|
||||
if host == null:
|
||||
continue
|
||||
var id := ap.get_instance_id()
|
||||
seen[id] = true
|
||||
var lbl: Label3D = _anim_labels.get(id)
|
||||
if lbl == null:
|
||||
lbl = _new_state_label()
|
||||
lbl.modulate = COLOR_ANIM
|
||||
_anim_labels[id] = lbl
|
||||
lbl.text = clip if not clip.is_empty() else "—"
|
||||
lbl.global_position = host.global_position + Vector3.UP * 2.6
|
||||
for id: int in _anim_labels.keys():
|
||||
if not seen.has(id):
|
||||
var lbl: Label3D = _anim_labels[id]
|
||||
if is_instance_valid(lbl):
|
||||
lbl.queue_free()
|
||||
_anim_labels.erase(id)
|
||||
|
||||
|
||||
func _clear_anim_labels() -> void:
|
||||
for id: int in _anim_labels:
|
||||
var lbl: Label3D = _anim_labels[id]
|
||||
if is_instance_valid(lbl):
|
||||
lbl.queue_free()
|
||||
_anim_labels.clear()
|
||||
|
||||
|
||||
# Nearest Node3D at or above `node` — the anchor an AnimationPlayer's tag hovers over.
|
||||
func _node3d_host(node: Node) -> Node3D:
|
||||
var n := node
|
||||
while n != null:
|
||||
if n is Node3D:
|
||||
return n as Node3D
|
||||
n = n.get_parent()
|
||||
return null
|
||||
|
||||
|
||||
# ── World reference overlays ───────────────────────────────────────────────────
|
||||
|
||||
func _draw_grid() -> void:
|
||||
var extent := GRID_HALF * GRID_STEP
|
||||
for i in range(-GRID_HALF, GRID_HALF + 1):
|
||||
var o := i * GRID_STEP
|
||||
line(Vector3(o, 0.01, -extent), Vector3(o, 0.01, extent), COLOR_GRID)
|
||||
line(Vector3(-extent, 0.01, o), Vector3(extent, 0.01, o), COLOR_GRID)
|
||||
|
||||
|
||||
func _draw_axes() -> void:
|
||||
line(Vector3.ZERO, Vector3.RIGHT * AXIS_LEN, Color.RED) # +X
|
||||
line(Vector3.ZERO, Vector3.UP * AXIS_LEN, Color.GREEN) # +Y
|
||||
line(Vector3.ZERO, Vector3(0.0, 0.0, 1.0) * AXIS_LEN, Color.DODGER_BLUE) # +Z
|
||||
|
||||
|
||||
func _update_wireframe() -> void:
|
||||
var vp := get_viewport()
|
||||
var want := Viewport.DEBUG_DRAW_WIREFRAME if DP.b("show_wireframe") else Viewport.DEBUG_DRAW_DISABLED
|
||||
if vp.debug_draw != want:
|
||||
vp.debug_draw = want
|
||||
|
||||
|
||||
# ── Stats overlay ──────────────────────────────────────────────────────────────
|
||||
# A 2D corner readout of frame cost + scene load, plus a per-state matador tally so
|
||||
# a combat slowdown or a stuck AI swarm shows up immediately.
|
||||
|
||||
func _update_stats(delta: float) -> void:
|
||||
if not DP.b("show_stats"):
|
||||
if _stats_layer != null:
|
||||
_stats_layer.visible = false
|
||||
return
|
||||
_ensure_stats_ui()
|
||||
_stats_layer.visible = true
|
||||
_stats_t -= delta
|
||||
if _stats_t > 0.0:
|
||||
return
|
||||
_stats_t = STATS_INTERVAL
|
||||
_stats_label.text = _compose_stats()
|
||||
|
||||
|
||||
func _ensure_stats_ui() -> void:
|
||||
if _stats_layer != null:
|
||||
return
|
||||
var mono := SystemFont.new()
|
||||
mono.font_names = PackedStringArray(["JetBrains Mono", "DejaVu Sans Mono", "monospace"])
|
||||
|
||||
_stats_layer = CanvasLayer.new()
|
||||
_stats_layer.layer = 64
|
||||
add_child(_stats_layer)
|
||||
|
||||
var panel := PanelContainer.new()
|
||||
panel.position = Vector2(8.0, 8.0)
|
||||
var bg := StyleBoxFlat.new()
|
||||
bg.bg_color = Color(0.0, 0.0, 0.0, 0.55)
|
||||
bg.set_content_margin_all(6.0)
|
||||
panel.add_theme_stylebox_override("panel", bg)
|
||||
_stats_layer.add_child(panel)
|
||||
|
||||
_stats_label = Label.new()
|
||||
_stats_label.add_theme_font_override("font", mono)
|
||||
_stats_label.add_theme_font_size_override("font_size", 13)
|
||||
_stats_label.add_theme_color_override("font_color", Color(0.60, 1.0, 0.60))
|
||||
panel.add_child(_stats_label)
|
||||
|
||||
|
||||
func _compose_stats() -> String:
|
||||
var fps := int(Performance.get_monitor(Performance.TIME_FPS))
|
||||
var proc := Performance.get_monitor(Performance.TIME_PROCESS) * 1000.0
|
||||
var phys := Performance.get_monitor(Performance.TIME_PHYSICS_PROCESS) * 1000.0
|
||||
var draws := int(Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME))
|
||||
var prims := int(Performance.get_monitor(Performance.RENDER_TOTAL_PRIMITIVES_IN_FRAME))
|
||||
var vmem := int(Performance.get_monitor(Performance.RENDER_VIDEO_MEM_USED) / 1048576.0)
|
||||
var nodes := int(Performance.get_monitor(Performance.OBJECT_NODE_COUNT))
|
||||
var phys3d := int(Performance.get_monitor(Performance.PHYSICS_3D_ACTIVE_OBJECTS))
|
||||
return "fps %d proc %.1fms phys %.1fms\ndraws %d prims %s vmem %dMB\nnodes %d phys3d %d\n%s" % [
|
||||
fps, proc, phys, draws, _si(prims), vmem, nodes, phys3d, _matador_tally()]
|
||||
|
||||
|
||||
func _matador_tally() -> String:
|
||||
var mats := get_tree().get_nodes_in_group(&"matador")
|
||||
if mats.is_empty():
|
||||
return "matadors 0"
|
||||
var counts: Dictionary = {}
|
||||
for node: Node in mats:
|
||||
var s := "?"
|
||||
if node.has_method(&"ai_state_name"):
|
||||
s = node.call(&"ai_state_name")
|
||||
counts[s] = int(counts.get(s, 0)) + 1
|
||||
var parts: PackedStringArray = PackedStringArray()
|
||||
for s: String in counts:
|
||||
parts.append("%s:%d" % [s.substr(0, 2), counts[s]])
|
||||
return "matadors %d %s" % [mats.size(), " ".join(parts)]
|
||||
|
||||
|
||||
func _si(n: int) -> String:
|
||||
if n >= 1000000:
|
||||
return "%.1fM" % (n / 1000000.0)
|
||||
if n >= 1000:
|
||||
return "%.0fk" % (n / 1000.0)
|
||||
return str(n)
|
||||
|
||||
|
||||
# ── Collision / hit-area overlays (incremental) ────────────────────────────────
|
||||
|
||||
func _reconcile(delta: float) -> void:
|
||||
var col := DP.b("show_collisions")
|
||||
var hit := DP.b("show_hitboxes")
|
||||
var bone := DP.b("show_bones")
|
||||
var anim := DP.b("show_animation_name")
|
||||
if not (col or hit or bone or anim):
|
||||
if not _overlays.is_empty():
|
||||
_clear_overlays()
|
||||
_skeletons.clear()
|
||||
_anim_players.clear()
|
||||
_prev_flags = ""
|
||||
return
|
||||
|
||||
var flags := "%d%d%d%d" % [int(col), int(hit), int(bone), int(anim)]
|
||||
_reconcile_t -= delta
|
||||
if flags != _prev_flags: # a toggle just changed — refresh immediately
|
||||
_prev_flags = flags
|
||||
_reconcile_t = 0.0
|
||||
if _reconcile_t > 0.0:
|
||||
return
|
||||
_reconcile_t = REBUILD_INTERVAL
|
||||
|
||||
_skeletons.clear()
|
||||
_anim_players.clear()
|
||||
var wanted: Dictionary = {}
|
||||
var scene := get_tree().current_scene
|
||||
if scene != null:
|
||||
_collect(scene, col, hit, bone, anim, wanted)
|
||||
|
||||
# Drop overlays whose shape is gone or no longer wanted. The overlay is a child of
|
||||
# the collision shape, so it's freed with it — hold it as Variant, since assigning a
|
||||
# freed instance to any *typed* var (even Object) throws before is_instance_valid()
|
||||
# can filter it out.
|
||||
for id: int in _overlays.keys():
|
||||
var mi: Variant = _overlays[id]
|
||||
if not wanted.has(id) or not is_instance_valid(mi):
|
||||
if is_instance_valid(mi):
|
||||
(mi as Node).queue_free()
|
||||
_overlays.erase(id)
|
||||
# Add overlays for newly seen shapes.
|
||||
for id: int in wanted:
|
||||
if not _overlays.has(id):
|
||||
var entry: Array = wanted[id]
|
||||
_overlays[id] = _attach(entry[0] as CollisionShape3D, entry[1] as bool)
|
||||
|
||||
|
||||
func _collect(node: Node, col: bool, hit: bool, bone: bool, anim: bool, wanted: Dictionary) -> void:
|
||||
# The audience ("public") is ambient decoration, not a debug target — skip the whole
|
||||
# crowd subtree so its clapping AnimationPlayers/skeletons don't flood the overlays.
|
||||
if node.is_in_group(&"public"):
|
||||
return
|
||||
if bone and node is Skeleton3D and (node as Skeleton3D).is_visible_in_tree():
|
||||
_skeletons.append(node as Skeleton3D)
|
||||
if anim and node is AnimationPlayer:
|
||||
_anim_players.append(node as AnimationPlayer)
|
||||
if node is CollisionShape3D:
|
||||
var cs := node as CollisionShape3D
|
||||
if cs.shape != null and not cs.disabled and _drawable(cs.shape):
|
||||
var parent := cs.get_parent()
|
||||
var is_area := parent is Area3D
|
||||
# Ragdoll bone colliders (PhysicalBone3D) are excluded — use show_bones for
|
||||
# the skeleton; otherwise every corpse floods the view with capsules.
|
||||
var is_body := parent is PhysicsBody3D and not (parent is PhysicalBone3D)
|
||||
if (is_area and hit) or (is_body and col):
|
||||
wanted[cs.get_instance_id()] = [cs, is_area]
|
||||
for child in node.get_children():
|
||||
_collect(child, col, hit, bone, anim, wanted)
|
||||
|
||||
|
||||
# Skip only the unbounded shapes whose debug mesh is meaningless/huge; concave arena
|
||||
# geometry is fine — Godot caches each shape's debug mesh, so it's built at most once.
|
||||
func _drawable(shape: Shape3D) -> bool:
|
||||
return not (shape is WorldBoundaryShape3D or shape is HeightMapShape3D)
|
||||
|
||||
|
||||
func _attach(cs: CollisionShape3D, is_area: bool) -> MeshInstance3D:
|
||||
var mi := MeshInstance3D.new()
|
||||
if is_area:
|
||||
var solid := _solid_mesh(cs.shape)
|
||||
mi.mesh = solid if solid != null else cs.shape.get_debug_mesh()
|
||||
mi.material_override = _translucent_material(COLOR_AREA)
|
||||
else:
|
||||
mi.mesh = cs.shape.get_debug_mesh()
|
||||
mi.material_override = _wire_material(COLOR_BODY)
|
||||
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
cs.add_child(mi)
|
||||
return mi
|
||||
|
||||
|
||||
func _clear_overlays() -> void:
|
||||
for id: int in _overlays:
|
||||
var mi: Variant = _overlays[id]
|
||||
if is_instance_valid(mi):
|
||||
(mi as Node).queue_free()
|
||||
_overlays.clear()
|
||||
|
||||
|
||||
# ── Meshes & materials ─────────────────────────────────────────────────────────
|
||||
|
||||
# A filled mesh matching a primitive shape, for translucent volume overlays. Returns
|
||||
# null for shapes without a clean solid equivalent (caller falls back to wireframe).
|
||||
func _solid_mesh(shape: Shape3D) -> Mesh:
|
||||
if shape is BoxShape3D:
|
||||
var m := BoxMesh.new()
|
||||
m.size = (shape as BoxShape3D).size
|
||||
return m
|
||||
if shape is SphereShape3D:
|
||||
var m := SphereMesh.new()
|
||||
m.radius = (shape as SphereShape3D).radius
|
||||
m.height = m.radius * 2.0
|
||||
return m
|
||||
if shape is CapsuleShape3D:
|
||||
var m := CapsuleMesh.new()
|
||||
m.radius = (shape as CapsuleShape3D).radius
|
||||
m.height = (shape as CapsuleShape3D).height
|
||||
return m
|
||||
if shape is CylinderShape3D:
|
||||
var m := CylinderMesh.new()
|
||||
m.top_radius = (shape as CylinderShape3D).radius
|
||||
m.bottom_radius = (shape as CylinderShape3D).radius
|
||||
m.height = (shape as CylinderShape3D).height
|
||||
return m
|
||||
return null
|
||||
|
||||
|
||||
func _line_material() -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.vertex_color_use_as_albedo = true
|
||||
mat.no_depth_test = true
|
||||
return mat
|
||||
|
||||
|
||||
func _wire_material(color: Color) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.albedo_color = color
|
||||
mat.no_depth_test = true
|
||||
return mat
|
||||
|
||||
|
||||
func _translucent_material(color: Color) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
mat.albedo_color = Color(color.r, color.g, color.b, AREA_ALPHA)
|
||||
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
|
||||
return mat
|
||||
@@ -0,0 +1 @@
|
||||
uid://cgty4al6aqey3
|
||||
@@ -1,216 +0,0 @@
|
||||
extends Node
|
||||
## Runtime debug panel. Toggle with F1.
|
||||
## Reads DP.get_all() to build controls — adding a param to DP is all that's needed to show it here.
|
||||
|
||||
var _panel: Control
|
||||
var _status_label: Label
|
||||
var _prev_mouse_mode: Input.MouseMode = Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_build_ui()
|
||||
|
||||
|
||||
func _build_ui() -> void:
|
||||
var canvas := CanvasLayer.new()
|
||||
canvas.layer = 128
|
||||
add_child(canvas)
|
||||
|
||||
_panel = PanelContainer.new()
|
||||
_panel.anchor_left = 1.0
|
||||
_panel.anchor_right = 1.0
|
||||
_panel.anchor_top = 0.0
|
||||
_panel.anchor_bottom = 1.0
|
||||
_panel.offset_left = -390.0
|
||||
_panel.offset_right = 0.0
|
||||
_panel.offset_top = 0.0
|
||||
_panel.offset_bottom = 0.0
|
||||
_panel.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
_panel.visible = false
|
||||
|
||||
var bg := StyleBoxFlat.new()
|
||||
bg.bg_color = Color(0.08, 0.08, 0.10, 0.95)
|
||||
_panel.add_theme_stylebox_override("panel", bg)
|
||||
canvas.add_child(_panel)
|
||||
|
||||
var root_vbox := VBoxContainer.new()
|
||||
root_vbox.size_flags_horizontal = Control.SIZE_FILL
|
||||
_panel.add_child(root_vbox)
|
||||
|
||||
# ── Toolbar ───────────────────────────────────────────────────────────────
|
||||
var toolbar_margin := MarginContainer.new()
|
||||
toolbar_margin.add_theme_constant_override("margin_left", 8)
|
||||
toolbar_margin.add_theme_constant_override("margin_right", 8)
|
||||
toolbar_margin.add_theme_constant_override("margin_top", 6)
|
||||
toolbar_margin.add_theme_constant_override("margin_bottom", 4)
|
||||
root_vbox.add_child(toolbar_margin)
|
||||
|
||||
var toolbar := HBoxContainer.new()
|
||||
toolbar.add_theme_constant_override("separation", 6)
|
||||
toolbar_margin.add_child(toolbar)
|
||||
|
||||
var title := Label.new()
|
||||
title.text = "DEBUG [F1]"
|
||||
title.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
toolbar.add_child(title)
|
||||
|
||||
_status_label = Label.new()
|
||||
_status_label.modulate = Color(0.4, 1.0, 0.5)
|
||||
toolbar.add_child(_status_label)
|
||||
|
||||
var save_btn := Button.new()
|
||||
save_btn.text = "Save"
|
||||
save_btn.pressed.connect(_on_save)
|
||||
toolbar.add_child(save_btn)
|
||||
|
||||
var rand_all_btn := Button.new()
|
||||
rand_all_btn.text = "Randomize All"
|
||||
rand_all_btn.pressed.connect(_on_randomize_all)
|
||||
toolbar.add_child(rand_all_btn)
|
||||
|
||||
var reset_btn := Button.new()
|
||||
reset_btn.text = "Reset All"
|
||||
reset_btn.pressed.connect(DP.reset_all)
|
||||
toolbar.add_child(reset_btn)
|
||||
|
||||
root_vbox.add_child(HSeparator.new())
|
||||
|
||||
# ── Scrollable content ────────────────────────────────────────────────────
|
||||
var scroll := ScrollContainer.new()
|
||||
scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||||
scroll.size_flags_horizontal = Control.SIZE_FILL
|
||||
root_vbox.add_child(scroll)
|
||||
|
||||
var content_margin := MarginContainer.new()
|
||||
content_margin.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
content_margin.add_theme_constant_override("margin_left", 8)
|
||||
content_margin.add_theme_constant_override("margin_right", 8)
|
||||
content_margin.add_theme_constant_override("margin_top", 4)
|
||||
content_margin.add_theme_constant_override("margin_bottom", 8)
|
||||
scroll.add_child(content_margin)
|
||||
|
||||
var content := VBoxContainer.new()
|
||||
content.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
content_margin.add_child(content)
|
||||
|
||||
_build_params(content)
|
||||
|
||||
|
||||
func _build_params(content: VBoxContainer) -> void:
|
||||
# Group keys by section preserving registration order
|
||||
var sections: Dictionary = {}
|
||||
for key: String in DP.get_all():
|
||||
var sec: String = DP.get_all()[key]["section"]
|
||||
if not sections.has(sec):
|
||||
sections[sec] = []
|
||||
sections[sec].append(key)
|
||||
|
||||
for section: String in sections:
|
||||
content.add_child(HSeparator.new())
|
||||
|
||||
var header := Label.new()
|
||||
header.text = section.to_upper()
|
||||
header.modulate = Color(0.75, 0.85, 1.0)
|
||||
content.add_child(header)
|
||||
|
||||
for key: String in sections[section]:
|
||||
var meta: Dictionary = DP.get_all()[key]
|
||||
if meta["type"] == TYPE_FLOAT:
|
||||
_add_float_row(content, key, meta)
|
||||
|
||||
|
||||
func _add_float_row(parent: VBoxContainer, key: String, meta: Dictionary) -> void:
|
||||
var row := HBoxContainer.new()
|
||||
row.size_flags_horizontal = Control.SIZE_FILL
|
||||
parent.add_child(row)
|
||||
|
||||
var lbl := Label.new()
|
||||
lbl.text = key.replace("_", " ")
|
||||
lbl.custom_minimum_size.x = 140
|
||||
lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
row.add_child(lbl)
|
||||
|
||||
var slider := HSlider.new()
|
||||
slider.min_value = meta["min"]
|
||||
slider.max_value = meta["max"]
|
||||
slider.step = meta["step"]
|
||||
slider.value = meta["value"]
|
||||
slider.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
slider.custom_minimum_size.x = 60
|
||||
row.add_child(slider)
|
||||
|
||||
var spin := SpinBox.new()
|
||||
spin.min_value = meta["min"]
|
||||
spin.max_value = meta["max"]
|
||||
spin.step = meta["step"]
|
||||
spin.value = meta["value"]
|
||||
spin.custom_minimum_size.x = 85
|
||||
row.add_child(spin)
|
||||
|
||||
var rand_btn := Button.new()
|
||||
rand_btn.text = "🎲"
|
||||
rand_btn.tooltip_text = "Randomize"
|
||||
rand_btn.pressed.connect(func() -> void:
|
||||
var v := randf_range(meta["min"], meta["max"])
|
||||
v = snappedf(v, meta["step"])
|
||||
slider.value = v
|
||||
)
|
||||
row.add_child(rand_btn)
|
||||
|
||||
# Slider → SpinBox + DP (use no_signal to avoid echo)
|
||||
slider.value_changed.connect(func(v: float) -> void:
|
||||
spin.set_value_no_signal(v)
|
||||
DP.set_value(key, v)
|
||||
)
|
||||
# SpinBox → Slider + DP
|
||||
spin.value_changed.connect(func(v: float) -> void:
|
||||
slider.set_value_no_signal(v)
|
||||
DP.set_value(key, v)
|
||||
)
|
||||
# External changes (reset, load) → sync both controls
|
||||
DP.any_changed.connect(func(changed_key: String, _val: Variant) -> void:
|
||||
if changed_key != key and changed_key != "__all__":
|
||||
return
|
||||
var v := DP.f(key)
|
||||
slider.set_value_no_signal(v)
|
||||
spin.set_value_no_signal(v)
|
||||
)
|
||||
|
||||
|
||||
|
||||
func _on_save() -> void:
|
||||
DP.save()
|
||||
_status_label.text = "Saved!"
|
||||
get_tree().create_timer(1.5).timeout.connect(func() -> void:
|
||||
_status_label.text = ""
|
||||
)
|
||||
|
||||
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if _panel.visible and Input.is_key_pressed(KEY_CTRL) and event is InputEventMouseMotion:
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not (event is InputEventKey and event.pressed and not event.echo):
|
||||
return
|
||||
if (event as InputEventKey).keycode != KEY_F1:
|
||||
return
|
||||
_panel.visible = not _panel.visible
|
||||
if _panel.visible:
|
||||
_prev_mouse_mode = Input.mouse_mode
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
else:
|
||||
Input.mouse_mode = _prev_mouse_mode
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
|
||||
func _on_randomize_all() -> void:
|
||||
for key: String in DP.get_all():
|
||||
var meta: Dictionary = DP.get_all()[key]
|
||||
if meta["type"] == TYPE_FLOAT:
|
||||
var v := snappedf(randf_range(meta["min"], meta["max"]), meta["step"])
|
||||
DP.set_value(key, v)
|
||||
@@ -7,7 +7,12 @@ signal any_changed(key: String, value: Variant)
|
||||
|
||||
const SAVE_PATH := "user://debug_params.cfg"
|
||||
|
||||
# _params holds the full metadata (min/max/step/default/section/type) and is the
|
||||
# authority the debug menu reads. _values is a flat key→value mirror so the hot
|
||||
# f()/b() reads — called dozens of times per matador per physics frame — cost a
|
||||
# single hash lookup instead of a nested dict access. Every write updates both.
|
||||
var _params: Dictionary = {}
|
||||
var _values: Dictionary = {}
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -17,25 +22,17 @@ func _ready() -> void:
|
||||
|
||||
func _register_all() -> void:
|
||||
# ── Movement ──────────────────────────────────────────────────────────────
|
||||
_reg_f("Movement", "thrust_impulse", 18.0, 1.0, 200.0)
|
||||
_reg_f("Movement", "thrust_vertical", 2.0, 0.0, 20.0)
|
||||
_reg_f("Movement", "thrust_min_angle", 15.0, 0.0, 90.0, 1.0)
|
||||
_reg_f("Movement", "thrust_max_angle", 90.0, 0.0, 180.0, 1.0)
|
||||
_reg_f("Movement", "thrust_charge_time", 0.5, 0.05, 2.0, 0.05)
|
||||
# WASD/arrows drive the bull: move_accel ramps flat velocity toward max_speed in
|
||||
# the input direction; move_friction bleeds it off when no direction is held.
|
||||
_reg_f("Movement", "max_speed", 50.0, 2.0, 1000.0)
|
||||
_reg_f("Movement", "roll_damping", 0.15, 0.01, 0.99, 0.01)
|
||||
_reg_f("Movement", "move_accel", 120.0, 5.0, 600.0)
|
||||
_reg_f("Movement", "move_friction", 90.0, 5.0, 600.0)
|
||||
_reg_f("Movement", "jump_velocity", 4.5, 1.0, 200.0)
|
||||
_reg_f("Movement", "visual_turn_speed", 12.0, 1.0, 200.0)
|
||||
_reg_f("Movement", "bounce_restitution", 0.55, 0.0, 2.0, 0.05)
|
||||
_reg_f("Movement", "bounce_min_impact", 1.0, 0.0, 20.0)
|
||||
_reg_f("Movement", "wall_bounce_restitution", 0.6, 0.0, 1.5, 0.05)
|
||||
_reg_f("Movement", "wall_min_bounce_speed", 6.0, 0.0, 30.0)
|
||||
_reg_f("Movement", "kick_impulse", 8.0, 1.0, 50.0)
|
||||
_reg_f("Movement", "kick_interval", 0.25, 0.05, 1.0, 0.01)
|
||||
_reg_f("Movement", "kick_vertical", 0.0, 0.0, 15.0)
|
||||
_reg_f("Movement", "kick_force_var", 0.2, 0.0, 1.0, 0.01)
|
||||
_reg_f("Movement", "kick_spread", 10.0, 0.0, 45.0, 1.0)
|
||||
_reg_f("Movement", "charge_kick_mult", 2.0, 1.0, 5.0)
|
||||
# ── Dust speed thresholds ─────────────────────────────────────────────────
|
||||
_reg_f("Dust", "dust_walk_spd", 1.5, 0.1, 10.0)
|
||||
_reg_f("Dust", "dust_charge_spd", 7.0, 1.0, 20.0)
|
||||
@@ -58,10 +55,7 @@ func _register_all() -> void:
|
||||
_reg_f("Tail", "tail_body_radius", 0.35, 0.05, 2.0, 0.05)
|
||||
_reg_f("Tail", "tail_wag_freq", 4.0, 0.5, 15.0)
|
||||
_reg_f("Tail", "tail_wag_idle", 0.3, 0.0, 2.0, 0.05)
|
||||
# ── Charge (both mouse buttons) ──────────────────────────────────────────
|
||||
_reg_f("Charge", "bull_charge_accel", 80.0, 1.0, 400.0)
|
||||
_reg_f("Charge", "bull_charge_max_speed", 76.0, 5.0, 200.0)
|
||||
_reg_f("Charge", "charge_ramp_time", 0.75, 0.1, 5.0, 0.05)
|
||||
# ── Charge pose (horns-down lean during dash / roll) ─────────────────────
|
||||
_reg_f("Charge", "charge_head_pitch", 0.3, 0.0, 1.2, 0.01)
|
||||
_reg_f("Charge", "charge_head_speed", 5.0, 0.5, 20.0)
|
||||
# ── Body ──────────────────────────────────────────────────────────────────
|
||||
@@ -83,6 +77,7 @@ func _register_all() -> void:
|
||||
_reg_f("Legs", "jump_tuck_fwd", -0.1, -0.5, 0.5)
|
||||
_reg_f("Legs", "jump_land_threshold", 1.5, 0.5, 5.0)
|
||||
# ── Camera ────────────────────────────────────────────────────────────────
|
||||
_reg_f("Camera", "charge_zoom_factor", 0.65, 0.3, 1.0, 0.05)
|
||||
_reg_f("Camera", "cam_lerp_power", 6.0, 0.5, 30.0)
|
||||
_reg_f("Camera", "cam_sensitivity", 0.005, 0.001, 0.05, 0.001)
|
||||
_reg_f("Camera", "cam_min_zoom", 3.5, 0.5, 20.0)
|
||||
@@ -90,41 +85,171 @@ func _register_all() -> void:
|
||||
_reg_f("Camera", "cam_spring_length", 7.0, 1.0, 30.0)
|
||||
_reg_f("Camera", "cam_min_vert_angle", -60.0, -90.0, 0.0, 1.0)
|
||||
_reg_f("Camera", "cam_max_vert_angle", 45.0, 0.0, 90.0, 1.0)
|
||||
# Trailing "drag" camera: the focus point lags the bull and slides opposite to
|
||||
# its velocity, so the camera visibly drags behind during a fast charge.
|
||||
# cam_drag = metres of trail per m/s of bull speed (0 = rigid follow)
|
||||
# cam_drag_speed = how fast the trail offset eases toward its target
|
||||
# cam_follow_lerp = how tightly the focus point chases the bull (higher = snappier)
|
||||
_reg_f("Camera", "cam_drag", 0.12, 0.0, 1.0, 0.01)
|
||||
_reg_f("Camera", "cam_drag_speed", 3.5, 0.5, 20.0)
|
||||
_reg_f("Camera", "cam_follow_lerp", 10.0, 1.0, 40.0)
|
||||
# ── Matador ───────────────────────────────────────────────────────────────
|
||||
_reg_f("Matador", "mat_spawn_count", 1.0, 1.0, 30.0, 1.0)
|
||||
_reg_f("Matador", "mat_walk_speed", 4.0, 0.5, 10.0)
|
||||
_reg_f("Matador", "mat_walk_speed", 5.5, 0.5, 10.0)
|
||||
_reg_f("Matador", "mat_wander_radius", 22.0, 5.0, 50.0)
|
||||
# Radius of the inner fighting floor: bull + matadors spawn on this ring (so
|
||||
# they stay off the benches). Tune in the console to hug the bench edge.
|
||||
_reg_f("Matador", "arena_spawn_radius", 10.0, 2.0, 22.0, 0.5)
|
||||
_reg_f("Matador", "mat_idle_min", 0.5, 0.0, 5.0, 0.1)
|
||||
_reg_f("Matador", "mat_idle_max", 2.5, 0.5, 10.0, 0.1)
|
||||
_reg_f("Matador", "mat_hit_threshold", 4.0, 1.0, 30.0)
|
||||
_reg_f("Matador", "mat_ragdoll_impulse", 6.0, 0.5, 20.0)
|
||||
# Ragdoll joint limits — lower swing/twist = stiffer corpse that keeps its
|
||||
# shape; higher angular damp settles the flail instead of flopping flat.
|
||||
_reg_f("Matador", "mat_joint_swing", 35.0, 0.0, 180.0, 1.0)
|
||||
_reg_f("Matador", "mat_joint_twist", 40.0, 0.0, 180.0, 1.0)
|
||||
_reg_f("Matador", "mat_ragdoll_damp", 1.5, 0.0, 10.0, 0.1)
|
||||
_reg_f("Matador", "mat_flee_range", 3.5, 2.0, 40.0)
|
||||
_reg_f("Matador", "mat_flee_speed", 5.5, 0.5, 12.0)
|
||||
_reg_f("Matador", "mat_flee_speed", 7.0, 0.5, 12.0)
|
||||
_reg_f("Matador", "mat_charge_speed", 10.0, 1.0, 30.0)
|
||||
_reg_f("Matador", "mat_brace_range", 5.0, 2.0, 20.0)
|
||||
_reg_f("Matador", "mat_brace_duration", 0.7, 0.05, 1.5, 0.05)
|
||||
_reg_f("Matador", "mat_commit_dist", 2.5, 0.5, 6.0, 0.1)
|
||||
_reg_f("Matador", "mat_step_speed", 3.5, 2.0, 20.0)
|
||||
_reg_f("Matador", "mat_step_speed", 6.5, 2.0, 20.0)
|
||||
_reg_f("Matador", "mat_step_duration", 0.35, 0.1, 1.0, 0.05)
|
||||
_reg_f("Matador", "mat_dodge_cooldown", 5.0, 0.5, 12.0, 0.25)
|
||||
_reg_f("Matador", "mat_dodge_chance", 0.25, 0.0, 1.0, 0.05)
|
||||
# How strongly the sidestep biases toward the bull so the blade sweeps through
|
||||
# its path during the pass (0 = pure lateral dodge, 1 = straight at the bull).
|
||||
_reg_f("Matador", "mat_pass_lunge", 0.35, 0.0, 1.0, 0.05)
|
||||
_reg_f("Matador", "mat_dodge_cooldown", 2.5, 0.5, 12.0, 0.25)
|
||||
_reg_f("Matador", "mat_dodge_chance", 0.72, 0.0, 1.0, 0.05)
|
||||
_reg_f("Matador", "mat_attack_range", 8.0, 2.0, 20.0)
|
||||
_reg_f("Matador", "mat_attack_speed", 5.5, 1.0, 12.0)
|
||||
_reg_f("Matador", "mat_attack_speed", 7.5, 1.0, 12.0)
|
||||
_reg_f("Matador", "mat_attack_duration", 1.8, 0.5, 5.0, 0.1)
|
||||
_reg_f("Matador", "mat_attack_min_dist", 2.5, 0.5, 6.0, 0.1)
|
||||
_reg_f("Matador", "mat_attack_min_dist", 3.2, 0.5, 6.0, 0.1)
|
||||
# Forward drive during the opening of a melee swing — turns the stationary stab
|
||||
# into an estocada lunge so the blade covers ground toward the bull.
|
||||
_reg_f("Matador", "mat_lunge_speed", 13.0, 0.0, 20.0)
|
||||
_reg_f("Matador", "mat_lunge_time", 0.22, 0.0, 0.6, 0.01)
|
||||
# Reach of the reach-based stab (the reliable melee hit) and its re-strike gap.
|
||||
# The bull dies if it comes inside mat_stab_reach of a matador that's attacking,
|
||||
# bracing, or passing with a drawn blade — closing in is genuinely deadly.
|
||||
_reg_f("Matador", "mat_stab_reach", 1.7, 0.5, 4.0, 0.1)
|
||||
_reg_f("Matador", "mat_stab_cooldown", 0.6, 0.1, 3.0, 0.1)
|
||||
# Half-angle (deg) the matador must be facing the bull within for a stab to land.
|
||||
# Stops "sword's off to the side but I still died" — you're only gored when the
|
||||
# blade is actually presented at you.
|
||||
_reg_f("Matador", "mat_stab_arc", 55.0, 5.0, 180.0, 5.0)
|
||||
_reg_f("Matador", "mat_roll_chance", 0.35, 0.0, 1.0, 0.05)
|
||||
_reg_f("Matador", "mat_roll_duration", 0.45, 0.1, 1.5, 0.05)
|
||||
# Playback rate of the Draw_weapon clip used for both drawing and sheathing —
|
||||
# higher = snappier unholster/holster.
|
||||
_reg_f("Matador", "mat_draw_speed", 1.9, 0.25, 3.0, 0.05)
|
||||
# Cross-fade between matador animation clips — smooths Run/Attack/Taunt cuts.
|
||||
_reg_f("Matador", "mat_anim_blend", 0.12, 0.0, 0.5, 0.01)
|
||||
# ── Matador heuristics (utility AI) ───────────────────────────────────────
|
||||
# Every mat_decide_interval seconds the matador scores its options — dodge the
|
||||
# pass, close for a strike, retreat, throw the blade, or strut/taunt — and picks
|
||||
# the highest. These weights bias the personality: crank aggression for a reckless
|
||||
# bullfighter, caution for a slippery one. mat_w_commit is a stickiness bonus for
|
||||
# the current choice so it doesn't dither between two near-tied options.
|
||||
_reg_f("Matador", "mat_decide_interval", 0.2, 0.05, 1.0, 0.05)
|
||||
_reg_f("Matador", "mat_w_aggression", 1.4, 0.0, 3.0, 0.05)
|
||||
_reg_f("Matador", "mat_w_caution", 1.0, 0.0, 3.0, 0.05)
|
||||
_reg_f("Matador", "mat_w_flee", 0.8, 0.0, 3.0, 0.05)
|
||||
_reg_f("Matador", "mat_w_showmanship", 1.0, 0.0, 3.0, 0.05)
|
||||
# Small so it smooths dithering without locking the matador into idling.
|
||||
_reg_f("Matador", "mat_w_commit", 0.15, 0.0, 2.0, 0.05)
|
||||
# ── Sword ─────────────────────────────────────────────────────────────────
|
||||
# Local seating of the sword in the right hand (drawn / fighting).
|
||||
# Defaults are identity — the bone is oriented in Blender to seat the sword
|
||||
# directly; these exist to fine-tune in-game without re-exporting.
|
||||
_reg_f("Sword", "sword_pos_x", 0.0, -1.0, 1.0, 0.01)
|
||||
_reg_f("Sword", "sword_pos_y", 0.0, -1.0, 1.0, 0.01)
|
||||
_reg_f("Sword", "sword_pos_z", 0.0, -1.0, 1.0, 0.01)
|
||||
_reg_f("Sword", "sword_rot_x", 0.0, -180.0, 180.0, 1.0)
|
||||
_reg_f("Sword", "sword_rot_y", 0.0, -180.0, 180.0, 1.0)
|
||||
_reg_f("Sword", "sword_rot_z", 0.0, -180.0, 180.0, 1.0)
|
||||
# Local seating of the sword in the hip holster (sheathed / wandering).
|
||||
# Independent of the hand grip so each pose can be tuned without affecting the
|
||||
# other. Defaults angle the blade down along the matador's side.
|
||||
_reg_f("Sword", "sword_rest_pos_x", 0.0, -1.0, 1.0, 0.01)
|
||||
_reg_f("Sword", "sword_rest_pos_y", 0.0, -1.0, 1.0, 0.01)
|
||||
_reg_f("Sword", "sword_rest_pos_z", 0.0, -1.0, 1.0, 0.01)
|
||||
_reg_f("Sword", "sword_rest_rot_x", -120.0, -180.0, 180.0, 1.0)
|
||||
_reg_f("Sword", "sword_rest_rot_y", 0.0, -180.0, 180.0, 1.0)
|
||||
_reg_f("Sword", "sword_rest_rot_z", 0.0, -180.0, 180.0, 1.0)
|
||||
# ── Sword throw (matador ranged attack) ──────────────────────────────────
|
||||
# Delay before a fresh sword appears in the holster after one is thrown.
|
||||
_reg_f("Sword", "mat_resword_delay", 2.0, 0.0, 10.0, 0.5)
|
||||
_reg_f("Sword", "mat_throw_range", 18.0, 5.0, 40.0)
|
||||
_reg_f("Sword", "mat_throw_min_dist", 5.0, 2.0, 15.0, 0.1)
|
||||
_reg_f("Sword", "mat_throw_windup", 0.5, 0.2, 2.0, 0.05)
|
||||
_reg_f("Sword", "mat_throw_release", 0.55, 0.1, 0.95, 0.01)
|
||||
_reg_f("Sword", "mat_throw_speed", 24.0, 5.0, 60.0)
|
||||
_reg_f("Sword", "mat_throw_spin", 14.0, 0.0, 40.0)
|
||||
# Gravity scale on the thrown blade (low = flies straight to the aim point) and
|
||||
# the vertical aim offset from the bull origin down onto its low collision body.
|
||||
_reg_f("Sword", "mat_throw_gravity", 0.25, 0.0, 1.0, 0.05)
|
||||
_reg_f("Sword", "mat_throw_aim_y", -0.45,-1.5, 0.5, 0.05)
|
||||
# Aim scatter (± degrees) so thrown blades can be read and dodged on the move.
|
||||
_reg_f("Sword", "mat_throw_spread", 11.0, 0.0, 30.0, 0.5)
|
||||
_reg_f("Sword", "mat_throw_arm_cock", 70.0,-180.0, 180.0, 1.0)
|
||||
_reg_f("Sword", "mat_throw_arm_release", -90.0,-180.0, 180.0, 1.0)
|
||||
_reg_f("Sword", "mat_throw_elbow", 80.0,-180.0, 180.0, 1.0)
|
||||
# ── Abilities ─────────────────────────────────────────────────────────────
|
||||
_reg_f("Abilities", "kick_cooldown", 1.5, 0.2, 10.0, 0.1)
|
||||
_reg_f("Abilities", "kick_range", 3.5, 0.5, 8.0, 0.1)
|
||||
_reg_f("Abilities", "kick_strength", 12.0, 1.0, 30.0)
|
||||
_reg_f("Abilities", "slam_cooldown", 4.0, 0.5, 15.0, 0.1)
|
||||
_reg_f("Abilities", "slam_range", 4.0, 1.0, 10.0, 0.1)
|
||||
_reg_f("Abilities", "slam_strength", 14.0, 1.0, 30.0)
|
||||
_reg_f("Abilities", "slam_cooldown", 4.0, 0.5, 15.0, 0.1)
|
||||
_reg_f("Abilities", "slam_jump_velocity", 7.0, 2.0, 20.0)
|
||||
# Descent gravity multiplier — higher = faster crash, less airtime.
|
||||
_reg_f("Abilities", "slam_fall_mult", 3.0, 1.0, 8.0, 0.5)
|
||||
# Upward launch velocity (m/s) given to a slammed matador's ragdoll — pops them
|
||||
# skyward. ~7 ≈ a 2.5 m hop; 0 disables the launch.
|
||||
_reg_f("Abilities", "slam_launch_up", 7.0, 0.0, 15.0, 0.5)
|
||||
_reg_f("Abilities", "slam_range", 4.0, 1.0, 10.0, 0.1)
|
||||
_reg_f("Abilities", "slam_strength", 14.0, 1.0, 30.0)
|
||||
_reg_f("Abilities", "dash_cooldown", 2.0, 0.5, 10.0, 0.1)
|
||||
_reg_f("Abilities", "dash_speed", 22.0, 5.0, 60.0)
|
||||
# ── Debug ─────────────────────────────────────────────────────────────────
|
||||
_reg_b("Debug", "show_collisions", false)
|
||||
_reg_f("Abilities", "dash_speed", 66.0, 5.0, 200.0)
|
||||
# ── Roll (Rammus Powerball) ───────────────────────────────────────────────
|
||||
# The bull curls into a ball and ACCELERATES the longer it rolls, from
|
||||
# roll_base_speed up to roll_max_speed over roll_rampup_time. Turning is wide
|
||||
# (momentum steering via roll_turn). On slamming into a matador the ball POPS:
|
||||
# the target is launched skyward (roll_knockup) and the roll ends.
|
||||
_reg_f("Roll", "roll_cooldown", 3.0, 0.5, 15.0, 0.1)
|
||||
_reg_f("Roll", "roll_duration", 2.5, 0.5, 6.0, 0.1) # max roll time
|
||||
_reg_f("Roll", "roll_base_speed", 28.0, 5.0, 120.0) # speed at the start of the roll
|
||||
_reg_f("Roll", "roll_max_speed", 95.0, 10.0, 200.0) # top speed once fully ramped
|
||||
_reg_f("Roll", "roll_rampup_time", 2.0, 0.2, 6.0, 0.1) # time to reach top speed
|
||||
_reg_f("Roll", "roll_turn", 7.0, 0.2, 20.0) # steer rate (WASD/arrows; higher = tighter)
|
||||
_reg_f("Roll", "roll_spin_radius", 1.4, 0.3, 4.0, 0.1) # ball radius for tumble spin (smaller = faster)
|
||||
_reg_f("Roll", "roll_hit_radius", 2.4, 0.5, 6.0, 0.1) # contact radius that pops the ball
|
||||
_reg_f("Roll", "roll_hit_strength", 22.0, 1.0, 40.0) # horizontal launch on the pop
|
||||
_reg_f("Roll", "roll_knockup", 11.0, 0.0, 25.0) # vertical knock-up on the pop
|
||||
# ── Debug overlays (see debug_draw.gd) ───────────────────────────────────
|
||||
_reg_b("Debug", "show_collisions", false)
|
||||
# PS1 post-process filter (see ps1_filter.gd on the fullscreen ColorRect):
|
||||
# screen-covering CRT/PS1 shader — pixelation, colour-banding + dither, and a
|
||||
# rolling scanline. Keys map 1:1 onto the shader uniforms; show_ps1 toggles the
|
||||
# whole overlay. Ranges mirror the shader's hint_range so the console can't push
|
||||
# a uniform out of bounds.
|
||||
_reg_b("PS1", "show_ps1", true)
|
||||
_reg_f("PS1", "ps1_pixel_scale", 4.0, 1.0, 8.0, 1.0)
|
||||
_reg_f("PS1", "ps1_color_depth", 5.0, 2.0, 8.0, 1.0)
|
||||
_reg_f("PS1", "ps1_dither_strength", 0.8, 0.0, 2.0, 0.05)
|
||||
_reg_f("PS1", "ps1_scanline_strength", 0.2, 0.0, 1.0, 0.05)
|
||||
_reg_f("PS1", "ps1_roll_speed", 3.0, 0.0, 10.0, 0.1)
|
||||
_reg_f("PS1", "ps1_roll_strength", 1.0, 0.0, 1.0, 0.05)
|
||||
_reg_b("Debug", "show_hitboxes", false)
|
||||
_reg_b("Debug", "show_bones", false)
|
||||
_reg_b("Debug", "show_raycasts", false)
|
||||
_reg_b("Debug", "show_tail", false)
|
||||
_reg_b("Debug", "show_stats", false)
|
||||
_reg_b("Debug", "show_states", false)
|
||||
_reg_b("Debug", "show_animation_name", false)
|
||||
_reg_b("Debug", "show_wireframe", false)
|
||||
_reg_b("Debug", "show_grid", false)
|
||||
_reg_b("Debug", "show_axes", false)
|
||||
|
||||
|
||||
func _reg_f(section: String, key: String, default: float,
|
||||
@@ -138,6 +263,7 @@ func _reg_f(section: String, key: String, default: float,
|
||||
"max": max_val,
|
||||
"step": step,
|
||||
}
|
||||
_values[key] = default
|
||||
|
||||
|
||||
func _reg_b(section: String, key: String, default: bool) -> void:
|
||||
@@ -147,26 +273,28 @@ func _reg_b(section: String, key: String, default: bool) -> void:
|
||||
"section": section,
|
||||
"type": TYPE_BOOL,
|
||||
}
|
||||
_values[key] = default
|
||||
|
||||
|
||||
## Read a float param. Panics on unknown key — intentional: typos should be loud.
|
||||
func f(key: String) -> float:
|
||||
return _params[key]["value"] as float
|
||||
return _values[key] as float
|
||||
|
||||
|
||||
## Read a bool param.
|
||||
func b(key: String) -> bool:
|
||||
return _params[key]["value"] as bool
|
||||
return _values[key] as bool
|
||||
|
||||
|
||||
func set_value(key: String, value: Variant) -> void:
|
||||
if not _params.has(key):
|
||||
return
|
||||
_params[key]["value"] = value
|
||||
_values[key] = value
|
||||
any_changed.emit(key, value)
|
||||
|
||||
|
||||
## Returns the full metadata dict — used by DebugMenu to build UI.
|
||||
## Returns the full metadata dict — used by Console to build UI.
|
||||
func get_all() -> Dictionary:
|
||||
return _params
|
||||
|
||||
@@ -192,9 +320,27 @@ func load_saved() -> void:
|
||||
if p["type"] == TYPE_FLOAT:
|
||||
val = clampf(val as float, p["min"] as float, p["max"] as float)
|
||||
_params[key]["value"] = val
|
||||
_values[key] = val
|
||||
|
||||
|
||||
func reset_all() -> void:
|
||||
for key: String in _params:
|
||||
_params[key]["value"] = _params[key]["default"]
|
||||
var default: Variant = _params[key]["default"]
|
||||
_params[key]["value"] = default
|
||||
_values[key] = default
|
||||
any_changed.emit("__all__", null)
|
||||
|
||||
|
||||
## Reset a single param to its default. No-op on unknown key.
|
||||
func reset(key: String) -> void:
|
||||
if not _params.has(key):
|
||||
return
|
||||
var default: Variant = _params[key]["default"]
|
||||
_params[key]["value"] = default
|
||||
_values[key] = default
|
||||
any_changed.emit(key, default)
|
||||
|
||||
|
||||
## True when the param currently differs from its registered default.
|
||||
func is_modified(key: String) -> bool:
|
||||
return _params.has(key) and _params[key]["value"] != _params[key]["default"]
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
[remap]
|
||||
|
||||
importer="font_data_dynamic"
|
||||
type="FontFile"
|
||||
uid="uid://fu84fchl1im6"
|
||||
path="res://.godot/imported/Cinzel.ttf-b9b78caa7497d2ec78b922cb77f34333.fontdata"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://fonts/Cinzel.ttf"
|
||||
dest_files=["res://.godot/imported/Cinzel.ttf-b9b78caa7497d2ec78b922cb77f34333.fontdata"]
|
||||
|
||||
[params]
|
||||
|
||||
Rendering=null
|
||||
antialiasing=1
|
||||
generate_mipmaps=false
|
||||
disable_embedded_bitmaps=true
|
||||
multichannel_signed_distance_field=false
|
||||
msdf_pixel_range=8
|
||||
msdf_size=48
|
||||
allow_system_fallback=true
|
||||
force_autohinter=false
|
||||
modulate_color_glyphs=false
|
||||
hinting=3
|
||||
subpixel_positioning=4
|
||||
keep_rounding_remainders=true
|
||||
oversampling=0.0
|
||||
Fallbacks=null
|
||||
fallbacks=[]
|
||||
Compress=null
|
||||
compress=true
|
||||
preload=[]
|
||||
language_support={}
|
||||
script_support={}
|
||||
opentype_features={}
|
||||
@@ -0,0 +1,36 @@
|
||||
[remap]
|
||||
|
||||
importer="font_data_dynamic"
|
||||
type="FontFile"
|
||||
uid="uid://rcfn6xhs7fur"
|
||||
path="res://.godot/imported/CinzelDecorative-Bold.ttf-fd8dd0c7ef2ceb6acaeb4b78a3c0a47b.fontdata"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://fonts/CinzelDecorative-Bold.ttf"
|
||||
dest_files=["res://.godot/imported/CinzelDecorative-Bold.ttf-fd8dd0c7ef2ceb6acaeb4b78a3c0a47b.fontdata"]
|
||||
|
||||
[params]
|
||||
|
||||
Rendering=null
|
||||
antialiasing=1
|
||||
generate_mipmaps=false
|
||||
disable_embedded_bitmaps=true
|
||||
multichannel_signed_distance_field=false
|
||||
msdf_pixel_range=8
|
||||
msdf_size=48
|
||||
allow_system_fallback=true
|
||||
force_autohinter=false
|
||||
modulate_color_glyphs=false
|
||||
hinting=3
|
||||
subpixel_positioning=4
|
||||
keep_rounding_remainders=true
|
||||
oversampling=0.0
|
||||
Fallbacks=null
|
||||
fallbacks=[]
|
||||
Compress=null
|
||||
compress=true
|
||||
preload=[]
|
||||
language_support={}
|
||||
script_support={}
|
||||
opentype_features={}
|
||||
@@ -0,0 +1,36 @@
|
||||
[remap]
|
||||
|
||||
importer="font_data_dynamic"
|
||||
type="FontFile"
|
||||
uid="uid://cgppsmy8krkhw"
|
||||
path="res://.godot/imported/CinzelDecorative-Regular.ttf-818749a2a58435ecbb00dae02eb6079a.fontdata"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://fonts/CinzelDecorative-Regular.ttf"
|
||||
dest_files=["res://.godot/imported/CinzelDecorative-Regular.ttf-818749a2a58435ecbb00dae02eb6079a.fontdata"]
|
||||
|
||||
[params]
|
||||
|
||||
Rendering=null
|
||||
antialiasing=1
|
||||
generate_mipmaps=false
|
||||
disable_embedded_bitmaps=true
|
||||
multichannel_signed_distance_field=false
|
||||
msdf_pixel_range=8
|
||||
msdf_size=48
|
||||
allow_system_fallback=true
|
||||
force_autohinter=false
|
||||
modulate_color_glyphs=false
|
||||
hinting=3
|
||||
subpixel_positioning=4
|
||||
keep_rounding_remainders=true
|
||||
oversampling=0.0
|
||||
Fallbacks=null
|
||||
fallbacks=[]
|
||||
Compress=null
|
||||
compress=true
|
||||
preload=[]
|
||||
language_support={}
|
||||
script_support={}
|
||||
opentype_features={}
|
||||
@@ -0,0 +1,93 @@
|
||||
Copyright 2020 The Cinzel Project Authors (https://github.com/NDISCOVER/Cinzel)
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -0,0 +1,33 @@
|
||||
class_name GameVersion
|
||||
extends RefCounted
|
||||
## Single source of truth for the game's version string.
|
||||
##
|
||||
## The numeric version lives in project.godot (application/config/version) so it
|
||||
## also feeds export metadata; here we read it back and layer on the pre-release
|
||||
## CHANNEL and a human-readable STAGE label. We're pre-1.0 — every 0.x build is
|
||||
## understood to be unstable, in-development software (see the recommendations in
|
||||
## the commit / PR notes for why 0.x is the convention for early game dev).
|
||||
|
||||
## Pre-release channel appended to the number, SemVer-style (e.g. 0.1.0-alpha).
|
||||
const CHANNEL: String = "alpha"
|
||||
|
||||
## Friendly stage banner shown to players so it's unmistakably an early build.
|
||||
const STAGE: String = "Early Development Build"
|
||||
|
||||
|
||||
## Bare numeric version, e.g. "0.1.0". Read from project settings.
|
||||
static func number() -> String:
|
||||
return str(ProjectSettings.get_setting("application/config/version", "0.0.0"))
|
||||
|
||||
|
||||
## Full version tag, e.g. "v0.1.0-alpha".
|
||||
static func string() -> String:
|
||||
var s := "v" + number()
|
||||
if not CHANNEL.is_empty():
|
||||
s += "-" + CHANNEL
|
||||
return s
|
||||
|
||||
|
||||
## Version tag + stage banner, e.g. "v0.1.0-alpha · Early Development Build".
|
||||
static func full() -> String:
|
||||
return "%s · %s" % [string(), STAGE]
|
||||
@@ -0,0 +1 @@
|
||||
uid://f4bvu1mnvpiu
|
||||
@@ -1,113 +1,256 @@
|
||||
extends CanvasLayer
|
||||
|
||||
const _GOLD := Color(1.00, 0.78, 0.22)
|
||||
const _CREAM := Color(0.88, 0.83, 0.72)
|
||||
const _MUTED := Color(0.65, 0.60, 0.48)
|
||||
const _BG := Color(0.06, 0.04, 0.02, 0.78)
|
||||
const _BADGE := Color(0.16, 0.10, 0.03, 0.90)
|
||||
const _BORDER := Color(0.65, 0.48, 0.15, 0.55)
|
||||
const _GOLD := Color(1.00, 0.78, 0.22)
|
||||
const _CREAM := Color(0.93, 0.88, 0.72)
|
||||
const _MUTED := Color(0.66, 0.60, 0.46)
|
||||
|
||||
# Per-ability trim colour, tying each tile (and its key cap) to that ability's FX.
|
||||
# Order matches _ABILITY_ICONS: kick, slam, dash, roll.
|
||||
const _ABILITY_ACCENT: Array[Color] = [
|
||||
Color(1.00, 0.62, 0.16), # Kick — ember orange
|
||||
Color(0.98, 0.34, 0.20), # Slam — crimson
|
||||
Color(0.45, 0.75, 1.00), # Dash — sky blue
|
||||
Color(1.00, 0.82, 0.32), # Roll — gold
|
||||
]
|
||||
|
||||
const _ABILITY_ICONS: Array[String] = [
|
||||
"res://HUD/HUD_0000_ability_JALG.png",
|
||||
"res://HUD/HUD_0001_ability_SLAM.png",
|
||||
"res://HUD/HUD_0002_ability_DASH.png",
|
||||
"res://HUD/KICK.png",
|
||||
"res://HUD/SLAM.png",
|
||||
"res://HUD/DASH.png",
|
||||
"res://HUD/ROLL.png",
|
||||
]
|
||||
const _ABILITY_KEYS: Array[String] = ["F", "G", "H"]
|
||||
const _ABILITY_ACTIONS: Array[StringName] = [
|
||||
&"ability_kick", &"ability_slam", &"ability_dash", &"ability_roll",
|
||||
]
|
||||
# Fallback label shown in a slot whose icon file fails to load.
|
||||
const _ABILITY_NAMES: Array[String] = ["Kick", "Slam", "Dash", "Roll"]
|
||||
|
||||
var _controls_visible: bool = true
|
||||
var _controls_visible: bool = false
|
||||
var _controls_panel: PanelContainer
|
||||
var _toggle_btn: Button
|
||||
var _tab_hint: Label
|
||||
var _spawner: Node
|
||||
var _player: Node = null
|
||||
var _died_connected: bool = false
|
||||
var _cd_overlays: Array[ColorRect] = []
|
||||
var _cd_labels: Array[Label] = []
|
||||
var _ability_bar: HBoxContainer
|
||||
var _ability_panels: Array[PanelContainer] = []
|
||||
|
||||
# Win/lose screen. _game_over latches so the result is shown once; _result_win
|
||||
# records which way it went (read by the gameplay test).
|
||||
const _WIN_VIDEO := "res://videos/bull_win.ogv" # the bull triumphs
|
||||
const _LOSS_VIDEO := "res://videos/matador_win.ogv" # the matador triumphs
|
||||
|
||||
var _game_over: bool = false
|
||||
var _result_win: bool = false
|
||||
var _over_root: Control
|
||||
var _over_video: VideoStreamPlayer
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
layer = 11
|
||||
process_mode = Node.PROCESS_MODE_ALWAYS
|
||||
_build_controls_panel()
|
||||
_build_tab_hint()
|
||||
_build_ability_bar()
|
||||
_build_version_label()
|
||||
_build_game_over()
|
||||
_find_spawner.call_deferred()
|
||||
|
||||
|
||||
# Unobtrusive early-build tag in the bottom-right corner.
|
||||
func _build_version_label() -> void:
|
||||
var lbl := Label.new()
|
||||
lbl.text = GameVersion.full()
|
||||
lbl.add_theme_color_override("font_color", _MUTED)
|
||||
lbl.add_theme_font_size_override("font_size", 12)
|
||||
lbl.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
|
||||
lbl.grow_horizontal = Control.GROW_DIRECTION_BEGIN
|
||||
lbl.grow_vertical = Control.GROW_DIRECTION_BEGIN
|
||||
lbl.offset_right = -14.0
|
||||
lbl.offset_bottom = -10.0
|
||||
lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(lbl)
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if _player == null:
|
||||
var players := get_tree().get_nodes_in_group(&"player")
|
||||
if not players.is_empty():
|
||||
_player = players[0]
|
||||
return
|
||||
if not _died_connected:
|
||||
_died_connected = true
|
||||
_player.died.connect(_on_player_died)
|
||||
for i: int in _cd_overlays.size():
|
||||
var fraction: float = _player.call(&"ability_cooldown_fraction", i)
|
||||
var ov := _cd_overlays[i]
|
||||
ov.anchor_top = 1.0 - fraction
|
||||
ov.anchor_bottom = 1.0
|
||||
var remaining: float = _player.call(&"ability_cooldown_remaining", i)
|
||||
var lbl := _cd_labels[i]
|
||||
if remaining > 0.0:
|
||||
lbl.text = "%.1fs" % remaining
|
||||
lbl.visible = true
|
||||
else:
|
||||
lbl.visible = false
|
||||
|
||||
|
||||
func _find_spawner() -> void:
|
||||
var spawners := get_tree().get_nodes_in_group(&"matador_spawn")
|
||||
if not spawners.is_empty():
|
||||
_spawner = spawners[0]
|
||||
if spawners.is_empty():
|
||||
return
|
||||
_spawner = spawners[0]
|
||||
_spawner.all_defeated.connect(_on_all_defeated)
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and not event.echo:
|
||||
if event.physical_keycode == KEY_TAB:
|
||||
if _game_over and event.physical_keycode in [KEY_ENTER, KEY_KP_ENTER]:
|
||||
_restart()
|
||||
elif event.physical_keycode == KEY_TAB and not _game_over:
|
||||
_toggle_controls()
|
||||
elif event.physical_keycode == KEY_ESCAPE:
|
||||
_return_to_menu()
|
||||
|
||||
|
||||
func _return_to_menu() -> void:
|
||||
get_tree().paused = false
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
get_tree().change_scene_to_file("res://MainMenu.tscn")
|
||||
|
||||
|
||||
func _restart() -> void:
|
||||
get_tree().paused = false
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
get_tree().reload_current_scene()
|
||||
|
||||
|
||||
func _toggle_controls() -> void:
|
||||
_controls_visible = not _controls_visible
|
||||
_controls_panel.visible = _controls_visible
|
||||
_tab_hint.visible = not _controls_visible
|
||||
_toggle_btn.text = "Hide controls" if _controls_visible else "Show controls"
|
||||
|
||||
|
||||
func _on_reset_pressed() -> void:
|
||||
if get_tree().paused:
|
||||
get_tree().paused = false
|
||||
if _spawner:
|
||||
_spawner.reset_spawn()
|
||||
# ── Win / lose ──────────────────────────────────────────────────────────────
|
||||
# The bull takes one clean blade and it's over; clear the last matador and it's a
|
||||
# victory. Both routes end here — the arena freezes and the result is proclaimed.
|
||||
|
||||
func _on_player_died(cause: String = "") -> void:
|
||||
_show_game_over(false, cause)
|
||||
|
||||
|
||||
func _on_all_defeated() -> void:
|
||||
_show_game_over(true)
|
||||
|
||||
|
||||
func _show_game_over(win: bool, _cause: String = "") -> void:
|
||||
if _game_over:
|
||||
return
|
||||
_game_over = true
|
||||
_result_win = win
|
||||
|
||||
if _controls_panel:
|
||||
_controls_panel.visible = false
|
||||
if _tab_hint:
|
||||
_tab_hint.visible = false
|
||||
|
||||
# Swap in the matching outcome clip and loop it behind the buttons.
|
||||
var path := _WIN_VIDEO if win else _LOSS_VIDEO
|
||||
if ResourceLoader.exists(path):
|
||||
_over_video.stream = load(path)
|
||||
_over_video.play()
|
||||
|
||||
_over_root.visible = true
|
||||
_over_root.modulate.a = 0.0
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
get_tree().paused = true
|
||||
|
||||
create_tween().tween_property(_over_root, "modulate:a", 1.0, 0.5)
|
||||
|
||||
|
||||
func _build_game_over() -> void:
|
||||
_over_root = Control.new()
|
||||
_over_root.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
_over_root.process_mode = Node.PROCESS_MODE_ALWAYS
|
||||
_over_root.visible = false
|
||||
add_child(_over_root)
|
||||
|
||||
# Full-screen outcome clip (bull win / matador win), looping.
|
||||
_over_video = VideoStreamPlayer.new()
|
||||
_over_video.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
_over_video.expand = true
|
||||
_over_video.process_mode = Node.PROCESS_MODE_ALWAYS
|
||||
_over_video.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
_over_video.finished.connect(_over_video.play) # loop the outcome clip
|
||||
_over_root.add_child(_over_video)
|
||||
|
||||
# Buttons overlaid at the bottom of the clip.
|
||||
var row := HBoxContainer.new()
|
||||
row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
row.add_theme_constant_override("separation", 16)
|
||||
row.anchor_left = 0.5
|
||||
row.anchor_right = 0.5
|
||||
row.anchor_top = 1.0
|
||||
row.anchor_bottom = 1.0
|
||||
row.grow_horizontal = Control.GROW_DIRECTION_BOTH
|
||||
row.grow_vertical = Control.GROW_DIRECTION_BEGIN
|
||||
row.offset_bottom = -48.0
|
||||
_over_root.add_child(row)
|
||||
|
||||
var again := _make_button("Go Again (Enter)")
|
||||
again.pressed.connect(_restart)
|
||||
row.add_child(again)
|
||||
|
||||
var menu := _make_button("Main Menu")
|
||||
menu.pressed.connect(_return_to_menu)
|
||||
row.add_child(menu)
|
||||
|
||||
|
||||
const _SLOT_SEPARATION: int = 10
|
||||
|
||||
|
||||
func _build_ability_bar() -> void:
|
||||
var bar := HBoxContainer.new()
|
||||
bar.add_theme_constant_override("separation", 10)
|
||||
bar.anchor_left = 0.5
|
||||
bar.anchor_right = 0.5
|
||||
bar.anchor_top = 1.0
|
||||
bar.anchor_bottom = 1.0
|
||||
bar.grow_horizontal = Control.GROW_DIRECTION_BOTH
|
||||
bar.grow_vertical = Control.GROW_DIRECTION_BEGIN
|
||||
bar.offset_left = -120.0
|
||||
bar.offset_bottom = -20.0
|
||||
add_child(bar)
|
||||
for i: int in 3:
|
||||
bar.add_child(_build_ability_slot(i))
|
||||
_ability_bar = HBoxContainer.new()
|
||||
_ability_bar.add_theme_constant_override("separation", _SLOT_SEPARATION)
|
||||
_ability_bar.anchor_left = 0.5
|
||||
_ability_bar.anchor_right = 0.5
|
||||
_ability_bar.anchor_top = 1.0
|
||||
_ability_bar.anchor_bottom = 1.0
|
||||
_ability_bar.grow_horizontal = Control.GROW_DIRECTION_BOTH
|
||||
_ability_bar.grow_vertical = Control.GROW_DIRECTION_BEGIN
|
||||
_ability_bar.offset_bottom = -20.0
|
||||
add_child(_ability_bar)
|
||||
for i: int in 4:
|
||||
_ability_bar.add_child(_build_ability_slot(i))
|
||||
_layout_ability_bar()
|
||||
get_viewport().size_changed.connect(_layout_ability_bar)
|
||||
|
||||
|
||||
# Size the ability slots as a fraction of the viewport (clamped) so the bar scales
|
||||
# with the window, and keep it horizontally centred by matching the HBox offsets.
|
||||
func _layout_ability_bar() -> void:
|
||||
var vp := get_viewport().get_visible_rect().size
|
||||
var slot := clampf(minf(vp.x * 0.055, vp.y * 0.11), 56.0, 104.0)
|
||||
for panel: PanelContainer in _ability_panels:
|
||||
panel.custom_minimum_size = Vector2(slot, slot)
|
||||
var total := slot * 4.0 + float(_SLOT_SEPARATION) * 3.0
|
||||
_ability_bar.offset_left = -total * 0.5
|
||||
_ability_bar.offset_right = total * 0.5
|
||||
|
||||
|
||||
func _build_ability_slot(idx: int) -> Control:
|
||||
var vbox := VBoxContainer.new()
|
||||
vbox.add_theme_constant_override("separation", 4)
|
||||
|
||||
var bg_style := StyleBoxFlat.new()
|
||||
bg_style.bg_color = _BG
|
||||
bg_style.corner_radius_top_left = 6
|
||||
bg_style.corner_radius_top_right = 6
|
||||
bg_style.corner_radius_bottom_left = 6
|
||||
bg_style.corner_radius_bottom_right = 6
|
||||
bg_style.border_width_left = 1
|
||||
bg_style.border_width_right = 1
|
||||
bg_style.border_width_top = 1
|
||||
bg_style.border_width_bottom = 1
|
||||
bg_style.border_color = _BORDER
|
||||
bg_style.content_margin_left = 4.0
|
||||
bg_style.content_margin_right = 4.0
|
||||
bg_style.content_margin_top = 4.0
|
||||
bg_style.content_margin_bottom = 4.0
|
||||
|
||||
var panel := PanelContainer.new()
|
||||
panel.custom_minimum_size = Vector2(72.0, 72.0)
|
||||
panel.add_theme_stylebox_override("panel", bg_style)
|
||||
panel.add_theme_stylebox_override(
|
||||
"panel", UiTheme.plaque(UiTheme.LEATHER, _ABILITY_ACCENT[idx], 4, 5.0, 5.0))
|
||||
vbox.add_child(panel)
|
||||
_ability_panels.append(panel)
|
||||
|
||||
var stack := Control.new()
|
||||
stack.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
@@ -116,9 +259,23 @@ func _build_ability_slot(idx: int) -> Control:
|
||||
if ResourceLoader.exists(_ABILITY_ICONS[idx]):
|
||||
var icon := TextureRect.new()
|
||||
icon.texture = load(_ABILITY_ICONS[idx])
|
||||
# Ignore the texture's native size so a large source PNG doesn't blow the
|
||||
# slot's minimum size out; scale-to-fit the box while keeping aspect.
|
||||
icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
|
||||
icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
|
||||
icon.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
stack.add_child(icon)
|
||||
else:
|
||||
var name_lbl := Label.new()
|
||||
name_lbl.text = _ABILITY_NAMES[idx]
|
||||
name_lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
name_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
name_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
name_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
name_lbl.add_theme_color_override("font_color", _GOLD)
|
||||
name_lbl.add_theme_font_size_override("font_size", 16)
|
||||
stack.add_child(name_lbl)
|
||||
|
||||
var cd_overlay := ColorRect.new()
|
||||
cd_overlay.color = Color(0.0, 0.0, 0.0, 0.70)
|
||||
@@ -130,35 +287,49 @@ func _build_ability_slot(idx: int) -> Control:
|
||||
stack.add_child(cd_overlay)
|
||||
_cd_overlays.append(cd_overlay)
|
||||
|
||||
var cd_lbl := Label.new()
|
||||
cd_lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
cd_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
cd_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
cd_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
cd_lbl.visible = false
|
||||
cd_lbl.add_theme_color_override("font_color", Color.WHITE)
|
||||
cd_lbl.add_theme_font_size_override("font_size", 18)
|
||||
stack.add_child(cd_lbl)
|
||||
_cd_labels.append(cd_lbl)
|
||||
|
||||
var key_lbl := Label.new()
|
||||
key_lbl.text = _ABILITY_KEYS[idx]
|
||||
key_lbl.text = Controls.get_key_label(_ABILITY_ACTIONS[idx])
|
||||
key_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
key_lbl.add_theme_color_override("font_color", _GOLD)
|
||||
key_lbl.add_theme_font_size_override("font_size", 12)
|
||||
key_lbl.add_theme_font_override("font", UiFonts.body())
|
||||
key_lbl.add_theme_color_override("font_color", _ABILITY_ACCENT[idx].lerp(_CREAM, 0.35))
|
||||
key_lbl.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
|
||||
key_lbl.add_theme_constant_override("outline_size", 3)
|
||||
key_lbl.add_theme_font_size_override("font_size", 13)
|
||||
vbox.add_child(key_lbl)
|
||||
|
||||
return vbox
|
||||
|
||||
|
||||
func _build_tab_hint() -> void:
|
||||
_tab_hint = Label.new()
|
||||
_tab_hint.text = "Press 'Tab' to see controls"
|
||||
_tab_hint.anchor_left = 0.0
|
||||
_tab_hint.anchor_top = 1.0
|
||||
_tab_hint.anchor_right = 0.0
|
||||
_tab_hint.anchor_bottom = 1.0
|
||||
_tab_hint.grow_vertical = Control.GROW_DIRECTION_BEGIN
|
||||
_tab_hint.offset_left = 20.0
|
||||
_tab_hint.offset_bottom = -20.0
|
||||
_tab_hint.add_theme_color_override("font_color", _MUTED)
|
||||
_tab_hint.add_theme_font_size_override("font_size", 12)
|
||||
add_child(_tab_hint)
|
||||
|
||||
|
||||
func _build_controls_panel() -> void:
|
||||
_controls_panel = PanelContainer.new()
|
||||
|
||||
var bg := StyleBoxFlat.new()
|
||||
bg.bg_color = _BG
|
||||
bg.corner_radius_top_left = 7
|
||||
bg.corner_radius_top_right = 7
|
||||
bg.corner_radius_bottom_left = 7
|
||||
bg.corner_radius_bottom_right = 7
|
||||
bg.border_width_left = 1
|
||||
bg.border_width_right = 1
|
||||
bg.border_width_top = 1
|
||||
bg.border_width_bottom = 1
|
||||
bg.border_color = _BORDER
|
||||
bg.content_margin_left = 14.0
|
||||
bg.content_margin_right = 14.0
|
||||
bg.content_margin_top = 10.0
|
||||
bg.content_margin_bottom = 10.0
|
||||
_controls_panel.add_theme_stylebox_override("panel", bg)
|
||||
_controls_panel.add_theme_stylebox_override(
|
||||
"panel", UiTheme.plaque(UiTheme.LEATHER, UiTheme.BORDER, 4, 16.0, 12.0))
|
||||
|
||||
_controls_panel.anchor_left = 0.0
|
||||
_controls_panel.anchor_top = 1.0
|
||||
@@ -167,41 +338,35 @@ func _build_controls_panel() -> void:
|
||||
_controls_panel.grow_vertical = Control.GROW_DIRECTION_BEGIN
|
||||
_controls_panel.offset_left = 20.0
|
||||
_controls_panel.offset_bottom = -20.0
|
||||
_controls_panel.visible = false
|
||||
add_child(_controls_panel)
|
||||
|
||||
var vbox := VBoxContainer.new()
|
||||
vbox.add_theme_constant_override("separation", 5)
|
||||
_controls_panel.add_child(vbox)
|
||||
|
||||
_row(vbox, "WASD / Arrows", "Move (not intended)", _MUTED)
|
||||
_row(vbox, "LMB (hold)", "Right horn", _CREAM)
|
||||
_row(vbox, "RMB (hold)", "Left horn", _CREAM)
|
||||
_row(vbox, "F", "Kick", _CREAM)
|
||||
_row(vbox, "G", "Slam", _CREAM)
|
||||
_row(vbox, "H", "Dash", _CREAM)
|
||||
var move_keys := "%s %s %s %s" % [
|
||||
Controls.get_key_label(&"move_forward"),
|
||||
Controls.get_key_label(&"move_left"),
|
||||
Controls.get_key_label(&"move_back"),
|
||||
Controls.get_key_label(&"move_right"),
|
||||
]
|
||||
_row(vbox, move_keys, "Move", _CREAM)
|
||||
_row(vbox, Controls.get_key_label(&"ability_kick"), "Kick", _CREAM)
|
||||
_row(vbox, Controls.get_key_label(&"ability_slam"), "Slam", _CREAM)
|
||||
_row(vbox, Controls.get_key_label(&"ability_dash"), "Dash", _CREAM)
|
||||
_row(vbox, Controls.get_key_label(&"ability_roll"), "Roll (Powerball: ram the matador!)", _CREAM)
|
||||
_row(vbox, "Scroll", "Zoom", _CREAM)
|
||||
_row(vbox, "R", "Respawn matadors (cooldown)", _MUTED)
|
||||
_row(vbox, "Tab", "Toggle controls", _MUTED)
|
||||
_row(vbox, "Esc", "Back to menu", _MUTED)
|
||||
|
||||
var sep := HSeparator.new()
|
||||
var sep_style := StyleBoxFlat.new()
|
||||
sep_style.bg_color = Color(0.65, 0.48, 0.15, 0.30)
|
||||
sep_style.content_margin_top = 4.0
|
||||
sep_style.content_margin_bottom = 4.0
|
||||
sep.add_theme_stylebox_override("separator", sep_style)
|
||||
sep.add_theme_stylebox_override("separator", UiTheme.rule())
|
||||
vbox.add_child(sep)
|
||||
|
||||
var hbox := HBoxContainer.new()
|
||||
hbox.add_theme_constant_override("separation", 8)
|
||||
vbox.add_child(hbox)
|
||||
|
||||
_toggle_btn = _make_button("Hide controls")
|
||||
_toggle_btn = _make_button("Show controls")
|
||||
_toggle_btn.pressed.connect(_toggle_controls)
|
||||
hbox.add_child(_toggle_btn)
|
||||
|
||||
var reset_btn := _make_button("Reset")
|
||||
reset_btn.pressed.connect(_on_reset_pressed)
|
||||
hbox.add_child(reset_btn)
|
||||
vbox.add_child(_toggle_btn)
|
||||
|
||||
|
||||
func _make_button(label_text: String) -> Button:
|
||||
@@ -209,44 +374,17 @@ func _make_button(label_text: String) -> Button:
|
||||
btn.text = label_text
|
||||
btn.process_mode = Node.PROCESS_MODE_ALWAYS
|
||||
|
||||
var normal := StyleBoxFlat.new()
|
||||
normal.bg_color = Color(0.18, 0.12, 0.04, 0.90)
|
||||
normal.corner_radius_top_left = 5
|
||||
normal.corner_radius_top_right = 5
|
||||
normal.corner_radius_bottom_left = 5
|
||||
normal.corner_radius_bottom_right = 5
|
||||
normal.border_width_left = 1
|
||||
normal.border_width_right = 1
|
||||
normal.border_width_top = 1
|
||||
normal.border_width_bottom = 1
|
||||
normal.border_color = _BORDER
|
||||
normal.content_margin_left = 12.0
|
||||
normal.content_margin_right = 12.0
|
||||
normal.content_margin_top = 6.0
|
||||
normal.content_margin_bottom = 6.0
|
||||
|
||||
var hover := StyleBoxFlat.new()
|
||||
hover.bg_color = Color(0.30, 0.20, 0.06, 0.95)
|
||||
hover.corner_radius_top_left = 5
|
||||
hover.corner_radius_top_right = 5
|
||||
hover.corner_radius_bottom_left = 5
|
||||
hover.corner_radius_bottom_right = 5
|
||||
hover.border_width_left = 1
|
||||
hover.border_width_right = 1
|
||||
hover.border_width_top = 1
|
||||
hover.border_width_bottom = 1
|
||||
hover.border_color = _GOLD
|
||||
hover.content_margin_left = 12.0
|
||||
hover.content_margin_right = 12.0
|
||||
hover.content_margin_top = 6.0
|
||||
hover.content_margin_bottom = 6.0
|
||||
var normal := UiTheme.plaque(Color(0.10, 0.07, 0.03, 0.90), _GOLD, 3, 18.0, 9.0)
|
||||
var hover := UiTheme.plaque(Color(0.16, 0.10, 0.04, 0.96), _CREAM, 3, 18.0, 9.0)
|
||||
|
||||
btn.add_theme_stylebox_override("normal", normal)
|
||||
btn.add_theme_stylebox_override("hover", hover)
|
||||
btn.add_theme_stylebox_override("pressed", hover)
|
||||
btn.add_theme_stylebox_override("focus", hover)
|
||||
btn.add_theme_font_override("font", UiFonts.body())
|
||||
btn.add_theme_color_override("font_color", _GOLD)
|
||||
btn.add_theme_color_override("font_hover_color", _GOLD)
|
||||
btn.add_theme_font_size_override("font_size", 12)
|
||||
btn.add_theme_color_override("font_hover_color", _CREAM)
|
||||
btn.add_theme_font_size_override("font_size", 18)
|
||||
|
||||
return btn
|
||||
|
||||
@@ -257,17 +395,7 @@ func _row(parent: VBoxContainer, key: String, desc: String, desc_color: Color) -
|
||||
parent.add_child(row)
|
||||
|
||||
var badge := PanelContainer.new()
|
||||
var bs := StyleBoxFlat.new()
|
||||
bs.bg_color = _BADGE
|
||||
bs.corner_radius_top_left = 3
|
||||
bs.corner_radius_top_right = 3
|
||||
bs.corner_radius_bottom_left = 3
|
||||
bs.corner_radius_bottom_right = 3
|
||||
bs.content_margin_left = 6.0
|
||||
bs.content_margin_right = 6.0
|
||||
bs.content_margin_top = 2.0
|
||||
bs.content_margin_bottom = 2.0
|
||||
badge.add_theme_stylebox_override("panel", bs)
|
||||
badge.add_theme_stylebox_override("panel", UiTheme.badge())
|
||||
badge.custom_minimum_size = Vector2(100.0, 0.0)
|
||||
row.add_child(badge)
|
||||
|
||||
|
||||
@@ -0,0 +1,280 @@
|
||||
extends Control
|
||||
|
||||
## Intro menu: Siim's arena animation as a looping video background.
|
||||
## Play / Options / Credits / Exit UI are overlaid; Play follows the cape.
|
||||
|
||||
const GAME_SCENE := "res://scene.tscn"
|
||||
const FADE_TIME := 0.6
|
||||
|
||||
# Arena palette: aged gold on dark leather, warm cream on hover.
|
||||
const MENU_GOLD := Color(0.85, 0.66, 0.20)
|
||||
const MENU_CREAM := Color(0.93, 0.88, 0.72)
|
||||
|
||||
## Cape centroid per frame (normalized 0-1), detected from red-pixel centroid.
|
||||
## 34 frames at 24 fps = 1.4167 s loop.
|
||||
const VIDEO_FPS := 24.0
|
||||
const CAPE_POS: Array = [
|
||||
Vector2(0.4530, 0.6513),
|
||||
Vector2(0.4521, 0.6516),
|
||||
Vector2(0.4495, 0.6524),
|
||||
Vector2(0.4456, 0.6537),
|
||||
Vector2(0.4415, 0.6550),
|
||||
Vector2(0.4373, 0.6578),
|
||||
Vector2(0.4338, 0.6616),
|
||||
Vector2(0.4306, 0.6669),
|
||||
Vector2(0.4273, 0.6673),
|
||||
Vector2(0.4256, 0.6586),
|
||||
Vector2(0.4258, 0.6428),
|
||||
Vector2(0.4281, 0.6243),
|
||||
Vector2(0.4324, 0.6086),
|
||||
Vector2(0.4382, 0.5997),
|
||||
Vector2(0.4439, 0.5972),
|
||||
Vector2(0.4483, 0.5970),
|
||||
Vector2(0.4512, 0.5986),
|
||||
Vector2(0.4529, 0.6025),
|
||||
Vector2(0.4535, 0.6078),
|
||||
Vector2(0.4533, 0.6135),
|
||||
Vector2(0.4539, 0.6159),
|
||||
Vector2(0.4545, 0.6120),
|
||||
Vector2(0.4546, 0.6050),
|
||||
Vector2(0.4541, 0.5988),
|
||||
Vector2(0.4528, 0.5961),
|
||||
Vector2(0.4508, 0.6012),
|
||||
Vector2(0.4485, 0.6123),
|
||||
Vector2(0.4466, 0.6256),
|
||||
Vector2(0.4456, 0.6388),
|
||||
Vector2(0.4457, 0.6491),
|
||||
Vector2(0.4473, 0.6552),
|
||||
Vector2(0.4492, 0.6567),
|
||||
Vector2(0.4513, 0.6556),
|
||||
Vector2(0.4524, 0.6526),
|
||||
]
|
||||
|
||||
## Friendly labels for the rebindable actions (order defines list order).
|
||||
const ACTION_LABELS: Dictionary = {
|
||||
&"move_forward": "Move Forward",
|
||||
&"move_back": "Move Back",
|
||||
&"move_left": "Move Left",
|
||||
&"move_right": "Move Right",
|
||||
&"ability_kick": "Kick",
|
||||
&"ability_slam": "Slam",
|
||||
&"ability_dash": "Dash",
|
||||
&"ability_roll": "Roll",
|
||||
}
|
||||
|
||||
@onready var main_panel: Control = $MainPanel
|
||||
@onready var options_panel: Control = $OptionsPanel
|
||||
@onready var credits_panel: Control = $CreditsPanel
|
||||
@onready var rebind_list: VBoxContainer = $OptionsPanel/VBox/Scroll/RebindList
|
||||
@onready var fade_rect: ColorRect = $FadeRect
|
||||
@onready var play_button: Button = $MainPanel/PlayButton
|
||||
@onready var options_button: Button = $MainPanel/OptionsButton
|
||||
@onready var credits_button: Button = $MainPanel/CreditsButton
|
||||
@onready var exit_button: Button = $MainPanel/ExitButton
|
||||
@onready var options_back: Button = $OptionsPanel/VBox/BackButton
|
||||
@onready var credits_back: Button = $CreditsPanel/VBox/BackButton
|
||||
@onready var video: VideoStreamPlayer = $VideoStreamPlayer
|
||||
|
||||
var _listening_action: StringName = &""
|
||||
var _listening_button: Button = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
options_panel.visible = false
|
||||
credits_panel.visible = false
|
||||
fade_rect.color = Color(0, 0, 0, 0)
|
||||
if video.stream != null:
|
||||
video.play()
|
||||
video.finished.connect(video.play) # loop the background clip
|
||||
|
||||
play_button.pressed.connect(_on_play_pressed)
|
||||
options_button.pressed.connect(_on_options_pressed)
|
||||
credits_button.pressed.connect(_on_credits_pressed)
|
||||
exit_button.pressed.connect(_on_exit_pressed)
|
||||
options_back.pressed.connect(_close_subpanels)
|
||||
credits_back.pressed.connect(_close_subpanels)
|
||||
_apply_theme()
|
||||
_build_version_label()
|
||||
_build_rebind_rows()
|
||||
play_button.grab_focus()
|
||||
|
||||
|
||||
# Version banner in the bottom-right corner so it's clear this is an early build.
|
||||
func _build_version_label() -> void:
|
||||
var lbl := Label.new()
|
||||
lbl.text = GameVersion.full()
|
||||
lbl.add_theme_font_override("font", UiFonts.body())
|
||||
lbl.add_theme_font_size_override("font_size", 16)
|
||||
lbl.add_theme_color_override("font_color", MENU_CREAM)
|
||||
lbl.add_theme_color_override("font_outline_color", Color.BLACK)
|
||||
lbl.add_theme_constant_override("outline_size", 4)
|
||||
lbl.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
|
||||
lbl.grow_horizontal = Control.GROW_DIRECTION_BEGIN
|
||||
lbl.grow_vertical = Control.GROW_DIRECTION_BEGIN
|
||||
lbl.offset_right = -16.0
|
||||
lbl.offset_bottom = -12.0
|
||||
lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(lbl)
|
||||
|
||||
|
||||
# Give the whole menu the Cinzel look and swap the generic translucent boxes for
|
||||
# engraved bronze plaques (dark leather fill, gold border with a heavier bottom
|
||||
# edge for a chiselled-tablet feel).
|
||||
func _apply_theme() -> void:
|
||||
_style_button(play_button, true)
|
||||
for btn: Button in [options_button, credits_button, exit_button, options_back, credits_back]:
|
||||
_style_button(btn, false)
|
||||
for path: String in ["OptionsPanel/VBox/TitleLabel", "CreditsPanel/VBox/TitleLabel"]:
|
||||
var title := get_node_or_null(path) as Label
|
||||
if title != null:
|
||||
title.add_theme_font_override("font", UiFonts.title())
|
||||
title.add_theme_color_override("font_color", MENU_GOLD)
|
||||
var hint := get_node_or_null("OptionsPanel/VBox/Hint") as Label
|
||||
if hint != null:
|
||||
hint.add_theme_font_override("font", UiFonts.body())
|
||||
hint.add_theme_color_override("font_color", MENU_CREAM)
|
||||
_style_credits(get_node_or_null("CreditsPanel/VBox/Names") as RichTextLabel)
|
||||
|
||||
|
||||
# The credits use a RichTextLabel so the Instagram handles are clickable links
|
||||
# ([url] tags). meta_clicked opens the profile — in the web export OS.shell_open
|
||||
# pops a new browser tab.
|
||||
func _style_credits(names: RichTextLabel) -> void:
|
||||
if names == null:
|
||||
return
|
||||
names.add_theme_font_override("normal_font", UiFonts.body())
|
||||
names.add_theme_font_override("bold_font", UiFonts.title())
|
||||
names.add_theme_color_override("default_color", MENU_CREAM)
|
||||
names.meta_clicked.connect(func(meta: Variant) -> void:
|
||||
OS.shell_open(str(meta)))
|
||||
|
||||
|
||||
func _style_button(btn: Button, big: bool) -> void:
|
||||
btn.add_theme_font_override("font", UiFonts.title() if big else UiFonts.body())
|
||||
btn.add_theme_color_override("font_color", MENU_GOLD)
|
||||
btn.add_theme_color_override("font_hover_color", MENU_CREAM)
|
||||
btn.add_theme_color_override("font_focus_color", MENU_CREAM)
|
||||
btn.add_theme_color_override("font_pressed_color", MENU_CREAM)
|
||||
btn.add_theme_color_override("font_outline_color", Color(0, 0, 0, 1))
|
||||
btn.add_theme_constant_override("outline_size", 8 if big else 5)
|
||||
btn.add_theme_stylebox_override("normal", _plaque(false))
|
||||
btn.add_theme_stylebox_override("hover", _plaque(true))
|
||||
btn.add_theme_stylebox_override("pressed", _plaque(true))
|
||||
btn.add_theme_stylebox_override("focus", _plaque(true))
|
||||
|
||||
|
||||
func _plaque(hot: bool) -> StyleBoxFlat:
|
||||
var bg := Color(0.14, 0.09, 0.04, 0.94) if hot else Color(0.07, 0.05, 0.03, 0.82)
|
||||
var trim := MENU_CREAM if hot else MENU_GOLD
|
||||
return UiTheme.plaque(bg, trim, 2, 24.0, 9.0)
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if not main_panel.visible or video.stream == null:
|
||||
return
|
||||
var frame_count := CAPE_POS.size()
|
||||
var t := video.stream_position
|
||||
var frame_idx := int(t * VIDEO_FPS) % frame_count
|
||||
var cape: Vector2 = CAPE_POS[frame_idx]
|
||||
play_button.anchor_left = cape.x
|
||||
play_button.anchor_right = cape.x
|
||||
play_button.anchor_top = cape.y
|
||||
play_button.anchor_bottom = cape.y
|
||||
|
||||
|
||||
func _build_rebind_rows() -> void:
|
||||
for child in rebind_list.get_children():
|
||||
child.queue_free()
|
||||
for action: StringName in ACTION_LABELS:
|
||||
var row := HBoxContainer.new()
|
||||
row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
|
||||
var name_label := Label.new()
|
||||
name_label.text = ACTION_LABELS[action]
|
||||
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
name_label.add_theme_font_override("font", UiFonts.body())
|
||||
name_label.add_theme_font_size_override("font_size", 20)
|
||||
name_label.add_theme_color_override("font_color", MENU_CREAM)
|
||||
name_label.add_theme_color_override("font_outline_color", Color.BLACK)
|
||||
name_label.add_theme_constant_override("outline_size", 5)
|
||||
row.add_child(name_label)
|
||||
|
||||
var key_button := Button.new()
|
||||
key_button.custom_minimum_size = Vector2(160, 0)
|
||||
key_button.text = Controls.get_key_label(action)
|
||||
_style_button(key_button, false)
|
||||
key_button.pressed.connect(_on_rebind_pressed.bind(action, key_button))
|
||||
row.add_child(key_button)
|
||||
|
||||
rebind_list.add_child(row)
|
||||
|
||||
|
||||
func _on_play_pressed() -> void:
|
||||
_set_buttons_disabled(true)
|
||||
var tween := create_tween()
|
||||
tween.tween_property(fade_rect, "color:a", 1.0, FADE_TIME)
|
||||
tween.tween_callback(func() -> void:
|
||||
get_tree().change_scene_to_file(GAME_SCENE))
|
||||
|
||||
|
||||
func _on_options_pressed() -> void:
|
||||
main_panel.visible = false
|
||||
options_panel.visible = true
|
||||
options_back.grab_focus()
|
||||
|
||||
|
||||
func _on_credits_pressed() -> void:
|
||||
main_panel.visible = false
|
||||
credits_panel.visible = true
|
||||
credits_back.grab_focus()
|
||||
|
||||
|
||||
func _on_exit_pressed() -> void:
|
||||
get_tree().quit()
|
||||
|
||||
|
||||
func _close_subpanels() -> void:
|
||||
_cancel_listening()
|
||||
options_panel.visible = false
|
||||
credits_panel.visible = false
|
||||
main_panel.visible = true
|
||||
play_button.grab_focus()
|
||||
|
||||
|
||||
func _set_buttons_disabled(value: bool) -> void:
|
||||
play_button.disabled = value
|
||||
options_button.disabled = value
|
||||
credits_button.disabled = value
|
||||
exit_button.disabled = value
|
||||
|
||||
|
||||
func _on_rebind_pressed(action: StringName, button: Button) -> void:
|
||||
_cancel_listening()
|
||||
_listening_action = action
|
||||
_listening_button = button
|
||||
button.text = "Press a key…"
|
||||
|
||||
|
||||
func _cancel_listening() -> void:
|
||||
if _listening_button != null:
|
||||
_listening_button.text = Controls.get_key_label(_listening_action)
|
||||
_listening_action = &""
|
||||
_listening_button = null
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if _listening_action == &"":
|
||||
return
|
||||
if event is InputEventKey and event.pressed and not event.echo:
|
||||
if event.physical_keycode == KEY_ESCAPE:
|
||||
_cancel_listening()
|
||||
else:
|
||||
var new_event := InputEventKey.new()
|
||||
new_event.physical_keycode = event.physical_keycode
|
||||
Controls.rebind(_listening_action, new_event)
|
||||
_listening_button.text = Controls.get_key_label(_listening_action)
|
||||
_listening_action = &""
|
||||
_listening_button = null
|
||||
get_viewport().set_input_as_handled()
|
||||
@@ -0,0 +1 @@
|
||||
uid://46y10alai56q
|
||||
@@ -2,4 +2,4 @@ extends Node3D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var anim := get_node_or_null(^"Taunt") as AnimationPlayer
|
||||
var anim := get_node_or_null(^"Taunt") as AnimationPlayer
|
||||
|
||||
@@ -0,0 +1,85 @@
|
||||
class_name MatadorRagdoll
|
||||
extends RefCounted
|
||||
## Builds the matador's physical-bone ragdoll. Body joints are cone-twist with
|
||||
## 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.
|
||||
|
||||
# [bone, radius] → sphere collider; [bone, radius, height] → capsule.
|
||||
const _BONES: Array = [
|
||||
["matador", 0.18],
|
||||
["COG", 0.12],
|
||||
["chest", 0.13, 0.30],
|
||||
["head", 0.14],
|
||||
["collarbone_L", 0.06, 0.18],
|
||||
["collarbone_R", 0.06, 0.18],
|
||||
["arm_L", 0.07, 0.22],
|
||||
["arm_R", 0.07, 0.22],
|
||||
["forearm_L", 0.06, 0.22],
|
||||
["forearm_R", 0.06, 0.22],
|
||||
["hand_L", 0.05, 0.12],
|
||||
["hand_R", 0.05, 0.12],
|
||||
["leg_L", 0.10, 0.32],
|
||||
["leg_R", 0.10, 0.32],
|
||||
["shin_L", 0.08, 0.28],
|
||||
["shin_R", 0.08, 0.28],
|
||||
["foot_L", 0.07, 0.18],
|
||||
["foot_R", 0.07, 0.18],
|
||||
["Bone", 0.04, 0.30],
|
||||
["Bone.001", 0.04, 0.34],
|
||||
["Bone.002", 0.04, 0.30],
|
||||
]
|
||||
|
||||
|
||||
# Reuse an existing simulator if the rig already has one, else build the bodies.
|
||||
static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
|
||||
for child: Node in skeleton.get_children():
|
||||
if child is PhysicalBoneSimulator3D:
|
||||
(child as PhysicalBoneSimulator3D).active = false
|
||||
return child as PhysicalBoneSimulator3D
|
||||
|
||||
var sim := PhysicalBoneSimulator3D.new()
|
||||
sim.active = false
|
||||
skeleton.add_child(sim)
|
||||
|
||||
var swing := DP.f("mat_joint_swing")
|
||||
var twist := DP.f("mat_joint_twist")
|
||||
var damp := DP.f("mat_ragdoll_damp")
|
||||
|
||||
for entry: Array in _BONES:
|
||||
var bname: String = entry[0]
|
||||
if skeleton.find_bone(bname) == -1:
|
||||
continue
|
||||
var pb := PhysicalBone3D.new()
|
||||
pb.bone_name = bname
|
||||
pb.mass = 0.4
|
||||
pb.linear_damp = 0.1
|
||||
pb.collision_layer = 1
|
||||
pb.collision_mask = 1
|
||||
if bname.begins_with("Bone"):
|
||||
# Cape: floppy cloth — free swing, light, draggy, one-way collision.
|
||||
pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
|
||||
pb.mass = 0.15
|
||||
pb.linear_damp = 0.5
|
||||
pb.angular_damp = 0.7
|
||||
pb.collision_layer = 0
|
||||
else:
|
||||
# Body: cone-twist joints cap how far each bone bends from its rest
|
||||
# pose, so the silhouette holds; extra angular damp settles the flail.
|
||||
pb.joint_type = PhysicalBone3D.JOINT_TYPE_CONE
|
||||
pb.angular_damp = damp
|
||||
pb.set(&"joint_constraints/swing_span", swing)
|
||||
pb.set(&"joint_constraints/twist_span", twist)
|
||||
var cs := CollisionShape3D.new()
|
||||
if entry.size() >= 3:
|
||||
var cap := CapsuleShape3D.new()
|
||||
cap.radius = entry[1]
|
||||
cap.height = entry[2]
|
||||
cs.shape = cap
|
||||
else:
|
||||
var sph := SphereShape3D.new()
|
||||
sph.radius = entry[1]
|
||||
cs.shape = sph
|
||||
pb.add_child(cs)
|
||||
sim.add_child(pb)
|
||||
|
||||
return sim
|
||||
@@ -0,0 +1 @@
|
||||
uid://dmf04b5exnejn
|
||||
@@ -1,46 +1,53 @@
|
||||
extends Node3D
|
||||
|
||||
signal matador_killed
|
||||
signal all_defeated
|
||||
|
||||
const MATADOR := preload("res://Matador.tscn")
|
||||
const RESPAWN_COOLDOWN := 8.0
|
||||
|
||||
var _respawn_cooldown: float = 0.0
|
||||
var _wave_count: int = 1
|
||||
var _spawn_count: int = 1
|
||||
var _alive: int = 0
|
||||
var _resolved: bool = false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group(&"matador_spawn")
|
||||
_wave_count = maxi(1, int(DP.f("mat_spawn_count")))
|
||||
_spawn_count = maxi(1, int(DP.f("mat_spawn_count")))
|
||||
# Deferred so it's safe from _ready and matches the previous spawn timing.
|
||||
_spawn.call_deferred()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
_respawn_cooldown = maxf(0.0, _respawn_cooldown - delta)
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and not event.echo:
|
||||
if event.physical_keycode == KEY_R and _respawn_cooldown <= 0.0:
|
||||
_respawn_cooldown = RESPAWN_COOLDOWN
|
||||
reset_spawn()
|
||||
|
||||
|
||||
func _spawn() -> void:
|
||||
var positions := _spread_positions(_wave_count)
|
||||
for pos: Vector3 in positions:
|
||||
# Bull and matadors start at opposite ends of a random diameter, so they always
|
||||
# begin as far apart as the arena allows (edge-to-edge across the centre).
|
||||
var arena_r := DP.f("arena_spawn_radius")
|
||||
var bull_angle := randf() * TAU
|
||||
_place_bull(bull_angle, arena_r)
|
||||
for pos: Vector3 in _spread_positions(_spawn_count, bull_angle + PI, arena_r):
|
||||
_spawn_at(pos)
|
||||
|
||||
|
||||
func _spread_positions(count: int) -> Array[Vector3]:
|
||||
func _place_bull(angle: float, arena_r: float) -> void:
|
||||
var bull := get_tree().get_first_node_in_group(&"player") as Node3D
|
||||
if not bull:
|
||||
return
|
||||
bull.global_position = Vector3(
|
||||
cos(angle) * arena_r, bull.global_position.y, sin(angle) * arena_r
|
||||
)
|
||||
|
||||
|
||||
# Positions for the matadors, clustered on the far side (centred on `center_angle`)
|
||||
# so every matador stays near the point diametrically opposite the bull.
|
||||
func _spread_positions(count: int, center_angle: float, arena_r: float) -> Array[Vector3]:
|
||||
var positions: Array[Vector3] = []
|
||||
var arena_r := DP.f("mat_wander_radius") * 0.72
|
||||
var min_r := 5.0
|
||||
if count <= 1:
|
||||
positions.append(Vector3(cos(center_angle) * arena_r, 1.0, sin(center_angle) * arena_r))
|
||||
return positions
|
||||
var arc := TAU * 0.33
|
||||
for i: int in count:
|
||||
var sector := TAU / count
|
||||
var angle := sector * i + randf_range(-sector * 0.35, sector * 0.35)
|
||||
var radius := randf_range(min_r, arena_r)
|
||||
var t := float(i) / float(count - 1) - 0.5 # -0.5 .. 0.5 across the arc
|
||||
var angle := center_angle + t * arc
|
||||
var radius := randf_range(arena_r * 0.7, arena_r)
|
||||
positions.append(Vector3(cos(angle) * radius, 1.0, sin(angle) * radius))
|
||||
return positions
|
||||
|
||||
@@ -53,18 +60,10 @@ func _spawn_at(pos: Vector3) -> void:
|
||||
_alive += 1
|
||||
|
||||
|
||||
# Every matador down = the bull wins. No waves, no respawns — one clean arena.
|
||||
func _on_matador_killed() -> void:
|
||||
matador_killed.emit()
|
||||
_alive -= 1
|
||||
if _alive <= 0:
|
||||
_wave_count *= 2
|
||||
_spawn.call_deferred()
|
||||
|
||||
|
||||
func reset_spawn() -> void:
|
||||
for m: Node in get_tree().get_nodes_in_group(&"matador"):
|
||||
m.queue_free()
|
||||
await get_tree().process_frame
|
||||
_wave_count = maxi(1, int(DP.f("mat_spawn_count")))
|
||||
_alive = 0
|
||||
_spawn()
|
||||
if _alive <= 0 and not _resolved:
|
||||
_resolved = true
|
||||
all_defeated.emit()
|
||||
|
||||
@@ -8,50 +8,68 @@ const HOOF_OFFSETS: Array = [
|
||||
Vector3( 0.30, -0.25, 0.60),
|
||||
]
|
||||
|
||||
# Bull animation clips (Armature|* action names in Assets/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_ROLL: StringName = &"Armature|ROLL"
|
||||
|
||||
@onready var camera_pivot: Node3D = $Camera3D
|
||||
@onready var cube_guy: Node3D = $bull
|
||||
|
||||
var _hoof_emitters: Array[CPUParticles3D] = []
|
||||
var _legs: Node
|
||||
|
||||
var _kick_timer: float = 0.0
|
||||
var _was_on_floor: bool = false
|
||||
var _pre_slide_vel_y: float = 0.0
|
||||
var _thrust_left_charge: float = 0.0
|
||||
var _thrust_right_charge: float = 0.0
|
||||
var _charge_was_full: bool = false
|
||||
|
||||
var _slam_ring_mesh: ArrayMesh = null
|
||||
|
||||
# Ability system — kick=0, slam=1, dash=2
|
||||
var ability_cd: Array[float] = [0.0, 0.0, 0.0]
|
||||
# Ability system — kick=0, slam=1, dash=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 _roll_dir: Vector3 = Vector3.ZERO
|
||||
var _roll_ramp: float = 0.0
|
||||
var _roll_spin: float = 0.0
|
||||
var _bull_anim: AnimationPlayer = null
|
||||
|
||||
var _charge_overlay: ColorRect = null
|
||||
var _charge_ready_emitter: CPUParticles3D = null
|
||||
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
|
||||
|
||||
var _huff_player: AudioStreamPlayer = null
|
||||
var _crowd_player: AudioStreamPlayer = null
|
||||
var _huff_timer: float = 0.0
|
||||
var _roll_damping: float = 0.15
|
||||
|
||||
enum DustState { NONE, WALK, CHARGE }
|
||||
var _dust_state: DustState = DustState.NONE
|
||||
var _walk_dust_ramp: Gradient = null
|
||||
var _charge_dust_ramp: Gradient = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group(&"player")
|
||||
_cube_scale = cube_guy.scale
|
||||
_setup_hoof_dust()
|
||||
_setup_legs()
|
||||
_setup_charge_indicators()
|
||||
_setup_charge_trail()
|
||||
_setup_roll_sparks()
|
||||
_setup_audio()
|
||||
_bull_anim = _find_anim_player(cube_guy)
|
||||
_setup_bull_idle()
|
||||
DP.any_changed.connect(_on_dp_changed)
|
||||
_roll_damping = DP.f("roll_damping")
|
||||
|
||||
|
||||
func _setup_legs() -> void:
|
||||
@@ -62,22 +80,16 @@ func _setup_legs() -> void:
|
||||
|
||||
|
||||
func _setup_hoof_dust() -> void:
|
||||
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 sphere := _particle_sphere(0.10, 4, 2, _unshaded_material())
|
||||
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 0.10
|
||||
sphere.height = 0.20
|
||||
sphere.radial_segments = 4
|
||||
sphere.rings = 2
|
||||
sphere.material = mat
|
||||
_walk_dust_ramp = Gradient.new()
|
||||
_walk_dust_ramp.set_color(0, Color(0.80, 0.69, 0.46, 1.0))
|
||||
_walk_dust_ramp.set_color(1, Color(0.80, 0.69, 0.46, 0.0))
|
||||
|
||||
var ramp := Gradient.new()
|
||||
ramp.set_color(0, Color(0.80, 0.69, 0.46, 1.0))
|
||||
ramp.set_color(1, Color(0.80, 0.69, 0.46, 0.0))
|
||||
# Light blue dust while charging
|
||||
_charge_dust_ramp = Gradient.new()
|
||||
_charge_dust_ramp.set_color(0, Color(0.20, 0.40, 0.85, 1.0))
|
||||
_charge_dust_ramp.set_color(1, Color(0.20, 0.40, 0.85, 0.0))
|
||||
|
||||
var scale_curve := Curve.new()
|
||||
scale_curve.add_point(Vector2(0.0, 0.2))
|
||||
@@ -101,63 +113,79 @@ func _setup_hoof_dust() -> void:
|
||||
p.scale_amount_min = DP.f("walk_scale_min")
|
||||
p.scale_amount_max = DP.f("walk_scale_max")
|
||||
p.mesh = sphere
|
||||
p.color_ramp = ramp
|
||||
p.color_ramp = _walk_dust_ramp
|
||||
p.scale_amount_curve = scale_curve
|
||||
cube_guy.add_child(p)
|
||||
_hoof_emitters.append(p)
|
||||
|
||||
|
||||
func _setup_charge_indicators() -> void:
|
||||
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
|
||||
func _setup_charge_trail() -> void:
|
||||
# Blue energy trail — streams backward during a fast run / roll
|
||||
var trail_sphere := _particle_sphere(0.065, 4, 2, _unshaded_material())
|
||||
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 0.07
|
||||
sphere.height = 0.14
|
||||
sphere.radial_segments = 4
|
||||
sphere.rings = 2
|
||||
sphere.material = mat
|
||||
var trail_ramp := Gradient.new()
|
||||
trail_ramp.set_color(0, Color(0.30, 0.65, 1.0, 1.0))
|
||||
trail_ramp.set_color(1, Color(0.30, 0.65, 1.0, 0.0))
|
||||
|
||||
# Screen overlay — red tint while charge-ahead (both buttons) is active
|
||||
var ui := CanvasLayer.new()
|
||||
add_child(ui)
|
||||
_charge_overlay = ColorRect.new()
|
||||
_charge_overlay.color = Color(0.9, 0.55, 0.0, 0.0)
|
||||
_charge_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
_charge_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
ui.add_child(_charge_overlay)
|
||||
var trail_scale := Curve.new()
|
||||
trail_scale.add_point(Vector2(0.0, 1.0))
|
||||
trail_scale.add_point(Vector2(0.6, 0.8))
|
||||
trail_scale.add_point(Vector2(1.0, 0.0))
|
||||
|
||||
# Orange spark burst when single-button charge hits max
|
||||
var burst_ramp := Gradient.new()
|
||||
burst_ramp.set_color(0, Color(1.0, 0.55, 0.0, 1.0))
|
||||
burst_ramp.set_color(1, Color(1.0, 0.15, 0.0, 0.0))
|
||||
_charge_trail_emitter = CPUParticles3D.new()
|
||||
_charge_trail_emitter.position = Vector3(0.0, 0.25, 0.3)
|
||||
_charge_trail_emitter.emitting = false
|
||||
_charge_trail_emitter.one_shot = false
|
||||
_charge_trail_emitter.amount = 18
|
||||
_charge_trail_emitter.lifetime = 0.30
|
||||
_charge_trail_emitter.randomness = 0.4
|
||||
_charge_trail_emitter.local_coords = false
|
||||
_charge_trail_emitter.direction = Vector3(0.0, 0.2, 1.0).normalized()
|
||||
_charge_trail_emitter.spread = 25.0
|
||||
_charge_trail_emitter.gravity = Vector3(0.0, 2.0, 0.0)
|
||||
_charge_trail_emitter.initial_velocity_min = 4.0
|
||||
_charge_trail_emitter.initial_velocity_max = 9.0
|
||||
_charge_trail_emitter.scale_amount_min = 0.4
|
||||
_charge_trail_emitter.scale_amount_max = 1.2
|
||||
_charge_trail_emitter.mesh = trail_sphere
|
||||
_charge_trail_emitter.color_ramp = trail_ramp
|
||||
_charge_trail_emitter.scale_amount_curve = trail_scale
|
||||
cube_guy.add_child(_charge_trail_emitter)
|
||||
|
||||
var burst_scale := Curve.new()
|
||||
burst_scale.add_point(Vector2(0.0, 1.0))
|
||||
burst_scale.add_point(Vector2(1.0, 0.0))
|
||||
|
||||
_charge_ready_emitter = CPUParticles3D.new()
|
||||
_charge_ready_emitter.position = Vector3(0.0, 0.3, 0.0)
|
||||
_charge_ready_emitter.emitting = false
|
||||
_charge_ready_emitter.one_shot = true
|
||||
_charge_ready_emitter.amount = 16
|
||||
_charge_ready_emitter.lifetime = 0.5
|
||||
_charge_ready_emitter.explosiveness = 1.0
|
||||
_charge_ready_emitter.randomness = 0.4
|
||||
_charge_ready_emitter.local_coords = false
|
||||
_charge_ready_emitter.direction = Vector3.UP
|
||||
_charge_ready_emitter.spread = 120.0
|
||||
_charge_ready_emitter.initial_velocity_min = 2.5
|
||||
_charge_ready_emitter.initial_velocity_max = 5.0
|
||||
_charge_ready_emitter.scale_amount_min = 0.2
|
||||
_charge_ready_emitter.scale_amount_max = 0.5
|
||||
_charge_ready_emitter.mesh = sphere
|
||||
_charge_ready_emitter.color_ramp = burst_ramp
|
||||
_charge_ready_emitter.scale_amount_curve = burst_scale
|
||||
cube_guy.add_child(_charge_ready_emitter)
|
||||
func _setup_roll_sparks() -> void:
|
||||
# Rammus Powerball ground spray — dirt/sparks flung outward from the spinning
|
||||
# ball. World-space (local_coords off) so they peel off into a trail behind it.
|
||||
var spark := _particle_sphere(0.05, 4, 2, _unshaded_material())
|
||||
|
||||
var ramp := Gradient.new()
|
||||
ramp.set_color(0, Color(1.00, 0.78, 0.32, 1.0))
|
||||
ramp.set_color(1, Color(0.70, 0.42, 0.14, 0.0))
|
||||
|
||||
var sc := Curve.new()
|
||||
sc.add_point(Vector2(0.0, 0.30))
|
||||
sc.add_point(Vector2(0.3, 1.00))
|
||||
sc.add_point(Vector2(1.0, 0.00))
|
||||
|
||||
_roll_spark_emitter = CPUParticles3D.new()
|
||||
_roll_spark_emitter.position = Vector3(0.0, 0.10, 0.0)
|
||||
_roll_spark_emitter.emitting = false
|
||||
_roll_spark_emitter.one_shot = false
|
||||
_roll_spark_emitter.amount = 46
|
||||
_roll_spark_emitter.lifetime = 0.45
|
||||
_roll_spark_emitter.randomness = 0.7
|
||||
_roll_spark_emitter.local_coords = false
|
||||
_roll_spark_emitter.direction = Vector3(0.0, 1.0, 0.0)
|
||||
_roll_spark_emitter.spread = 180.0
|
||||
_roll_spark_emitter.gravity = Vector3(0.0, -6.0, 0.0)
|
||||
_roll_spark_emitter.initial_velocity_min = 3.0
|
||||
_roll_spark_emitter.initial_velocity_max = 8.0
|
||||
_roll_spark_emitter.scale_amount_min = 0.5
|
||||
_roll_spark_emitter.scale_amount_max = 1.3
|
||||
_roll_spark_emitter.mesh = spark
|
||||
_roll_spark_emitter.color_ramp = ramp
|
||||
_roll_spark_emitter.scale_amount_curve = sc
|
||||
cube_guy.add_child(_roll_spark_emitter)
|
||||
|
||||
|
||||
func _setup_audio() -> void:
|
||||
@@ -190,21 +218,24 @@ func _set_dust_state(new_state: DustState) -> void:
|
||||
DustState.NONE:
|
||||
p.emitting = false
|
||||
DustState.WALK:
|
||||
p.color_ramp = _walk_dust_ramp
|
||||
p.scale_amount_min = DP.f("walk_scale_min")
|
||||
p.scale_amount_max = DP.f("walk_scale_max")
|
||||
p.initial_velocity_min = DP.f("walk_vel_min")
|
||||
p.initial_velocity_max = DP.f("walk_vel_max")
|
||||
p.emitting = true
|
||||
DustState.CHARGE:
|
||||
p.color_ramp = _charge_dust_ramp
|
||||
p.scale_amount_min = DP.f("charge_scale_min")
|
||||
p.scale_amount_max = DP.f("charge_scale_max")
|
||||
p.initial_velocity_min = DP.f("charge_vel_min")
|
||||
p.initial_velocity_max = DP.f("charge_vel_max")
|
||||
p.emitting = true
|
||||
if _charge_trail_emitter:
|
||||
_charge_trail_emitter.emitting = _dust_state == DustState.CHARGE
|
||||
|
||||
|
||||
func _on_dp_changed(_key: String, _val: Variant) -> void:
|
||||
_roll_damping = DP.f("roll_damping")
|
||||
if _hoof_emitters.is_empty() or _dust_state == DustState.NONE:
|
||||
return
|
||||
var prev := _dust_state
|
||||
@@ -222,15 +253,39 @@ func _find_anim_player(node: Node) -> AnimationPlayer:
|
||||
return null
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if _ability_active:
|
||||
# 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 and ROLL both loop as continuous states; the ability clips are one-shot.
|
||||
for clip: StringName in [_ANIM_IDLE, _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:
|
||||
if _bull_anim == null:
|
||||
return
|
||||
_bull_anim.speed_scale = 1.0
|
||||
if _bull_anim.has_animation(_ANIM_IDLE):
|
||||
_bull_anim.play(_ANIM_IDLE, 0.2)
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
# 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") and ability_cd[0] <= 0.0:
|
||||
_activate_kick()
|
||||
elif event.is_action_pressed(&"ability_slam") and ability_cd[1] <= 0.0:
|
||||
_activate_slam()
|
||||
elif event.is_action_pressed(&"ability_dash") and ability_cd[2] <= 0.0:
|
||||
_activate_dash()
|
||||
elif event.is_action_pressed(&"ability_roll") and ability_cd[3] <= 0.0:
|
||||
_activate_roll()
|
||||
|
||||
|
||||
func ability_cooldown_fraction(slot: int) -> float:
|
||||
@@ -239,17 +294,24 @@ func ability_cooldown_fraction(slot: int) -> float:
|
||||
0: maxcd = DP.f("kick_cooldown")
|
||||
1: maxcd = DP.f("slam_cooldown")
|
||||
2: maxcd = DP.f("dash_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 = 0.6
|
||||
if _bull_anim and _bull_anim.has_animation(&"Armature|FOOTKICK"):
|
||||
_bull_anim.play(&"Armature|FOOTKICK")
|
||||
_ability_timer = _bull_anim.get_animation(&"Armature|FOOTKICK").length
|
||||
if _bull_anim:
|
||||
_bull_anim.speed_scale = 1.0
|
||||
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)
|
||||
@@ -262,16 +324,18 @@ func _activate_slam() -> void:
|
||||
ability_cd[1] = DP.f("slam_cooldown")
|
||||
_ability_active = true
|
||||
_active_ability = 1
|
||||
_ability_timer = 0.9
|
||||
if _bull_anim and _bull_anim.has_animation(&"Armature|SLAM"):
|
||||
_bull_anim.play(&"Armature|SLAM")
|
||||
_ability_timer = _bull_anim.get_animation(&"Armature|SLAM").length
|
||||
_legs.set(&"tail_ragdoll", true)
|
||||
_spawn_slam_fx()
|
||||
# Delay hit slightly so it lands when the first ring reaches the targets
|
||||
get_tree().create_timer(0.15).timeout.connect(
|
||||
func() -> void: _hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"))
|
||||
)
|
||||
_slam_pending = true
|
||||
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:
|
||||
@@ -279,19 +343,130 @@ func _activate_dash() -> void:
|
||||
_ability_active = true
|
||||
_active_ability = 2
|
||||
_ability_timer = 0.45
|
||||
if _bull_anim and _bull_anim.has_animation(&"Armature|DASH"):
|
||||
_bull_anim.play(&"Armature|DASH")
|
||||
_ability_timer = _bull_anim.get_animation(&"Armature|DASH").length
|
||||
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()
|
||||
velocity.x = _dash_dir.x * DP.f("dash_speed")*3
|
||||
velocity.z = _dash_dir.z * DP.f("dash_speed")*3
|
||||
velocity.x = _dash_dir.x * DP.f("dash_speed")
|
||||
velocity.z = _dash_dir.z * DP.f("dash_speed")
|
||||
_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
|
||||
# Curl into the ball along the current heading (or facing when standing still)
|
||||
# and launch at the base speed — it ramps up from here the longer you roll.
|
||||
var flat := Vector3(velocity.x, 0.0, velocity.z)
|
||||
if 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 (Rammus Powerball): steer with momentum, accelerate the longer
|
||||
# the roll lasts, move (walls just slide), then pop the ball on the first matador we
|
||||
# ram. Fully replaces the normal locomotion path while active.
|
||||
func _tick_roll(delta: float, steer: Vector3) -> void:
|
||||
var steer_flat := Vector3(steer.x, 0.0, steer.z)
|
||||
if steer_flat.length() > 0.1:
|
||||
var t := clampf(DP.f("roll_turn") * delta, 0.0, 1.0)
|
||||
_roll_dir = _roll_dir.slerp(steer_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.direction = (-_roll_dir + Vector3(0.0, 0.25, 0.0)).normalized()
|
||||
|
||||
move_and_slide()
|
||||
_was_on_floor = is_on_floor()
|
||||
_roll_try_pop(speed)
|
||||
|
||||
|
||||
# Pop the ball on ramming a matador: launch every matador in the hit radius up and
|
||||
# outward, then end the roll (Rammus stops when Powerball connects). 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"):
|
||||
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
|
||||
to_mat.y = 0.0
|
||||
if to_mat.length() > radius:
|
||||
continue
|
||||
_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()
|
||||
_end_roll()
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
# 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
|
||||
_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
|
||||
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
|
||||
@@ -299,22 +474,56 @@ func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float,
|
||||
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
|
||||
if to_mat.length() > range_m:
|
||||
var dist := to_mat.length()
|
||||
if dist > range_m:
|
||||
continue
|
||||
if to_mat.length() > 0.01 and forward.dot(to_mat.normalized()) < cos(half_angle_rad):
|
||||
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) -> void:
|
||||
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
|
||||
if to_mat.length() > range_m:
|
||||
var dist := to_mat.length()
|
||||
if dist > range_m:
|
||||
continue
|
||||
var away := to_mat.normalized() if to_mat.length() > 0.01 \
|
||||
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)
|
||||
mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength, up_boost)
|
||||
|
||||
|
||||
# ── Particle helpers ──────────────────────────────────────────────────────────
|
||||
# All FX in this script use unshaded, vertex-coloured, alpha-blended particles;
|
||||
# these three helpers remove the boilerplate each spawn function used to repeat.
|
||||
|
||||
func _unshaded_material() -> StandardMaterial3D:
|
||||
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
|
||||
return mat
|
||||
|
||||
|
||||
# Low-poly sphere sized for a particle mesh (height is always the diameter).
|
||||
func _particle_sphere(radius: float, segments: int, rings: int, mat: Material) -> SphereMesh:
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = radius
|
||||
sphere.height = radius * 2.0
|
||||
sphere.radial_segments = segments
|
||||
sphere.rings = rings
|
||||
sphere.material = mat
|
||||
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:
|
||||
@@ -360,18 +569,7 @@ func _launch_slam_ring(origin: Vector3, max_r: float,
|
||||
|
||||
|
||||
func _spawn_slam_dust(origin: Vector3) -> void:
|
||||
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 sphere := SphereMesh.new()
|
||||
sphere.radius = 0.09
|
||||
sphere.height = 0.18
|
||||
sphere.radial_segments = 4
|
||||
sphere.rings = 2
|
||||
sphere.material = mat
|
||||
var sphere := _particle_sphere(0.09, 4, 2, _unshaded_material())
|
||||
|
||||
var ramp := Gradient.new()
|
||||
ramp.set_color(0, Color(0.88, 0.74, 0.46, 1.0))
|
||||
@@ -402,35 +600,24 @@ func _spawn_slam_dust(origin: Vector3) -> void:
|
||||
get_parent().add_child(p)
|
||||
p.global_position = origin
|
||||
p.restart()
|
||||
get_tree().create_timer(2.5).timeout.connect(func() -> void:
|
||||
if is_instance_valid(p): p.queue_free()
|
||||
)
|
||||
_free_after(p, 2.5)
|
||||
|
||||
|
||||
func _spawn_kick_fx(back_dir: Vector3) -> void:
|
||||
var origin := global_position + back_dir * 0.55 + Vector3(0.0, -0.25, 0.0)
|
||||
_spawn_kick_dust(origin, back_dir)
|
||||
_spawn_kick_stones(origin, back_dir)
|
||||
_spawn_kick_sparks(origin, back_dir)
|
||||
_spawn_kick_flash(origin)
|
||||
camera_pivot.call(&"trigger_hit", 0.35)
|
||||
|
||||
|
||||
func _spawn_kick_dust(origin: Vector3, back_dir: Vector3) -> void:
|
||||
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 sphere := SphereMesh.new()
|
||||
sphere.radius = 0.12
|
||||
sphere.height = 0.24
|
||||
sphere.radial_segments = 4
|
||||
sphere.rings = 2
|
||||
sphere.material = mat
|
||||
var sphere := _particle_sphere(0.12, 4, 2, _unshaded_material())
|
||||
|
||||
var ramp := Gradient.new()
|
||||
ramp.set_color(0, Color(0.80, 0.68, 0.42, 0.9))
|
||||
ramp.set_color(1, Color(0.80, 0.68, 0.42, 0.0))
|
||||
ramp.set_color(0, Color(1.0, 0.78, 0.18, 0.95))
|
||||
ramp.set_color(1, Color(1.0, 0.45, 0.05, 0.0))
|
||||
|
||||
var scale_curve := Curve.new()
|
||||
scale_curve.add_point(Vector2(0.0, 0.3))
|
||||
@@ -457,24 +644,11 @@ func _spawn_kick_dust(origin: Vector3, back_dir: Vector3) -> void:
|
||||
get_parent().add_child(p)
|
||||
p.global_position = origin
|
||||
p.restart()
|
||||
get_tree().create_timer(2.5).timeout.connect(func() -> void:
|
||||
if is_instance_valid(p): p.queue_free()
|
||||
)
|
||||
_free_after(p, 2.5)
|
||||
|
||||
|
||||
func _spawn_kick_stones(origin: Vector3, back_dir: Vector3) -> void:
|
||||
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 sphere := SphereMesh.new()
|
||||
sphere.radius = 0.055
|
||||
sphere.height = 0.11
|
||||
sphere.radial_segments = 3
|
||||
sphere.rings = 1
|
||||
sphere.material = mat
|
||||
var sphere := _particle_sphere(0.055, 3, 1, _unshaded_material())
|
||||
|
||||
var ramp := Gradient.new()
|
||||
ramp.set_color(0, Color(0.62, 0.58, 0.52, 1.0))
|
||||
@@ -505,9 +679,101 @@ func _spawn_kick_stones(origin: Vector3, back_dir: Vector3) -> void:
|
||||
get_parent().add_child(p)
|
||||
p.global_position = origin
|
||||
p.restart()
|
||||
get_tree().create_timer(2.0).timeout.connect(func() -> void:
|
||||
if is_instance_valid(p): p.queue_free()
|
||||
)
|
||||
_free_after(p, 2.0)
|
||||
|
||||
|
||||
func _spawn_kick_flash(origin: Vector3) -> void:
|
||||
var mat := _unshaded_material()
|
||||
mat.albedo_color = Color(1.0, 0.97, 0.40, 0.0)
|
||||
|
||||
var sphere := _particle_sphere(1.0, 8, 4, mat)
|
||||
|
||||
var mi := MeshInstance3D.new()
|
||||
mi.mesh = sphere
|
||||
mi.material_override = mat
|
||||
mi.scale = Vector3(0.05, 0.05, 0.05)
|
||||
get_parent().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 _spawn_dash_burst() -> void:
|
||||
var box := BoxMesh.new()
|
||||
box.size = Vector3(0.045, 0.045, 0.30)
|
||||
box.material = _unshaded_material()
|
||||
|
||||
var ramp := Gradient.new()
|
||||
ramp.set_color(0, Color(0.50, 0.82, 1.0, 1.0))
|
||||
ramp.set_color(1, Color(0.50, 0.82, 1.0, 0.0))
|
||||
|
||||
var scale_curve := Curve.new()
|
||||
scale_curve.add_point(Vector2(0.0, 1.0))
|
||||
scale_curve.add_point(Vector2(1.0, 0.0))
|
||||
|
||||
var p := CPUParticles3D.new()
|
||||
p.one_shot = true
|
||||
p.explosiveness = 0.92
|
||||
p.amount = 18
|
||||
p.lifetime = 0.22
|
||||
p.randomness = 0.15
|
||||
p.local_coords = false
|
||||
p.direction = _dash_dir
|
||||
p.spread = 15.0
|
||||
p.gravity = Vector3.ZERO
|
||||
p.initial_velocity_min = 18.0
|
||||
p.initial_velocity_max = 35.0
|
||||
p.scale_amount_min = 0.8
|
||||
p.scale_amount_max = 2.8
|
||||
p.mesh = box
|
||||
p.color_ramp = ramp
|
||||
p.scale_amount_curve = scale_curve
|
||||
get_parent().add_child(p)
|
||||
p.global_position = global_position + Vector3(0.0, 0.2, 0.0)
|
||||
p.restart()
|
||||
_free_after(p, 0.6)
|
||||
|
||||
|
||||
func _spawn_kick_sparks(origin: Vector3, back_dir: Vector3) -> void:
|
||||
var sphere := _particle_sphere(0.04, 3, 1, _unshaded_material())
|
||||
|
||||
var ramp := Gradient.new()
|
||||
ramp.set_color(0, Color(1.0, 0.98, 0.60, 1.0))
|
||||
ramp.set_color(1, Color(1.0, 1.0, 1.0, 0.0))
|
||||
|
||||
var scale_curve := Curve.new()
|
||||
scale_curve.add_point(Vector2(0.0, 1.0))
|
||||
scale_curve.add_point(Vector2(0.5, 0.6))
|
||||
scale_curve.add_point(Vector2(1.0, 0.0))
|
||||
|
||||
var p := CPUParticles3D.new()
|
||||
p.one_shot = true
|
||||
p.explosiveness = 0.95
|
||||
p.amount = 22
|
||||
p.lifetime = 0.28
|
||||
p.randomness = 0.4
|
||||
p.local_coords = false
|
||||
p.direction = (back_dir + Vector3(0.0, 0.5, 0.0)).normalized()
|
||||
p.spread = 30.0
|
||||
p.gravity = Vector3(0.0, -14.0, 0.0)
|
||||
p.initial_velocity_min = 8.0
|
||||
p.initial_velocity_max = 18.0
|
||||
p.scale_amount_min = 0.6
|
||||
p.scale_amount_max = 2.0
|
||||
p.mesh = sphere
|
||||
p.color_ramp = ramp
|
||||
p.scale_amount_curve = scale_curve
|
||||
get_parent().add_child(p)
|
||||
p.global_position = origin
|
||||
p.restart()
|
||||
_free_after(p, 1.0)
|
||||
|
||||
|
||||
func _make_slam_ring_mesh() -> ArrayMesh:
|
||||
@@ -538,40 +804,15 @@ func _make_slam_ring_mesh() -> ArrayMesh:
|
||||
return mesh
|
||||
|
||||
|
||||
func _apply_thrust(dir: Vector3) -> void:
|
||||
var impulse := DP.f("thrust_impulse")
|
||||
velocity.x += dir.x * impulse
|
||||
velocity.z += dir.z * impulse
|
||||
if is_on_floor():
|
||||
velocity.y += DP.f("thrust_vertical")
|
||||
var flat := Vector2(velocity.x, velocity.z)
|
||||
var spd := flat.length()
|
||||
if spd > DP.f("max_speed"):
|
||||
var s := DP.f("max_speed") / spd
|
||||
velocity.x *= s
|
||||
velocity.z *= s
|
||||
|
||||
|
||||
func _apply_kick(direction: Vector3) -> void:
|
||||
var force := DP.f("kick_impulse") * randf_range(1.0 - DP.f("kick_force_var"), 1.0 + DP.f("kick_force_var"))
|
||||
var spread := deg_to_rad(randf_range(-DP.f("kick_spread"), DP.f("kick_spread")))
|
||||
var kick_dir := direction.rotated(Vector3.UP, spread)
|
||||
velocity.x += kick_dir.x * force
|
||||
velocity.z += kick_dir.z * force
|
||||
if is_on_floor():
|
||||
velocity.y += DP.f("kick_vertical") * randf_range(0.75, 1.25)
|
||||
var flat := Vector2(velocity.x, velocity.z)
|
||||
var spd := flat.length()
|
||||
if spd > DP.f("max_speed"):
|
||||
var s := DP.f("max_speed") / spd
|
||||
velocity.x *= s
|
||||
velocity.z *= s
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# ── Gravity ───────────────────────────────────────────────────────────────
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
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")
|
||||
@@ -583,71 +824,45 @@ func _physics_process(delta: float) -> void:
|
||||
var on_floor := is_on_floor()
|
||||
|
||||
# ── Ability cooldowns ────────────────────────────────────────────────────────
|
||||
for i: int in 3:
|
||||
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:
|
||||
_ability_active = false
|
||||
_active_ability = -1
|
||||
_legs.set(&"charge_pitch_target", 0.0)
|
||||
_legs.set(&"tail_ragdoll", false)
|
||||
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()
|
||||
|
||||
# ── Mouse button single-thrust actions ───────────────────────────────────────
|
||||
# Left only → thrust NE (forward-right diagonal)
|
||||
# Right only → thrust NW (forward-left diagonal)
|
||||
var left_held := Input.is_action_pressed(&"thrust_left")
|
||||
var right_held := Input.is_action_pressed(&"thrust_right")
|
||||
# ── 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
|
||||
|
||||
if left_held and right_held:
|
||||
_thrust_left_charge = 0.0
|
||||
_thrust_right_charge = 0.0
|
||||
else:
|
||||
if left_held:
|
||||
_thrust_left_charge = minf(_thrust_left_charge + delta, DP.f("thrust_charge_time"))
|
||||
elif Input.is_action_just_released(&"thrust_left") and _thrust_left_charge > 0.0:
|
||||
var t := _thrust_left_charge / DP.f("thrust_charge_time")
|
||||
var angle := lerpf(deg_to_rad(DP.f("thrust_min_angle")), deg_to_rad(DP.f("thrust_max_angle")), t)
|
||||
var raw := cube_guy.global_transform.basis.z
|
||||
_apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, -angle))
|
||||
_thrust_left_charge = 0.0
|
||||
|
||||
if right_held:
|
||||
_thrust_right_charge = minf(_thrust_right_charge + delta, DP.f("thrust_charge_time"))
|
||||
elif Input.is_action_just_released(&"thrust_right") and _thrust_right_charge > 0.0:
|
||||
var t := _thrust_right_charge / DP.f("thrust_charge_time")
|
||||
var angle := lerpf(deg_to_rad(DP.f("thrust_min_angle")), deg_to_rad(DP.f("thrust_max_angle")), t)
|
||||
var raw := cube_guy.global_transform.basis.z
|
||||
_apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, angle))
|
||||
_thrust_right_charge = 0.0
|
||||
|
||||
# Fire spark burst the frame either single-button charge first hits max
|
||||
var max_charge := DP.f("thrust_charge_time")
|
||||
var either_full := _thrust_left_charge >= max_charge or _thrust_right_charge >= max_charge
|
||||
if either_full and not _charge_was_full:
|
||||
_charge_ready_emitter.restart()
|
||||
_charge_was_full = either_full
|
||||
|
||||
# Briefly flash overlay when dash is active
|
||||
var target_alpha := 0.20 if (_active_ability == 2 and _ability_active) else 0.0
|
||||
var oc := _charge_overlay.color
|
||||
_charge_overlay.color = Color(oc.r, oc.g, oc.b, lerpf(oc.a, target_alpha, delta * 12.0))
|
||||
|
||||
# Reset kick timer on landing so the first kick after a bounce is immediate
|
||||
if on_floor and not _was_on_floor and direction:
|
||||
_kick_timer = 0.0
|
||||
_was_on_floor = on_floor
|
||||
|
||||
# ── Periodic kick ─────────────────────────────────────────────────────────
|
||||
_kick_timer = maxf(0.0, _kick_timer - delta)
|
||||
if direction and _kick_timer <= 0.0:
|
||||
_apply_kick(direction)
|
||||
_kick_timer = DP.f("kick_interval")
|
||||
|
||||
# ── Rolling friction (exponential, frame-rate independent) ────────────────
|
||||
var retain := pow(_roll_damping, delta)
|
||||
velocity.x *= retain
|
||||
velocity.z *= retain
|
||||
# ── 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 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()
|
||||
@@ -670,7 +885,7 @@ func _physics_process(delta: float) -> void:
|
||||
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"))
|
||||
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)
|
||||
@@ -678,9 +893,21 @@ func _physics_process(delta: float) -> void:
|
||||
# ── Bounce on landing ─────────────────────────────────────────────────────
|
||||
if is_on_floor() and not _was_on_floor:
|
||||
var impact := -_pre_slide_vel_y
|
||||
if impact > DP.f("bounce_min_impact"):
|
||||
if impact > DP.f("bounce_min_impact") and not _slam_pending:
|
||||
velocity.y = impact * DP.f("bounce_restitution")
|
||||
|
||||
# ── 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"))
|
||||
|
||||
# ── Dust ──────────────────────────────────────────────────────────────────
|
||||
if flat_speed > DP.f("dust_charge_spd") and on_floor:
|
||||
_set_dust_state(DustState.CHARGE)
|
||||
@@ -689,4 +916,20 @@ func _physics_process(delta: float) -> void:
|
||||
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()
|
||||
|
||||
# ── Hoof sounds ───────────────────────────────────────────────────────────
|
||||
|
||||
|
||||
# A single clean hit — thrown or swung blade — ends the run. `cause` ("gored" /
|
||||
# "thrown") tags how it happened for the death notice. Latches so the lose screen is
|
||||
# raised exactly once even if several blades land on the same frame.
|
||||
func take_sword_hit(cause: String = "") -> void:
|
||||
if _dead:
|
||||
return
|
||||
_dead = true
|
||||
died.emit(cause)
|
||||
|
||||
@@ -11,15 +11,18 @@ config_version=5
|
||||
[application]
|
||||
|
||||
config/name="Bullosseum"
|
||||
run/main_scene="res://scene.tscn"
|
||||
config/version="0.1.0"
|
||||
run/main_scene="res://MainMenu.tscn"
|
||||
config/features=PackedStringArray("4.7", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
config/run/main_scene="res://scene.tscn"
|
||||
config/run/main_scene="res://MainMenu.tscn"
|
||||
|
||||
[autoload]
|
||||
|
||||
DP="*res://debug_params.gd"
|
||||
DebugMenu="*res://debug_menu.gd"
|
||||
Console="*res://console.gd"
|
||||
Controls="*res://controls_manager.gd"
|
||||
DebugDraw="*res://debug_draw.gd"
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
@@ -59,12 +62,6 @@ move_right={
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
jump={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
zoom_in={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":8,"position":Vector2(726, 8),"global_position":Vector2(735, 56),"factor":1.0,"button_index":4,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
@@ -80,37 +77,28 @@ toggle_mouse_capture={
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":4,"position":Vector2(461, 22),"global_position":Vector2(470, 70),"factor":1.0,"button_index":3,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
charge={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":1,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":10,"pressure":0.0,"pressed":false,"script":null)
|
||||
]
|
||||
}
|
||||
thrust_left={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":4,"axis_value":1.0,"script":null)
|
||||
]
|
||||
}
|
||||
thrust_right={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":5,"axis_value":1.0,"script":null)
|
||||
]
|
||||
}
|
||||
ability_kick={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":2,"pressure":0.0,"pressed":true,"script":null)
|
||||
]
|
||||
}
|
||||
ability_slam={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
|
||||
]
|
||||
}
|
||||
ability_dash={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":72,"key_label":0,"unicode":104,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null)
|
||||
]
|
||||
}
|
||||
ability_roll={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":74,"key_label":0,"unicode":106,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":3,"pressure":0.0,"pressed":true,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
extends ColorRect
|
||||
## Drives the fullscreen PS1/CRT post-process (ps1_filter.gdshader) from the DP
|
||||
## registry so every uniform is live-tunable in the console. `show_ps1` toggles the
|
||||
## whole overlay; the ps1_* floats feed the matching shader uniforms 1:1.
|
||||
|
||||
# DP param key → shader uniform name. Keys are registered in debug_params.gd with
|
||||
# ranges that mirror the shader's hint_range, so nothing here can go out of bounds.
|
||||
const _UNIFORMS := {
|
||||
"ps1_pixel_scale": "pixel_scale",
|
||||
"ps1_color_depth": "color_depth",
|
||||
"ps1_dither_strength": "dither_strength",
|
||||
"ps1_scanline_strength": "scanline_strength",
|
||||
"ps1_roll_speed": "roll_speed",
|
||||
"ps1_roll_strength": "roll_strength",
|
||||
}
|
||||
|
||||
@onready var _mat: ShaderMaterial = material as ShaderMaterial
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
DP.any_changed.connect(_on_param_changed)
|
||||
_apply_all()
|
||||
|
||||
|
||||
# reset_all() fires with key "__all__"; a single edit fires with its own key. Either
|
||||
# way just re-push everything — it's a handful of cheap uniform writes.
|
||||
func _on_param_changed(_key: String, _value: Variant) -> void:
|
||||
_apply_all()
|
||||
|
||||
|
||||
func _apply_all() -> void:
|
||||
visible = DP.b("show_ps1")
|
||||
if _mat == null:
|
||||
return
|
||||
for key: String in _UNIFORMS:
|
||||
_mat.set_shader_parameter(_UNIFORMS[key], DP.f(key))
|
||||