31 Commits

Author SHA1 Message Date
richard 56593c58cf Release 0.2.0: device-aware controls, spear, settings, shaders
Show touch controls only on touch platforms and keyboard hints only on
desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available
is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-09 19:39:37 +03:00
richard ce6f3d7075 Deployment script update 2026-08-09 15:26:01 +03:00
siim a74182255b light tim 2026-08-08 11:47:36 +03:00
siim ebf5046461 credits 2026-07-30 20:21:10 +03:00
richard 271de1b045 ps1 filter variables, crowds 2026-07-30 15:12:22 +03:00
richard 3defc9da95 UI theme 2026-07-30 13:52:50 +03:00
richard ff75dacfb6 New screens, new hud, new intro menu, some UI element changes 2026-07-30 13:52:39 +03:00
richard bf7a454ad0 Win, lose screen. Game version info. Matador a lot more aggressive/wins easier (tweaks needed). No more score/combo/waves 2026-07-30 12:39:51 +03:00
richard ebb6ec6335 Bull roll ability, console screen, tests 2026-07-28 23:10:38 +03:00
siim a0b248748c hud ja camera change 2026-07-24 15:16:21 +03:00
siim 5ef5889979 siim push 2026-07-24 14:51:57 +03:00
siim 2e9d62b964 bull uptade 2026-07-24 10:02:56 +03:00
richard 622830a6ee Hide controls by default 2026-07-22 23:00:45 +03:00
richard 603a674e08 menu interactive, refactor, perf tests, charge bar, debug menu stuff 2026-07-22 22:57:02 +03:00
siim 631df017d1 seq uptate 2026-07-22 22:25:14 +03:00
siim 2c0142d208 + intro sequence 2026-07-22 22:00:22 +03:00
richard c283eb0927 Menu, options with changeable controls, fade transition, placeholder background 2026-07-22 19:45:49 +03:00
siim d379b215e2 intro test 2026-07-21 23:36:41 +03:00
siim cd73a21ab7 intro menu alustasin 2026-07-20 22:40:50 +03:00
richard 6a67bfea36 better ragdoll, launch ragdolls on slam weee 2026-06-25 00:17:12 +03:00
richard b929ed2a7a cooldowns, sword holstering, ability colors 2026-06-25 00:10:40 +03:00
richard 708a35d51f return of the bull 2026-06-24 23:13:14 +03:00
richard 115872b98f sword holster, health 2026-06-24 23:11:19 +03:00
siim 64124990a6 +Sword 2026-06-20 10:58:35 +03:00
siim 037bfad700 matador 2026-06-20 10:53:21 +03:00
siim 661b4e470b gdignore 2026-06-16 18:30:05 +03:00
siim b564cd5a71 sword keset platsi 2026-06-14 23:13:52 +03:00
siim 7b5fcb1d1e +sword 2026-06-14 23:09:18 +03:00
siim 45e69101b6 gamepad buttons 2026-06-11 20:51:59 +03:00
siim a9810c8c9f dash 2026-06-10 22:50:07 +03:00
richard ba20cd8580 remove bounce after slam 2026-06-10 22:42:12 +03:00
156 changed files with 7885 additions and 5692 deletions
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@@ -2,3 +2,4 @@ disable:
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@@ -16,3 +16,6 @@ tests/output/
# Web export output
build/
#PRISM
BullPrism/
+1
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@@ -2,6 +2,7 @@ extends Node3D
func _ready() -> void:
add_to_group(&"public") # excluded from debug overlays — see publikum_controller.gd
var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
if anim:
anim.play(&"Juubeldab")
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extends Node3D
@onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready():
animation_player.play("Taunt")
animation_player.animation_finished.connect(_on_animation_finished)
func _on_animation_finished(anim_name):
if anim_name == "Taunt":
animation_player.play("Taunt")
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@@ -90,13 +90,28 @@ bash run_tests.sh
# Individual tests:
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
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gradual creep shows up before it trips the ceiling.
## Godot 4.x specifics
- `wrapf` / `wrap` instead of manual modulo for angles
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mouse_filter = 2
color = Color(0, 0, 0, 0.55)
[node name="VBox" type="VBoxContainer" parent="OptionsPanel" unique_id=2125052135]
custom_minimum_size = Vector2(560, 480)
layout_mode = 2
theme_override_constants/separation = 16
[node name="TitleLabel" type="Label" parent="OptionsPanel/VBox" unique_id=853979265]
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 = "Controls"
horizontal_alignment = 1
[node name="Hint" type="Label" parent="OptionsPanel/VBox" unique_id=1809504670]
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" unique_id=683738956]
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" unique_id=1261520279]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 8
[node name="BackButton" type="Button" parent="OptionsPanel/VBox" unique_id=1587524951]
custom_minimum_size = Vector2(0, 48)
layout_mode = 2
theme_override_font_sizes/font_size = 24
text = "Back"
[node name="CreditsPanel" type="CenterContainer" parent="." unique_id=175743902]
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" unique_id=1950253735]
layout_mode = 2
mouse_filter = 2
color = Color(0, 0, 0, 0.55)
[node name="VBox" type="VBoxContainer" parent="CreditsPanel" unique_id=901836808]
custom_minimum_size = Vector2(520, 360)
layout_mode = 2
theme_override_constants/separation = 20
[node name="TitleLabel" type="Label" parent="CreditsPanel/VBox" unique_id=825593160]
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" unique_id=1355198629]
layout_mode = 2
size_flags_vertical = 3
theme_override_colors/default_color = Color(0.93, 0.88, 0.72, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/line_separation = 6
theme_override_constants/outline_size = 5
theme_override_font_sizes/normal_font_size = 26
theme_override_font_sizes/bold_font_size = 30
bbcode_enabled = true
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]Artist[/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://x.com/_barkseven]@_barkseven[/url]
[font_size=20]Arena asset[/font_size][/center]"
fit_content = true
scroll_active = false
[node name="BackButton" type="Button" parent="CreditsPanel/VBox" unique_id=1194791074]
custom_minimum_size = Vector2(0, 48)
layout_mode = 2
theme_override_font_sizes/font_size = 24
text = "Back"
[node name="FadeRect" type="ColorRect" parent="." unique_id=15381366]
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 -1
View File
@@ -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
+6 -7
View File
@@ -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"]
+49
View File
@@ -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()
+1
View File
@@ -0,0 +1 @@
uid://cnhmhom4w5o3i
+8 -17
View File
@@ -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 ───────────────────────────────────────────────────────────────────
+71 -46
View File
@@ -1,94 +1,119 @@
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
@export var size_min: float = 5.0
@export var size_max: float = 30.0
@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
@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 _user_size: float = 0.0
var _charge_active: bool = false
var _shake_decay: 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
_user_size = default_size
size = default_size
projection = Camera3D.PROJECTION_PERSPECTIVE
fov = default_fov
_user_fov = default_fov
near = 0.1
far = 150.0
far = 150.0
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("zoom_in"):
_user_size = clamp(_user_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"):
_user_size = clamp(_user_size * 1.2, size_min, size_max)
_user_fov = clamp(_user_fov * 1.1, fov_min, fov_max)
func _process(delta: float) -> void:
var zoom_target := _user_size * DP.f("charge_zoom_factor") if _charge_active else _user_size
size = lerpf(size, zoom_target, delta * 8.0)
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)
_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)
# 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:
if not Settings.screen_shake:
return
_shake_amount = strength * 0.5
_shake_decay = _shake_amount / 0.4
_shake_decay = _shake_amount / 0.4
func set_charge_active(active: bool) -> void:
_charge_active = active
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 attributes is CameraAttributesPractical:
cam_attr = attributes
if cam_attr != null:
var to_target := target_pos - global_position
var forward_vector := -global_transform.basis.z
var ortho_depth := to_target.dot(forward_vector)
if cam_attr == null:
return
var zoom_factor := size / default_size
var dynamic_slice := focus_slice_thickness * zoom_factor
var half_slice := dynamic_slice * 0.5
var distance := global_position.distance_to(target_pos)
var base_transition := blur_transition * zoom_factor
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_far_distance = ortho_depth + half_slice
cam_attr.dof_blur_near_distance = maxf(near + 0.1, ortho_depth - half_slice)
cam_attr.dof_blur_far_transition = maxf(0.1, base_transition * 0.5)
cam_attr.dof_blur_near_transition = maxf(1.0, base_transition * 1.5)
cam_attr.dof_blur_far_enabled = false
cam_attr.dof_blur_near_enabled = false
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
+651
View File
@@ -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)
+108
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@@ -0,0 +1,108 @@
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_dash",
&"ability_slam",
&"ability_roll",
]
func _ready() -> void:
load_saved()
## Whether to drive the game with the on-screen touch UI (joystick + buttons)
## instead of keyboard hints. DisplayServer.is_touchscreen_available() can't be
## used here: `emulate_touch_from_mouse` (on for desktop testing) makes it report
## true on every desktop. Gate on the actual runtime platform instead — real
## mobile/native and mobile web browsers — plus the DP force flag for testing.
func use_touch_ui() -> bool:
if DP.b("force_touch_controls"):
return true
return (
OS.has_feature("mobile")
or OS.has_feature("web_android")
or OS.has_feature("web_ios")
)
## 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)
+1
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@@ -0,0 +1 @@
uid://dvxx75l5re2mf
+35
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@@ -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;
}
+1
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@@ -0,0 +1 @@
uid://hkdivctavovb
+137
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@@ -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
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shader_type canvas_item;
// Faint red gradient hugging the screen edges, flashed on a hit. `flash` is tweened
// 0.9 → 0 by the HUD; the vignette is transparent in the centre and reddens toward
// the corners so the middle of the screen stays clear.
uniform float flash : hint_range(0.0, 1.0) = 0.0;
uniform vec3 tint : source_color = vec3(0.75, 0.0, 0.0);
uniform float inner : hint_range(0.0, 1.0) = 0.45;
uniform float outer : hint_range(0.0, 1.0) = 1.0;
void fragment() {
// Distance from centre normalised so the corners land at ~1.0.
float dist = length(UV - vec2(0.5)) / 0.70710678;
float v = smoothstep(inner, outer, dist);
COLOR = vec4(tint, v * flash);
}
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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
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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)
+227 -34
View File
@@ -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 +22,22 @@ 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)
_reg_f("Movement", "max_speed", 50.0, 2.0, 1000.0)
_reg_f("Movement", "roll_damping", 0.15, 0.01, 0.99, 0.01)
# 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", 10.0, 2.0, 1000.0)
_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)
# ── Bull health ───────────────────────────────────────────────────────────
# The bull soaks bull_max_hp clean hits before it dies; each hit grants
# bull_hit_iframes seconds of invulnerability so a single pass can't drain it.
_reg_f("Bull", "bull_max_hp", 10.0, 1.0, 100.0, 1.0)
_reg_f("Bull", "bull_hit_iframes", 0.8, 0.0, 3.0, 0.1)
# ── 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 +60,7 @@ 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 ──────────────────────────────────────────────────────────────────
@@ -91,42 +90,215 @@ 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)
# Hydra split: a slain matador is replaced on the spot by mat_split_factor fresh
# matadors, so the horde doubles each generation (1 → 2 → 4 → 8 …) at the default
# 2. Capped at mat_split_generations deep so the arena stays winnable (factor <2 or
# generations 0 = no splitting, the classic one-and-done arena).
_reg_f("Matador", "mat_split_factor", 2.0, 1.0, 6.0, 1.0)
_reg_f("Matador", "mat_split_generations", 3.0, 0.0, 6.0, 1.0)
# The bull wins outright once it has slain this many matadors, even if the hydra
# still has bodies on the sand. 0 = disabled (win only when the horde dies out)
_reg_f("Matador", "mat_win_kills", 21.0, 0.0, 200.0, 1.0)
_reg_f("Matador", "mat_walk_speed", 5.5, 0.5, 10.0)
_reg_f("Matador", "mat_wander_radius", 22.0, 5.0, 50.0)
_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)
# 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", 1.2, 0.0, 5.0, 0.1)
_reg_f("Matador", "mat_idle_max", 4.0, 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", 1.1, 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)
# Showmanship (strut, circle the bull, taunt) — the supporting matadors lean on
# this to spread out and give the lead room, so a whole crowd reads as a bullring,
# not a swarm. Crank it for more posturing, drop it for a relentless mob.
_reg_f("Matador", "mat_w_showmanship", 1.6, 0.0, 3.0, 0.05)
# Weight on hurling the blade. Kept low — a thrown sword is an occasional flourish,
# not a barrage; raising this brings back the pelting.
_reg_f("Matador", "mat_w_throw", 0.35, 0.0, 3.0, 0.05)
# How many matadors press the bull at once. The nearest this-many engage (close,
# throw); everyone else keeps their distance and taunts, taking turns as the bull
# moves. 1 = strict one-on-one, higher = a bolder pack.
_reg_f("Matador", "mat_engage_slots", 2.0, 1.0, 8.0, 1.0)
# Preferred distance (m) a taunting matador circles the bull at while waiting its
# turn — the showmanship ring the crowd spreads out onto.
_reg_f("Matador", "mat_taunt_ring", 7.0, 3.0, 15.0, 0.5)
# How long (s) a matador safely out of the action holds a taunt before drifting to
# a new spot — much longer than the between-passes idle, so bystanders mostly pose
# for the crowd instead of milling about. Actual hold is randomised ±30%.
_reg_f("Matador", "mat_taunt_hold", 8.0, 1.0, 20.0, 0.5)
# 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)
# ── Spear throw (matador ranged attack) ──────────────────────────────────
# Local seating of the spear in the throwing hand during the wind-up. Tune to
# seat the shaft in the grip without re-exporting; flight orientation is derived
# from the aim direction at release, not from this pose.
_reg_f("Sword", "spear_pos_x", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "spear_pos_y", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "spear_pos_z", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "spear_rot_x", 0.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "spear_rot_y", 0.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "spear_rot_z", 0.0, -180.0, 180.0, 1.0)
# Delay before a fresh sword reappears in the holster if one is ever lost.
_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)
# Horizontal speed of the thrown spear; the vertical launch is solved from this
# and the gravity below so the arc lands on the bull. Lower = a higher, slower lob.
_reg_f("Sword", "mat_throw_speed", 11.0, 5.0, 60.0)
# Gravity scale on the spear (higher = a more pronounced arc) and the vertical aim
# offset from the bull origin down onto its low collision body.
_reg_f("Sword", "mat_throw_gravity", 1.0, 0.1, 3.0, 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_range", 6.0, 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_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_cooldown", 0.5, 0.1, 10.0, 0.1)
_reg_f("Abilities", "dash_speed", 66.0, 5.0, 200.0)
# ── Debug ─────────────────────────────────────────────────────────────────
_reg_b("Debug", "show_collisions", false)
# Exponential rate the dash bleeds from dash_speed back to cruise (max_speed).
# Higher = a snappier bullet that dies off quicker; lower = a longer glide.
_reg_f("Abilities", "dash_decel", 7.0, 0.5, 30.0, 0.5)
# ── Roll (homing chain ball) ──────────────────────────────────────────────
# 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. It HOMES on the
# closest matador; on slamming one the ball POPS it (launched skyward via
# roll_knockup) then CHAINS to the next closest, up to roll_chain_count times.
# roll_turn is the homing turn rate. When no chain targets remain, 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_chain_count", 2.0, 0.0, 8.0, 1.0) # extra matadors chained after the first
_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) # homing turn rate (higher = tighter tracking)
_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)
# Force the on-screen touch controls (joystick + ability buttons) on even on a
# desktop build — otherwise they appear only when a touchscreen is detected.
_reg_b("Touch", "force_touch_controls", false)
func _reg_f(section: String, key: String, default: float,
@@ -140,6 +312,7 @@ 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:
@@ -149,26 +322,28 @@ 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
@@ -194,9 +369,27 @@ 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"]
+24 -1
View File
@@ -1,17 +1,39 @@
#!/usr/bin/env bash
set -euo pipefail
# Run from the project root regardless of where the script is invoked.
cd "$(dirname "$0")"
SERVER_USER="richard"
SERVER_HOST="192.168.1.168"
SERVER_PATH="/opt/bulloseum/data"
BUILD_DIR="build/web"
# Derive the version the same way GameVersion does (single source of truth):
# numeric version from project.godot, pre-release channel from game_version.gd.
VERSION_NUMBER="$(grep -oP 'config/version="\K[^"]+' project.godot)"
CHANNEL="$(grep -oP 'const CHANNEL: String = "\K[^"]*' game_version.gd || true)"
VERSION="v${VERSION_NUMBER}"
[ -n "$CHANNEL" ] && VERSION="${VERSION}-${CHANNEL}"
GIT_COMMIT="$(git rev-parse --short HEAD 2>/dev/null || echo unknown)"
BUILD_DATE="$(date -u +%Y-%m-%dT%H:%M:%SZ)"
echo "building Bullosseum ${VERSION} (${GIT_COMMIT})"
mkdir -p "$BUILD_DIR"
godot --headless --export-release "Web" "$BUILD_DIR/index.html"
gzip -kf "$BUILD_DIR/index.wasm"
# Version stamp shipped alongside the flat build so the server records what's live.
cat > "$BUILD_DIR/version.txt" <<EOF
version=${VERSION}
commit=${GIT_COMMIT}
built=${BUILD_DATE}
EOF
scp "$BUILD_DIR/index.html" \
"$BUILD_DIR/index.js" \
"$BUILD_DIR/index.wasm.gz" \
@@ -21,6 +43,7 @@ scp "$BUILD_DIR/index.html" \
"$BUILD_DIR/index.icon.png" \
"$BUILD_DIR/index.apple-touch-icon.png" \
"$BUILD_DIR/index.png" \
"$BUILD_DIR/version.txt" \
"$SERVER_USER@$SERVER_HOST:$SERVER_PATH/"
echo "deployed to $SERVER_HOST:$SERVER_PATH"
echo "deployed ${VERSION} to $SERVER_HOST:$SERVER_PATH"
BIN
View File
Binary file not shown.
+36
View File
@@ -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={}
Binary file not shown.
+36
View File
@@ -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={}
Binary file not shown.
+36
View File
@@ -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={}
+93
View File
@@ -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.
+33
View File
@@ -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]
+1
View File
@@ -0,0 +1 @@
uid://f4bvu1mnvpiu

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