3 Commits

Author SHA1 Message Date
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
117 changed files with 1149 additions and 1682 deletions
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bu3eevt6f31vy"
path="res://.godot/imported/intro_seq_0001.png-d13407f069897f5b8302350ea06caad2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0001.png"
dest_files=["res://.godot/imported/intro_seq_0001.png-d13407f069897f5b8302350ea06caad2.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cv0386ujbone6"
path="res://.godot/imported/intro_seq_0002.png-7d720fee04fce498d05e156084b3ef90.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0002.png"
dest_files=["res://.godot/imported/intro_seq_0002.png-7d720fee04fce498d05e156084b3ef90.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bpagtmd32idd0"
path="res://.godot/imported/intro_seq_0003.png-ae551e25a09b19cb262685550214d751.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0003.png"
dest_files=["res://.godot/imported/intro_seq_0003.png-ae551e25a09b19cb262685550214d751.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b6rdw1pvnq4cj"
path="res://.godot/imported/intro_seq_0004.png-9977a1ecdd9ddac47ca83665f2c41e57.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0004.png"
dest_files=["res://.godot/imported/intro_seq_0004.png-9977a1ecdd9ddac47ca83665f2c41e57.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bwhtngfrq8ao7"
path="res://.godot/imported/intro_seq_0005.png-492c659aed88c33763898b51cdecde09.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0005.png"
dest_files=["res://.godot/imported/intro_seq_0005.png-492c659aed88c33763898b51cdecde09.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://d4c6etc2k8o5b"
path="res://.godot/imported/intro_seq_0006.png-754b5919bb8ea2d96bfce5d29bfa03af.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0006.png"
dest_files=["res://.godot/imported/intro_seq_0006.png-754b5919bb8ea2d96bfce5d29bfa03af.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://buw18qc3wanyf"
path="res://.godot/imported/intro_seq_0007.png-5924916944ea882df411d192e1106616.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0007.png"
dest_files=["res://.godot/imported/intro_seq_0007.png-5924916944ea882df411d192e1106616.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://rqsffoxigmul"
path="res://.godot/imported/intro_seq_0008.png-cc0a32cbed495eedfc84f56240d77d70.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0008.png"
dest_files=["res://.godot/imported/intro_seq_0008.png-cc0a32cbed495eedfc84f56240d77d70.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dgqqdvsv087dq"
path="res://.godot/imported/intro_seq_0009.png-9477102b81fd9f557f19c0091825e489.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0009.png"
dest_files=["res://.godot/imported/intro_seq_0009.png-9477102b81fd9f557f19c0091825e489.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dx1eu7pdngt2b"
path="res://.godot/imported/intro_seq_0010.png-d159843ba1107baa767e0f568ebe5164.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0010.png"
dest_files=["res://.godot/imported/intro_seq_0010.png-d159843ba1107baa767e0f568ebe5164.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://hrpawt4pm8vw"
path="res://.godot/imported/intro_seq_0011.png-da361e3c03d7c9e37aafa9a94fce40aa.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0011.png"
dest_files=["res://.godot/imported/intro_seq_0011.png-da361e3c03d7c9e37aafa9a94fce40aa.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cwxwxuq1qvq1s"
path="res://.godot/imported/intro_seq_0012.png-994091f05e3fffd9558b9c023b1e8959.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0012.png"
dest_files=["res://.godot/imported/intro_seq_0012.png-994091f05e3fffd9558b9c023b1e8959.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dcatel76pvhaf"
path="res://.godot/imported/intro_seq_0013.png-4f4f9ef778d5ed3a8f18e94c837f6258.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0013.png"
dest_files=["res://.godot/imported/intro_seq_0013.png-4f4f9ef778d5ed3a8f18e94c837f6258.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c0pwx26aill3t"
path="res://.godot/imported/intro_seq_0016.png-ad89023f08798b251f84156b0d00d183.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0016.png"
dest_files=["res://.godot/imported/intro_seq_0016.png-ad89023f08798b251f84156b0d00d183.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b8mbxrarmnu70"
path="res://.godot/imported/intro_seq_0017.png-5bba2681811780a47d9cb4b03c476a91.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0017.png"
dest_files=["res://.godot/imported/intro_seq_0017.png-5bba2681811780a47d9cb4b03c476a91.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bmgpk0egfy66u"
path="res://.godot/imported/intro_seq_0018.png-b04a1bd60a6eb8446f8a91aca3abae15.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0018.png"
dest_files=["res://.godot/imported/intro_seq_0018.png-b04a1bd60a6eb8446f8a91aca3abae15.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dt41tdv4ameam"
path="res://.godot/imported/intro_seq_0019.png-e64a687201179a236907ea9ab3080cbd.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0019.png"
dest_files=["res://.godot/imported/intro_seq_0019.png-e64a687201179a236907ea9ab3080cbd.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dqdytcgsacjxc"
path="res://.godot/imported/intro_seq_0020.png-94a72e7452125cc098d4df663548b117.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0020.png"
dest_files=["res://.godot/imported/intro_seq_0020.png-94a72e7452125cc098d4df663548b117.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://d3u6yoiw4anm0"
path="res://.godot/imported/intro_seq_0021.png-e41ed967859539364420056b92742e4b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0021.png"
dest_files=["res://.godot/imported/intro_seq_0021.png-e41ed967859539364420056b92742e4b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cl2ni7jmhpdj6"
path="res://.godot/imported/intro_seq_0022.png-147d9f81538df8bcb3842e1b12917298.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0022.png"
dest_files=["res://.godot/imported/intro_seq_0022.png-147d9f81538df8bcb3842e1b12917298.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bx77btneo2n5o"
path="res://.godot/imported/intro_seq_0023.png-d79bc8b0b5339953b97138b03091c590.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0023.png"
dest_files=["res://.godot/imported/intro_seq_0023.png-d79bc8b0b5339953b97138b03091c590.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b5uwi1h64dqek"
path="res://.godot/imported/intro_seq_0024.png-4ae491dbd3e8b33a50bf2e9fc7c44e36.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0024.png"
dest_files=["res://.godot/imported/intro_seq_0024.png-4ae491dbd3e8b33a50bf2e9fc7c44e36.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://uv6nf2cgqjyy"
path="res://.godot/imported/intro_seq_0025.png-99f570fe058fb7903ce72e35a3c938f8.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0025.png"
dest_files=["res://.godot/imported/intro_seq_0025.png-99f570fe058fb7903ce72e35a3c938f8.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://fh7m5y5j336x"
path="res://.godot/imported/intro_seq_0026.png-5bb48d75704d345d874831e5f6a2b446.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0026.png"
dest_files=["res://.godot/imported/intro_seq_0026.png-5bb48d75704d345d874831e5f6a2b446.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dfmr5syqlie06"
path="res://.godot/imported/intro_seq_0027.png-436ad22542c38673365c1700684b8278.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0027.png"
dest_files=["res://.godot/imported/intro_seq_0027.png-436ad22542c38673365c1700684b8278.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bx71y7cf6lsse"
path="res://.godot/imported/intro_seq_0028.png-250f5531a5db7406a3d95fa6f5a4b753.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0028.png"
dest_files=["res://.godot/imported/intro_seq_0028.png-250f5531a5db7406a3d95fa6f5a4b753.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://r8vet7ghanp1"
path="res://.godot/imported/intro_seq_0029.png-deaafc16edf139dfe84ed9c86c1fc7ef.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0029.png"
dest_files=["res://.godot/imported/intro_seq_0029.png-deaafc16edf139dfe84ed9c86c1fc7ef.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://4b8irulowbbv"
path="res://.godot/imported/intro_seq_0030.png-5860e05ac89ecb6e2036d6a84ee44e4e.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0030.png"
dest_files=["res://.godot/imported/intro_seq_0030.png-5860e05ac89ecb6e2036d6a84ee44e4e.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cvf5isldc65n4"
path="res://.godot/imported/intro_seq_0031.png-927f6fff06201f79eaf5ced54934d825.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0031.png"
dest_files=["res://.godot/imported/intro_seq_0031.png-927f6fff06201f79eaf5ced54934d825.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://d4j88tyqprs2d"
path="res://.godot/imported/intro_seq_0032.png-fb16b2b570af97548a9a76fe074d0679.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0032.png"
dest_files=["res://.godot/imported/intro_seq_0032.png-fb16b2b570af97548a9a76fe074d0679.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b1k4bojvgeksu"
path="res://.godot/imported/intro_seq_0033.png-46cbba009bcd114946dc61b4952e390f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0033.png"
dest_files=["res://.godot/imported/intro_seq_0033.png-46cbba009bcd114946dc61b4952e390f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://7cyyof1476yl"
path="res://.godot/imported/intro_seq_0034.png-e9bc2dbf0d75b6ff302c4cc0bfef8e97.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0034.png"
dest_files=["res://.godot/imported/intro_seq_0034.png-e9bc2dbf0d75b6ff302c4cc0bfef8e97.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+1
View File
@@ -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")
Binary file not shown.

After

Width:  |  Height:  |  Size: 115 KiB

@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://ypxkr3vla3fr"
path="res://.godot/imported/HUD_0000_ability_JALG.png-c430df7817ae1f22045a2a27b06f60a8.ctex"
uid="uid://d166u18p3wqiy"
path="res://.godot/imported/crowd_clap_sheet.png-a110e7d663af8fcbe9ebf5de44188c85.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://HUD/HUD_0000_ability_JALG.png"
dest_files=["res://.godot/imported/HUD_0000_ability_JALG.png-c430df7817ae1f22045a2a27b06f60a8.ctex"]
source_file="res://Assets/crowd_clap_sheet.png"
dest_files=["res://.godot/imported/crowd_clap_sheet.png-a110e7d663af8fcbe9ebf5de44188c85.ctex"]
[params]
Binary file not shown.
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 144 KiB

@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://w4yovxyg0104"
path="res://.godot/imported/HUD_0001_ability_SLAM.png-7c5f88306e1af474db2c2073888feab7.ctex"
uid="uid://cyscxku0nw055"
path="res://.godot/imported/DASH.png-02cbc39ec03a0c79526d7dc333659c48.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://HUD/HUD_0001_ability_SLAM.png"
dest_files=["res://.godot/imported/HUD_0001_ability_SLAM.png-7c5f88306e1af474db2c2073888feab7.ctex"]
source_file="res://HUD/DASH.png"
dest_files=["res://.godot/imported/DASH.png-02cbc39ec03a0c79526d7dc333659c48.ctex"]
[params]
Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

-40
View File
@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dnv8w5h32ck7m"
path="res://.godot/imported/HUD_0002_ability_DASH.png-011f272dda65c06c407720ec201ad92e.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://HUD/HUD_0002_ability_DASH.png"
dest_files=["res://.godot/imported/HUD_0002_ability_DASH.png-011f272dda65c06c407720ec201ad92e.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 168 KiB

@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://x8eewdg65qgr"
path="res://.godot/imported/intro_seq_0014.png-f8346c8267324ffe151c42113f79700d.ctex"
uid="uid://bdnc3jw1ykydi"
path="res://.godot/imported/KICK.png-5482be80e8176ed7a0ae69a48ca1f5ed.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0014.png"
dest_files=["res://.godot/imported/intro_seq_0014.png-f8346c8267324ffe151c42113f79700d.ctex"]
source_file="res://HUD/KICK.png"
dest_files=["res://.godot/imported/KICK.png-5482be80e8176ed7a0ae69a48ca1f5ed.ctex"]
[params]
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 204 KiB

@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://nw2pvct1kqcd"
path="res://.godot/imported/intro_seq_0015.png-1a3c8239c9c1c61cd711f23fcc29af50.ctex"
uid="uid://d25i88cixy4pn"
path="res://.godot/imported/ROLL.png-306dafcb4b6c13eded9a925aa6d2f62a.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Animations/Intro_sequence/intro_seq_0015.png"
dest_files=["res://.godot/imported/intro_seq_0015.png-1a3c8239c9c1c61cd711f23fcc29af50.ctex"]
source_file="res://HUD/ROLL.png"
dest_files=["res://.godot/imported/ROLL.png-306dafcb4b6c13eded9a925aa6d2f62a.ctex"]
[params]
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 80 KiB

+40
View File
@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bxplqrp4mc5yh"
path="res://.godot/imported/SLAM.png-b5036a739251be1240a24080e28d7a8e.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://HUD/SLAM.png"
dest_files=["res://.godot/imported/SLAM.png-b5036a739251be1240a24080e28d7a8e.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+20 -8
View File
@@ -175,7 +175,8 @@ horizontal_alignment = 1
[node name="Hint" type="Label" parent="OptionsPanel/VBox"]
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 4
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
@@ -223,17 +224,28 @@ theme_override_font_sizes/font_size = 44
text = "Credits"
horizontal_alignment = 1
[node name="Names" type="Label" parent="CreditsPanel/VBox"]
[node name="Names" type="RichTextLabel" parent="CreditsPanel/VBox"]
layout_mode = 2
size_flags_vertical = 3
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 4
theme_override_font_sizes/font_size = 24
text = "Bullosseum
theme_override_colors/default_color = Color(0.93, 0.88, 0.72, 1)
theme_override_constants/outline_size = 5
theme_override_constants/line_separation = 6
theme_override_font_sizes/normal_font_size = 26
theme_override_font_sizes/bold_font_size = 30
bbcode_enabled = true
fit_content = true
scroll_active = false
text = "[center][font_size=32][color=#d9a833]Bullosseum[/color][/font_size]
A game by Siim & Richard"
horizontal_alignment = 1
vertical_alignment = 1
[b][color=#d9a833]Siim Raud[/color][/b] [url=https://instagram.com/siimpressionist]@siimpressionist[/url]
[font_size=20]Creative, art, idea guy[/font_size]
[b][color=#d9a833]Richard Aasa[/color][/b] [url=https://instagram.com/aasarichard]@aasarichard[/url]
[font_size=20]Programmer[/font_size]
[b][color=#d9a833]Kadi Rebane[/color][/b] [url=https://instagram.com/kadirebane]@kadirebane[/url]
[font_size=20]Arena asset[/font_size][/center]"
[node name="BackButton" type="Button" parent="CreditsPanel/VBox"]
custom_minimum_size = Vector2(0, 48)
+6
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",
@@ -128,6 +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
+35 -3
View File
@@ -172,6 +172,18 @@ func _input(event: InputEvent) -> void:
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()
@@ -187,6 +199,20 @@ func _input(event: InputEvent) -> void:
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
@@ -381,6 +407,15 @@ func _history_step(dir: int) -> void:
_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()
@@ -400,9 +435,6 @@ func _on_submitted(raw: String) -> void:
_input_field.clear()
_clear_suggestions()
_execute(raw)
# Defer: the LineEdit finishes handling the Enter keypress after this signal
# returns, so a synchronous grab_focus() gets clobbered. Re-grab next idle.
_input_field.grab_focus.call_deferred()
func _execute(cmd: String) -> void:
+35
View File
@@ -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
View File
@@ -0,0 +1 @@
uid://hkdivctavovb
+137
View File
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://cj0ytlkuavmf4
+12 -5
View File
@@ -387,12 +387,15 @@ func _reconcile(delta: float) -> void:
if scene != null:
_collect(scene, col, hit, bone, anim, wanted)
# Drop overlays whose shape is gone or no longer 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: MeshInstance3D = _overlays[id]
var mi: Variant = _overlays[id]
if not wanted.has(id) or not is_instance_valid(mi):
if is_instance_valid(mi):
mi.queue_free()
(mi as Node).queue_free()
_overlays.erase(id)
# Add overlays for newly seen shapes.
for id: int in wanted:
@@ -402,6 +405,10 @@ func _reconcile(delta: float) -> void:
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:
@@ -442,9 +449,9 @@ func _attach(cs: CollisionShape3D, is_area: bool) -> MeshInstance3D:
func _clear_overlays() -> void:
for id: int in _overlays:
var mi: MeshInstance3D = _overlays[id]
var mi: Variant = _overlays[id]
if is_instance_valid(mi):
mi.queue_free()
(mi as Node).queue_free()
_overlays.clear()
+22 -17
View File
@@ -22,25 +22,17 @@ func _ready() -> void:
func _register_all() -> void:
# ── Movement ──────────────────────────────────────────────────────────────
_reg_f("Movement", "thrust_impulse", 18.0, 1.0, 200.0)
_reg_f("Movement", "thrust_vertical", 2.0, 0.0, 20.0)
_reg_f("Movement", "thrust_min_angle", 15.0, 0.0, 90.0, 1.0)
_reg_f("Movement", "thrust_max_angle", 90.0, 0.0, 180.0, 1.0)
_reg_f("Movement", "thrust_charge_time", 0.5, 0.05, 2.0, 0.05)
# WASD/arrows drive the bull: move_accel ramps flat velocity toward max_speed in
# the input direction; move_friction bleeds it off when no direction is held.
_reg_f("Movement", "max_speed", 50.0, 2.0, 1000.0)
_reg_f("Movement", "roll_damping", 0.15, 0.01, 0.99, 0.01)
_reg_f("Movement", "move_accel", 120.0, 5.0, 600.0)
_reg_f("Movement", "move_friction", 90.0, 5.0, 600.0)
_reg_f("Movement", "jump_velocity", 4.5, 1.0, 200.0)
_reg_f("Movement", "visual_turn_speed", 12.0, 1.0, 200.0)
_reg_f("Movement", "bounce_restitution", 0.55, 0.0, 2.0, 0.05)
_reg_f("Movement", "bounce_min_impact", 1.0, 0.0, 20.0)
_reg_f("Movement", "wall_bounce_restitution", 0.6, 0.0, 1.5, 0.05)
_reg_f("Movement", "wall_min_bounce_speed", 6.0, 0.0, 30.0)
_reg_f("Movement", "kick_impulse", 8.0, 1.0, 50.0)
_reg_f("Movement", "kick_interval", 0.25, 0.05, 1.0, 0.01)
_reg_f("Movement", "kick_vertical", 0.0, 0.0, 15.0)
_reg_f("Movement", "kick_force_var", 0.2, 0.0, 1.0, 0.01)
_reg_f("Movement", "kick_spread", 10.0, 0.0, 45.0, 1.0)
_reg_f("Movement", "charge_kick_mult", 2.0, 1.0, 5.0)
# ── Dust speed thresholds ─────────────────────────────────────────────────
_reg_f("Dust", "dust_walk_spd", 1.5, 0.1, 10.0)
_reg_f("Dust", "dust_charge_spd", 7.0, 1.0, 20.0)
@@ -63,10 +55,7 @@ func _register_all() -> void:
_reg_f("Tail", "tail_body_radius", 0.35, 0.05, 2.0, 0.05)
_reg_f("Tail", "tail_wag_freq", 4.0, 0.5, 15.0)
_reg_f("Tail", "tail_wag_idle", 0.3, 0.0, 2.0, 0.05)
# ── Charge (both mouse buttons) ──────────────────────────────────────────
_reg_f("Charge", "bull_charge_accel", 80.0, 1.0, 400.0)
_reg_f("Charge", "bull_charge_max_speed", 76.0, 5.0, 200.0)
_reg_f("Charge", "charge_ramp_time", 0.75, 0.1, 5.0, 0.05)
# ── Charge pose (horns-down lean during dash / roll) ─────────────────────
_reg_f("Charge", "charge_head_pitch", 0.3, 0.0, 1.2, 0.01)
_reg_f("Charge", "charge_head_speed", 5.0, 0.5, 20.0)
# ── Body ──────────────────────────────────────────────────────────────────
@@ -108,6 +97,9 @@ func _register_all() -> void:
_reg_f("Matador", "mat_spawn_count", 1.0, 1.0, 30.0, 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)
# Radius of the inner fighting floor: bull + matadors spawn on this ring (so
# they stay off the benches). Tune in the console to hug the bench edge.
_reg_f("Matador", "arena_spawn_radius", 10.0, 2.0, 22.0, 0.5)
_reg_f("Matador", "mat_idle_min", 0.5, 0.0, 5.0, 0.1)
_reg_f("Matador", "mat_idle_max", 2.5, 0.5, 10.0, 0.1)
_reg_f("Matador", "mat_hit_threshold", 4.0, 1.0, 30.0)
@@ -229,12 +221,25 @@ func _register_all() -> void:
_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", 3.5, 0.2, 20.0) # steer rate (low = wide momentum turns)
_reg_f("Roll", "roll_turn", 7.0, 0.2, 20.0) # steer rate (WASD/arrows; higher = tighter)
_reg_f("Roll", "roll_spin_radius", 1.4, 0.3, 4.0, 0.1) # ball radius for tumble spin (smaller = faster)
_reg_f("Roll", "roll_hit_radius", 2.4, 0.5, 6.0, 0.1) # contact radius that pops the ball
_reg_f("Roll", "roll_hit_strength", 22.0, 1.0, 40.0) # horizontal launch on the pop
_reg_f("Roll", "roll_knockup", 11.0, 0.0, 25.0) # vertical knock-up on the pop
# ── Debug overlays (see debug_draw.gd) ───────────────────────────────────
_reg_b("Debug", "show_collisions", false)
# PS1 post-process filter (see ps1_filter.gd on the fullscreen ColorRect):
# screen-covering CRT/PS1 shader — pixelation, colour-banding + dither, and a
# rolling scanline. Keys map 1:1 onto the shader uniforms; show_ps1 toggles the
# whole overlay. Ranges mirror the shader's hint_range so the console can't push
# a uniform out of bounds.
_reg_b("PS1", "show_ps1", true)
_reg_f("PS1", "ps1_pixel_scale", 4.0, 1.0, 8.0, 1.0)
_reg_f("PS1", "ps1_color_depth", 5.0, 2.0, 8.0, 1.0)
_reg_f("PS1", "ps1_dither_strength", 0.8, 0.0, 2.0, 0.05)
_reg_f("PS1", "ps1_scanline_strength", 0.2, 0.0, 1.0, 0.05)
_reg_f("PS1", "ps1_roll_speed", 3.0, 0.0, 10.0, 0.1)
_reg_f("PS1", "ps1_roll_strength", 1.0, 0.0, 1.0, 0.05)
_reg_b("Debug", "show_hitboxes", false)
_reg_b("Debug", "show_bones", false)
_reg_b("Debug", "show_raycasts", false)
+64 -53
View File
@@ -1,22 +1,28 @@
extends CanvasLayer
const _GOLD := Color(1.00, 0.78, 0.22)
const _CREAM := Color(0.88, 0.83, 0.72)
const _MUTED := Color(0.65, 0.60, 0.48)
const _BG := Color(0.06, 0.04, 0.02, 0.78)
const _BADGE := Color(0.16, 0.10, 0.03, 0.90)
const _BORDER := Color(0.65, 0.48, 0.15, 0.55)
const _GOLD := Color(1.00, 0.78, 0.22)
const _CREAM := Color(0.93, 0.88, 0.72)
const _MUTED := Color(0.66, 0.60, 0.46)
# Per-ability trim colour, tying each tile (and its key cap) to that ability's FX.
# Order matches _ABILITY_ICONS: kick, slam, dash, roll.
const _ABILITY_ACCENT: Array[Color] = [
Color(1.00, 0.62, 0.16), # Kick — ember orange
Color(0.98, 0.34, 0.20), # Slam — crimson
Color(0.45, 0.75, 1.00), # Dash — sky blue
Color(1.00, 0.82, 0.32), # Roll — gold
]
const _ABILITY_ICONS: Array[String] = [
"res://HUD/HUD_0000_ability_JALG.png",
"res://HUD/HUD_0001_ability_SLAM.png",
"res://HUD/HUD_0002_ability_DASH.png",
"res://HUD/HUD_0003_ability_ROLL.png",
"res://HUD/KICK.png",
"res://HUD/SLAM.png",
"res://HUD/DASH.png",
"res://HUD/ROLL.png",
]
const _ABILITY_ACTIONS: Array[StringName] = [
&"ability_kick", &"ability_slam", &"ability_dash", &"ability_roll",
]
# Fallback label shown in a slot whose icon file doesn't exist yet (e.g. ROLL).
# Fallback label shown in a slot whose icon file fails to load.
const _ABILITY_NAMES: Array[String] = ["Kick", "Slam", "Dash", "Roll"]
var _controls_visible: bool = false
@@ -28,6 +34,8 @@ var _player: Node = null
var _died_connected: bool = false
var _cd_overlays: Array[ColorRect] = []
var _cd_labels: Array[Label] = []
var _ability_bar: HBoxContainer
var _ability_panels: Array[PanelContainer] = []
# Win/lose screen. _game_over latches so the result is shown once; _result_win
# records which way it went (read by the gameplay test).
@@ -201,37 +209,36 @@ func _build_game_over() -> void:
row.add_child(menu)
# A bordered, rounded, gold-trimmed panel background — the HUD's one repeated look.
# Margins are symmetric (L=R, T=B); pass a transparent border to draw none.
func _panel_style(bg: Color, corner: int, h_margin: float, v_margin: float,
border: Color = _BORDER) -> StyleBoxFlat:
var s := StyleBoxFlat.new()
s.bg_color = bg
s.set_corner_radius_all(corner)
if border.a > 0.0:
s.set_border_width_all(1)
s.border_color = border
s.content_margin_left = h_margin
s.content_margin_right = h_margin
s.content_margin_top = v_margin
s.content_margin_bottom = v_margin
return s
const _SLOT_SEPARATION: int = 10
func _build_ability_bar() -> void:
var bar := HBoxContainer.new()
bar.add_theme_constant_override("separation", 10)
bar.anchor_left = 0.5
bar.anchor_right = 0.5
bar.anchor_top = 1.0
bar.anchor_bottom = 1.0
bar.grow_horizontal = Control.GROW_DIRECTION_BOTH
bar.grow_vertical = Control.GROW_DIRECTION_BEGIN
bar.offset_left = -160.0
bar.offset_bottom = -20.0
add_child(bar)
_ability_bar = HBoxContainer.new()
_ability_bar.add_theme_constant_override("separation", _SLOT_SEPARATION)
_ability_bar.anchor_left = 0.5
_ability_bar.anchor_right = 0.5
_ability_bar.anchor_top = 1.0
_ability_bar.anchor_bottom = 1.0
_ability_bar.grow_horizontal = Control.GROW_DIRECTION_BOTH
_ability_bar.grow_vertical = Control.GROW_DIRECTION_BEGIN
_ability_bar.offset_bottom = -20.0
add_child(_ability_bar)
for i: int in 4:
bar.add_child(_build_ability_slot(i))
_ability_bar.add_child(_build_ability_slot(i))
_layout_ability_bar()
get_viewport().size_changed.connect(_layout_ability_bar)
# Size the ability slots as a fraction of the viewport (clamped) so the bar scales
# with the window, and keep it horizontally centred by matching the HBox offsets.
func _layout_ability_bar() -> void:
var vp := get_viewport().get_visible_rect().size
var slot := clampf(minf(vp.x * 0.055, vp.y * 0.11), 56.0, 104.0)
for panel: PanelContainer in _ability_panels:
panel.custom_minimum_size = Vector2(slot, slot)
var total := slot * 4.0 + float(_SLOT_SEPARATION) * 3.0
_ability_bar.offset_left = -total * 0.5
_ability_bar.offset_right = total * 0.5
func _build_ability_slot(idx: int) -> Control:
@@ -240,8 +247,10 @@ func _build_ability_slot(idx: int) -> Control:
var panel := PanelContainer.new()
panel.custom_minimum_size = Vector2(72.0, 72.0)
panel.add_theme_stylebox_override("panel", _panel_style(_BG, 6, 4.0, 4.0))
panel.add_theme_stylebox_override(
"panel", UiTheme.plaque(UiTheme.LEATHER, _ABILITY_ACCENT[idx], 4, 5.0, 5.0))
vbox.add_child(panel)
_ability_panels.append(panel)
var stack := Control.new()
stack.set_anchors_preset(Control.PRESET_FULL_RECT)
@@ -250,8 +259,12 @@ func _build_ability_slot(idx: int) -> Control:
if ResourceLoader.exists(_ABILITY_ICONS[idx]):
var icon := TextureRect.new()
icon.texture = load(_ABILITY_ICONS[idx])
# Ignore the texture's native size so a large source PNG doesn't blow the
# slot's minimum size out; scale-to-fit the box while keeping aspect.
icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon.set_anchors_preset(Control.PRESET_FULL_RECT)
icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
stack.add_child(icon)
else:
var name_lbl := Label.new()
@@ -288,8 +301,11 @@ func _build_ability_slot(idx: int) -> Control:
var key_lbl := Label.new()
key_lbl.text = Controls.get_key_label(_ABILITY_ACTIONS[idx])
key_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
key_lbl.add_theme_color_override("font_color", _GOLD)
key_lbl.add_theme_font_size_override("font_size", 12)
key_lbl.add_theme_font_override("font", UiFonts.body())
key_lbl.add_theme_color_override("font_color", _ABILITY_ACCENT[idx].lerp(_CREAM, 0.35))
key_lbl.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
key_lbl.add_theme_constant_override("outline_size", 3)
key_lbl.add_theme_font_size_override("font_size", 13)
vbox.add_child(key_lbl)
return vbox
@@ -312,7 +328,8 @@ func _build_tab_hint() -> void:
func _build_controls_panel() -> void:
_controls_panel = PanelContainer.new()
_controls_panel.add_theme_stylebox_override("panel", _panel_style(_BG, 7, 14.0, 10.0))
_controls_panel.add_theme_stylebox_override(
"panel", UiTheme.plaque(UiTheme.LEATHER, UiTheme.BORDER, 4, 16.0, 12.0))
_controls_panel.anchor_left = 0.0
_controls_panel.anchor_top = 1.0
@@ -334,9 +351,7 @@ func _build_controls_panel() -> void:
Controls.get_key_label(&"move_back"),
Controls.get_key_label(&"move_right"),
]
_row(vbox, move_keys, "Move (not intended)", _MUTED)
_row(vbox, "LMB (hold)", "Right horn", _CREAM)
_row(vbox, "RMB (hold)", "Left horn", _CREAM)
_row(vbox, move_keys, "Move", _CREAM)
_row(vbox, Controls.get_key_label(&"ability_kick"), "Kick", _CREAM)
_row(vbox, Controls.get_key_label(&"ability_slam"), "Slam", _CREAM)
_row(vbox, Controls.get_key_label(&"ability_dash"), "Dash", _CREAM)
@@ -346,11 +361,7 @@ func _build_controls_panel() -> void:
_row(vbox, "Esc", "Back to menu", _MUTED)
var sep := HSeparator.new()
var sep_style := StyleBoxFlat.new()
sep_style.bg_color = Color(0.65, 0.48, 0.15, 0.30)
sep_style.content_margin_top = 4.0
sep_style.content_margin_bottom = 4.0
sep.add_theme_stylebox_override("separator", sep_style)
sep.add_theme_stylebox_override("separator", UiTheme.rule())
vbox.add_child(sep)
_toggle_btn = _make_button("Show controls")
@@ -363,8 +374,8 @@ func _make_button(label_text: String) -> Button:
btn.text = label_text
btn.process_mode = Node.PROCESS_MODE_ALWAYS
var normal := _panel_style(Color(0.18, 0.12, 0.04, 0.90), 5, 16.0, 8.0)
var hover := _panel_style(Color(0.30, 0.20, 0.06, 0.95), 5, 16.0, 8.0, _GOLD)
var normal := UiTheme.plaque(Color(0.10, 0.07, 0.03, 0.90), _GOLD, 3, 18.0, 9.0)
var hover := UiTheme.plaque(Color(0.16, 0.10, 0.04, 0.96), _CREAM, 3, 18.0, 9.0)
btn.add_theme_stylebox_override("normal", normal)
btn.add_theme_stylebox_override("hover", hover)
@@ -384,7 +395,7 @@ func _row(parent: VBoxContainer, key: String, desc: String, desc_color: Color) -
parent.add_child(row)
var badge := PanelContainer.new()
badge.add_theme_stylebox_override("panel", _panel_style(_BADGE, 3, 6.0, 2.0, Color(0, 0, 0, 0)))
badge.add_theme_stylebox_override("panel", UiTheme.badge())
badge.custom_minimum_size = Vector2(100.0, 0.0)
row.add_child(badge)
+23 -19
View File
@@ -130,11 +130,24 @@ func _apply_theme() -> void:
if title != null:
title.add_theme_font_override("font", UiFonts.title())
title.add_theme_color_override("font_color", MENU_GOLD)
for path: String in ["OptionsPanel/VBox/Hint", "CreditsPanel/VBox/Names"]:
var lbl := get_node_or_null(path) as Label
if lbl != null:
lbl.add_theme_font_override("font", UiFonts.body())
lbl.add_theme_color_override("font_color", MENU_CREAM)
var hint := get_node_or_null("OptionsPanel/VBox/Hint") as Label
if hint != null:
hint.add_theme_font_override("font", UiFonts.body())
hint.add_theme_color_override("font_color", MENU_CREAM)
_style_credits(get_node_or_null("CreditsPanel/VBox/Names") as RichTextLabel)
# The credits use a RichTextLabel so the Instagram handles are clickable links
# ([url] tags). meta_clicked opens the profile — in the web export OS.shell_open
# pops a new browser tab.
func _style_credits(names: RichTextLabel) -> void:
if names == null:
return
names.add_theme_font_override("normal_font", UiFonts.body())
names.add_theme_font_override("bold_font", UiFonts.title())
names.add_theme_color_override("default_color", MENU_CREAM)
names.meta_clicked.connect(func(meta: Variant) -> void:
OS.shell_open(str(meta)))
func _style_button(btn: Button, big: bool) -> void:
@@ -152,19 +165,9 @@ func _style_button(btn: Button, big: bool) -> void:
func _plaque(hot: bool) -> StyleBoxFlat:
var s := StyleBoxFlat.new()
s.bg_color = Color(0.14, 0.09, 0.04, 0.94) if hot else Color(0.07, 0.05, 0.03, 0.82)
s.set_border_width_all(2)
s.border_width_bottom = 5
s.border_color = MENU_CREAM if hot else MENU_GOLD
s.set_corner_radius_all(2)
s.content_margin_left = 24.0
s.content_margin_right = 24.0
s.content_margin_top = 8.0
s.content_margin_bottom = 10.0
s.shadow_color = Color(0.0, 0.0, 0.0, 0.5)
s.shadow_size = 6
return s
var bg := Color(0.14, 0.09, 0.04, 0.94) if hot else Color(0.07, 0.05, 0.03, 0.82)
var trim := MENU_CREAM if hot else MENU_GOLD
return UiTheme.plaque(bg, trim, 2, 24.0, 9.0)
func _process(_delta: float) -> void:
@@ -192,9 +195,10 @@ func _build_rebind_rows() -> void:
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
name_label.add_theme_font_override("font", UiFonts.body())
name_label.add_theme_font_size_override("font_size", 20)
name_label.add_theme_color_override("font_color", MENU_CREAM)
name_label.add_theme_color_override("font_outline_color", Color.BLACK)
name_label.add_theme_constant_override("outline_size", 4)
name_label.add_theme_constant_override("outline_size", 5)
row.add_child(name_label)
var key_button := Button.new()
+25 -7
View File
@@ -18,18 +18,36 @@ func _ready() -> void:
func _spawn() -> void:
for pos: Vector3 in _spread_positions(_spawn_count):
# Bull and matadors start at opposite ends of a random diameter, so they always
# begin as far apart as the arena allows (edge-to-edge across the centre).
var arena_r := DP.f("arena_spawn_radius")
var bull_angle := randf() * TAU
_place_bull(bull_angle, arena_r)
for pos: Vector3 in _spread_positions(_spawn_count, bull_angle + PI, arena_r):
_spawn_at(pos)
func _spread_positions(count: int) -> Array[Vector3]:
func _place_bull(angle: float, arena_r: float) -> void:
var bull := get_tree().get_first_node_in_group(&"player") as Node3D
if not bull:
return
bull.global_position = Vector3(
cos(angle) * arena_r, bull.global_position.y, sin(angle) * arena_r
)
# Positions for the matadors, clustered on the far side (centred on `center_angle`)
# so every matador stays near the point diametrically opposite the bull.
func _spread_positions(count: int, center_angle: float, arena_r: float) -> Array[Vector3]:
var positions: Array[Vector3] = []
var arena_r := DP.f("mat_wander_radius") * 0.72
var min_r := 5.0
if count <= 1:
positions.append(Vector3(cos(center_angle) * arena_r, 1.0, sin(center_angle) * arena_r))
return positions
var arc := TAU * 0.33
for i: int in count:
var sector := TAU / count
var angle := sector * i + randf_range(-sector * 0.35, sector * 0.35)
var radius := randf_range(min_r, arena_r)
var t := float(i) / float(count - 1) - 0.5 # -0.5 .. 0.5 across the arc
var angle := center_angle + t * arc
var radius := randf_range(arena_r * 0.7, arena_r)
positions.append(Vector3(cos(angle) * radius, 1.0, sin(angle) * radius))
return positions
+77 -222
View File
@@ -22,12 +22,8 @@ const _ANIM_ROLL: StringName = &"Armature|ROLL"
var _hoof_emitters: Array[CPUParticles3D] = []
var _legs: Node
var _kick_timer: float = 0.0
var _was_on_floor: bool = false
var _pre_slide_vel_y: float = 0.0
var _thrust_left_charge: float = 0.0
var _thrust_right_charge: float = 0.0
var _charge_was_full: bool = false
var _slam_ring_mesh: ArrayMesh = null
@@ -39,21 +35,13 @@ var _active_ability: int = -1
var _dash_dir: Vector3 = Vector3.ZERO
var _roll_dir: Vector3 = Vector3.ZERO
var _roll_ramp: float = 0.0
var _roll_spin: float = 0.0
var _bull_anim: AnimationPlayer = null
var _charge_ready_emitter: CPUParticles3D = null
var _slam_pending: bool = false
var _charge_trail_emitter: CPUParticles3D = null
# Floating 3D charge bar (mouse-button thrust charge indicator)
const _CHARGE_BAR_WIDTH: float = 1.1
const _CHARGE_BAR_HEIGHT: float = 1.45
var _charge_bar: Node3D = null
var _charge_bar_fill: MeshInstance3D = null
var _charge_bar_fill_mat: StandardMaterial3D = null
var _charge_bar_ramp: Gradient = null
var _charge_bar_time: float = 0.0
var _charge_bar_shown: float = 0.0
var _roll_spark_emitter: CPUParticles3D = null
var _cube_scale: Vector3 = Vector3.ONE
# One clean hit ends the run — see take_sword_hit(). The HUD listens for `died`
# to raise the lose screen (the `cause` tags how it happened, for the death notice);
@@ -64,7 +52,6 @@ var _dead: bool = false
var _huff_player: AudioStreamPlayer = null
var _crowd_player: AudioStreamPlayer = null
var _huff_timer: float = 0.0
var _roll_damping: float = 0.15
enum DustState { NONE, WALK, CHARGE }
var _dust_state: DustState = DustState.NONE
@@ -74,15 +61,15 @@ var _charge_dust_ramp: Gradient = null
func _ready() -> void:
add_to_group(&"player")
_cube_scale = cube_guy.scale
_setup_hoof_dust()
_setup_legs()
_setup_charge_indicators()
_setup_charge_bar()
_setup_charge_trail()
_setup_roll_sparks()
_setup_audio()
_bull_anim = _find_anim_player(cube_guy)
_setup_bull_idle()
DP.any_changed.connect(_on_dp_changed)
_roll_damping = DP.f("roll_damping")
func _setup_legs() -> void:
@@ -132,39 +119,8 @@ func _setup_hoof_dust() -> void:
_hoof_emitters.append(p)
func _setup_charge_indicators() -> void:
var sphere := _particle_sphere(0.07, 4, 2, _unshaded_material())
# Orange spark burst when single-button charge hits max
var burst_ramp := Gradient.new()
burst_ramp.set_color(0, Color(1.0, 0.55, 0.0, 1.0))
burst_ramp.set_color(1, Color(1.0, 0.15, 0.0, 0.0))
var burst_scale := Curve.new()
burst_scale.add_point(Vector2(0.0, 1.0))
burst_scale.add_point(Vector2(1.0, 0.0))
_charge_ready_emitter = CPUParticles3D.new()
_charge_ready_emitter.position = Vector3(0.0, 0.3, 0.0)
_charge_ready_emitter.emitting = false
_charge_ready_emitter.one_shot = true
_charge_ready_emitter.amount = 16
_charge_ready_emitter.lifetime = 0.5
_charge_ready_emitter.explosiveness = 1.0
_charge_ready_emitter.randomness = 0.4
_charge_ready_emitter.local_coords = false
_charge_ready_emitter.direction = Vector3.UP
_charge_ready_emitter.spread = 120.0
_charge_ready_emitter.initial_velocity_min = 2.5
_charge_ready_emitter.initial_velocity_max = 5.0
_charge_ready_emitter.scale_amount_min = 0.2
_charge_ready_emitter.scale_amount_max = 0.5
_charge_ready_emitter.mesh = sphere
_charge_ready_emitter.color_ramp = burst_ramp
_charge_ready_emitter.scale_amount_curve = burst_scale
cube_guy.add_child(_charge_ready_emitter)
# Blue energy trail — streams backward during charge
func _setup_charge_trail() -> void:
# Blue energy trail — streams backward during a fast run / roll
var trail_sphere := _particle_sphere(0.065, 4, 2, _unshaded_material())
var trail_ramp := Gradient.new()
@@ -197,93 +153,39 @@ func _setup_charge_indicators() -> void:
cube_guy.add_child(_charge_trail_emitter)
func _setup_charge_bar() -> void:
_charge_bar = Node3D.new()
_charge_bar.visible = false
add_child(_charge_bar)
func _setup_roll_sparks() -> void:
# Rammus Powerball ground spray — dirt/sparks flung outward from the spinning
# ball. World-space (local_coords off) so they peel off into a trail behind it.
var spark := _particle_sphere(0.05, 4, 2, _unshaded_material())
var w := _CHARGE_BAR_WIDTH
var thickness := 0.16
var ramp := Gradient.new()
ramp.set_color(0, Color(1.00, 0.78, 0.32, 1.0))
ramp.set_color(1, Color(0.70, 0.42, 0.14, 0.0))
# Dark translucent track behind the fill, slightly larger for a border look.
var track_mat := StandardMaterial3D.new()
track_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
track_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
track_mat.albedo_color = Color(0.02, 0.02, 0.04, 0.55)
var track_box := BoxMesh.new()
track_box.size = Vector3(w + 0.07, thickness + 0.07, thickness + 0.07)
track_box.material = track_mat
var track := MeshInstance3D.new()
track.mesh = track_box
track.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_charge_bar.add_child(track)
var sc := Curve.new()
sc.add_point(Vector2(0.0, 0.30))
sc.add_point(Vector2(0.3, 1.00))
sc.add_point(Vector2(1.0, 0.00))
# Glowing fill bar; scaled along X each frame to show progress.
_charge_bar_fill_mat = StandardMaterial3D.new()
_charge_bar_fill_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_charge_bar_fill_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_charge_bar_fill_mat.emission_enabled = true
var fill_box := BoxMesh.new()
fill_box.size = Vector3(w, thickness, thickness)
fill_box.material = _charge_bar_fill_mat
_charge_bar_fill = MeshInstance3D.new()
_charge_bar_fill.mesh = fill_box
_charge_bar_fill.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_charge_bar.add_child(_charge_bar_fill)
# Cool → hot colour ramp as the charge fills (matches the spark FX palette).
_charge_bar_ramp = Gradient.new()
_charge_bar_ramp.offsets = PackedFloat32Array([0.0, 0.6, 1.0])
_charge_bar_ramp.colors = PackedColorArray([
Color(0.25, 0.65, 1.0),
Color(1.0, 0.85, 0.2),
Color(1.0, 0.28, 0.05),
])
func _process(delta: float) -> void:
_update_charge_bar(delta)
func _update_charge_bar(delta: float) -> void:
if _charge_bar == null:
return
_charge_bar_time += delta
var max_charge := DP.f("thrust_charge_time")
var charge := maxf(_thrust_left_charge, _thrust_right_charge)
var frac := clampf(charge / max_charge, 0.0, 1.0) if max_charge > 0.0 else 0.0
# Ease the whole bar in/out so it pops up when charging and fades when done.
var target := 1.0 if frac > 0.001 else 0.0
_charge_bar_shown = move_toward(_charge_bar_shown, target, delta * 6.0)
if _charge_bar_shown <= 0.001:
_charge_bar.visible = false
return
_charge_bar.visible = true
# Billboard toward the camera on the Y axis, staying upright.
var to_cam := camera_pivot.global_position - _charge_bar.global_position
_charge_bar.rotation.y = atan2(to_cam.x, to_cam.z)
# Grow the fill from the left edge.
var w := _CHARGE_BAR_WIDTH
_charge_bar_fill.scale.x = maxf(frac, 0.0001)
_charge_bar_fill.position.x = -0.5 * w + 0.5 * w * frac
# Colour + glow, with a fast pulse once fully charged.
var col := _charge_bar_ramp.sample(frac)
var pulse := 1.0 + (0.4 * sin(_charge_bar_time * 16.0) if frac >= 1.0 else 0.0)
_charge_bar_fill_mat.albedo_color = Color(col.r, col.g, col.b, 0.95)
_charge_bar_fill_mat.emission = col
_charge_bar_fill_mat.emission_energy_multiplier = 1.7 * pulse
# Float above the bull with a gentle bob; a small bounce + rise on the pop-in.
var bob := 0.03 * sin(_charge_bar_time * 4.0)
_charge_bar.position.y = _CHARGE_BAR_HEIGHT + bob - (1.0 - _charge_bar_shown) * 0.3
var appear := _charge_bar_shown * (1.06 - 0.06 * cos(_charge_bar_shown * PI))
var full_pop := 1.0 + (0.08 * sin(_charge_bar_time * 16.0) if frac >= 1.0 else 0.0)
_charge_bar.scale = Vector3.ONE * appear * full_pop
_roll_spark_emitter = CPUParticles3D.new()
_roll_spark_emitter.position = Vector3(0.0, 0.10, 0.0)
_roll_spark_emitter.emitting = false
_roll_spark_emitter.one_shot = false
_roll_spark_emitter.amount = 46
_roll_spark_emitter.lifetime = 0.45
_roll_spark_emitter.randomness = 0.7
_roll_spark_emitter.local_coords = false
_roll_spark_emitter.direction = Vector3(0.0, 1.0, 0.0)
_roll_spark_emitter.spread = 180.0
_roll_spark_emitter.gravity = Vector3(0.0, -6.0, 0.0)
_roll_spark_emitter.initial_velocity_min = 3.0
_roll_spark_emitter.initial_velocity_max = 8.0
_roll_spark_emitter.scale_amount_min = 0.5
_roll_spark_emitter.scale_amount_max = 1.3
_roll_spark_emitter.mesh = spark
_roll_spark_emitter.color_ramp = ramp
_roll_spark_emitter.scale_amount_curve = sc
cube_guy.add_child(_roll_spark_emitter)
func _setup_audio() -> void:
@@ -334,7 +236,6 @@ func _set_dust_state(new_state: DustState) -> void:
func _on_dp_changed(_key: String, _val: Variant) -> void:
_roll_damping = DP.f("roll_damping")
if _hoof_emitters.is_empty() or _dust_state == DustState.NONE:
return
var prev := _dust_state
@@ -464,6 +365,7 @@ func _activate_roll() -> void:
_active_ability = 3
_ability_timer = DP.f("roll_duration")
_roll_ramp = 0.0
_roll_spin = 0.0
# Curl into the ball along the current heading (or facing when standing still)
# and launch at the base speed — it ramps up from here the longer you roll.
var flat := Vector3(velocity.x, 0.0, velocity.z)
@@ -480,6 +382,9 @@ func _activate_roll() -> void:
_bull_anim.play(_ANIM_ROLL)
_legs.set(&"tail_ragdoll", true) # tail streams out behind
_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch")) # horns down, plowing
_legs.set(&"external_rotation", true) # roll owns the model's full orientation (tumble)
if _roll_spark_emitter:
_roll_spark_emitter.emitting = true
_spawn_dash_burst()
camera_pivot.call(&"trigger_hit", 0.35)
if _huff_player:
@@ -505,7 +410,14 @@ func _tick_roll(delta: float, steer: Vector3) -> void:
velocity.x = _roll_dir.x * speed
velocity.z = _roll_dir.z * speed
cube_guy.rotation.y = lerp_angle(cube_guy.rotation.y, atan2(_roll_dir.x, _roll_dir.z), delta * 12.0)
# Tumble the whole model like a Powerball: face the travel direction (yaw) then
# spin forward about the horizontal axis perpendicular to it, angular speed = v/r
# so it "rolls" without slipping. Legs yield rotation control while active.
var radius := maxf(DP.f("roll_spin_radius"), 0.1)
_roll_spin = wrapf(_roll_spin + (speed / radius) * delta, 0.0, TAU)
var facing := Basis(Vector3.UP, atan2(_roll_dir.x, _roll_dir.z))
var tumble_axis := Vector3.UP.cross(_roll_dir).normalized()
cube_guy.basis = (Basis(tumble_axis, _roll_spin) * facing).scaled(_cube_scale)
if _bull_anim and _bull_anim.has_animation(_ANIM_ROLL):
_bull_anim.speed_scale = clampf(speed / maxf(top, 1.0), 0.6, 2.4)
@@ -547,6 +459,9 @@ func _end_roll() -> void:
_roll_ramp = 0.0
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
_legs.set(&"external_rotation", false)
if _roll_spark_emitter:
_roll_spark_emitter.emitting = false
velocity.x *= 0.15
velocity.z *= 0.15
_play_idle()
@@ -889,36 +804,6 @@ func _make_slam_ring_mesh() -> ArrayMesh:
return mesh
func _apply_thrust(dir: Vector3) -> void:
var impulse := DP.f("thrust_impulse")
velocity.x += dir.x * impulse
velocity.z += dir.z * impulse
if is_on_floor():
velocity.y += DP.f("thrust_vertical")
var flat := Vector2(velocity.x, velocity.z)
var spd := flat.length()
if spd > DP.f("max_speed"):
var s := DP.f("max_speed") / spd
velocity.x *= s
velocity.z *= s
func _apply_kick(direction: Vector3) -> void:
var force := DP.f("kick_impulse") * randf_range(1.0 - DP.f("kick_force_var"), 1.0 + DP.f("kick_force_var"))
var spread := deg_to_rad(randf_range(-DP.f("kick_spread"), DP.f("kick_spread")))
var kick_dir := direction.rotated(Vector3.UP, spread)
velocity.x += kick_dir.x * force
velocity.z += kick_dir.z * force
if is_on_floor():
velocity.y += DP.f("kick_vertical") * randf_range(0.75, 1.25)
var flat := Vector2(velocity.x, velocity.z)
var spd := flat.length()
if spd > DP.f("max_speed"):
var s := DP.f("max_speed") / spd
velocity.x *= s
velocity.z *= s
func _physics_process(delta: float) -> void:
# ── Gravity ───────────────────────────────────────────────────────────────
if not is_on_floor():
@@ -944,12 +829,15 @@ func _physics_process(delta: float) -> void:
if _ability_active:
_ability_timer -= delta
if _ability_timer <= 0.0:
_ability_active = false
_active_ability = -1
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
_slam_pending = false
_play_idle()
if _active_ability == 3:
_end_roll() # tears down roll-specific state (sparks, tumble control)
else:
_ability_active = false
_active_ability = -1
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
_slam_pending = false
_play_idle()
# ── Boulder roll ──────────────────────────────────────────────────────────
# While rolling, the ability owns movement entirely (its own accel, low friction
@@ -958,56 +846,23 @@ func _physics_process(delta: float) -> void:
_tick_roll(delta, direction)
return
# ── Mouse button single-thrust actions ───────────────────────────────────────
# Left only → thrust NE (forward-right diagonal)
# Right only → thrust NW (forward-left diagonal)
var left_held := Input.is_action_pressed(&"thrust_left")
var right_held := Input.is_action_pressed(&"thrust_right")
if left_held and right_held:
_thrust_left_charge = 0.0
_thrust_right_charge = 0.0
else:
if left_held:
_thrust_left_charge = minf(_thrust_left_charge + delta, DP.f("thrust_charge_time"))
elif Input.is_action_just_released(&"thrust_left") and _thrust_left_charge > 0.0:
var t := _thrust_left_charge / DP.f("thrust_charge_time")
var angle := lerpf(deg_to_rad(DP.f("thrust_min_angle")), deg_to_rad(DP.f("thrust_max_angle")), t)
var raw := cube_guy.global_transform.basis.z
_apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, -angle))
_thrust_left_charge = 0.0
if right_held:
_thrust_right_charge = minf(_thrust_right_charge + delta, DP.f("thrust_charge_time"))
elif Input.is_action_just_released(&"thrust_right") and _thrust_right_charge > 0.0:
var t := _thrust_right_charge / DP.f("thrust_charge_time")
var angle := lerpf(deg_to_rad(DP.f("thrust_min_angle")), deg_to_rad(DP.f("thrust_max_angle")), t)
var raw := cube_guy.global_transform.basis.z
_apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, angle))
_thrust_right_charge = 0.0
# Fire spark burst the frame either single-button charge first hits max
var max_charge := DP.f("thrust_charge_time")
var either_full := _thrust_left_charge >= max_charge or _thrust_right_charge >= max_charge
if either_full and not _charge_was_full:
_charge_ready_emitter.restart()
_charge_was_full = either_full
# Reset kick timer on landing so the first kick after a bounce is immediate
if on_floor and not _was_on_floor and direction:
_kick_timer = 0.0
_was_on_floor = on_floor
# ── Periodic kick ─────────────────────────────────────────────────────────
_kick_timer = maxf(0.0, _kick_timer - delta)
if direction and _kick_timer <= 0.0:
_apply_kick(direction)
_kick_timer = DP.f("kick_interval")
# ── Rolling friction (exponential, frame-rate independent) ────────────────
var retain := pow(_roll_damping, delta)
velocity.x *= retain
velocity.z *= retain
# ── Ground locomotion — smooth accelerate / friction ──────────────────────
# WASD/arrows drive the bull directly: hold a direction to ramp up to max_speed
# and steer, release to coast to a stop. Ability bursts (dash) and wall bounces
# can exceed max_speed — while a direction is held we steer that momentum without
# braking it (cap tracks the current speed); friction only bleeds the excess once
# input is released.
var flat_vel := Vector3(velocity.x, 0.0, velocity.z)
var max_speed := DP.f("max_speed")
if direction.length_squared() > 0.01:
var cap := maxf(max_speed, flat_vel.length())
flat_vel = flat_vel.move_toward(direction * cap, DP.f("move_accel") * delta)
else:
flat_vel = flat_vel.move_toward(Vector3.ZERO, DP.f("move_friction") * delta)
velocity.x = flat_vel.x
velocity.z = flat_vel.z
# ── Visual rotation follows velocity direction ─────────────────────────────
var flat_speed := Vector2(velocity.x, velocity.z).length()
-12
View File
@@ -77,18 +77,6 @@ toggle_mouse_capture={
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":4,"position":Vector2(461, 22),"global_position":Vector2(470, 70),"factor":1.0,"button_index":3,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
thrust_left={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":4,"axis_value":1.0,"script":null)
]
}
thrust_right={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":5,"axis_value":1.0,"script":null)
]
}
ability_kick={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"location":0,"echo":false,"script":null)
+36
View File
@@ -0,0 +1,36 @@
extends ColorRect
## Drives the fullscreen PS1/CRT post-process (ps1_filter.gdshader) from the DP
## registry so every uniform is live-tunable in the console. `show_ps1` toggles the
## whole overlay; the ps1_* floats feed the matching shader uniforms 1:1.
# DP param key → shader uniform name. Keys are registered in debug_params.gd with
# ranges that mirror the shader's hint_range, so nothing here can go out of bounds.
const _UNIFORMS := {
"ps1_pixel_scale": "pixel_scale",
"ps1_color_depth": "color_depth",
"ps1_dither_strength": "dither_strength",
"ps1_scanline_strength": "scanline_strength",
"ps1_roll_speed": "roll_speed",
"ps1_roll_strength": "roll_strength",
}
@onready var _mat: ShaderMaterial = material as ShaderMaterial
func _ready() -> void:
DP.any_changed.connect(_on_param_changed)
_apply_all()
# reset_all() fires with key "__all__"; a single edit fires with its own key. Either
# way just re-push everything — it's a handful of cheap uniform writes.
func _on_param_changed(_key: String, _value: Variant) -> void:
_apply_all()
func _apply_all() -> void:
visible = DP.b("show_ps1")
if _mat == null:
return
for key: String in _UNIFORMS:
_mat.set_shader_parameter(_UNIFORMS[key], DP.f(key))
+1
View File
@@ -0,0 +1 @@
uid://ce5n4qu88mhyx
+3
View File
@@ -2,6 +2,9 @@ extends Node3D
func _ready() -> void:
# Mark the crowd so debug overlays (show_animation_name / show_bones) skip it —
# 72 ambient clapping spectators would otherwise flood the view with tags.
add_to_group(&"public")
for child in get_children():
var anim := child.get_node_or_null(^"AnimationPlayer") as AnimationPlayer
if anim:
+4
View File
@@ -14,6 +14,10 @@ echo ""
echo "=== Logic tests ==="
"$GODOT" --headless --script tests/logic_test.gd
echo ""
echo "=== Console focus tests ==="
"$GODOT" --headless --script tests/console_focus_test.gd
echo ""
echo "=== Performance tests (frame-budget regression guard) ==="
"$GODOT" --headless --script tests/performance_test.gd

Some files were not shown because too many files have changed in this diff Show More