48 Commits

Author SHA1 Message Date
richard 34dc5b026e Lobby barrel-smash reward + roll/slam barrel destruction
Bull's boulder roll now homes on and ploughs through lobby barrels, and
the slam shockwave bursts them within its radius. HUD tallies barrels on
load and fires a confetti "WOooOoW!" + two gold bonus HP pips when the
last one breaks; gates open from run state as fights are cleared.

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

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

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

Spear projectile masks the BULL layer so throws connect.

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

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 23:27:10 +03:00
richard c365f76d80 Merge remote-tracking branch 'origin/main' 2026-08-27 21:34:23 +03:00
richard 32ac46f840 lobby cam 2026-08-27 21:34:18 +03:00
siim bd10d1789b bear max hp 30 2026-08-27 21:30:48 +03:00
siim 170d8ff3f1 siim timmimised väiksed 2026-08-27 21:15:36 +03:00
siim 550bf2c5ad adjustable wave size with debug parameter "mat_wave_size" 2026-08-27 20:36:00 +03:00
siim 02f3e283de landing. don't bounce! 2026-08-27 08:30:03 +03:00
siim 9123574947 crowd billbord placement + mat sword run fix 2026-08-26 22:32:30 +03:00
siim aadf59d2d0 lobby collisions 2026-08-26 21:09:41 +03:00
richard d57c3dc2a2 Merge remote-tracking branch 'origin/main' 2026-08-26 20:38:14 +03:00
richard 09ae6bfbf4 lobby level 2026-08-26 20:38:07 +03:00
richard 40c1b8e680 debug param save works, bull/bear hitbox 2026-08-26 20:37:50 +03:00
siim a1c77fed5e Update debug_params.gd 2026-08-26 20:02:23 +03:00
siim 1a8af92d88 matador attack fix 2026-08-26 19:53:43 +03:00
siim 8166a6c18e Merge branch 'main' of https://git.richard.work/siim/Bullosseum 2026-08-26 19:41:35 +03:00
siim 46d6dda325 capsule 2026-08-26 19:41:23 +03:00
richard fc9348551d fix sword holster 2026-08-26 19:18:52 +03:00
richard c4a19c7443 crowd markers, unsheathed sword correct 2026-08-26 19:13:39 +03:00
siim 95c4c0ddf9 BEAR ARENA UPDATE 2026-08-26 19:12:27 +03:00
siim 6a4f104655 bear arena model updeit 2026-08-26 18:30:09 +03:00
siim d4b67888d7 controller zoom with right stick 2026-08-26 18:12:12 +03:00
siim b177e0aee3 matadors dont come inside the player anymore with sword attack. also got rid of matador.gd dublicate.. that i made for testing animation 2026-08-26 08:39:40 +03:00
siim 2a6f4c0f7b bear_FX 2026-08-25 21:58:43 +03:00
siim 32d0c58f5c bear_ Call method track testing with spears 2026-08-25 08:49:44 +03:00
siim 251002ea7c bull and bear flashing red when take damage 2026-08-25 08:04:39 +03:00
siim 986496097f arena cleanup 2026-08-24 18:45:03 +03:00
siim d976deeb6a arena cleanup+tex modification 2026-08-24 18:41:34 +03:00
siim d632670092 +death animation bear 2026-08-24 08:36:48 +03:00
siim e1899e49f4 level lobby 2026-08-23 23:40:28 +03:00
siim 6f5f9e6bba ps1 filter tuun 2026-08-23 22:26:58 +03:00
siim 91cd027a98 adj 2026-08-23 22:05:57 +03:00
siim ef2fb24969 cooldowns increase 2026-08-23 21:39:19 +03:00
siim 4c75776c70 debug_param_cooldown adjusts 2026-08-23 21:28:19 +03:00
siim 7688084b7e spear update 2026-08-23 21:15:25 +03:00
richard ccc92f201f mobile support tweaks 2026-08-23 20:32:52 +03:00
richard 008650a87e Merge remote-tracking branch 'origin/main' 2026-08-23 17:34:05 +03:00
richard b9e3147519 Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files 2026-08-23 17:33:47 +03:00
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process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
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After

Width:  |  Height:  |  Size: 183 KiB

@@ -0,0 +1,45 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dcy7fdio5k84j"
path.s3tc="res://.godot/imported/Lobby_underground_rock_B.png-3133a2540f4e1417fb5588bad79e38c8.s3tc.ctex"
path.etc2="res://.godot/imported/Lobby_underground_rock_B.png-3133a2540f4e1417fb5588bad79e38c8.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
generator_parameters={
"md5": "16ea5e4b01e9b3952b950ff65535e5d5"
}
[deps]
source_file="res://Assets/Lobby_underground_rock_B.png"
dest_files=["res://.godot/imported/Lobby_underground_rock_B.png-3133a2540f4e1417fb5588bad79e38c8.s3tc.ctex", "res://.godot/imported/Lobby_underground_rock_B.png-3133a2540f4e1417fb5588bad79e38c8.etc2.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
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-3
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@@ -1,3 +0,0 @@
[gd_scene format=3 uid="uid://c2dx4khl7voyd"]
[node name="BearFx" type="Node3D" unique_id=1568304275]
-4
View File
@@ -1,8 +1,6 @@
[gd_scene format=3 uid="uid://by4ifsgxlv0gj"]
[ext_resource type="PackedScene" uid="uid://bm6rmt3xprhjs" path="res://Assets/bear_level_arena.glb" id="1_beararena"]
[ext_resource type="Script" path="res://matador_spawn.gd" id="2_spawn"]
[ext_resource type="PackedScene" path="res://Bear.tscn" id="3_bear"]
[sub_resource type="BoxShape3D" id="BoxShape3D_floor"]
@@ -20,8 +18,6 @@ shape = SubResource("BoxShape3D_floor")
transform = Transform3D(2.875, 0, 0, 0, 2.875, 0, 0, 0, 2.875, 0, 0, 0)
[node name="MatadorSpawner" type="Node3D" parent="." unique_id=1869467620]
script = ExtResource("2_spawn")
enemy_scene = ExtResource("3_bear")
[node name="Lights" type="Node3D" parent="." unique_id=1435665429]
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@@ -3,13 +3,13 @@
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dxe72ig8gfbcg"
path="res://.godot/imported/arena model2026.glb-299db01cae891e5005f8ac1e6c83d0a6.scn"
uid="uid://dnltsqmuqcxh1"
path="res://.godot/imported/Barrel.glb-8809615fbcbd5dc5b64a229316967555.scn"
[deps]
source_file="res://Assets/arena model2026.glb"
dest_files=["res://.godot/imported/arena model2026.glb-299db01cae891e5005f8ac1e6c83d0a6.scn"]
source_file="res://Assets/breakables/Barrel.glb"
dest_files=["res://.godot/imported/Barrel.glb-8809615fbcbd5dc5b64a229316967555.scn"]
[params]
BIN
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File diff suppressed because it is too large Load Diff
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+13
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@@ -0,0 +1,13 @@
extends Node3D
## Lobby geometry — watches the run state and raises the bear-gate grid once the arena has
## been cleared. The DP flag stays as a designer override for testing the animation.
var bear_gate_open := false
func _process(_delta: float) -> void:
if bear_gate_open:
return
if Run.bear_gate_open() or DP.b("gate_unlocked_bear"):
bear_gate_open = true
$AnimationPlayer.play("Gate_opening")
+1
View File
@@ -0,0 +1 @@
uid://cwbf7jfkr8j10
-5
View File
@@ -1,5 +0,0 @@
extends Node3D
func _ready() -> void:
$AnimationPlayer.play("Taunt")
-1
View File
@@ -1 +0,0 @@
uid://bn3xwnlktwdlf
BIN
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+23 -8
View File
@@ -1,7 +1,10 @@
[gd_scene load_steps=5 format=3 uid="uid://bear_scene_v1"]
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" path="res://bear.gd" id="1_beargd"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="3_bearfx"]
[ext_resource type="Material" uid="uid://blpkmyikjnhbo" path="res://Materials/M_bear_claw_fx.tres" id="4_clawfx"]
[ext_resource type="PackedScene" path="res://BearAttackHitboxes.tscn" id="5_hitboxes"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
@@ -11,19 +14,31 @@ height = 2.4
radius = 1.3
height = 2.7
[node name="Bear" type="CharacterBody3D"]
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="."]
monitoring = true
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." instance=ExtResource("2_bearglb")]
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="Bear_FX" parent="bear_model" unique_id=2070553519 instance=ExtResource("3_bearfx")]
[node name="Bear_fx_claw_attack_R" parent="bear_model/Bear_FX" index="2" unique_id=1939248432]
surface_material_override/0 = ExtResource("4_clawfx")
[node name="Bear_fx_claw_attack_L" parent="bear_model/Bear_FX" index="3" unique_id=834640978]
surface_material_override/0 = ExtResource("4_clawfx")
[node name="AttackHitboxes" parent="bear_model" instance=ExtResource("5_hitboxes")]
[editable path="bear_model"]
[editable path="bear_model/Bear_FX"]
+319
View File
@@ -0,0 +1,319 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="Script" uid="uid://bsbed05ifr18s" path="res://bear_test_cube.gd" id="3_rog1v"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="4_rog1v"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[sub_resource type="BoxShape3D" id="BoxShape3D_bfebr"]
size = Vector3(6.2019043, 8.561401, 7.0739746)
[sub_resource type="BoxShape3D" id="BoxShape3D_rog1v"]
size = Vector3(14.399288, 51.902206, 5.741211)
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="test_cube" type="Node3D" parent="bear_model" unique_id=646988893]
script = ExtResource("3_rog1v")
[node name="Bear_FX" parent="bear_model/test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
[node name="Bear_fx_jump_smash" parent="bear_model/test_cube/Bear_FX" index="0" unique_id=750478984]
visible = false
[node name="Bear_fx_claw_attack_R" parent="bear_model/test_cube/Bear_FX" index="1" unique_id=88064381]
visible = false
[node name="Bear_fx_claw_attack_L" parent="bear_model/test_cube/Bear_FX" index="2" unique_id=1378755061]
visible = false
[node name="Bear_fx_smash_hit" parent="bear_model/test_cube/Bear_FX" index="3" unique_id=1711579105]
transform = Transform3D(0.55488384, -0.039024748, -0.018949924, 0.041069064, 0.55086076, 0.06814586, 0.013977209, -0.06933683, 0.5520644, 1.327292, -0.21312934, 5.190573)
[node name="RigidBody3D" type="AnimatableBody3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit" index="0" unique_id=1764208051]
transform = Transform3D(1.0000001, -1.21071935e-08, -1.8626451e-08, -9.313226e-10, 0.99999994, 7.450581e-09, 3.7252903e-09, -1.4901161e-08, 0.99999994, 0, 0, 0)
collision_layer = 8
collision_mask = 2
[node name="CollisionShape3D2" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1779197150]
transform = Transform3D(0.99993557, -0.00749125, -0.010078691, 0.0077760145, 0.999569, 0.028562747, 0.009858355, -0.028639637, 0.9995405, -1.5136471, 0.9093375, 35.591957)
shape = SubResource("BoxShape3D_bfebr")
disabled = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1276552823]
transform = Transform3D(0.9935104, -0.040698394, -0.10621016, -0.108634494, -0.06290151, -0.9920882, 0.03369555, 0.99719334, -0.06691426, -1.6357545, -0.5093044, 12.68803)
shape = SubResource("BoxShape3D_rog1v")
[node name="Skeleton3D" parent="bear_model/bear-rig" parent_id_path=PackedInt32Array(359217823, 1017999212) index="0" unique_id=1624609914]
bones/1/position = Vector3(0.00851878, 0.24701798, 1.2888045)
bones/1/rotation = Quaternion(0.29791054, -0.060797628, -0.056875575, 0.9509564)
bones/2/rotation = Quaternion(0.084239505, -0.026013458, 0.009274505, 0.9960628)
bones/2/scale = Vector3(0.9999999, 1.0000008, 0.99999934)
bones/3/rotation = Quaternion(-0.14812404, -0.039577905, 0.049865585, 0.98691756)
bones/4/rotation = Quaternion(-0.40577498, -0.03082885, 0.05040324, 0.9120612)
bones/5/rotation = Quaternion(0.27801633, 0.0014148077, 0.015671793, 0.96044755)
bones/6/rotation = Quaternion(0.50370073, 0.13519946, -0.093789615, 0.8480627)
bones/7/rotation = Quaternion(0.75079185, 0.54212743, -0.37154716, 0.06604591)
bones/8/rotation = Quaternion(0.22344273, -0.32689556, 0.65874565, -0.63973963)
bones/9/rotation = Quaternion(0.026405705, -0.27415153, -0.3226086, 0.9055757)
bones/10/rotation = Quaternion(0.030285481, -0.31167626, -0.037417818, 0.94896823)
bones/11/rotation = Quaternion(0.751943, -0.5788067, 0.30500817, 0.080837056)
bones/12/rotation = Quaternion(0.28422552, 0.2936944, -0.68526876, -0.6027987)
bones/13/rotation = Quaternion(0.020711409, 0.24585825, 0.3386082, 0.9080029)
bones/14/rotation = Quaternion(0.098969, 0.19860524, -0.007872087, 0.97503805)
bones/15/rotation = Quaternion(0.6979166, 0.16086513, -0.15598965, 0.680222)
bones/16/rotation = Quaternion(0.89734674, 0.09874082, -0.25790086, 0.34424722)
bones/17/rotation = Quaternion(-0.13802421, 0.26758972, 0.081159085, 0.9501359)
bones/17/scale = Vector3(0.9999998, 1.0000002, 1)
bones/19/rotation = Quaternion(-4.514978e-15, 1, 7.4505806e-08, -5.523351e-07)
bones/20/rotation = Quaternion(-0.49266306, -0.27058616, 0.262383, 0.7843606)
bones/21/rotation = Quaternion(0.0016915401, 0.70246154, -0.001669446, 0.7117178)
bones/22/rotation = Quaternion(-0.5496364, -0.3220462, -0.22350304, 0.73772115)
bones/22/scale = Vector3(0.9999997, 0.9999998, 0.9999999)
bones/23/rotation = Quaternion(-0.00015351747, 0.902104, -0.4315187, 0.00032039074)
bones/24/rotation = Quaternion(6.628114e-12, 0.99999994, 5.2154085e-08, -0.00035543842)
bones/25/position = Vector3(1.0191536, 3.5353048, 3.5049686)
bones/25/rotation = Quaternion(-0.087474234, 0.16733547, 0.98056763, 0.053239316)
bones/25/scale = Vector3(1, 17.518272, 1.0000001)
bones/26/position = Vector3(-1.0831825, 3.749937, 2.5891113)
bones/26/rotation = Quaternion(0.016340872, 0.19671263, 0.9801456, 0.01875816)
bones/26/scale = Vector3(1.0000001, 18.765795, 1)
bones/27/position = Vector3(1.0193456, -0.43209565, 2.5343885)
bones/27/rotation = Quaternion(0.61800283, -0.11976056, 0.11976072, 0.7677157)
bones/27/scale = Vector3(0.99999994, 16.85072, 1)
bones/28/position = Vector3(-0.8340287, 1.0348616, 1.282705)
bones/28/rotation = Quaternion(0.82860446, -0.029359974, 0.02935981, 0.5582926)
bones/28/scale = Vector3(0.99999994, 32.068844, 1)
bones/30/position = Vector3(0.032563455, -0.8335703, -0.9236449)
bones/30/rotation = Quaternion(-0.8670657, 0.042821795, -0.07139772, 0.4911883)
bones/31/position = Vector3(2.3450447e-08, -1.4631646, 0.23291242)
bones/31/rotation = Quaternion(-6.0737464e-09, 4.8699293e-09, -1.4618977e-09, 1)
bones/31/scale = Vector3(0.99999994, 0.9999999, 0.99999994)
bones/32/position = Vector3(-0.04394375, -1.087056, 0.096768975)
bones/32/rotation = Quaternion(-0.8343034, 0.119118, -0.061490715, 0.5347595)
bones/32/scale = Vector3(0.9999999, 0.99999976, 0.99999964)
bones/33/position = Vector3(3.977649e-08, -1.4631644, 0.23291251)
bones/33/rotation = Quaternion(-8.833673e-08, -2.419923e-08, -6.733043e-09, 1)
bones/33/scale = Vector3(0.9999998, 0.9999998, 0.99999994)
bones/35/position = Vector3(1.0184407e-08, -1.0594703, -5.9146995e-08)
bones/35/rotation = Quaternion(0.99971783, 1.3593646e-07, 5.3695976e-06, -0.023754615)
bones/35/scale = Vector3(0.99999976, 0.9999998, 1.0000012)
bones/39/position = Vector3(0.8199172, 0.25251278, 0.47214246)
bones/39/rotation = Quaternion(0.71402234, 0.34199142, 0.043267474, 0.60937834)
bones/39/scale = Vector3(1.0000004, 0.9999996, 0.9999991)
bones/40/rotation = Quaternion(0.9336719, 1.2799235e-07, 3.7337827e-08, 0.3581296)
bones/40/scale = Vector3(1.0000004, 1.0000001, 1.0000001)
bones/41/rotation = Quaternion(-0.13802455, 0.26758966, 0.08115916, 0.9501359)
bones/41/scale = Vector3(0.99999946, 0.99999976, 0.9999996)
bones/42/position = Vector3(-1.9729964e-07, 0.56145483, 7.283501e-08)
bones/46/scale = Vector3(0.99999946, 0.99999964, 0.9999999)
bones/48/rotation = Quaternion(-2.9741386e-07, 0.13593404, 1.01778824e-07, 0.9907179)
bones/48/scale = Vector3(0.9999993, 0.9999996, 0.9999999)
bones/50/scale = Vector3(0.99999994, 0.99999994, 0.9999998)
bones/51/rotation = Quaternion(-2.5567479e-08, -0.20499781, -2.3086146e-08, 0.9787625)
bones/51/scale = Vector3(0.9999999, 0.99999964, 0.99999964)
bones/53/position = Vector3(-0.8199191, 0.25251284, 0.47213903)
bones/53/rotation = Quaternion(-0.5351706, 0.35860845, -0.15898216, 0.74814254)
bones/53/scale = Vector3(1, 0.99999875, 0.99999946)
bones/54/rotation = Quaternion(0.0023762286, -4.7362324e-08, -6.475868e-08, 0.9999972)
bones/55/rotation = Quaternion(-0.54963607, -0.322046, -0.22350314, 0.73772144)
bones/55/scale = Vector3(1.0000002, 1, 1.0000002)
bones/56/position = Vector3(0.0013532753, 0.57868266, 0.05537574)
bones/56/rotation = Quaternion(-0.00015348212, 0.90210384, -0.43151882, 0.0003204293)
bones/57/rotation = Quaternion(0.70073944, -0.70073956, -0.094679825, -0.09467953)
bones/60/scale = Vector3(1.0000004, 1.0000004, 1.0000002)
bones/62/rotation = Quaternion(-1.7092354e-08, -0.18223058, 2.6700846e-08, 0.98325586)
bones/62/scale = Vector3(1.0000002, 1.0000002, 1.0000001)
bones/64/scale = Vector3(1.0000004, 1.0000004, 1)
bones/65/rotation = Quaternion(-1.0345744e-08, -0.3796584, -4.0675246e-08, 0.9251268)
bones/65/scale = Vector3(1.0000002, 1.0000004, 1.0000004)
bones/67/rotation = Quaternion(0.7179022, -7.671307e-07, 7.885642e-07, 0.696144)
bones/67/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/68/rotation = Quaternion(0.9776482, 2.0029378e-07, 1.0460874e-06, -0.2102479)
bones/68/scale = Vector3(1.0000004, 1.0000004, 0.9999982)
bones/69/position = Vector3(-2.4645832e-08, -6.861796e-09, 7.455772e-08)
bones/69/rotation = Quaternion(-0.8315212, 2.5276703e-08, -9.3330055e-09, 0.5554931)
bones/69/scale = Vector3(1, 1.0000001, 1.0000002)
bones/70/rotation = Quaternion(0.67750055, 8.820757e-08, 7.575834e-08, 0.7355223)
bones/70/scale = Vector3(1, 1, 1)
bones/71/scale = Vector3(0.9999999, 1, 0.9999999)
bones/72/rotation = Quaternion(-2.1641608e-07, -4.6565607e-10, -4.6576065e-10, 1)
bones/75/rotation = Quaternion(-0.34314692, -0.20321459, -0.2785586, 0.8737043)
bones/76/position = Vector3(1.01587794e-07, -1.5306958e-07, -4.3554866e-07)
bones/76/rotation = Quaternion(-0.51764834, -7.167482e-08, 1.7163823e-07, 0.85559356)
bones/77/rotation = Quaternion(0.93367195, 1.2110854e-07, 3.8556042e-08, 0.35812962)
bones/78/position = Vector3(0.8199172, 0.25251257, 0.47214243)
bones/78/rotation = Quaternion(0.6979164, 0.16086517, -0.15598962, 0.6802223)
bones/78/scale = Vector3(1.0000004, 0.9999997, 0.99999905)
bones/80/rotation = Quaternion(0.7179022, -7.6713064e-07, 7.885641e-07, 0.696144)
bones/80/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/81/rotation = Quaternion(0.97764814, 1.9846473e-07, 1.0426893e-06, -0.21024783)
bones/81/scale = Vector3(1.0000004, 1.0000002, 0.9999982)
bones/82/position = Vector3(6.103571e-08, 8.8816435e-08, -3.6955274e-09)
bones/82/rotation = Quaternion(-0.8315211, 2.3407136e-08, -1.2821512e-08, 0.5554932)
bones/82/scale = Vector3(0.99999994, 0.99999994, 1)
bones/83/rotation = Quaternion(0.6775009, -8.600083e-08, -8.977273e-08, 0.735522)
bones/83/scale = Vector3(1, 1.0000001, 1)
bones/84/scale = Vector3(0.99999994, 1.0000001, 0.9999999)
bones/85/rotation = Quaternion(2.6833732e-07, -9.313788e-10, -2.5612494e-09, 1)
bones/85/scale = Vector3(1.0000001, 1, 1.0000001)
bones/87/rotation = Quaternion(-0.5230753, 0.20132942, 0.026226493, 0.8277505)
bones/88/rotation = Quaternion(0.61967987, 0.23118778, 0.3169036, 0.679795)
bones/89/position = Vector3(2.953037e-07, 4.9207458e-08, -4.3015167e-08)
bones/89/rotation = Quaternion(-0.001144886, -2.973514e-08, 2.817069e-08, 0.9999994)
bones/90/rotation = Quaternion(0.0023764072, -4.0769752e-08, -7.0690255e-08, 0.99999726)
bones/91/position = Vector3(-0.8199192, 0.2525128, 0.47213912)
bones/91/rotation = Quaternion(-0.49266297, -0.27058598, 0.2623832, 0.78436047)
bones/91/scale = Vector3(1.0000002, 0.999999, 0.99999964)
bones/96/position = Vector3(-0.021971898, -1.2751104, 0.16484088)
bones/96/rotation = Quaternion(-0.47603267, 0.067788206, -0.035077166, 0.8761091)
bones/96/scale = Vector3(0.9999999, 0.9999999, 0.99999976)
bones/97/rotation = Quaternion(0.997074, -1.2813135e-07, 1.666339e-06, -0.07644201)
bones/98/position = Vector3(0.01993539, 0.08757691, 0.045667563)
bones/98/rotation = Quaternion(0.1475291, 0.03397043, -0.019923227, 0.9882734)
bones/98/scale = Vector3(1, 1.0000011, 1.0000023)
bones/101/position = Vector3(-0.021972047, 0.8282039, 0.0959422)
bones/101/rotation = Quaternion(0.8371564, 0.04015539, 0.06490996, 0.5416119)
bones/101/scale = Vector3(1, 1.0000066, 0.99998474)
bones/102/rotation = Quaternion(0.95545256, -6.924111e-08, 2.2887033e-07, -0.29514462)
bones/103/position = Vector3(0.17285576, 0.72785676, 1.0822707)
bones/103/rotation = Quaternion(0.27801546, 0.0014157619, 0.015671493, 0.9604477)
bones/103/scale = Vector3(1.0000002, 1.000013, 1.0000246)
bones/104/rotation = Quaternion(0.5037003, 0.13519715, -0.093790196, 0.84806323)
bones/104/scale = Vector3(1.0000721, 1.0000457, 0.99993384)
bones/105/rotation = Quaternion(0.97757924, -0.053521663, -0.054415643, -0.19624804)
bones/105/scale = Vector3(1.0000001, 1.0000083, 1.0000036)
bones/106/position = Vector3(0.023142539, -0.54231995, -0.9607401)
bones/106/rotation = Quaternion(0.99272084, -0.08158898, -0.03307842, -0.08218607)
bones/107/rotation = Quaternion(0.903578, -0.12777254, -0.05477002, -0.4052421)
bones/107/scale = Vector3(0.9999992, 0.9999624, 1.0000123)
bones/108/position = Vector3(-1.1340098e-08, 7.923448e-07, 9.0939814e-08)
bones/108/rotation = Quaternion(0.98967296, 0.0031370325, 0.10343237, -0.09919364)
bones/110/rotation = Quaternion(9.815354e-07, 7.072085e-10, -9.586452e-08, 1)
bones/110/scale = Vector3(0.99999994, 0.99999976, 1.0000001)
bones/113/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/113/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/114/position = Vector3(-0.031743176, 0.60466695, -0.39704067)
bones/114/rotation = Quaternion(0.4176498, -0.11118397, 0.55639553, -0.70966953)
bones/114/scale = Vector3(1.0000015, 1.0000038, 1.0000079)
bones/115/rotation = Quaternion(-0.07547326, 0.02173067, -0.31477332, 0.945912)
bones/115/scale = Vector3(0.9999974, 1.0000036, 0.99999976)
bones/116/rotation = Quaternion(0.03028559, -0.3116764, -0.037417784, 0.9489682)
bones/116/scale = Vector3(1.0000005, 0.9999972, 1.0000013)
bones/119/scale = Vector3(1.0000043, 0.9999975, 0.99999744)
bones/121/rotation = Quaternion(-4.820391e-08, -0.1579088, -2.0880496e-08, 0.98745376)
bones/121/scale = Vector3(1.0000037, 0.99999774, 0.9999977)
bones/123/scale = Vector3(1.000003, 0.9999977, 0.99999917)
bones/124/rotation = Quaternion(-3.1036683e-07, 0.17317644, 6.989145e-08, 0.9848908)
bones/124/scale = Vector3(1.0000037, 0.9999978, 0.99999875)
bones/126/rotation = Quaternion(-0.5163543, -0.16816929, 0.6340875, 0.550482)
bones/126/scale = Vector3(1.0000015, 1.000007, 1.000004)
bones/127/rotation = Quaternion(-0.24332331, 0.12663932, 0.6612194, 0.6982444)
bones/127/scale = Vector3(1.0000017, 1.0000014, 1.0000097)
bones/128/position = Vector3(-0.008928956, 0.128764, -0.06877987)
bones/128/rotation = Quaternion(0.025037244, 0.39930493, -0.88358396, 0.24332726)
bones/129/rotation = Quaternion(-0.07547334, 0.021730714, -0.31477335, 0.94591194)
bones/131/rotation = Quaternion(-0.41802245, -0.28161782, 0.08442414, 0.85954714)
bones/132/rotation = Quaternion(-0.5281791, -0.34319904, -0.62196887, -0.46518382)
bones/133/rotation = Quaternion(-0.012777329, 0.011854946, 0.00015161165, 0.9998482)
bones/133/scale = Vector3(1.0423008, 1.0423008, 1.0423006)
bones/134/rotation = Quaternion(0.02152103, -3.688601e-08, -1.5255387e-07, 0.99976844)
bones/134/scale = Vector3(0.9882629, 0.9882634, 0.98826265)
bones/135/position = Vector3(-0.0317431, 0.60466677, -0.39704087)
bones/135/rotation = Quaternion(0.22344373, -0.32689255, 0.658746, -0.6397405)
bones/135/scale = Vector3(1.0000048, 1.0000036, 1.0000046)
bones/137/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/137/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/138/position = Vector3(-0.19594865, 0.65740275, -0.22511396)
bones/138/rotation = Quaternion(0.36201134, 0.22157827, -0.6475769, -0.63284683)
bones/138/scale = Vector3(1.0000019, 1.0000045, 1.0000057)
bones/139/rotation = Quaternion(-0.018797327, 0.13857716, 0.33871746, 0.9304373)
bones/139/scale = Vector3(0.9999983, 1.0000024, 0.9999992)
bones/140/rotation = Quaternion(0.09896898, 0.1986053, -0.00787212, 0.975038)
bones/140/scale = Vector3(1.0000031, 0.9999977, 0.9999988)
bones/143/scale = Vector3(1.000005, 0.99999815, 0.9999967)
bones/145/rotation = Quaternion(-1.7910523e-07, 0.10005118, -9.714451e-08, 0.9949823)
bones/145/scale = Vector3(1.0000045, 0.99999803, 0.9999968)
bones/147/scale = Vector3(1.0000035, 0.99999845, 0.9999981)
bones/148/rotation = Quaternion(2.0844507e-07, 0.011625211, 4.5709146e-07, 0.9999325)
bones/148/scale = Vector3(1.000004, 0.9999991, 0.999998)
bones/150/rotation = Quaternion(-0.51635444, 0.16816957, -0.63408744, 0.55048186)
bones/150/scale = Vector3(1.000001, 1.0000067, 1.000004)
bones/151/rotation = Quaternion(-0.24332346, -0.12663896, -0.6612195, 0.6982443)
bones/151/scale = Vector3(1.0000011, 1.0000017, 1.0000095)
bones/152/position = Vector3(0.027921734, -0.124764316, 0.07102555)
bones/152/rotation = Quaternion(-0.12973516, 0.47151387, -0.86254627, -0.12983702)
bones/153/rotation = Quaternion(-0.018797398, 0.13857722, 0.33871746, 0.9304373)
bones/155/rotation = Quaternion(-0.36541468, 0.16190512, -0.07102372, 0.91390073)
bones/155/scale = Vector3(0.99999994, 1, 0.9999998)
bones/156/rotation = Quaternion(0.68045896, -0.19169958, -0.3896983, 0.59022206)
bones/157/rotation = Quaternion(-0.01277751, -0.011854968, -0.0001513001, 0.9998481)
bones/157/scale = Vector3(1.0423003, 1.0422994, 1.0423005)
bones/158/rotation = Quaternion(0.021521209, -2.5687226e-07, -2.570953e-07, 0.9997684)
bones/158/scale = Vector3(0.9882631, 0.98826426, 0.9882618)
bones/159/position = Vector3(-0.19594839, 0.65740275, -0.2251139)
bones/159/rotation = Quaternion(0.28422734, 0.29369113, -0.68527013, -0.60279787)
bones/159/scale = Vector3(1.0000027, 1.0000043, 1.0000049)
bones/161/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/161/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/162/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/162/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/165/position = Vector3(-1.5017577e-08, 0.26895812, -1.6243575e-08)
bones/165/rotation = Quaternion(-0.019247467, -0.20323175, 0.97894067, -0.0012537595)
bones/166/position = Vector3(0.0034187725, -3.131728, 0.9674823)
bones/167/position = Vector3(0.209171, 5.0901713, -2.6670303)
bones/167/rotation = Quaternion(0.16656846, 0.015223213, 0.18356222, 0.9686734)
bones/167/scale = Vector3(0.9999988, 0.9999987, 1.0000023)
bones/168/position = Vector3(0.18381567, -0.9622623, 0.9894084)
bones/168/rotation = Quaternion(0.9362244, -6.2652596e-08, -0.34127164, -0.083770975)
bones/168/scale = Vector3(1.0000011, 1.0000015, 1.0000101)
bones/170/position = Vector3(0.748137, 0.69556385, 3.7252903e-09)
bones/170/rotation = Quaternion(0.019250846, -0.20323181, 0.9789406, 0.001253055)
bones/171/position = Vector3(0.6322718, -2.6572587, 0.6064028)
bones/172/position = Vector3(-1.5122895, 4.4686184, -2.7014794)
bones/172/rotation = Quaternion(0.21553025, -0.03620148, 0.11066054, 0.9695311)
bones/172/scale = Vector3(0.99999887, 0.9999985, 1.0000024)
bones/173/position = Vector3(0.18381546, -0.96226203, 0.9894083)
bones/173/rotation = Quaternion(0.93622434, -2.9748788e-08, 0.34127158, -0.083771475)
bones/173/scale = Vector3(0.999999, 1.0000014, 0.99999464)
bones/175/position = Vector3(0.2542465, -2.2077389, 0.9589075)
bones/175/rotation = Quaternion(-0.008919476, -0.00021326332, -0.000697989, 0.99996)
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
bones/186/position = Vector3(0.57634556, 3.7607954, 0.15364014)
bones/186/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
bones/197/position = Vector3(-0.0011225368, -0.015787723, -0.051779967)
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
bones/200/position = Vector3(-1.0407574, 3.6267605, -0.083099455)
bones/200/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
[editable path="bear_model"]
[editable path="bear_model/test_cube/Bear_FX"]
+319
View File
@@ -0,0 +1,319 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="Script" uid="uid://bsbed05ifr18s" path="res://bear_test_cube.gd" id="3_rog1v"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="4_rog1v"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[sub_resource type="BoxShape3D" id="BoxShape3D_bfebr"]
size = Vector3(6.2019043, 8.561401, 7.0739746)
[sub_resource type="BoxShape3D" id="BoxShape3D_rog1v"]
size = Vector3(14.399288, 51.902206, 5.741211)
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="test_cube" type="Node3D" parent="bear_model" unique_id=646988893]
script = ExtResource("3_rog1v")
[node name="Bear_FX" parent="bear_model/test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
[node name="Bear_fx_jump_smash" parent="bear_model/test_cube/Bear_FX" index="0" unique_id=750478984]
visible = false
[node name="Bear_fx_claw_attack_R" parent="bear_model/test_cube/Bear_FX" index="1" unique_id=88064381]
visible = false
[node name="Bear_fx_claw_attack_L" parent="bear_model/test_cube/Bear_FX" index="2" unique_id=1378755061]
visible = false
[node name="Bear_fx_smash_hit" parent="bear_model/test_cube/Bear_FX" index="3" unique_id=1711579105]
transform = Transform3D(0.55488384, -0.039024748, -0.018949924, 0.041069064, 0.55086076, 0.06814586, 0.013977209, -0.06933683, 0.5520644, 1.327292, -0.21312934, 5.190573)
[node name="RigidBody3D" type="AnimatableBody3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit" index="0" unique_id=1764208051]
transform = Transform3D(1.0000001, -1.21071935e-08, -1.8626451e-08, -9.313226e-10, 0.99999994, 7.450581e-09, 3.7252903e-09, -1.4901161e-08, 0.99999994, 0, 0, 0)
collision_layer = 8
collision_mask = 2
[node name="CollisionShape3D2" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1779197150]
transform = Transform3D(0.99993557, -0.00749125, -0.010078691, 0.0077760145, 0.999569, 0.028562747, 0.009858355, -0.028639637, 0.9995405, -1.5136471, 0.9093375, 35.591957)
shape = SubResource("BoxShape3D_bfebr")
disabled = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1276552823]
transform = Transform3D(0.9935104, -0.040698394, -0.10621016, -0.108634494, -0.06290151, -0.9920882, 0.03369555, 0.99719334, -0.06691426, -1.6357545, -0.5093044, 12.68803)
shape = SubResource("BoxShape3D_rog1v")
[node name="Skeleton3D" parent="bear_model/bear-rig" parent_id_path=PackedInt32Array(359217823, 1017999212) index="0" unique_id=1624609914]
bones/1/position = Vector3(0.00851878, 0.24701798, 1.2888045)
bones/1/rotation = Quaternion(0.29791054, -0.060797628, -0.056875575, 0.9509564)
bones/2/rotation = Quaternion(0.084239505, -0.026013458, 0.009274505, 0.9960628)
bones/2/scale = Vector3(0.9999999, 1.0000008, 0.99999934)
bones/3/rotation = Quaternion(-0.14812404, -0.039577905, 0.049865585, 0.98691756)
bones/4/rotation = Quaternion(-0.40577498, -0.03082885, 0.05040324, 0.9120612)
bones/5/rotation = Quaternion(0.27801633, 0.0014148077, 0.015671793, 0.96044755)
bones/6/rotation = Quaternion(0.50370073, 0.13519946, -0.093789615, 0.8480627)
bones/7/rotation = Quaternion(0.75079185, 0.54212743, -0.37154716, 0.06604591)
bones/8/rotation = Quaternion(0.22344273, -0.32689556, 0.65874565, -0.63973963)
bones/9/rotation = Quaternion(0.026405705, -0.27415153, -0.3226086, 0.9055757)
bones/10/rotation = Quaternion(0.030285481, -0.31167626, -0.037417818, 0.94896823)
bones/11/rotation = Quaternion(0.751943, -0.5788067, 0.30500817, 0.080837056)
bones/12/rotation = Quaternion(0.28422552, 0.2936944, -0.68526876, -0.6027987)
bones/13/rotation = Quaternion(0.020711409, 0.24585825, 0.3386082, 0.9080029)
bones/14/rotation = Quaternion(0.098969, 0.19860524, -0.007872087, 0.97503805)
bones/15/rotation = Quaternion(0.6979166, 0.16086513, -0.15598965, 0.680222)
bones/16/rotation = Quaternion(0.89734674, 0.09874082, -0.25790086, 0.34424722)
bones/17/rotation = Quaternion(-0.13802421, 0.26758972, 0.081159085, 0.9501359)
bones/17/scale = Vector3(0.9999998, 1.0000002, 1)
bones/19/rotation = Quaternion(-4.514978e-15, 1, 7.4505806e-08, -5.523351e-07)
bones/20/rotation = Quaternion(-0.49266306, -0.27058616, 0.262383, 0.7843606)
bones/21/rotation = Quaternion(0.0016915401, 0.70246154, -0.001669446, 0.7117178)
bones/22/rotation = Quaternion(-0.5496364, -0.3220462, -0.22350304, 0.73772115)
bones/22/scale = Vector3(0.9999997, 0.9999998, 0.9999999)
bones/23/rotation = Quaternion(-0.00015351747, 0.902104, -0.4315187, 0.00032039074)
bones/24/rotation = Quaternion(6.628114e-12, 0.99999994, 5.2154085e-08, -0.00035543842)
bones/25/position = Vector3(1.0191536, 3.5353048, 3.5049686)
bones/25/rotation = Quaternion(-0.087474234, 0.16733547, 0.98056763, 0.053239316)
bones/25/scale = Vector3(1, 17.518272, 1.0000001)
bones/26/position = Vector3(-1.0831825, 3.749937, 2.5891113)
bones/26/rotation = Quaternion(0.016340872, 0.19671263, 0.9801456, 0.01875816)
bones/26/scale = Vector3(1.0000001, 18.765795, 1)
bones/27/position = Vector3(1.0193456, -0.43209565, 2.5343885)
bones/27/rotation = Quaternion(0.61800283, -0.11976056, 0.11976072, 0.7677157)
bones/27/scale = Vector3(0.99999994, 16.85072, 1)
bones/28/position = Vector3(-0.8340287, 1.0348616, 1.282705)
bones/28/rotation = Quaternion(0.82860446, -0.029359974, 0.02935981, 0.5582926)
bones/28/scale = Vector3(0.99999994, 32.068844, 1)
bones/30/position = Vector3(0.032563455, -0.8335703, -0.9236449)
bones/30/rotation = Quaternion(-0.8670657, 0.042821795, -0.07139772, 0.4911883)
bones/31/position = Vector3(2.3450447e-08, -1.4631646, 0.23291242)
bones/31/rotation = Quaternion(-6.0737464e-09, 4.8699293e-09, -1.4618977e-09, 1)
bones/31/scale = Vector3(0.99999994, 0.9999999, 0.99999994)
bones/32/position = Vector3(-0.04394375, -1.087056, 0.096768975)
bones/32/rotation = Quaternion(-0.8343034, 0.119118, -0.061490715, 0.5347595)
bones/32/scale = Vector3(0.9999999, 0.99999976, 0.99999964)
bones/33/position = Vector3(3.977649e-08, -1.4631644, 0.23291251)
bones/33/rotation = Quaternion(-8.833673e-08, -2.419923e-08, -6.733043e-09, 1)
bones/33/scale = Vector3(0.9999998, 0.9999998, 0.99999994)
bones/35/position = Vector3(1.0184407e-08, -1.0594703, -5.9146995e-08)
bones/35/rotation = Quaternion(0.99971783, 1.3593646e-07, 5.3695976e-06, -0.023754615)
bones/35/scale = Vector3(0.99999976, 0.9999998, 1.0000012)
bones/39/position = Vector3(0.8199172, 0.25251278, 0.47214246)
bones/39/rotation = Quaternion(0.71402234, 0.34199142, 0.043267474, 0.60937834)
bones/39/scale = Vector3(1.0000004, 0.9999996, 0.9999991)
bones/40/rotation = Quaternion(0.9336719, 1.2799235e-07, 3.7337827e-08, 0.3581296)
bones/40/scale = Vector3(1.0000004, 1.0000001, 1.0000001)
bones/41/rotation = Quaternion(-0.13802455, 0.26758966, 0.08115916, 0.9501359)
bones/41/scale = Vector3(0.99999946, 0.99999976, 0.9999996)
bones/42/position = Vector3(-1.9729964e-07, 0.56145483, 7.283501e-08)
bones/46/scale = Vector3(0.99999946, 0.99999964, 0.9999999)
bones/48/rotation = Quaternion(-2.9741386e-07, 0.13593404, 1.01778824e-07, 0.9907179)
bones/48/scale = Vector3(0.9999993, 0.9999996, 0.9999999)
bones/50/scale = Vector3(0.99999994, 0.99999994, 0.9999998)
bones/51/rotation = Quaternion(-2.5567479e-08, -0.20499781, -2.3086146e-08, 0.9787625)
bones/51/scale = Vector3(0.9999999, 0.99999964, 0.99999964)
bones/53/position = Vector3(-0.8199191, 0.25251284, 0.47213903)
bones/53/rotation = Quaternion(-0.5351706, 0.35860845, -0.15898216, 0.74814254)
bones/53/scale = Vector3(1, 0.99999875, 0.99999946)
bones/54/rotation = Quaternion(0.0023762286, -4.7362324e-08, -6.475868e-08, 0.9999972)
bones/55/rotation = Quaternion(-0.54963607, -0.322046, -0.22350314, 0.73772144)
bones/55/scale = Vector3(1.0000002, 1, 1.0000002)
bones/56/position = Vector3(0.0013532753, 0.57868266, 0.05537574)
bones/56/rotation = Quaternion(-0.00015348212, 0.90210384, -0.43151882, 0.0003204293)
bones/57/rotation = Quaternion(0.70073944, -0.70073956, -0.094679825, -0.09467953)
bones/60/scale = Vector3(1.0000004, 1.0000004, 1.0000002)
bones/62/rotation = Quaternion(-1.7092354e-08, -0.18223058, 2.6700846e-08, 0.98325586)
bones/62/scale = Vector3(1.0000002, 1.0000002, 1.0000001)
bones/64/scale = Vector3(1.0000004, 1.0000004, 1)
bones/65/rotation = Quaternion(-1.0345744e-08, -0.3796584, -4.0675246e-08, 0.9251268)
bones/65/scale = Vector3(1.0000002, 1.0000004, 1.0000004)
bones/67/rotation = Quaternion(0.7179022, -7.671307e-07, 7.885642e-07, 0.696144)
bones/67/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/68/rotation = Quaternion(0.9776482, 2.0029378e-07, 1.0460874e-06, -0.2102479)
bones/68/scale = Vector3(1.0000004, 1.0000004, 0.9999982)
bones/69/position = Vector3(-2.4645832e-08, -6.861796e-09, 7.455772e-08)
bones/69/rotation = Quaternion(-0.8315212, 2.5276703e-08, -9.3330055e-09, 0.5554931)
bones/69/scale = Vector3(1, 1.0000001, 1.0000002)
bones/70/rotation = Quaternion(0.67750055, 8.820757e-08, 7.575834e-08, 0.7355223)
bones/70/scale = Vector3(1, 1, 1)
bones/71/scale = Vector3(0.9999999, 1, 0.9999999)
bones/72/rotation = Quaternion(-2.1641608e-07, -4.6565607e-10, -4.6576065e-10, 1)
bones/75/rotation = Quaternion(-0.34314692, -0.20321459, -0.2785586, 0.8737043)
bones/76/position = Vector3(1.01587794e-07, -1.5306958e-07, -4.3554866e-07)
bones/76/rotation = Quaternion(-0.51764834, -7.167482e-08, 1.7163823e-07, 0.85559356)
bones/77/rotation = Quaternion(0.93367195, 1.2110854e-07, 3.8556042e-08, 0.35812962)
bones/78/position = Vector3(0.8199172, 0.25251257, 0.47214243)
bones/78/rotation = Quaternion(0.6979164, 0.16086517, -0.15598962, 0.6802223)
bones/78/scale = Vector3(1.0000004, 0.9999997, 0.99999905)
bones/80/rotation = Quaternion(0.7179022, -7.6713064e-07, 7.885641e-07, 0.696144)
bones/80/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/81/rotation = Quaternion(0.97764814, 1.9846473e-07, 1.0426893e-06, -0.21024783)
bones/81/scale = Vector3(1.0000004, 1.0000002, 0.9999982)
bones/82/position = Vector3(6.103571e-08, 8.8816435e-08, -3.6955274e-09)
bones/82/rotation = Quaternion(-0.8315211, 2.3407136e-08, -1.2821512e-08, 0.5554932)
bones/82/scale = Vector3(0.99999994, 0.99999994, 1)
bones/83/rotation = Quaternion(0.6775009, -8.600083e-08, -8.977273e-08, 0.735522)
bones/83/scale = Vector3(1, 1.0000001, 1)
bones/84/scale = Vector3(0.99999994, 1.0000001, 0.9999999)
bones/85/rotation = Quaternion(2.6833732e-07, -9.313788e-10, -2.5612494e-09, 1)
bones/85/scale = Vector3(1.0000001, 1, 1.0000001)
bones/87/rotation = Quaternion(-0.5230753, 0.20132942, 0.026226493, 0.8277505)
bones/88/rotation = Quaternion(0.61967987, 0.23118778, 0.3169036, 0.679795)
bones/89/position = Vector3(2.953037e-07, 4.9207458e-08, -4.3015167e-08)
bones/89/rotation = Quaternion(-0.001144886, -2.973514e-08, 2.817069e-08, 0.9999994)
bones/90/rotation = Quaternion(0.0023764072, -4.0769752e-08, -7.0690255e-08, 0.99999726)
bones/91/position = Vector3(-0.8199192, 0.2525128, 0.47213912)
bones/91/rotation = Quaternion(-0.49266297, -0.27058598, 0.2623832, 0.78436047)
bones/91/scale = Vector3(1.0000002, 0.999999, 0.99999964)
bones/96/position = Vector3(-0.021971898, -1.2751104, 0.16484088)
bones/96/rotation = Quaternion(-0.47603267, 0.067788206, -0.035077166, 0.8761091)
bones/96/scale = Vector3(0.9999999, 0.9999999, 0.99999976)
bones/97/rotation = Quaternion(0.997074, -1.2813135e-07, 1.666339e-06, -0.07644201)
bones/98/position = Vector3(0.01993539, 0.08757691, 0.045667563)
bones/98/rotation = Quaternion(0.1475291, 0.03397043, -0.019923227, 0.9882734)
bones/98/scale = Vector3(1, 1.0000011, 1.0000023)
bones/101/position = Vector3(-0.021972047, 0.8282039, 0.0959422)
bones/101/rotation = Quaternion(0.8371564, 0.04015539, 0.06490996, 0.5416119)
bones/101/scale = Vector3(1, 1.0000066, 0.99998474)
bones/102/rotation = Quaternion(0.95545256, -6.924111e-08, 2.2887033e-07, -0.29514462)
bones/103/position = Vector3(0.17285576, 0.72785676, 1.0822707)
bones/103/rotation = Quaternion(0.27801546, 0.0014157619, 0.015671493, 0.9604477)
bones/103/scale = Vector3(1.0000002, 1.000013, 1.0000246)
bones/104/rotation = Quaternion(0.5037003, 0.13519715, -0.093790196, 0.84806323)
bones/104/scale = Vector3(1.0000721, 1.0000457, 0.99993384)
bones/105/rotation = Quaternion(0.97757924, -0.053521663, -0.054415643, -0.19624804)
bones/105/scale = Vector3(1.0000001, 1.0000083, 1.0000036)
bones/106/position = Vector3(0.023142539, -0.54231995, -0.9607401)
bones/106/rotation = Quaternion(0.99272084, -0.08158898, -0.03307842, -0.08218607)
bones/107/rotation = Quaternion(0.903578, -0.12777254, -0.05477002, -0.4052421)
bones/107/scale = Vector3(0.9999992, 0.9999624, 1.0000123)
bones/108/position = Vector3(-1.1340098e-08, 7.923448e-07, 9.0939814e-08)
bones/108/rotation = Quaternion(0.98967296, 0.0031370325, 0.10343237, -0.09919364)
bones/110/rotation = Quaternion(9.815354e-07, 7.072085e-10, -9.586452e-08, 1)
bones/110/scale = Vector3(0.99999994, 0.99999976, 1.0000001)
bones/113/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/113/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/114/position = Vector3(-0.031743176, 0.60466695, -0.39704067)
bones/114/rotation = Quaternion(0.4176498, -0.11118397, 0.55639553, -0.70966953)
bones/114/scale = Vector3(1.0000015, 1.0000038, 1.0000079)
bones/115/rotation = Quaternion(-0.07547326, 0.02173067, -0.31477332, 0.945912)
bones/115/scale = Vector3(0.9999974, 1.0000036, 0.99999976)
bones/116/rotation = Quaternion(0.03028559, -0.3116764, -0.037417784, 0.9489682)
bones/116/scale = Vector3(1.0000005, 0.9999972, 1.0000013)
bones/119/scale = Vector3(1.0000043, 0.9999975, 0.99999744)
bones/121/rotation = Quaternion(-4.820391e-08, -0.1579088, -2.0880496e-08, 0.98745376)
bones/121/scale = Vector3(1.0000037, 0.99999774, 0.9999977)
bones/123/scale = Vector3(1.000003, 0.9999977, 0.99999917)
bones/124/rotation = Quaternion(-3.1036683e-07, 0.17317644, 6.989145e-08, 0.9848908)
bones/124/scale = Vector3(1.0000037, 0.9999978, 0.99999875)
bones/126/rotation = Quaternion(-0.5163543, -0.16816929, 0.6340875, 0.550482)
bones/126/scale = Vector3(1.0000015, 1.000007, 1.000004)
bones/127/rotation = Quaternion(-0.24332331, 0.12663932, 0.6612194, 0.6982444)
bones/127/scale = Vector3(1.0000017, 1.0000014, 1.0000097)
bones/128/position = Vector3(-0.008928956, 0.128764, -0.06877987)
bones/128/rotation = Quaternion(0.025037244, 0.39930493, -0.88358396, 0.24332726)
bones/129/rotation = Quaternion(-0.07547334, 0.021730714, -0.31477335, 0.94591194)
bones/131/rotation = Quaternion(-0.41802245, -0.28161782, 0.08442414, 0.85954714)
bones/132/rotation = Quaternion(-0.5281791, -0.34319904, -0.62196887, -0.46518382)
bones/133/rotation = Quaternion(-0.012777329, 0.011854946, 0.00015161165, 0.9998482)
bones/133/scale = Vector3(1.0423008, 1.0423008, 1.0423006)
bones/134/rotation = Quaternion(0.02152103, -3.688601e-08, -1.5255387e-07, 0.99976844)
bones/134/scale = Vector3(0.9882629, 0.9882634, 0.98826265)
bones/135/position = Vector3(-0.0317431, 0.60466677, -0.39704087)
bones/135/rotation = Quaternion(0.22344373, -0.32689255, 0.658746, -0.6397405)
bones/135/scale = Vector3(1.0000048, 1.0000036, 1.0000046)
bones/137/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/137/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/138/position = Vector3(-0.19594865, 0.65740275, -0.22511396)
bones/138/rotation = Quaternion(0.36201134, 0.22157827, -0.6475769, -0.63284683)
bones/138/scale = Vector3(1.0000019, 1.0000045, 1.0000057)
bones/139/rotation = Quaternion(-0.018797327, 0.13857716, 0.33871746, 0.9304373)
bones/139/scale = Vector3(0.9999983, 1.0000024, 0.9999992)
bones/140/rotation = Quaternion(0.09896898, 0.1986053, -0.00787212, 0.975038)
bones/140/scale = Vector3(1.0000031, 0.9999977, 0.9999988)
bones/143/scale = Vector3(1.000005, 0.99999815, 0.9999967)
bones/145/rotation = Quaternion(-1.7910523e-07, 0.10005118, -9.714451e-08, 0.9949823)
bones/145/scale = Vector3(1.0000045, 0.99999803, 0.9999968)
bones/147/scale = Vector3(1.0000035, 0.99999845, 0.9999981)
bones/148/rotation = Quaternion(2.0844507e-07, 0.011625211, 4.5709146e-07, 0.9999325)
bones/148/scale = Vector3(1.000004, 0.9999991, 0.999998)
bones/150/rotation = Quaternion(-0.51635444, 0.16816957, -0.63408744, 0.55048186)
bones/150/scale = Vector3(1.000001, 1.0000067, 1.000004)
bones/151/rotation = Quaternion(-0.24332346, -0.12663896, -0.6612195, 0.6982443)
bones/151/scale = Vector3(1.0000011, 1.0000017, 1.0000095)
bones/152/position = Vector3(0.027921734, -0.124764316, 0.07102555)
bones/152/rotation = Quaternion(-0.12973516, 0.47151387, -0.86254627, -0.12983702)
bones/153/rotation = Quaternion(-0.018797398, 0.13857722, 0.33871746, 0.9304373)
bones/155/rotation = Quaternion(-0.36541468, 0.16190512, -0.07102372, 0.91390073)
bones/155/scale = Vector3(0.99999994, 1, 0.9999998)
bones/156/rotation = Quaternion(0.68045896, -0.19169958, -0.3896983, 0.59022206)
bones/157/rotation = Quaternion(-0.01277751, -0.011854968, -0.0001513001, 0.9998481)
bones/157/scale = Vector3(1.0423003, 1.0422994, 1.0423005)
bones/158/rotation = Quaternion(0.021521209, -2.5687226e-07, -2.570953e-07, 0.9997684)
bones/158/scale = Vector3(0.9882631, 0.98826426, 0.9882618)
bones/159/position = Vector3(-0.19594839, 0.65740275, -0.2251139)
bones/159/rotation = Quaternion(0.28422734, 0.29369113, -0.68527013, -0.60279787)
bones/159/scale = Vector3(1.0000027, 1.0000043, 1.0000049)
bones/161/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/161/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/162/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/162/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/165/position = Vector3(-1.5017577e-08, 0.26895812, -1.6243575e-08)
bones/165/rotation = Quaternion(-0.019247467, -0.20323175, 0.97894067, -0.0012537595)
bones/166/position = Vector3(0.0034187725, -3.131728, 0.9674823)
bones/167/position = Vector3(0.209171, 5.0901713, -2.6670303)
bones/167/rotation = Quaternion(0.16656846, 0.015223213, 0.18356222, 0.9686734)
bones/167/scale = Vector3(0.9999988, 0.9999987, 1.0000023)
bones/168/position = Vector3(0.18381567, -0.9622623, 0.9894084)
bones/168/rotation = Quaternion(0.9362244, -6.2652596e-08, -0.34127164, -0.083770975)
bones/168/scale = Vector3(1.0000011, 1.0000015, 1.0000101)
bones/170/position = Vector3(0.748137, 0.69556385, 3.7252903e-09)
bones/170/rotation = Quaternion(0.019250846, -0.20323181, 0.9789406, 0.001253055)
bones/171/position = Vector3(0.6322718, -2.6572587, 0.6064028)
bones/172/position = Vector3(-1.5122895, 4.4686184, -2.7014794)
bones/172/rotation = Quaternion(0.21553025, -0.03620148, 0.11066054, 0.9695311)
bones/172/scale = Vector3(0.99999887, 0.9999985, 1.0000024)
bones/173/position = Vector3(0.18381546, -0.96226203, 0.9894083)
bones/173/rotation = Quaternion(0.93622434, -2.9748788e-08, 0.34127158, -0.083771475)
bones/173/scale = Vector3(0.999999, 1.0000014, 0.99999464)
bones/175/position = Vector3(0.2542465, -2.2077389, 0.9589075)
bones/175/rotation = Quaternion(-0.008919476, -0.00021326332, -0.000697989, 0.99996)
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
bones/186/position = Vector3(0.57634556, 3.7607954, 0.15364014)
bones/186/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
bones/197/position = Vector3(-0.0011225368, -0.015787723, -0.051779967)
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
bones/200/position = Vector3(-1.0407574, 3.6267605, -0.083099455)
bones/200/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
[editable path="bear_model"]
[editable path="bear_model/test_cube/Bear_FX"]
+319
View File
@@ -0,0 +1,319 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="Script" uid="uid://bsbed05ifr18s" path="res://bear_test_cube.gd" id="3_rog1v"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="4_rog1v"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[sub_resource type="BoxShape3D" id="BoxShape3D_bfebr"]
size = Vector3(6.2019043, 8.561401, 7.0739746)
[sub_resource type="BoxShape3D" id="BoxShape3D_rog1v"]
size = Vector3(14.399288, 51.902206, 5.741211)
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="test_cube" type="Node3D" parent="bear_model" unique_id=646988893]
script = ExtResource("3_rog1v")
[node name="Bear_FX" parent="bear_model/test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
[node name="Bear_fx_jump_smash" parent="bear_model/test_cube/Bear_FX" index="0" unique_id=750478984]
visible = false
[node name="Bear_fx_claw_attack_R" parent="bear_model/test_cube/Bear_FX" index="1" unique_id=88064381]
visible = false
[node name="Bear_fx_claw_attack_L" parent="bear_model/test_cube/Bear_FX" index="2" unique_id=1378755061]
visible = false
[node name="Bear_fx_smash_hit" parent="bear_model/test_cube/Bear_FX" index="3" unique_id=1711579105]
transform = Transform3D(0.55488384, -0.039024748, -0.018949924, 0.041069064, 0.55086076, 0.06814586, 0.013977209, -0.06933683, 0.5520644, 1.327292, -0.21312934, 5.190573)
[node name="RigidBody3D" type="AnimatableBody3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit" index="0" unique_id=1764208051]
transform = Transform3D(1.0000001, -1.21071935e-08, -1.8626451e-08, -9.313226e-10, 0.99999994, 7.450581e-09, 3.7252903e-09, -1.4901161e-08, 0.99999994, 0, 0, 0)
collision_layer = 8
collision_mask = 2
[node name="CollisionShape3D2" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1779197150]
transform = Transform3D(0.99993557, -0.00749125, -0.010078691, 0.0077760145, 0.999569, 0.028562747, 0.009858355, -0.028639637, 0.9995405, -1.5136471, 0.9093375, 35.591957)
shape = SubResource("BoxShape3D_bfebr")
disabled = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1276552823]
transform = Transform3D(0.9935104, -0.040698394, -0.10621016, -0.108634494, -0.06290151, -0.9920882, 0.03369555, 0.99719334, -0.06691426, -1.6357545, -0.5093044, 12.68803)
shape = SubResource("BoxShape3D_rog1v")
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bones/27/rotation = Quaternion(0.61800283, -0.11976056, 0.11976072, 0.7677157)
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bones/175/rotation = Quaternion(-0.008919476, -0.00021326332, -0.000697989, 0.99996)
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
bones/186/position = Vector3(0.57634556, 3.7607954, 0.15364014)
bones/186/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
bones/197/position = Vector3(-0.0011225368, -0.015787723, -0.051779967)
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
bones/200/position = Vector3(-1.0407574, 3.6267605, -0.083099455)
bones/200/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
[editable path="bear_model"]
[editable path="bear_model/test_cube/Bear_FX"]
+319
View File
@@ -0,0 +1,319 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="Script" uid="uid://bsbed05ifr18s" path="res://bear_test_cube.gd" id="3_rog1v"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="4_rog1v"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[sub_resource type="BoxShape3D" id="BoxShape3D_bfebr"]
size = Vector3(6.2019043, 8.561401, 7.0739746)
[sub_resource type="BoxShape3D" id="BoxShape3D_rog1v"]
size = Vector3(14.399288, 51.902206, 5.741211)
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="test_cube" type="Node3D" parent="bear_model" unique_id=646988893]
script = ExtResource("3_rog1v")
[node name="Bear_FX" parent="bear_model/test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
[node name="Bear_fx_jump_smash" parent="bear_model/test_cube/Bear_FX" index="0" unique_id=750478984]
visible = false
[node name="Bear_fx_claw_attack_R" parent="bear_model/test_cube/Bear_FX" index="1" unique_id=88064381]
visible = false
[node name="Bear_fx_claw_attack_L" parent="bear_model/test_cube/Bear_FX" index="2" unique_id=1378755061]
visible = false
[node name="Bear_fx_smash_hit" parent="bear_model/test_cube/Bear_FX" index="3" unique_id=1711579105]
transform = Transform3D(0.55488384, -0.039024748, -0.018949924, 0.041069064, 0.55086076, 0.06814586, 0.013977209, -0.06933683, 0.5520644, 1.327292, -0.21312934, 5.190573)
[node name="RigidBody3D" type="AnimatableBody3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit" index="0" unique_id=1764208051]
transform = Transform3D(1.0000001, -1.21071935e-08, -1.8626451e-08, -9.313226e-10, 0.99999994, 7.450581e-09, 3.7252903e-09, -1.4901161e-08, 0.99999994, 0, 0, 0)
collision_layer = 8
collision_mask = 2
[node name="CollisionShape3D2" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1779197150]
transform = Transform3D(0.99993557, -0.00749125, -0.010078691, 0.0077760145, 0.999569, 0.028562747, 0.009858355, -0.028639637, 0.9995405, -1.5136471, 0.9093375, 35.591957)
shape = SubResource("BoxShape3D_bfebr")
disabled = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1276552823]
transform = Transform3D(0.9935104, -0.040698394, -0.10621016, -0.108634494, -0.06290151, -0.9920882, 0.03369555, 0.99719334, -0.06691426, -1.6357545, -0.5093044, 12.68803)
shape = SubResource("BoxShape3D_rog1v")
[node name="Skeleton3D" parent="bear_model/bear-rig" parent_id_path=PackedInt32Array(359217823, 1017999212) index="0" unique_id=1624609914]
bones/1/position = Vector3(0.00851878, 0.24701798, 1.2888045)
bones/1/rotation = Quaternion(0.29791054, -0.060797628, -0.056875575, 0.9509564)
bones/2/rotation = Quaternion(0.084239505, -0.026013458, 0.009274505, 0.9960628)
bones/2/scale = Vector3(0.9999999, 1.0000008, 0.99999934)
bones/3/rotation = Quaternion(-0.14812404, -0.039577905, 0.049865585, 0.98691756)
bones/4/rotation = Quaternion(-0.40577498, -0.03082885, 0.05040324, 0.9120612)
bones/5/rotation = Quaternion(0.27801633, 0.0014148077, 0.015671793, 0.96044755)
bones/6/rotation = Quaternion(0.50370073, 0.13519946, -0.093789615, 0.8480627)
bones/7/rotation = Quaternion(0.75079185, 0.54212743, -0.37154716, 0.06604591)
bones/8/rotation = Quaternion(0.22344273, -0.32689556, 0.65874565, -0.63973963)
bones/9/rotation = Quaternion(0.026405705, -0.27415153, -0.3226086, 0.9055757)
bones/10/rotation = Quaternion(0.030285481, -0.31167626, -0.037417818, 0.94896823)
bones/11/rotation = Quaternion(0.751943, -0.5788067, 0.30500817, 0.080837056)
bones/12/rotation = Quaternion(0.28422552, 0.2936944, -0.68526876, -0.6027987)
bones/13/rotation = Quaternion(0.020711409, 0.24585825, 0.3386082, 0.9080029)
bones/14/rotation = Quaternion(0.098969, 0.19860524, -0.007872087, 0.97503805)
bones/15/rotation = Quaternion(0.6979166, 0.16086513, -0.15598965, 0.680222)
bones/16/rotation = Quaternion(0.89734674, 0.09874082, -0.25790086, 0.34424722)
bones/17/rotation = Quaternion(-0.13802421, 0.26758972, 0.081159085, 0.9501359)
bones/17/scale = Vector3(0.9999998, 1.0000002, 1)
bones/19/rotation = Quaternion(-4.514978e-15, 1, 7.4505806e-08, -5.523351e-07)
bones/20/rotation = Quaternion(-0.49266306, -0.27058616, 0.262383, 0.7843606)
bones/21/rotation = Quaternion(0.0016915401, 0.70246154, -0.001669446, 0.7117178)
bones/22/rotation = Quaternion(-0.5496364, -0.3220462, -0.22350304, 0.73772115)
bones/22/scale = Vector3(0.9999997, 0.9999998, 0.9999999)
bones/23/rotation = Quaternion(-0.00015351747, 0.902104, -0.4315187, 0.00032039074)
bones/24/rotation = Quaternion(6.628114e-12, 0.99999994, 5.2154085e-08, -0.00035543842)
bones/25/position = Vector3(1.0191536, 3.5353048, 3.5049686)
bones/25/rotation = Quaternion(-0.087474234, 0.16733547, 0.98056763, 0.053239316)
bones/25/scale = Vector3(1, 17.518272, 1.0000001)
bones/26/position = Vector3(-1.0831825, 3.749937, 2.5891113)
bones/26/rotation = Quaternion(0.016340872, 0.19671263, 0.9801456, 0.01875816)
bones/26/scale = Vector3(1.0000001, 18.765795, 1)
bones/27/position = Vector3(1.0193456, -0.43209565, 2.5343885)
bones/27/rotation = Quaternion(0.61800283, -0.11976056, 0.11976072, 0.7677157)
bones/27/scale = Vector3(0.99999994, 16.85072, 1)
bones/28/position = Vector3(-0.8340287, 1.0348616, 1.282705)
bones/28/rotation = Quaternion(0.82860446, -0.029359974, 0.02935981, 0.5582926)
bones/28/scale = Vector3(0.99999994, 32.068844, 1)
bones/30/position = Vector3(0.032563455, -0.8335703, -0.9236449)
bones/30/rotation = Quaternion(-0.8670657, 0.042821795, -0.07139772, 0.4911883)
bones/31/position = Vector3(2.3450447e-08, -1.4631646, 0.23291242)
bones/31/rotation = Quaternion(-6.0737464e-09, 4.8699293e-09, -1.4618977e-09, 1)
bones/31/scale = Vector3(0.99999994, 0.9999999, 0.99999994)
bones/32/position = Vector3(-0.04394375, -1.087056, 0.096768975)
bones/32/rotation = Quaternion(-0.8343034, 0.119118, -0.061490715, 0.5347595)
bones/32/scale = Vector3(0.9999999, 0.99999976, 0.99999964)
bones/33/position = Vector3(3.977649e-08, -1.4631644, 0.23291251)
bones/33/rotation = Quaternion(-8.833673e-08, -2.419923e-08, -6.733043e-09, 1)
bones/33/scale = Vector3(0.9999998, 0.9999998, 0.99999994)
bones/35/position = Vector3(1.0184407e-08, -1.0594703, -5.9146995e-08)
bones/35/rotation = Quaternion(0.99971783, 1.3593646e-07, 5.3695976e-06, -0.023754615)
bones/35/scale = Vector3(0.99999976, 0.9999998, 1.0000012)
bones/39/position = Vector3(0.8199172, 0.25251278, 0.47214246)
bones/39/rotation = Quaternion(0.71402234, 0.34199142, 0.043267474, 0.60937834)
bones/39/scale = Vector3(1.0000004, 0.9999996, 0.9999991)
bones/40/rotation = Quaternion(0.9336719, 1.2799235e-07, 3.7337827e-08, 0.3581296)
bones/40/scale = Vector3(1.0000004, 1.0000001, 1.0000001)
bones/41/rotation = Quaternion(-0.13802455, 0.26758966, 0.08115916, 0.9501359)
bones/41/scale = Vector3(0.99999946, 0.99999976, 0.9999996)
bones/42/position = Vector3(-1.9729964e-07, 0.56145483, 7.283501e-08)
bones/46/scale = Vector3(0.99999946, 0.99999964, 0.9999999)
bones/48/rotation = Quaternion(-2.9741386e-07, 0.13593404, 1.01778824e-07, 0.9907179)
bones/48/scale = Vector3(0.9999993, 0.9999996, 0.9999999)
bones/50/scale = Vector3(0.99999994, 0.99999994, 0.9999998)
bones/51/rotation = Quaternion(-2.5567479e-08, -0.20499781, -2.3086146e-08, 0.9787625)
bones/51/scale = Vector3(0.9999999, 0.99999964, 0.99999964)
bones/53/position = Vector3(-0.8199191, 0.25251284, 0.47213903)
bones/53/rotation = Quaternion(-0.5351706, 0.35860845, -0.15898216, 0.74814254)
bones/53/scale = Vector3(1, 0.99999875, 0.99999946)
bones/54/rotation = Quaternion(0.0023762286, -4.7362324e-08, -6.475868e-08, 0.9999972)
bones/55/rotation = Quaternion(-0.54963607, -0.322046, -0.22350314, 0.73772144)
bones/55/scale = Vector3(1.0000002, 1, 1.0000002)
bones/56/position = Vector3(0.0013532753, 0.57868266, 0.05537574)
bones/56/rotation = Quaternion(-0.00015348212, 0.90210384, -0.43151882, 0.0003204293)
bones/57/rotation = Quaternion(0.70073944, -0.70073956, -0.094679825, -0.09467953)
bones/60/scale = Vector3(1.0000004, 1.0000004, 1.0000002)
bones/62/rotation = Quaternion(-1.7092354e-08, -0.18223058, 2.6700846e-08, 0.98325586)
bones/62/scale = Vector3(1.0000002, 1.0000002, 1.0000001)
bones/64/scale = Vector3(1.0000004, 1.0000004, 1)
bones/65/rotation = Quaternion(-1.0345744e-08, -0.3796584, -4.0675246e-08, 0.9251268)
bones/65/scale = Vector3(1.0000002, 1.0000004, 1.0000004)
bones/67/rotation = Quaternion(0.7179022, -7.671307e-07, 7.885642e-07, 0.696144)
bones/67/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/68/rotation = Quaternion(0.9776482, 2.0029378e-07, 1.0460874e-06, -0.2102479)
bones/68/scale = Vector3(1.0000004, 1.0000004, 0.9999982)
bones/69/position = Vector3(-2.4645832e-08, -6.861796e-09, 7.455772e-08)
bones/69/rotation = Quaternion(-0.8315212, 2.5276703e-08, -9.3330055e-09, 0.5554931)
bones/69/scale = Vector3(1, 1.0000001, 1.0000002)
bones/70/rotation = Quaternion(0.67750055, 8.820757e-08, 7.575834e-08, 0.7355223)
bones/70/scale = Vector3(1, 1, 1)
bones/71/scale = Vector3(0.9999999, 1, 0.9999999)
bones/72/rotation = Quaternion(-2.1641608e-07, -4.6565607e-10, -4.6576065e-10, 1)
bones/75/rotation = Quaternion(-0.34314692, -0.20321459, -0.2785586, 0.8737043)
bones/76/position = Vector3(1.01587794e-07, -1.5306958e-07, -4.3554866e-07)
bones/76/rotation = Quaternion(-0.51764834, -7.167482e-08, 1.7163823e-07, 0.85559356)
bones/77/rotation = Quaternion(0.93367195, 1.2110854e-07, 3.8556042e-08, 0.35812962)
bones/78/position = Vector3(0.8199172, 0.25251257, 0.47214243)
bones/78/rotation = Quaternion(0.6979164, 0.16086517, -0.15598962, 0.6802223)
bones/78/scale = Vector3(1.0000004, 0.9999997, 0.99999905)
bones/80/rotation = Quaternion(0.7179022, -7.6713064e-07, 7.885641e-07, 0.696144)
bones/80/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/81/rotation = Quaternion(0.97764814, 1.9846473e-07, 1.0426893e-06, -0.21024783)
bones/81/scale = Vector3(1.0000004, 1.0000002, 0.9999982)
bones/82/position = Vector3(6.103571e-08, 8.8816435e-08, -3.6955274e-09)
bones/82/rotation = Quaternion(-0.8315211, 2.3407136e-08, -1.2821512e-08, 0.5554932)
bones/82/scale = Vector3(0.99999994, 0.99999994, 1)
bones/83/rotation = Quaternion(0.6775009, -8.600083e-08, -8.977273e-08, 0.735522)
bones/83/scale = Vector3(1, 1.0000001, 1)
bones/84/scale = Vector3(0.99999994, 1.0000001, 0.9999999)
bones/85/rotation = Quaternion(2.6833732e-07, -9.313788e-10, -2.5612494e-09, 1)
bones/85/scale = Vector3(1.0000001, 1, 1.0000001)
bones/87/rotation = Quaternion(-0.5230753, 0.20132942, 0.026226493, 0.8277505)
bones/88/rotation = Quaternion(0.61967987, 0.23118778, 0.3169036, 0.679795)
bones/89/position = Vector3(2.953037e-07, 4.9207458e-08, -4.3015167e-08)
bones/89/rotation = Quaternion(-0.001144886, -2.973514e-08, 2.817069e-08, 0.9999994)
bones/90/rotation = Quaternion(0.0023764072, -4.0769752e-08, -7.0690255e-08, 0.99999726)
bones/91/position = Vector3(-0.8199192, 0.2525128, 0.47213912)
bones/91/rotation = Quaternion(-0.49266297, -0.27058598, 0.2623832, 0.78436047)
bones/91/scale = Vector3(1.0000002, 0.999999, 0.99999964)
bones/96/position = Vector3(-0.021971898, -1.2751104, 0.16484088)
bones/96/rotation = Quaternion(-0.47603267, 0.067788206, -0.035077166, 0.8761091)
bones/96/scale = Vector3(0.9999999, 0.9999999, 0.99999976)
bones/97/rotation = Quaternion(0.997074, -1.2813135e-07, 1.666339e-06, -0.07644201)
bones/98/position = Vector3(0.01993539, 0.08757691, 0.045667563)
bones/98/rotation = Quaternion(0.1475291, 0.03397043, -0.019923227, 0.9882734)
bones/98/scale = Vector3(1, 1.0000011, 1.0000023)
bones/101/position = Vector3(-0.021972047, 0.8282039, 0.0959422)
bones/101/rotation = Quaternion(0.8371564, 0.04015539, 0.06490996, 0.5416119)
bones/101/scale = Vector3(1, 1.0000066, 0.99998474)
bones/102/rotation = Quaternion(0.95545256, -6.924111e-08, 2.2887033e-07, -0.29514462)
bones/103/position = Vector3(0.17285576, 0.72785676, 1.0822707)
bones/103/rotation = Quaternion(0.27801546, 0.0014157619, 0.015671493, 0.9604477)
bones/103/scale = Vector3(1.0000002, 1.000013, 1.0000246)
bones/104/rotation = Quaternion(0.5037003, 0.13519715, -0.093790196, 0.84806323)
bones/104/scale = Vector3(1.0000721, 1.0000457, 0.99993384)
bones/105/rotation = Quaternion(0.97757924, -0.053521663, -0.054415643, -0.19624804)
bones/105/scale = Vector3(1.0000001, 1.0000083, 1.0000036)
bones/106/position = Vector3(0.023142539, -0.54231995, -0.9607401)
bones/106/rotation = Quaternion(0.99272084, -0.08158898, -0.03307842, -0.08218607)
bones/107/rotation = Quaternion(0.903578, -0.12777254, -0.05477002, -0.4052421)
bones/107/scale = Vector3(0.9999992, 0.9999624, 1.0000123)
bones/108/position = Vector3(-1.1340098e-08, 7.923448e-07, 9.0939814e-08)
bones/108/rotation = Quaternion(0.98967296, 0.0031370325, 0.10343237, -0.09919364)
bones/110/rotation = Quaternion(9.815354e-07, 7.072085e-10, -9.586452e-08, 1)
bones/110/scale = Vector3(0.99999994, 0.99999976, 1.0000001)
bones/113/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/113/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/114/position = Vector3(-0.031743176, 0.60466695, -0.39704067)
bones/114/rotation = Quaternion(0.4176498, -0.11118397, 0.55639553, -0.70966953)
bones/114/scale = Vector3(1.0000015, 1.0000038, 1.0000079)
bones/115/rotation = Quaternion(-0.07547326, 0.02173067, -0.31477332, 0.945912)
bones/115/scale = Vector3(0.9999974, 1.0000036, 0.99999976)
bones/116/rotation = Quaternion(0.03028559, -0.3116764, -0.037417784, 0.9489682)
bones/116/scale = Vector3(1.0000005, 0.9999972, 1.0000013)
bones/119/scale = Vector3(1.0000043, 0.9999975, 0.99999744)
bones/121/rotation = Quaternion(-4.820391e-08, -0.1579088, -2.0880496e-08, 0.98745376)
bones/121/scale = Vector3(1.0000037, 0.99999774, 0.9999977)
bones/123/scale = Vector3(1.000003, 0.9999977, 0.99999917)
bones/124/rotation = Quaternion(-3.1036683e-07, 0.17317644, 6.989145e-08, 0.9848908)
bones/124/scale = Vector3(1.0000037, 0.9999978, 0.99999875)
bones/126/rotation = Quaternion(-0.5163543, -0.16816929, 0.6340875, 0.550482)
bones/126/scale = Vector3(1.0000015, 1.000007, 1.000004)
bones/127/rotation = Quaternion(-0.24332331, 0.12663932, 0.6612194, 0.6982444)
bones/127/scale = Vector3(1.0000017, 1.0000014, 1.0000097)
bones/128/position = Vector3(-0.008928956, 0.128764, -0.06877987)
bones/128/rotation = Quaternion(0.025037244, 0.39930493, -0.88358396, 0.24332726)
bones/129/rotation = Quaternion(-0.07547334, 0.021730714, -0.31477335, 0.94591194)
bones/131/rotation = Quaternion(-0.41802245, -0.28161782, 0.08442414, 0.85954714)
bones/132/rotation = Quaternion(-0.5281791, -0.34319904, -0.62196887, -0.46518382)
bones/133/rotation = Quaternion(-0.012777329, 0.011854946, 0.00015161165, 0.9998482)
bones/133/scale = Vector3(1.0423008, 1.0423008, 1.0423006)
bones/134/rotation = Quaternion(0.02152103, -3.688601e-08, -1.5255387e-07, 0.99976844)
bones/134/scale = Vector3(0.9882629, 0.9882634, 0.98826265)
bones/135/position = Vector3(-0.0317431, 0.60466677, -0.39704087)
bones/135/rotation = Quaternion(0.22344373, -0.32689255, 0.658746, -0.6397405)
bones/135/scale = Vector3(1.0000048, 1.0000036, 1.0000046)
bones/137/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/137/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/138/position = Vector3(-0.19594865, 0.65740275, -0.22511396)
bones/138/rotation = Quaternion(0.36201134, 0.22157827, -0.6475769, -0.63284683)
bones/138/scale = Vector3(1.0000019, 1.0000045, 1.0000057)
bones/139/rotation = Quaternion(-0.018797327, 0.13857716, 0.33871746, 0.9304373)
bones/139/scale = Vector3(0.9999983, 1.0000024, 0.9999992)
bones/140/rotation = Quaternion(0.09896898, 0.1986053, -0.00787212, 0.975038)
bones/140/scale = Vector3(1.0000031, 0.9999977, 0.9999988)
bones/143/scale = Vector3(1.000005, 0.99999815, 0.9999967)
bones/145/rotation = Quaternion(-1.7910523e-07, 0.10005118, -9.714451e-08, 0.9949823)
bones/145/scale = Vector3(1.0000045, 0.99999803, 0.9999968)
bones/147/scale = Vector3(1.0000035, 0.99999845, 0.9999981)
bones/148/rotation = Quaternion(2.0844507e-07, 0.011625211, 4.5709146e-07, 0.9999325)
bones/148/scale = Vector3(1.000004, 0.9999991, 0.999998)
bones/150/rotation = Quaternion(-0.51635444, 0.16816957, -0.63408744, 0.55048186)
bones/150/scale = Vector3(1.000001, 1.0000067, 1.000004)
bones/151/rotation = Quaternion(-0.24332346, -0.12663896, -0.6612195, 0.6982443)
bones/151/scale = Vector3(1.0000011, 1.0000017, 1.0000095)
bones/152/position = Vector3(0.027921734, -0.124764316, 0.07102555)
bones/152/rotation = Quaternion(-0.12973516, 0.47151387, -0.86254627, -0.12983702)
bones/153/rotation = Quaternion(-0.018797398, 0.13857722, 0.33871746, 0.9304373)
bones/155/rotation = Quaternion(-0.36541468, 0.16190512, -0.07102372, 0.91390073)
bones/155/scale = Vector3(0.99999994, 1, 0.9999998)
bones/156/rotation = Quaternion(0.68045896, -0.19169958, -0.3896983, 0.59022206)
bones/157/rotation = Quaternion(-0.01277751, -0.011854968, -0.0001513001, 0.9998481)
bones/157/scale = Vector3(1.0423003, 1.0422994, 1.0423005)
bones/158/rotation = Quaternion(0.021521209, -2.5687226e-07, -2.570953e-07, 0.9997684)
bones/158/scale = Vector3(0.9882631, 0.98826426, 0.9882618)
bones/159/position = Vector3(-0.19594839, 0.65740275, -0.2251139)
bones/159/rotation = Quaternion(0.28422734, 0.29369113, -0.68527013, -0.60279787)
bones/159/scale = Vector3(1.0000027, 1.0000043, 1.0000049)
bones/161/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/161/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/162/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/162/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/165/position = Vector3(-1.5017577e-08, 0.26895812, -1.6243575e-08)
bones/165/rotation = Quaternion(-0.019247467, -0.20323175, 0.97894067, -0.0012537595)
bones/166/position = Vector3(0.0034187725, -3.131728, 0.9674823)
bones/167/position = Vector3(0.209171, 5.0901713, -2.6670303)
bones/167/rotation = Quaternion(0.16656846, 0.015223213, 0.18356222, 0.9686734)
bones/167/scale = Vector3(0.9999988, 0.9999987, 1.0000023)
bones/168/position = Vector3(0.18381567, -0.9622623, 0.9894084)
bones/168/rotation = Quaternion(0.9362244, -6.2652596e-08, -0.34127164, -0.083770975)
bones/168/scale = Vector3(1.0000011, 1.0000015, 1.0000101)
bones/170/position = Vector3(0.748137, 0.69556385, 3.7252903e-09)
bones/170/rotation = Quaternion(0.019250846, -0.20323181, 0.9789406, 0.001253055)
bones/171/position = Vector3(0.6322718, -2.6572587, 0.6064028)
bones/172/position = Vector3(-1.5122895, 4.4686184, -2.7014794)
bones/172/rotation = Quaternion(0.21553025, -0.03620148, 0.11066054, 0.9695311)
bones/172/scale = Vector3(0.99999887, 0.9999985, 1.0000024)
bones/173/position = Vector3(0.18381546, -0.96226203, 0.9894083)
bones/173/rotation = Quaternion(0.93622434, -2.9748788e-08, 0.34127158, -0.083771475)
bones/173/scale = Vector3(0.999999, 1.0000014, 0.99999464)
bones/175/position = Vector3(0.2542465, -2.2077389, 0.9589075)
bones/175/rotation = Quaternion(-0.008919476, -0.00021326332, -0.000697989, 0.99996)
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
bones/186/position = Vector3(0.57634556, 3.7607954, 0.15364014)
bones/186/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
bones/197/position = Vector3(-0.0011225368, -0.015787723, -0.051779967)
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
bones/200/position = Vector3(-1.0407574, 3.6267605, -0.083099455)
bones/200/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
[editable path="bear_model"]
[editable path="bear_model/test_cube/Bear_FX"]
+70
View File
@@ -0,0 +1,70 @@
[gd_scene format=3]
[ext_resource type="Script" path="res://hitbox.gd" id="1_qxn4a"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_6dow8"]
height = 3.0
radius = 4.0
[sub_resource type="BoxShape3D" id="BoxShape3D_tmmfg"]
size = Vector3(2.6, 2.5, 20)
[sub_resource type="Animation" id="Animation_wcwtv"]
length = 0.25
tracks/0/type = "scale_3d"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("LeapSlamHitbox/CollisionShape3D")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = PackedFloat32Array(0, 1, 0.12, 1, 0.12, 0.06, 1, 1, 1, 1, 0.25, 1, 1, 1, 1)
[sub_resource type="Animation" id="Animation_bg5u7"]
length = 0.3
tracks/0/type = "scale_3d"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("SmashHitbox/CollisionShape3D")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = PackedFloat32Array(0, 1, 1, 1, 0.02, 0.1, 1, 1, 1, 1, 0.3, 1, 1, 1, 1)
tracks/1/type = "position_3d"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("SmashHitbox/CollisionShape3D")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = PackedFloat32Array(0, 1, 0, 0.9, 0.2, 0.1, 1, 0, 0.9, 10, 0.3, 1, 0, 0.9, 10)
[sub_resource type="AnimationLibrary" id="AnimationLibrary_u1id2"]
_data = {
&"leap_slam": SubResource("Animation_wcwtv"),
&"smash_travel": SubResource("Animation_bg5u7")
}
[node name="AttackHitboxes" type="Node3D" unique_id=2010404706]
[node name="LeapSlamHitbox" type="Area3D" parent="." unique_id=1751893032]
collision_layer = 0
collision_mask = 2
monitoring = false
monitorable = false
script = ExtResource("1_qxn4a")
[node name="CollisionShape3D" type="CollisionShape3D" parent="LeapSlamHitbox" unique_id=1320172052]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
shape = SubResource("CylinderShape3D_6dow8")
[node name="SmashHitbox" type="Area3D" parent="." unique_id=1579648726]
collision_layer = 0
collision_mask = 2
monitoring = false
monitorable = false
script = ExtResource("1_qxn4a")
[node name="CollisionShape3D" type="CollisionShape3D" parent="SmashHitbox" unique_id=528637962]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 10)
shape = SubResource("BoxShape3D_tmmfg")
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=2139876757]
libraries/ = SubResource("AnimationLibrary_u1id2")
+12 -1
View File
@@ -24,11 +24,15 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
| `matador.gd` | Matador AI (wander / ragdoll state machine) |
| `levels/matador_spawn.gd` | Arena spawner — one matador per designer-placed child `Node3D` spawn point (each enters with a jump-roll toward center); falls back to a programmatic spread if no spawn points are present. Also handles the split-on-death hydra logic |
| `levels/bear_spawn.gd` | Bear-level spawner — instantiates `enemy_scene` at the arena center; emits the same `all_defeated` / `matador_killed` signals as `matador_spawn.gd` |
| `Bear.tscn` / `bear.gd` | Dark-Souls-style bear boss (`CharacterBody3D`). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (`bear_lunge_speed`) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (`bear_leap_impact_frame`); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (`bear_stagger_cd`), phase 2 enrage under `bear_enrage_frac` HP. Never damages the bull by colliding — only swings/slams. Joins `&"matador"` so bull abilities already hit it. Tuning under the `Bear` DP section |
| `Bear.tscn` / `bear.gd` | Dark-Souls-style bear boss (`CharacterBody3D`). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (`bear_lunge_speed`) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (`bear_leap_impact_frame`); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (`bear_stagger_cd`), phase 2 enrage under `bear_enrage_frac` HP. Never damages the bull by colliding — only swings/slams. A horns-first bull charge wounds it (`_sweep_bull_ram`: swept prev→now so a tunnelling/point-blank charge still lands, gated by `bear_ram_reach` + `bull_gore_arc`, edge-triggered = one charge per wound). Joins `&"matador"` so bull abilities already hit it. Tuning under the `Bear` DP section |
| `BearAttackHitboxes.tscn` | The bear's attack colliders as a self-contained sub-scene (instanced under `bear_model`): a `LeapSlamHitbox` (Hitbox + cylinder = ground circle) and `SmashHitbox` (Hitbox + box = forward shockwave lane), plus an `AnimationPlayer` whose `leap_slam` / `smash_travel` clips author each collider's size + travel — scrub to tweak, like `Bear_FX`. `bear.gd` only fires the clip, arms the knock-up shaping, and sweeps for overlaps while it runs (see `_setup_attack_hitboxes` / `_start_attack_hitbox`) |
| `Sword.tscn` / `hitbox.gd` | The matador's sword wrapper (glb + editor-tweakable `BladeHitbox`). `hitbox.gd` (`class_name Hitbox`, Area3D) is the shared attack collider: `activate()`/`deactivate()` gate an active window, `sweep()` catches bodies already inside (AoE), and knock-up can ramp by distance (`knock_up_min_dist`/`_max_dist`) for the bear's outer-ring launch / further-hit-flies-higher |
| `levels/run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights |
| `levels/level_def.gd` | `LevelDef` resource — a level's name / map colour / `scene_path` (always the shell) / `level_scene` (the level module instanced into the shell) / optional `enemy_scene` (arena wave vs. a boss like the bear) |
| `levels/map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) |
| `levels/MapScreen.tscn` / `levels/map_screen.gd` | Between-fights map screen; win → pick a node → next level |
| `crowd_marker.gd` | `CrowdMarker` (`@tool Node3D`, `class_name`) — designer drops one per billboard spectator via the editor's Add-Node dialog; picks one of six 60°-spaced facings from the `orientation` dropdown. Draws an editor-only preview (slab + forward arrow, never serialised) and joins the `&"crowd_marker"` group |
| `crowd_billboards.gd` / `crowd_billboard.gdshader` | `MultiMeshInstance3D` that harvests every `CrowdMarker` (group `&"crowd_marker"`) into one draw call, using each marker's world position + chosen facing. Front/back sprite sheet baked by `tools/bake_crowd_sheet.gd`; falls back to a generated inward-facing ring when no markers are placed |
| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) |
| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
| `Blender/` | Blender source files, animation scripts, FBX exports |
@@ -104,6 +108,13 @@ godot --headless --script tests/performance_test.gd # frame-budget regression
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s
godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s
godot --headless --script tests/bear_fx_test.gd # bear attack-FX: each Bear_FX clip pops its mesh + self-hides, ~2 s
godot --headless --script tests/bear_hitbox_test.gd # bear attack colliders: leap launches everywhere (ring_frac slider) + smash lane travel, ~3 s
godot --headless --script tests/bear_ram_test.gd # a horns-first bull charge wounds the bear once; away/wide/slow spared, ~3 s
godot --headless --script tests/matador_stab_test.gd # matador's BladeHitbox thrust gores a stationary bull, and a landed stab breaks it off to taunt (anti-spam), ~2 s
godot --headless --script tests/matador_taunt_react_test.gd # a taunting matador answers a charge: spear from range, sword up close, ignores non-charges, ~2 s
godot --headless --script tests/matador_charge_test.gd # bull's charge is swept (tunnel-proof) so a fast dash still gores; a committed charge pierces the survival roll, ~2 s
godot --headless --script tests/matador_spear_test.gd # thrown spear masks the BULL layer and hits a stationary bull, ~2 s
# Gameplay test with real rendering (inspect frame strip visually):
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
-137
View File
@@ -1,137 +0,0 @@
[gd_scene format=3 uid="uid://c4df4qgpc3d5g"]
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="1_eicjn"]
[ext_resource type="Script" uid="uid://dycnoiadljbb1" path="res://Assets/matador_intro_menu.gd" id="2_5jr0i"]
[ext_resource type="PackedScene" uid="uid://dio67r8ambe7h" path="res://Assets/arena_placeholder_v01.glb" id="3_1v6n4"]
[ext_resource type="PackedScene" uid="uid://dxe72ig8gfbcg" path="res://Assets/arena model2026.glb" id="3_5jr0i"]
[ext_resource type="PackedScene" uid="uid://crtm0xtiql3r8" path="res://Player.tscn" id="4_eicjn"]
[ext_resource type="Texture2D" uid="uid://3syhacswepyj" path="res://HDRI/kloppenheim_06_puresky_4k.hdr" id="6_1v6n4"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_eicjn"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_w7j4y"]
panorama = ExtResource("6_1v6n4")
energy_multiplier = 5.6
[sub_resource type="Sky" id="Sky_3el7n"]
sky_material = SubResource("PanoramaSkyMaterial_w7j4y")
[sub_resource type="Environment" id="Environment_5jr0i"]
background_mode = 2
background_energy_multiplier = 0.18
sky = SubResource("Sky_3el7n")
ambient_light_color = Color(0.31061712, 0.31061712, 0.3106171, 1)
ambient_light_energy = 16.0
ssao_enabled = true
ssao_radius = 1.17
ssao_intensity = 0.0
glow_intensity = 0.34
glow_strength = 0.29
glow_bloom = 0.1
fog_light_color = Color(2.211, 2.211, 2.211, 1)
fog_light_energy = 0.01
fog_density = 0.0399
volumetric_fog_enabled = true
volumetric_fog_density = 0.0005
volumetric_fog_emission = Color(1, 1, 1, 1)
volumetric_fog_emission_energy = 7.85
volumetric_fog_anisotropy = 0.9
volumetric_fog_length = 69.07
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_5jr0i"]
dof_blur_far_enabled = true
dof_blur_far_distance = 26.01
dof_blur_near_enabled = true
dof_blur_near_distance = 2.6
dof_blur_near_transition = 5.0
[node name="IntroMenu" type="Node3D" unique_id=2130618263]
[node name="Matador" parent="." unique_id=166852612 instance=ExtResource("1_eicjn")]
transform = Transform3D(-0.56715536, 0, -0.8236109, 0, 1, 0, 0.8236109, 0, -0.56715536, 5.2114463, -0.08998108, 1.8927763)
script = ExtResource("2_5jr0i")
[node name="Skeleton3D" parent="Matador/Armature" parent_id_path=PackedInt32Array(166852612, 1447304122) index="0" unique_id=357848305]
bones/0/position = Vector3(0.056660548, 0.6424767, -0.0167365)
bones/0/rotation = Quaternion(0.013179442, -0.2660563, 0.073319815, 0.9610747)
bones/1/rotation = Quaternion(0.06234612, 0.049236443, 0.08183311, 0.99347484)
bones/2/rotation = Quaternion(-0.073883414, -0.049860783, -0.17668208, 0.9802238)
bones/3/rotation = Quaternion(0.1986702, -0.17794952, -0.71790075, 0.6430262)
bones/4/rotation = Quaternion(0.34491858, -0.4473084, -0.25076818, 0.7861691)
bones/5/rotation = Quaternion(0.2577085, 0.103201896, -0.6748433, 0.68375605)
bones/6/rotation = Quaternion(1.7417646e-08, -1.0305205e-07, -0.05870078, 0.99827564)
bones/7/rotation = Quaternion(0.24033272, 0.3103031, 0.5222128, 0.7571301)
bones/8/rotation = Quaternion(5.5530215e-08, 1.2911333e-07, 0.055464897, 0.99846065)
bones/9/rotation = Quaternion(-6.3051346e-09, -3.6333955e-07, 0.005667881, 0.999984)
bones/10/rotation = Quaternion(2.5839595e-08, 9.468444e-08, 0.058700778, 0.99827564)
bones/11/rotation = Quaternion(0.39202607, 0.47060946, 0.57993996, 0.53713304)
bones/12/rotation = Quaternion(0.8712108, 0.008231261, 0.48523128, 0.073990606)
bones/13/rotation = Quaternion(-0.056263044, 0.0027001738, 0.3080972, 0.9496859)
bones/14/rotation = Quaternion(0.016082464, 0.024660494, -0.86586916, 0.4994036)
bones/15/rotation = Quaternion(0.6067664, -0.3062479, -0.7163194, 0.15790276)
bones/16/rotation = Quaternion(-0.0731876, -0.0023153822, -0.47496143, 0.87695485)
bones/17/rotation = Quaternion(-0.11824294, -0.17776872, 0.80557114, 0.55269533)
bones/18/rotation = Quaternion(0.5305965, -0.28927496, 0.76720744, -0.21489605)
bones/20/position = Vector3(0.22012731, 0.38421977, 0.36399037)
bones/21/position = Vector3(-0.23671798, 0.052281797, -0.027087089)
bones/21/rotation = Quaternion(0.5078295, -0.4920459, -0.4920459, 0.50782955)
bones/22/position = Vector3(-0.39721552, 0.31719273, 0.3595722)
bones/23/position = Vector3(-0.9167187, 1.3206767, 0.42621902)
bones/23/rotation = Quaternion(0.9993525, -0.0021175682, 0.03502641, -0.00795782)
bones/24/rotation = Quaternion(0.08874816, -0.018719967, -0.04671622, 0.99478185)
bones/25/rotation = Quaternion(0.09634846, -0.0268489, -0.04050248, 0.9941608)
[node name="matador" parent="Matador/Armature/Skeleton3D" index="0" unique_id=593562242]
transform = Transform3D(0.8642424, 0, 0.50307554, 0, 1, 0, -0.50307554, 0, 0.8642424, 0, 0, 0)
[node name="Muleta" parent="Matador/Armature/Skeleton3D" index="1" unique_id=978680467]
cast_shadow = 0
[node name="Camera3D" type="Camera3D" parent="." unique_id=1531255459]
transform = Transform3D(0.42176014, 0.2362673, 0.8753835, -0.10687317, 0.97167695, -0.21076548, -0.900387, -0.0046625203, 0.4350652, 8.41945, 0.17132203, 2.0652685)
fov = 41.6
near = 0.001
[node name="arena model2026" parent="." unique_id=179544183 instance=ExtResource("3_5jr0i")]
transform = Transform3D(-0.83746713, 0, 0.54648757, 0, 0.99999994, 0, -0.54648757, 0, -0.83746713, 3.8733478, -0.6, -1.1080065)
[node name="arena_placeholder_v01" parent="." unique_id=1343590504 instance=ExtResource("3_1v6n4")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.3344436, 0, -1.5401263)
visible = false
[node name="StaticBody3D" type="StaticBody3D" parent="arena_placeholder_v01" unique_id=340133176]
[node name="CollisionShape3D" type="CollisionShape3D" parent="arena_placeholder_v01/StaticBody3D" unique_id=201484167]
transform = Transform3D(-33.265, 4.9526625e-07, -2.9081186e-06, 5.0228755e-06, 3.28, 0, -2.9081186e-06, 4.329755e-14, 33.265, 0, -3.3065948, 0)
shape = SubResource("CylinderShape3D_eicjn")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=660229295]
transform = Transform3D(0.9491592, 0.31479403, -0.0014368258, -0.28033537, 0.84731936, 0.45106864, 0.14321098, -0.4277331, 0.89248836, 1.1162033, 7.3956842, -4.480528)
light_energy = 1.32
shadow_enabled = true
shadow_blur = 8.689
[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="." unique_id=498871251]
transform = Transform3D(0.835524, -0.5376153, 0.11344351, -0.48260456, -0.6193575, 0.6192651, -0.26266432, -0.572159, -0.7769435, 1.1162033, 7.3956842, -4.480528)
visible = false
light_energy = 0.415
light_indirect_energy = 16.0
light_volumetric_fog_energy = 1.11
shadow_blur = 10.0
[node name="Player" parent="." unique_id=165510044 instance=ExtResource("4_eicjn")]
transform = Transform3D(0.9563367, 0, 0.29226705, 0, 1, 0, -0.29226705, 0, 0.9563367, 3.0920272, 0.39692497, -4.302477)
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=114793752]
environment = SubResource("Environment_5jr0i")
camera_attributes = SubResource("CameraAttributesPractical_5jr0i")
[node name="SpotLight3D" type="SpotLight3D" parent="." unique_id=1428020323]
transform = Transform3D(0.94930077, -0.05846006, -0.30888584, 0.21308771, 0.8420559, 0.4955155, 0.23113126, -0.53621286, 0.81182146, -20.807917, 10.690277, 20.135067)
visible = false
light_energy = 16.0
light_volumetric_fog_energy = 16.0
shadow_enabled = true
spot_range = 84.316696
[editable path="Matador"]
+7 -8
View File
@@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://matador_scene_v1"]
[gd_scene format=3 uid="uid://d0te4mwbh33ag"]
[ext_resource type="Script" path="res://matador.gd" id="1_matgd"]
[ext_resource type="Script" uid="uid://bvfa7xi0luysk" path="res://matador.gd" id="1_matgd"]
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="2_matfbx"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
@@ -11,19 +11,18 @@ height = 1.2
radius = 0.45
height = 1.4
[node name="Matador" type="CharacterBody3D"]
[node name="Matador" type="CharacterBody3D" unique_id=1781857630]
script = ExtResource("1_matgd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=2101651042]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="."]
monitoring = true
[node name="HitArea" type="Area3D" parent="." unique_id=745037545]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=1497356275]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="matador2" parent="." instance=ExtResource("2_matfbx")]
[node name="matador2" parent="." unique_id=1487256381 instance=ExtResource("2_matfbx")]
+5
View File
@@ -0,0 +1,5 @@
[gd_resource type="StandardMaterial3D" format=3 uid="uid://b73nb47y8ppt"]
[resource]
albedo_color = Color(0.26098922, 0.27367952, 0.27059656, 1)
metallic = 1.0
+14
View File
@@ -0,0 +1,14 @@
shader_type spatial;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}
+1
View File
@@ -0,0 +1 @@
uid://bme1rkldtyrhu
+4
View File
@@ -0,0 +1,4 @@
[gd_resource type="StandardMaterial3D" format=3 uid="uid://isrp2y47xs5x"]
[resource]
albedo_color = Color(0.49425018, 0.31969637, 0.21259204, 1)
+5
View File
@@ -0,0 +1,5 @@
[gd_resource type="StandardMaterial3D" format=3 uid="uid://blpkmyikjnhbo"]
[resource]
emission_enabled = true
emission = Color(0.4627451, 0.8117647, 0.9490196, 1)
+5
View File
@@ -0,0 +1,5 @@
[gd_resource type="StandardMaterial3D" format=3 uid="uid://dgmk764033feq"]
[resource]
emission_enabled = true
emission = Color(0.7096375, 0.3347874, 0.09943161, 1)
+32 -45
View File
@@ -4,30 +4,18 @@
[ext_resource type="Script" uid="uid://cpyq2r5cq653g" path="res://camera_iso.gd" id="2_camera_iso"]
[ext_resource type="PackedScene" uid="uid://bun14xmk20pcj" path="res://Assets/bull.fbx" id="4_e80uo"]
[sub_resource type="SphereShape3D" id="SphereShape3D_chest"]
radius = 0.35
[sub_resource type="SphereShape3D" id="SphereShape3D_belly"]
radius = 0.4
[sub_resource type="SphereShape3D" id="SphereShape3D_hips"]
radius = 0.3
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_kne1u"]
radius = 0.7495117
height = 1.845398
[node name="Player" type="CharacterBody3D" unique_id=165510044]
collision_layer = 3
collision_layer = 2
collision_mask = 9
script = ExtResource("1_xhfnw")
[node name="CollisionChest" type="CollisionShape3D" parent="." unique_id=447032296]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.505, -0.2)
shape = SubResource("SphereShape3D_chest")
[node name="CollisionBelly" type="CollisionShape3D" parent="." unique_id=571780801]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.505, 0.1)
shape = SubResource("SphereShape3D_belly")
[node name="CollisionHips" type="CollisionShape3D" parent="." unique_id=717874116]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.505, 0.4)
shape = SubResource("SphereShape3D_hips")
[node name="CollisionBull" type="CollisionShape3D" parent="." unique_id=571780801]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.29183745, 0.3197594)
shape = SubResource("CapsuleShape3D_kne1u")
[node name="Camera3D" type="Camera3D" parent="." unique_id=1120161087]
script = ExtResource("2_camera_iso")
@@ -35,31 +23,30 @@ script = ExtResource("2_camera_iso")
[node name="bull" parent="." unique_id=1386495166 instance=ExtResource("4_e80uo")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.655, 0.23)
[node name="Skeleton3D" parent="bull/Armature" parent_id_path=PackedInt32Array(1386495166, 547304299) index="0" unique_id=2096877109]
[node name="Skeleton3D" parent="bull/Armature" parent_id_path=PackedInt32Array(1386495166, 1942410469) index="0" unique_id=550138996]
bones/0/position = Vector3(0, 0, 0.009963839)
bones/0/rotation = Quaternion(-0.733504, -0.0036974847, 0.0013620416, -0.67967373)
bones/0/scale = Vector3(1, 0.99999994, 0.99999994)
bones/1/position = Vector3(0.0035266252, -0.0043296535, 0.0040827994)
bones/1/rotation = Quaternion(0.020680686, 0.45675468, 0.8716418, -0.1766016)
bones/2/rotation = Quaternion(0.3289326, -0.03432299, -0.06047997, 0.94178957)
bones/4/position = Vector3(0.0045358227, -0.0021376952, -0.004238624)
bones/4/rotation = Quaternion(-0.2448651, -0.018126775, 0.96885973, -0.0319902)
bones/4/scale = Vector3(1.0000001, 1, 1.0000001)
bones/5/rotation = Quaternion(-0.7492961, -0.32333943, -0.24235487, 0.5246629)
bones/5/scale = Vector3(1, 1, 1)
bones/6/rotation = Quaternion(0.32210493, 0.15572408, 0.14126852, 0.9230611)
bones/6/scale = Vector3(0.9999998, 1, 1)
bones/17/position = Vector3(-2.3283064e-12, 0.0009373817, 0.007552617)
bones/17/rotation = Quaternion(-5.3357535e-08, 0.7071068, 0.7071067, -5.3357535e-08)
bones/19/position = Vector3(-0.0035266252, -0.0043296525, 0.0040827994)
bones/19/rotation = Quaternion(0.07793758, -0.2513099, 0.94914854, 0.1728764)
bones/20/rotation = Quaternion(-0.3791731, -0.08821739, 0.07153107, 0.91832936)
bones/22/position = Vector3(-0.0045358227, -0.0021376943, -0.004238624)
bones/22/rotation = Quaternion(0.20629132, 0.46411392, 0.84344316, 0.17506008)
bones/22/scale = Vector3(1.0000001, 1.0000001, 1.0000001)
bones/23/rotation = Quaternion(-0.7287124, 0.31838557, 0.209407, 0.5689971)
bones/23/scale = Vector3(1.0000001, 1.0000002, 1.0000002)
bones/24/rotation = Quaternion(0.71033937, -0.13944183, -0.049755, 0.6881123)
bones/24/scale = Vector3(0.9999999, 1, 1.0000001)
bones/0/rotation = Quaternion(0.7071068, 0, 0, 0.7071067)
bones/0/scale = Vector3(1, 1, 1)
bones/1/position = Vector3(0.003526625, -0.0043296535, 0.0040827994)
bones/1/rotation = Quaternion(-0.00038647873, 0.06909673, 0.9868542, -0.14609687)
bones/2/rotation = Quaternion(-0.06929122, 3.2175163e-07, -0.112670615, 0.99121344)
bones/4/position = Vector3(0.0045358227, -0.002137695, -0.004238624)
bones/4/rotation = Quaternion(-0.24948503, 0.19590352, 0.9416978, -0.11217985)
bones/4/scale = Vector3(1.0000001, 0.9999999, 1.0000001)
bones/5/rotation = Quaternion(-0.58943665, -0.3660725, -0.22564478, 0.683842)
bones/5/scale = Vector3(1, 1.0000001, 0.99999994)
bones/6/rotation = Quaternion(0.52910197, 0.15997827, 0.120245, 0.8246207)
bones/6/scale = Vector3(1, 1, 1.0000001)
bones/17/position = Vector3(0, 0.0009373814, 0.007552617)
bones/17/rotation = Quaternion(-9.4156974e-08, 0.7071068, 0.7071067, -9.4156974e-08)
bones/19/position = Vector3(-0.003526625, -0.0043296535, 0.0040827994)
bones/19/rotation = Quaternion(0.00038647873, 0.06909673, 0.9868542, 0.14609687)
bones/20/rotation = Quaternion(-0.06929122, -3.2227587e-07, 0.11267061, 0.99121344)
bones/22/position = Vector3(-0.0045358227, -0.002137695, -0.004238624)
bones/22/rotation = Quaternion(0.24948503, 0.19590352, 0.9416978, 0.11217985)
bones/23/rotation = Quaternion(-0.58943665, 0.3660725, 0.22564478, 0.683842)
bones/23/scale = Vector3(1, 1.0000001, 1)
bones/24/rotation = Quaternion(0.529102, -0.15997836, -0.120245025, 0.82462066)
bones/24/scale = Vector3(1, 1.0000001, 1)
[editable path="bull"]
+15
View File
@@ -0,0 +1,15 @@
[gd_scene format=3 uid="uid://c8spearwrap01"]
[ext_resource type="PackedScene" uid="uid://jepc74w8opbu" path="res://Assets/spear.glb" id="1_spearglb"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_shaft"]
radius = 0.13
height = 2.2
[node name="Spear" type="Node3D"]
[node name="spear" parent="." instance=ExtResource("1_spearglb")]
[node name="HitShape" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0.79)
shape = SubResource("CapsuleShape3D_shaft")
+20
View File
@@ -0,0 +1,20 @@
[gd_scene format=3 uid="uid://c8swordwrap01"]
[ext_resource type="PackedScene" uid="uid://xyvank512l5n" path="res://Assets/sword.glb" id="1_swordglb"]
[ext_resource type="Script" path="res://hitbox.gd" id="2_hitbox"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_blade"]
radius = 0.18
height = 1.3
[node name="Sword" type="Node3D"]
[node name="sword" parent="." instance=ExtResource("1_swordglb")]
[node name="BladeHitbox" type="Area3D" parent="."]
script = ExtResource("2_hitbox")
damage_cause = "gored"
[node name="CollisionShape3D" type="CollisionShape3D" parent="BladeHitbox"]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0.8)
shape = SubResource("CapsuleShape3D_blade")
+1 -1
View File
@@ -8,5 +8,5 @@ script="rider-plugin.gd"
[presets]
active="off"
active="on"
presets="presets.json"
+290 -63
View File
@@ -26,7 +26,25 @@ var _phase: Phase = Phase.WINDUP
var _bull: CharacterBody3D = null
var _skeleton: Skeleton3D = null
var _anim_player: AnimationPlayer = null
# Separate player baked into Assets/fx/Bear_FX.glb: each clip scales one FX mesh up from 0
# and back at its strike frame (self-hiding), so bear.gd just fires the matching clip.
var _fx_player: AnimationPlayer = null
var _fx_root: Node = null
# Shaped attack colliders live in BearAttackHitboxes.tscn (under bear_model, so they track the
# bear's facing): a ground-circle cylinder for the leap slam and a forward box lane for the smash.
# Their sizes AND their travel/pop motion are authored in that scene's AnimationPlayer (clips
# "leap_slam" / "smash_travel") — scrub them there to tweak. bear.gd only fires the clip, sets the
# knock-up shaping, activates monitoring, and sweeps for overlaps while the clip runs.
var _leap_hitbox: Hitbox = null
var _smash_hitbox: Hitbox = null
var _hitbox_anim: AnimationPlayer = null
var _active_hitbox: Hitbox = null
var _blood_burst: CPUParticles3D = null
# Bull-ram tracking: the bull's position last frame (to sweep its travel) and whether it was mid-ram
# last frame (edge-trigger so one charge = one wound, re-arming when the bull breaks off).
var _bull_prev_pos: Vector3 = Vector3.ZERO
var _bull_prev_seen: bool = false
var _bull_ramming: bool = false
var _hp: int = 10
var _enraged: bool = false
@@ -57,6 +75,11 @@ var _anim_stand: StringName = &"" # IDLE_standing — reared-up wind-up / ro
var _anim_swipe: StringName = &"" # ONE_TWO_HIT — double swipe
var _anim_smash: StringName = &"" # SMASH_HIT — overhead smash
var _anim_leap: StringName = &"" # JUMP_SMASH — leap slam
var _anim_death: StringName = &"" # DEATH — death
#take hit flashing
var _hit_flash_active := false
var _hit_flash_tween: Tween
const _ACCEL_FACTOR: float = 9.0
# Hard deceleration for planted states (wind-up / recovery / neutral settle) so the bear
@@ -73,9 +96,10 @@ const _BULL_STANDOFF: float = 1.9
@onready var _mesh: Node3D = $bear_model
@onready var _hit_area: Area3D = $HitArea
var _dust: CPUParticles3D = null
# Claw-slash bursts bound to the paw bones, fired one per hit of the 1-2 punch.
var _claw_l: CPUParticles3D = null
var _claw_r: CPUParticles3D = null
const RigidSkin = preload("res://rigid_skin.gd")
func _ready() -> void:
@@ -85,6 +109,17 @@ func _ready() -> void:
health_changed.emit(_hp, _hp)
_skeleton = _find_skeleton(_mesh)
_anim_player = _find_anim_player(_mesh)
_fx_root = _mesh.get_node_or_null("Bear_FX")
if _fx_root:
_fx_player = _fx_root.get_node_or_null("AnimationPlayer") as AnimationPlayer
if _fx_player:
# The smash/leap clips end held at full scale (Siim only ramped the claw clips back
# down), so snap each effect back to 0 when its clip finishes — keeps them one-shot.
_fx_player.animation_finished.connect(_on_fx_finished)
# Web (Mali/ANGLE) can't run Compatibility vertex-skinning; rebuild the bear as
# non-skinned bone-attached pieces there. Desktop keeps smooth GPU skinning.
if OS.has_feature("web"):
RigidSkin.convert_tree(self)
if _anim_player:
_anim_idle = _resolve_anim(["IDLE_ON4LEGS", "IDLE"])
_anim_run = _resolve_anim(["RUN_ON4LEGS", "RUN"])
@@ -93,29 +128,66 @@ func _ready() -> void:
_anim_swipe = _resolve_anim(["ONE_TWO_HIT", "SMASH_HIT"])
_anim_smash = _resolve_anim(["SMASH_HIT", "ONE_TWO_HIT"])
_anim_leap = _resolve_anim(["JUMP_SMASH", "SMASH_HIT"])
_anim_death = _resolve_anim(["DEATH"])
# Loop the locomotion / idle clips; the attack clips (swipe/smash/leap) are one-shot,
# so their on-ground settle frames play once and then hold instead of looping.
for a in [_anim_idle, _anim_run, _anim_walk2, _anim_stand]:
_ensure_loop(a)
for a in [_anim_swipe, _anim_smash, _anim_leap]:
for a in [_anim_swipe, _anim_smash, _anim_leap, _anim_death]:
_set_no_loop(a)
_anim_player.playback_default_blend_time = 0.12
_hit_area.body_entered.connect(_on_body_entered)
_blood_burst = preload("res://blood_burst.gd").new()
add_child(_blood_burst)
_dust = _make_slam_dust()
add_child(_dust)
_setup_claws()
_setup_attack_hitboxes()
_enter_neutral()
#take hit flashing
func _hit_flash() -> void:
if _mesh == null:
return
if _hit_flash_tween:
_hit_flash_tween.kill()
_hit_flash_active = true
# Make the bear red
for child in _mesh.find_children("*", "MeshInstance3D", true, false):
var mesh := child as MeshInstance3D
if mesh:
mesh.material_overlay = _make_hit_overlay()
# Flash for 0.1 sec, then remove
_hit_flash_tween = create_tween()
_hit_flash_tween.tween_interval(0.10)
_hit_flash_tween.tween_callback(_clear_hit_flash)
func _make_hit_overlay() -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(1.0, 0.05, 0.05, 1.0)
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
return mat
func _clear_hit_flash() -> void:
if _mesh == null:
return
for child in _mesh.find_children("*", "MeshInstance3D", true, false):
var mesh := child as MeshInstance3D
if mesh:
mesh.material_overlay = null
_hit_flash_active = false
# Bind a claw-slash emitter to each paw bone (hand_l / hand_r) via a BoneAttachment3D, so
# a burst fired on a swipe hit erupts from that paw wherever the animation has it.
func _setup_claws() -> void:
if _skeleton == null:
return
_claw_r = _attach_claw("hand_r")
_claw_l = _attach_claw("hand_l")
func _attach_claw(bone: String) -> CPUParticles3D:
@@ -164,6 +236,9 @@ func _physics_process(delta: float) -> void:
_acquire_bull()
_update_enrage()
_stagger_cd = maxf(0.0, _stagger_cd - delta)
_tick_attack_hitbox()
if _bull != null:
_sweep_bull_ram()
match _state:
State.NEUTRAL: _tick_neutral(delta)
@@ -233,15 +308,19 @@ func _decide() -> void:
var dist := _flat_dist_to_bull()
var options: Array
if dist <= DP.f("bear_close_range"):
# In strike range: punch or overhead (both step in during the swing).
options = [[State.SWIPE, 3.0], [State.SMASH, 3.0 if _enraged else 2.5]]
elif dist <= DP.f("bear_mid_range"):
# Mid: mostly walk the bull down on two legs; occasionally leap the gap.
options = [[State.STALK, 3.0], [State.LEAP, 2.0 if _enraged else 1.5]]
# Short range: claw attack
options = [[State.SWIPE, 3.0]]
else:
# Far: lope in on all fours, or spring across with a leap.
options = [[State.PROWL, 3.0], [State.LEAP, 1.5]]
# At distance: overhead smash 1/3 of the time, jump smash 2/3 — both close the gap as
# they land, so the bear slams its way in rather than walking (stalk/prowl).
options = [
[State.SMASH, 1.0],
[State.LEAP, 2.0]
]
_start_routine(_weighted_pick(options))
@@ -250,12 +329,21 @@ func _decide() -> void:
func _range_allows(routine: State) -> bool:
if _bull == null:
return routine == State.PROWL
var dist := _flat_dist_to_bull()
match routine:
State.SWIPE, State.SMASH:
State.SWIPE:
return dist <= DP.f("bear_close_range") * 1.4
State.LEAP:
return dist <= DP.f("bear_mid_range") * 1.5
State.SMASH:
# Smash can be started from any distance.
# The attack itself will move toward the bull.
return true
return true
@@ -342,12 +430,12 @@ func _tick_swipe(delta: float) -> void:
var frac := 1.0 - _phase_timer / maxf(_active_len, 0.001)
if _hits_done == 0 and frac >= 0.25:
_hits_done = 1
_play_fx(_claw_fx_clip(0))
_try_hit(DP.f("bear_swipe_reach"))
_claw_slash(true) # first paw (right) rakes across
elif _hits_done == 1 and frac >= 0.65:
_hits_done = 2
_play_fx(_claw_fx_clip(1))
_try_hit(DP.f("bear_swipe_reach"))
_claw_slash(false) # back-hand with the left paw
if _phase_timer <= 0.0:
_begin_recover(DP.f("bear_swipe_recover"))
Phase.RECOVER:
@@ -374,13 +462,16 @@ func _tick_smash(delta: float) -> void:
if _phase_timer <= 0.0:
_begin_attack_active(_anim_smash, 0.9)
Phase.ACTIVE:
# The overhead steps in less than the swipe — it's a commitment, not a rush.
_lunge_and_track(DP.f("bear_lunge_speed") * 0.5, delta)
# The overhead steps in less than the swipe — it's a commitment, not a rush. no rotation
_lunge_and_track_no_rotation(DP.f("bear_lunge_speed") * 0.5, delta)
_phase_timer -= delta
var frac := 1.0 - _phase_timer / maxf(_active_len, 0.001)
if _hits_done == 0 and frac >= 0.4:
_hits_done = 1
_slam(DP.f("bear_smash_radius"), 0.8)
_play_fx(&"Bear_fx_smash_hit")
_slam_dust()
_shake(0.8)
_begin_smash_hitbox() # plays the scene's "smash_travel" clip; swept in _tick_attack_hitbox
if _phase_timer <= 0.0:
_begin_recover(DP.f("bear_smash_recover"))
Phase.RECOVER:
@@ -431,7 +522,8 @@ func _tick_leap(delta: float) -> void:
elif _leap_airborne or _phase_timer <= 0.0:
velocity.x = 0.0
velocity.z = 0.0
_slam(DP.f("bear_slam_radius"), 0.7)
_play_fx(&"Bear_fx_jump_smash")
_fire_leap_hitbox()
_phase = Phase.RECOVER
_phase_timer = _scaled(DP.f("bear_leap_recover"))
Phase.RECOVER:
@@ -509,6 +601,20 @@ func _lunge_and_track(speed: float, delta: float) -> void:
_decelerate(_PLANT_DECEL, delta)
func _lunge_and_track_no_rotation(speed: float, delta: float) -> void:
if _bull == null:
_decelerate(_PLANT_DECEL, delta)
return
var to_bull := _flat_to_bull()
var dist := to_bull.length()
if speed > 0.0 and dist > _BULL_STANDOFF:
_accelerate(to_bull / dist, speed, delta)
else:
_decelerate(_PLANT_DECEL, delta)
# ── Hitting the bull ───────────────────────────────────────────────────────────────
# Directional strike: the bull is mauled inside `reach` of the bear that's facing it
@@ -528,17 +634,83 @@ func _try_hit(reach: float) -> bool:
return true
# Radial slam (smash / leap landing): hits any way the bull is, within `radius`, with a
# ground-pound shake and a burst of dust kicked up at the paws. No facing arc — you're
# caught if you're near where it comes down.
func _slam(radius: float, shake: float) -> void:
_slam_dust()
if _bull == null:
_shake(shake)
# Grab the designer-authored collider sub-scene (BearAttackHitboxes.tscn instanced under
# bear_model) and park both hitboxes deactivated. Shapes + travel are authored in that scene.
func _setup_attack_hitboxes() -> void:
var root := _mesh.get_node_or_null("AttackHitboxes") if _mesh else null
if root == null:
return
if _flat_dist_to_bull() <= radius:
_bull.call(&"take_sword_hit", "mauled")
_shake(shake)
_leap_hitbox = root.get_node_or_null("LeapSlamHitbox") as Hitbox
_smash_hitbox = root.get_node_or_null("SmashHitbox") as Hitbox
_hitbox_anim = root.get_node_or_null("AnimationPlayer") as AnimationPlayer
if _hitbox_anim != null:
# Advance the shape's travel in the physics step so it stays in lockstep with the sweep.
_hitbox_anim.callback_mode_process = AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS
if _leap_hitbox != null:
_leap_hitbox.deactivate()
if _smash_hitbox != null:
_smash_hitbox.deactivate()
# Leap landing: kick up dust + shake, launch the ground-circle collider clip, and arm it so the bull
# is launched from ANYWHERE in the circle (bear_leap_ring_frac 0). Raise ring_frac to restore a
# grounded inner zone that only mauls; the launch zone then starts at that fraction of the radius.
func _fire_leap_hitbox() -> void:
_slam_dust()
_shake(0.7)
if _leap_hitbox == null:
return
_leap_hitbox.knock_up = DP.f("bear_leap_knockup")
_leap_hitbox.knock_up_min_dist = DP.f("bear_leap_ring_frac") * _shape_extent(_leap_hitbox, true)
_leap_hitbox.knock_up_max_dist = 0.0 # binary: full-height launch everywhere it launches
_start_attack_hitbox(_leap_hitbox, &"leap_slam")
# Overhead smash: launch the lane clip; knock-up ramps 0→full with distance (further = higher),
# maxing at the lane's authored full length so the shape and the launch curve stay in sync.
func _begin_smash_hitbox() -> void:
if _smash_hitbox == null:
return
_smash_hitbox.knock_up = DP.f("bear_smash_knockup")
_smash_hitbox.knock_up_min_dist = 0.0
_smash_hitbox.knock_up_max_dist = _shape_extent(_smash_hitbox, false)
_start_attack_hitbox(_smash_hitbox, &"smash_travel")
# Activate the hitbox and play its authored motion clip; _tick_attack_hitbox sweeps for overlaps
# each frame while the clip runs, then deactivates when it ends.
func _start_attack_hitbox(hb: Hitbox, clip: StringName) -> void:
if _active_hitbox != null and _active_hitbox != hb:
_active_hitbox.deactivate()
hb.activate()
_active_hitbox = hb
if _hitbox_anim != null and _hitbox_anim.has_animation(clip):
_hitbox_anim.play(clip)
_hitbox_anim.seek(0.0, true)
func _tick_attack_hitbox() -> void:
if _active_hitbox == null:
return
_active_hitbox.sweep()
# The clip drives the shape's travel; when it stops, the swing is over — close the hitbox.
if _hitbox_anim == null or not _hitbox_anim.is_playing():
_active_hitbox.deactivate()
_active_hitbox = null
# Full extent (planar) of a hitbox's authored shape, for the knock-up distance math: the circle's
# radius (cylinder) or the lane's length (box half-size along local +Z, forward from the bear).
func _shape_extent(hb: Hitbox, radial: bool) -> float:
var cs := hb.get_node_or_null("CollisionShape3D") as CollisionShape3D
if cs == null:
return 0.0
if radial and cs.shape is CylinderShape3D:
return (cs.shape as CylinderShape3D).radius
if not radial and cs.shape is BoxShape3D:
# Box spans [0, size.z] because it's offset forward by half its length.
return (cs.shape as BoxShape3D).size.z
return 0.0
# Kick up a one-shot ring of dust at the bear's feet where the slam lands.
@@ -599,15 +771,6 @@ func _make_slam_dust() -> CPUParticles3D:
return p
# Fire the claw-slash burst on one paw for a swipe hit (right paw first, then left).
func _claw_slash(right: bool) -> void:
var claw := _claw_r if right else _claw_l
if claw == null:
return
claw.restart()
claw.emitting = true
# A short fan of pale streaks raked from a paw — thin boxes aligned to their velocity so
# they read as claw marks slashing outward. Built in code and parented to a hand bone.
func _make_claw_slash() -> CPUParticles3D:
@@ -671,24 +834,51 @@ func apply_ability_hit(hit_dir: Vector3, strength: float, _up_boost: float = 0.0
_take_hit(hit_dir, strength)
# Ramming: only a real charge from the bull wounds the bear; a gentle nudge is shrugged
# off. The bear never damages the bull by colliding — only its swings/slams do.
func _on_body_entered(body: Node3D) -> void:
if _state == State.DEAD or not body.is_in_group(&"player"):
# Only a horns-first charge wounds the bear. Swept (prev → now) so a tunnelling or point-blank charge
# still lands where body_entered wouldn't; edge-triggered (_bull_ramming) so one charge = one wound.
func _sweep_bull_ram() -> void:
var now := _bull.global_position
var seg_from := _bull_prev_pos if _bull_prev_seen else now
_bull_prev_pos = now
_bull_prev_seen = true
if _state == State.DEAD:
_bull_ramming = false
return
var player := body as CharacterBody3D
if player.velocity.length() < DP.f("bear_hit_threshold"):
return
var flat := Vector3(player.velocity.x, 0.0, player.velocity.z)
var dir := flat.normalized() if flat.length() > 0.5 else \
(global_position - player.global_position).normalized()
_take_hit(dir, player.velocity.length())
var vel := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
var speed := vel.length()
var ramming := false
if speed >= DP.f("bear_hit_threshold") and _horns_first(seg_from):
var a := Vector3(seg_from.x, 0.0, seg_from.z)
var b := Vector3(now.x, 0.0, now.z)
var p := Vector3(global_position.x, 0.0, global_position.z)
if p.distance_to(Geometry3D.get_closest_point_to_segment(p, a, b)) <= DP.f("bear_ram_reach"):
ramming = true
if ramming and not _bull_ramming:
var dir := vel.normalized() if speed > 0.5 else (global_position - now).normalized()
_take_hit(dir, speed)
_bull_ramming = ramming
# Horns-first gate: wound only when the bull's velocity points within bull_gore_arc of the direction
# from `from` to the bear. The dash ability skips the gate.
func _horns_first(from: Vector3) -> bool:
if _bull.has_method(&"is_dashing") and _bull.call(&"is_dashing"):
return true # the dash ability is a committed lunge — it rams on contact, no angle gate
var vel := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
if vel.length() < 0.5:
return false
var to_bear := global_position - from
to_bear.y = 0.0
if to_bear.length() < 0.01:
return true
return vel.normalized().dot(to_bear.normalized()) > cos(deg_to_rad(DP.f("bull_gore_arc")))
func _take_hit(hit_dir: Vector3, strength: float) -> void:
if _state == State.DEAD:
return
_hp -= 1
_hit_flash()
health_changed.emit(_hp, int(DP.f("bear_max_hp")))
hit_dir.y = 0.0
hit_dir = hit_dir.normalized()
@@ -728,19 +918,19 @@ func _die(hit_dir: Vector3) -> void:
_hit_area.monitoring = false
velocity = Vector3.ZERO
_blood_burst.burst(global_position + Vector3(0.0, 1.4, 0.0), hit_dir)
_play(_anim_idle)
_play(_anim_death)
# No death clip on the rig — topple the beast onto its side (about the hit direction,
# so it falls the way it was struck) and sink it away, then free.
var fall_axis := Vector3(-hit_dir.z, 0.0, hit_dir.x)
if fall_axis.length() < 0.01:
fall_axis = Vector3.RIGHT
var tween := create_tween()
tween.tween_property(_mesh, "rotation",
_mesh.rotation + fall_axis.normalized() * deg_to_rad(88.0), 0.7)\
.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
tween.tween_interval(2.5)
tween.tween_property(_mesh, "position:y", _mesh.position.y - 3.0, 1.0)
tween.tween_callback(queue_free)
#var fall_axis := Vector3(-hit_dir.z, 0.0, hit_dir.x)
#if fall_axis.length() < 0.01:
# fall_axis = Vector3.RIGHT
#var tween := create_tween()
#tween.tween_property(_mesh, "rotation",
# _mesh.rotation + fall_axis.normalized() * deg_to_rad(88.0), 0.7)\
# .set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
#tween.tween_interval(2.5)
#tween.tween_property(_mesh, "position:y", _mesh.position.y - 3.0, 1.0)
#tween.tween_callback(queue_free)
# ── Interface shared with the matador (guarded elsewhere via has_method) ─────────────
@@ -854,6 +1044,43 @@ func _play(anim_name: StringName) -> void:
_anim_player.play(anim_name)
# The two swipe hits map to the L/R claw-slash clips; bear_fx_claw_swap flips the order in
# case the baked left/right clips read reversed in-game. hit 0 = first swing, 1 = second.
func _claw_fx_clip(hit: int) -> StringName:
var swap := DP.f("bear_fx_claw_swap") >= 0.5
var first_left := not swap
if (hit == 0) == first_left:
return &"Bear_fx_claw_attack_L"
return &"Bear_fx_claw_attack_R"
# Fire a one-shot FX clip from the Bear_FX glb (crater / slash / debris). Each clip scales
# its mesh up at the strike and back to 0 on its own, so this is a plain fire-and-forget.
func _play_fx(clip: StringName) -> void:
if _fx_player == null or not _fx_player.has_animation(clip):
return
if _fx_root is Node3D:
(_fx_root as Node3D).rotation.y = deg_to_rad(DP.f("bear_fx_yaw"))
_fx_player.play(clip)
_fx_player.seek(0.0, true)
func _on_fx_finished(anim: StringName) -> void:
if _fx_root == null:
return
var mesh := _fx_root.get_node_or_null(NodePath(anim)) as Node3D
if mesh == null:
return
# The crater clip only ramps up (it ends held at full scale with no shrink), so leave it on
# the ground for a beat after the slam, then hide it. The others self-clear immediately.
if anim == &"Bear_fx_jump_smash":
var linger := DP.f("bear_fx_crater_linger")
if linger > 0.0:
get_tree().create_timer(linger).timeout.connect(func() -> void: mesh.scale = Vector3.ZERO)
return
mesh.scale = Vector3.ZERO
# Restart a one-shot attack clip from its first frame at `speed` (even if already current).
func _play_attack(anim_name: StringName, speed: float) -> void:
if _anim_player == null or anim_name == &"":
-9
View File
@@ -1,9 +0,0 @@
extends Camera3D
@export var spring_arm: Node3D
func _process(delta: float) -> void:
var lerp_power: float = DP.f("cam_lerp_power")
position = position.lerp(spring_arm.position, delta * lerp_power)
-1
View File
@@ -1 +0,0 @@
uid://b720l6m0ehrj3
+15 -3
View File
@@ -1,3 +1,4 @@
class_name IsoCamera
extends Camera3D
@export var height: float = 25.0
@@ -16,6 +17,11 @@ var _shake_amount: float = 0.0
var _shake_decay: float = 0.0
var _user_fov: float = 0.0
# Per-level framing multiplier: 1.0 = the designer's base shot, >1 dollies the camera
# back for a wider view (the lobby uses this). Set by game_shell when a level loads;
# kept separate from the scroll-wheel FOV zoom so the two don't fight.
var _framing_scale: float = 1.0
# Trailing-camera state: _focus is the smoothed point the camera frames (it lags
# the bull), _drag_offset is the velocity-driven trail that slides it behind.
var _focus: Vector3 = Vector3.ZERO
@@ -51,15 +57,21 @@ func adjust_zoom(ratio: float) -> void:
_user_fov = clampf(_user_fov / ratio, fov_min, fov_max)
## Dolly the camera in/out for the level being loaded. 1.0 is the base framing; >1 pulls
## back for a wider shot (the lobby hub uses this). Independent of the scroll-wheel zoom.
func set_framing_scale(scale: float) -> void:
_framing_scale = maxf(scale, 0.1)
func _process(delta: float) -> void:
fov = lerpf(fov, _user_fov, delta * 8.0)
var angle_rad := deg_to_rad(horizontal_angle_deg)
var offset := Vector3(
sin(angle_rad) * horizontal_distance,
height,
cos(angle_rad) * horizontal_distance
sin(angle_rad) * horizontal_distance * _framing_scale,
height * _framing_scale,
cos(angle_rad) * horizontal_distance * _framing_scale
)
var target := get_parent() as Node3D
-39
View File
@@ -1,39 +0,0 @@
extends Node3D
@onready var spring_arm: SpringArm3D = $SpringArm3D
var _desired_length: float = 7.0
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
_desired_length = DP.f("cam_spring_length")
spring_arm.spring_length = _desired_length
func _unhandled_input(event: InputEvent) -> void:
var sensitivity: float = DP.f("cam_sensitivity")
var min_vert: float = deg_to_rad(DP.f("cam_min_vert_angle"))
var max_vert: float = deg_to_rad(DP.f("cam_max_vert_angle"))
var min_zoom: float = DP.f("cam_min_zoom")
var max_zoom: float = DP.f("cam_max_zoom")
if event is InputEventMouseMotion:
rotation.y -= event.relative.x * sensitivity
rotation.y = wrapf(rotation.y, 0.0, TAU)
rotation.x -= event.relative.y * sensitivity
rotation.x = clamp(rotation.x, min_vert, max_vert)
if event.is_action_pressed("zoom_in"):
_desired_length = clamp(_desired_length / 1.2, min_zoom, max_zoom)
if event.is_action_pressed("zoom_out"):
_desired_length = clamp(_desired_length * 1.2, min_zoom, max_zoom)
if event.is_action_pressed("toggle_mouse_capture"):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _process(_delta: float) -> void:
spring_arm.spring_length = _desired_length
-1
View File
@@ -1 +0,0 @@
uid://b4td4k8yo5y78
+30
View File
@@ -25,6 +25,36 @@ func _ready() -> void:
load_saved()
# ── Web fullscreen + landscape lock ─────────────────────────────────────────────
# Browsers only allow requestFullscreen / screen.orientation.lock from inside a user
# gesture, so we piggyback on the first tap/click of the web build to go fullscreen and
# lock to landscape. One-shot; input still flows to the menu/game normally (never consumed).
var _fs_triggered: bool = false
func _input(event: InputEvent) -> void:
if _fs_triggered or not OS.has_feature("web"):
return
var gesture := (event is InputEventScreenTouch and (event as InputEventScreenTouch).pressed) \
or (event is InputEventMouseButton and (event as InputEventMouseButton).pressed)
if gesture:
_fs_triggered = true
request_fullscreen_landscape()
## Enter browser fullscreen and lock to landscape. Must be called from a user-gesture
## context (first tap, or a button press). No-op off web. Android Chrome/Brave honour the
## orientation lock; iOS Safari ignores it (unsupported), so the .catch() swallows the reject.
func request_fullscreen_landscape() -> void:
if not OS.has_feature("web"):
return
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
JavaScriptBridge.eval(
"(function(){function l(){try{if(screen.orientation&&screen.orientation.lock)"
+ "screen.orientation.lock('landscape').catch(function(){});}catch(e){}}"
+ "l();document.addEventListener('fullscreenchange',l,{once:true});})()", true)
## Whether to drive the game with the on-screen touch UI (joystick + buttons)
## instead of keyboard hints. Platform detection is cached (it can't change mid-run)
## so the per-frame/per-input callers don't repay the cost — but the DP force flag is
+37 -55
View File
@@ -1,19 +1,16 @@
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.
## A whole stand of cheering spectators rendered as flat 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.
## Placement comes from CrowdMarker nodes the designer drops into the level (collected
## via the &"crowd_marker" group): each marker gives one spectator its world position and
## a chosen facing (one of six 60°-spaced headings). If no markers are present the scene
## falls back to a generated tribune so it 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
@@ -36,7 +33,8 @@ var _rng := RandomNumberGenerator.new()
func _ready() -> void:
_rng.seed = hash("bullosseum-crowd") # deterministic layout/phases across runs
_build()
# Deferred so every CrowdMarker has run _ready and joined the group before we harvest.
_build.call_deferred()
func _build() -> void:
@@ -58,71 +56,53 @@ func _build() -> void:
mat.set_shader_parameter("fps", clap_fps)
material_override = mat
var seats := _seat_positions()
var center := _arena_center(seats)
# Each seat is a (global feet-position, unit forward) pair.
var positions := PackedVector3Array()
var facings: Array[Vector3] = []
_collect_seats(positions, facings)
var mm := MultiMesh.new()
mm.transform_format = MultiMesh.TRANSFORM_3D
mm.use_custom_data = true
mm.mesh = quad
mm.instance_count = seats.size()
mm.instance_count = positions.size()
for i in seats.size():
for i in positions.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]))
mm.set_instance_transform(i, Transform3D(_upright_basis(facings[i], s), positions[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
# Upright basis whose forward (+Z, the quad's face) points along `look`, uniformly
# scaled by `s`. World +Y stays up so spectators never tilt.
func _upright_basis(look: Vector3, s: float) -> Basis:
look.y = 0.0
look = look.normalized() if look.length() > 0.001 else Vector3(0.0, 0.0, -1.0)
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.x = up.cross(look).normalized()
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())
# Seats from designer-placed CrowdMarker nodes: each contributes its world position and
# its chosen 60°-spaced facing. With no markers present, fall back to a generated ring
# that faces inward so the scene still shows a crowd.
func _collect_seats(positions: PackedVector3Array, facings: Array[Vector3]) -> void:
for node in get_tree().get_nodes_in_group(&"crowd_marker"):
var marker := node as Node3D
if marker == null or not marker.has_method(&"facing_dir"):
continue
positions.append(marker.global_position)
facings.append(marker.facing_dir())
if positions.is_empty():
_fallback_stand(positions, facings)
# 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:
func _fallback_stand(positions: PackedVector3Array, facings: Array[Vector3]) -> void:
var placed := 0
for row in fallback_rows:
var radius := fallback_inner_radius + float(row) * fallback_row_step
@@ -133,5 +113,7 @@ func _fallback_stand(out: PackedVector3Array) -> void:
if placed >= fallback_count:
return
var ang := TAU * float(s) / float(seats_in_row)
out.append(Vector3(cos(ang) * radius, y, sin(ang) * radius))
var pos := Vector3(cos(ang) * radius, y, sin(ang) * radius)
positions.append(pos)
facings.append(-pos) # face the ring centre (origin)
placed += 1
+89
View File
@@ -0,0 +1,89 @@
@tool
extends Node3D
class_name CrowdMarker
## A designer-placed spot for one billboard spectator. Drop these into a level in the
## editor; crowd_billboards.gd harvests every marker (via the &"crowd_marker" group) into
## its MultiMesh at runtime, using each marker's global position and chosen facing.
##
## The marker draws a lightweight preview (a slab standing in for the sprite + a forward
## arrow) so its position and orientation are visible in the viewport. That preview is
## editor-only and never serialised into the scene, so it costs nothing at runtime.
## The six selectable facings, one every 60° about the Y axis. DEG_0 faces the quad's
## front (+Z) along world +Z; increasing values rotate clockwise looking down.
enum Orientation {
DEG_0,
DEG_60,
DEG_120,
DEG_180,
DEG_240,
DEG_300,
}
const ORIENTATION_STEPS := 6
## Metres — matches crowd_billboards.figure_height so the editor preview reads true to scale.
const PREVIEW_HEIGHT := 2.0
@export var orientation := Orientation.DEG_0:
set(value):
orientation = value
_apply_orientation()
var _preview: Node3D
func _ready() -> void:
add_to_group(&"crowd_marker")
if Engine.is_editor_hint():
_build_preview()
_apply_orientation()
# Facing about Y for the current orientation: 0, 60, 120 … degrees as radians.
func facing_yaw() -> float:
return float(orientation) * (TAU / float(ORIENTATION_STEPS))
# Unit forward the spectator's front (+Z) points along, on the horizontal plane.
func facing_dir() -> Vector3:
var a := facing_yaw()
return Vector3(sin(a), 0.0, cos(a))
func _apply_orientation() -> void:
if _preview != null:
_preview.rotation = Vector3(0.0, facing_yaw(), 0.0)
# Editor-only preview. Children are added without an owner so they are excluded from the
# saved .tscn (Godot only serialises nodes owned by the scene root).
func _build_preview() -> void:
_preview = Node3D.new()
add_child(_preview)
var aspect := 0.5
var slab := MeshInstance3D.new()
var quad := QuadMesh.new()
quad.size = Vector2(PREVIEW_HEIGHT * aspect, PREVIEW_HEIGHT)
quad.center_offset = Vector3(0.0, PREVIEW_HEIGHT * 0.5, 0.0) # stand on the marker
slab.mesh = quad
slab.material_override = _preview_material(Color(0.3, 0.7, 1.0, 0.35))
_preview.add_child(slab)
var arrow := MeshInstance3D.new()
var shaft := BoxMesh.new()
shaft.size = Vector3(0.08, 0.08, PREVIEW_HEIGHT * 0.5)
arrow.mesh = shaft
# Push the shaft out along +Z (the facing) and up to chest height.
arrow.position = Vector3(0.0, PREVIEW_HEIGHT * 0.5, PREVIEW_HEIGHT * 0.25)
arrow.material_override = _preview_material(Color(1.0, 0.85, 0.2, 0.9))
_preview.add_child(arrow)
func _preview_material(col: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = col
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
return mat
+1
View File
@@ -0,0 +1 @@
uid://70j3ks1emhkd
+63 -35
View File
@@ -9,7 +9,11 @@ extends Node
## bodies get picked up within one interval.
##
## Toggle from the console:
## show_collisions · show_hitboxes · show_bones · show_raycasts (true / false)
## show_hitboxes · show_attacks · show_bones · show_raycasts (true / false)
## show_hitboxes — the combatants' hurt volumes: each HitArea + the player/enemy body
## capsules, drawn as calm translucent-blue volumes (what abilities/blades hit)
## show_attacks — the attack hitboxes (bear claw/smash/leap, matador blade, thrown
## spear), filled translucent red and shown ONLY while the swing is actually live
## 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
@@ -20,13 +24,14 @@ extends Node
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_AREA := Color(0.0, 0.9, 1.0) # combatant hurt volumes (cyan, translucent)
const COLOR_ATTACK := Color(1.0, 0.30, 0.15) # attack hitboxes (red, translucent, overlaid)
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 AREA_ALPHA := 0.25
const ATTACK_ALPHA := 0.32
const GRID_HALF := 20 # grid extends ±GRID_HALF cells from the origin
const GRID_STEP := 1.0 # metres between grid lines
@@ -80,6 +85,7 @@ func ray(from: Vector3, to: Vector3, color: Color = Color.YELLOW) -> void:
func _process(delta: float) -> void:
_reconcile(delta)
_pulse_attacks()
if DP.b("show_bones"):
_draw_bones()
if DP.b("show_states"):
@@ -359,11 +365,11 @@ func _si(n: int) -> String:
# ── Collision / hit-area overlays (incremental) ────────────────────────────────
func _reconcile(delta: float) -> void:
var col := DP.b("show_collisions")
var hit := DP.b("show_hitboxes")
var atk := DP.b("show_attacks")
var bone := DP.b("show_bones")
var anim := DP.b("show_animation_name")
if not (col or hit or bone or anim):
if not (hit or atk or bone or anim):
if not _overlays.is_empty():
_clear_overlays()
_skeletons.clear()
@@ -371,7 +377,7 @@ func _reconcile(delta: float) -> void:
_prev_flags = ""
return
var flags := "%d%d%d%d" % [int(col), int(hit), int(bone), int(anim)]
var flags := "%d%d%d%d" % [int(hit), int(atk), int(bone), int(anim)]
_reconcile_t -= delta
if flags != _prev_flags: # a toggle just changed — refresh immediately
_prev_flags = flags
@@ -385,7 +391,7 @@ func _reconcile(delta: float) -> void:
var wanted: Dictionary = {}
var scene := get_tree().current_scene
if scene != null:
_collect(scene, col, hit, bone, anim, wanted)
_collect(scene, hit, atk, 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
@@ -401,10 +407,11 @@ func _reconcile(delta: float) -> void:
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)
_overlays[id] = _attach(entry[0] as CollisionShape3D, entry[1] as String)
func _collect(node: Node, col: bool, hit: bool, bone: bool, anim: bool, wanted: Dictionary) -> void:
func _collect(node: Node, hit: bool, atk: 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"):
@@ -416,15 +423,28 @@ func _collect(node: Node, col: bool, hit: bool, bone: bool, anim: bool, wanted:
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]
var kind := _classify(cs.get_parent())
var show := (kind == "attack" and atk) or (kind == "hitbox" and hit)
if show:
wanted[cs.get_instance_id()] = [cs, kind]
for child in node.get_children():
_collect(child, col, hit, bone, anim, wanted)
_collect(child, hit, atk, bone, anim, wanted)
# Sort a shape's owning body/area into an overlay bucket, or "" to skip.
# attack — a swing volume (a Hitbox area, or a thrown-spear projectile body)
# hitbox — a combatant's hurt volume: its HitArea, or its own body capsule
func _classify(parent: Node) -> String:
if parent is Hitbox or parent is SpearProjectile:
return "attack"
if parent is Area3D:
return "hitbox"
# Ragdoll bone colliders (PhysicalBone3D) are excluded — use show_bones for the
# skeleton; otherwise every corpse floods the view with capsules.
if parent is PhysicsBody3D and not (parent is PhysicalBone3D):
if parent.is_in_group(&"player") or parent.is_in_group(&"matador"):
return "hitbox"
return ""
# Skip only the unbounded shapes whose debug mesh is meaningless/huge; concave arena
@@ -433,20 +453,35 @@ func _drawable(shape: Shape3D) -> bool:
return not (shape is WorldBoundaryShape3D or shape is HeightMapShape3D)
func _attach(cs: CollisionShape3D, is_area: bool) -> MeshInstance3D:
func _attach(cs: CollisionShape3D, kind: String) -> 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)
var solid := _solid_mesh(cs.shape)
mi.mesh = solid if solid != null else cs.shape.get_debug_mesh()
if kind == "attack":
# Overlaid so a brief swing volume reads clearly on top of the action; its
# visibility is pulsed per-frame in _pulse_attacks so it only shows while live.
mi.material_override = _translucent_material(COLOR_ATTACK, ATTACK_ALPHA, true)
else:
mi.mesh = cs.shape.get_debug_mesh()
mi.material_override = _wire_material(COLOR_BODY)
# The calm translucent-blue volume — depth-tested so it sits in the world.
mi.material_override = _translucent_material(COLOR_AREA, AREA_ALPHA, false)
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
cs.add_child(mi)
return mi
# Attack overlays exist for as long as show_attacks is on, but a swing hitbox is only a
# hazard while its Hitbox is monitoring — so show each attack volume only when it's live.
# (A thrown spear has no monitoring gate; it stays visible for its whole flight.)
func _pulse_attacks() -> void:
for id: int in _overlays:
var mi: Variant = _overlays[id]
if not is_instance_valid(mi):
continue
var owner := (mi as Node).get_parent().get_parent()
if owner is Hitbox:
(mi as MeshInstance3D).visible = (owner as Area3D).monitoring
func _clear_overlays() -> void:
for id: int in _overlays:
var mi: Variant = _overlays[id]
@@ -491,19 +526,12 @@ func _line_material() -> StandardMaterial3D:
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:
func _translucent_material(color: Color, alpha: float, overlay: bool) -> 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.albedo_color = Color(color.r, color.g, color.b, alpha)
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
mat.no_depth_test = overlay
return mat
+98 -30
View File
@@ -20,6 +20,8 @@ func _ready() -> void:
func _register_all() -> void:
#Level Unlocking
_reg_b("Gate", "gate_unlocked_bear", false)
# ── Movement ──────────────────────────────────────────────────────────────
# 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.
@@ -37,6 +39,10 @@ func _register_all() -> void:
# 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)
# Half-angle (deg) of the bull's horns-first cone: running into an enemy only wounds it when the
# bull's velocity points within this of the enemy (not a sideways brush). 90 = any contact at speed.
# (The dash ability bypasses this.)
_reg_f("Bull", "bull_gore_arc", 75.0, 10.0, 180.0, 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)
@@ -101,6 +107,7 @@ func _register_all() -> void:
# Wave system: matadors enter the arena in escalating waves (1 → 2 → … → N where N
# is the number of placed spawn points). mat_spawn_stagger is the delay between each
# matador leaping in within a wave; mat_wave_pause is the breather after a wave clears.
_reg_f("Matador", "mat_wave_size", 8.0, 1, 50)
_reg_f("Matador", "mat_spawn_stagger", 0.4, 0.0, 3.0, 0.05)
_reg_f("Matador", "mat_wave_pause", 2.0, 0.0, 8.0, 0.25)
_reg_f("Matador", "mat_walk_speed", 5.5, 0.5, 10.0)
@@ -111,6 +118,9 @@ func _register_all() -> void:
_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)
# Planar reach at which the bull's swept charge path gores a matador (~bull + HitArea radii).
# Raise for a more forgiving charge, lower for a more precise one.
_reg_f("Matador", "mat_charge_gore_radius", 1.2, 0.5, 3.0, 0.05)
_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.
@@ -133,21 +143,42 @@ func _register_all() -> void:
_reg_f("Matador", "mat_attack_range", 8.0, 2.0, 20.0)
_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", 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)
# Reach of the reach-based melee hit and its re-strike gap. This now governs ONLY the sidestep
# PASS (mat charges the bull past with the blade out): a fast lateral sweep where the thin blade
# Area would tunnel, so a center-to-center distance check is the reliable gore. The stationary
# ATTACK stab no longer uses this — it drives off the sword's BladeHitbox collider (see below).
_reg_f("Matador", "mat_stab_reach", 2.0, 0.5, 4.0, 0.1)
# Distance the matador plants at to swing. The ATTACK stab damages off the animated BladeHitbox,
# whose thrust reaches ~3.75 m at full extension — so this MUST stay under that or the blade never
# touches the bull and the stab whiffs. 3.5 m keeps the matador clear of the bull's ~1.8 m-long
# body while the thrust still lands. Raise toward 3.75 for more gap, lower to stab from closer.
_reg_f("Matador", "mat_stab_standoff", 3.5, 0.5, 4.0, 0.1)
# Fraction through the Attack clip at which the blade's collider is armed. The clip is guard →
# wind-up (blade pulled back, phase ~0.3-0.5) → thrust (blade drives out to ~3.5 m, phase ~0.55+).
# Arming at the thrust keeps the bull from being gored during the wind-up (blade not yet extended)
# or the guard pose. The BladeHitbox overlap still decides the exact hit; this just gates timing.
_reg_f("Matador", "mat_stab_strike_at", 0.5, 0.0, 1.0, 0.05)
# Chance, each time a stab finishes, that the matador breaks off into something else (give ground,
# circle, or throw) instead of immediately stabbing again — keeps it from drilling the same thrust
# on repeat. 0 = always re-stab if in range, 1 = always break off after every stab.
_reg_f("Matador", "mat_stab_followup_chance", 0.6, 0.0, 1.0, 0.05)
# Beat after every stab where the brain won't re-commit to ATTACK, so it can't machine-gun the
# bull — it circles/gives ground instead. 0 = stab as fast as range allows.
_reg_f("Matador", "mat_stab_recovery", 0.9, 0.0, 3.0, 0.1)
# Chance, when a stab actually CONNECTS, that the matador breaks into a crowd-pleasing taunt and
# gives ground instead of pressing — milking the hit rather than spamming. High by design.
_reg_f("Matador", "mat_taunt_after_hit", 0.85, 0.0, 1.0, 0.05)
_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)
# Chance a matador rolls clear (survives) instead of ragdolling when the bull's charge connects.
_reg_f("Matador", "mat_roll_chance", 0.8, 0.0, 1.0, 0.05)
# How much a committed charge pierces the survival roll: roll chance fades toward
# mat_roll_chance*(1-this) as bull speed climbs to mat_charge_speed. 1 = full-speed charge always
# gores. (A dash connect ignores the roll entirely.)
_reg_f("Matador", "mat_charge_pierce", 0.8, 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.
@@ -191,7 +222,7 @@ func _register_all() -> void:
# routine (wind-up → active → recovery); each routine plays to the end (the recovery
# is the player's punish window). Below bear_enrage_frac HP it enters phase 2: faster
# tells and recovery (× bear_enrage_scale) and longer combo chains.
_reg_f("Bear", "bear_max_hp", 10.0, 1.0, 40.0, 1.0)
_reg_f("Bear", "bear_max_hp", 30.0, 1.0, 100.0, 1.0)
# HP fraction at which phase 2 ("Fury") triggers, and how much it multiplies every
# wind-up / recovery timer (lower = snappier, more dangerous).
_reg_f("Bear", "bear_enrage_frac", 0.4, 0.0, 1.0, 0.05)
@@ -201,7 +232,8 @@ func _register_all() -> void:
# close is deliberately generous — the bear commits to melee "from a bit further" and
# steps in during the swing (see bear_lunge_speed) rather than needing to be on top.
_reg_f("Bear", "bear_close_range", 5.0, 1.0, 12.0, 0.1)
_reg_f("Bear", "bear_mid_range", 9.0, 3.0, 20.0, 0.5)
_reg_f("Bear", "bear_mid_range", 10.0, 3.0, 20.0, 0.5)
_reg_f("Bear", "bear_long_range", 15.0, 3.0, 100.0, 0.5)
# Beat spent in NEUTRAL sizing up the bull between routines — kept short so the bear
# flows straight from one action into the next instead of pausing (raise for a more
# hesitant, readable boss; near-0 for relentless pressure). Shrinks again in phase 2.
@@ -225,10 +257,22 @@ func _register_all() -> void:
_reg_f("Bear", "bear_swipe_windup", 0.3, 0.05, 2.0, 0.05)
_reg_f("Bear", "bear_swipe_recover", 0.35, 0.05, 3.0, 0.05)
_reg_f("Bear", "bear_swipe_reach", 4.2, 1.0, 8.0, 0.1)
# Which claw-slash FX plays on the first vs second swipe hit — the L/R clips are easy to
# mix up, so 0 = first hit L then R, 1 = swap them. Purely cosmetic (no gameplay effect).
_reg_f("Bear", "bear_fx_claw_swap", 0.0, 0.0, 1.0, 1.0)
# Live yaw (deg) applied to the whole Bear_FX node before each effect fires, so the claw
# rake / debris can be spun to line up with the bear's facing by eye. Bake the good value.
_reg_f("Bear", "bear_fx_yaw", 0.0, -180.0, 180.0, 5.0)
# The baked crater clip only pops up (no shrink), so hold it on the ground this long after a
# leap slam before hiding it — otherwise it flashes for a single frame and reads as invisible.
_reg_f("Bear", "bear_fx_crater_linger", 0.8, 0.0, 3.0, 0.1)
# Overhead Smash (SMASH_HIT) — slower tell, biggest punish window, AoE on impact.
_reg_f("Bear", "bear_smash_windup", 0.6, 0.1, 3.0, 0.05)
_reg_f("Bear", "bear_smash_recover", 0.75, 0.1, 4.0, 0.05)
_reg_f("Bear", "bear_smash_radius", 4.2, 1.0, 8.0, 0.1)
# The overhead smash's hitbox is a forward box lane whose size + travel are authored in
# BearAttackHitboxes.tscn's AnimationPlayer ("smash_travel"). Here we only set the upward
# pop the bull takes off its feet at the far end (it ramps 0→this with hit distance).
_reg_f("Bear", "bear_smash_knockup", 6.0, 0.0, 16.0, 0.5)
# Leap Slam (JUMP_SMASH, 47 frames @30fps) — timed to the clip by FRAME: it plays the
# crouch grounded, springs at the takeoff frame, and the arc is solved so the paws hit
# ground exactly on the impact frame (25), leaving the tail frames to settle on the
@@ -239,7 +283,10 @@ func _register_all() -> void:
_reg_f("Bear", "bear_leap_height", 2.6, 0.5, 8.0, 0.1)
_reg_f("Bear", "bear_leap_recover", 0.35, 0.0, 4.0, 0.05)
_reg_f("Bear", "bear_leap_speed", 14.0, 4.0, 30.0, 0.5)
_reg_f("Bear", "bear_slam_radius", 4.0, 1.0, 8.0, 0.1)
# Where the leap-slam launch zone starts, as a fraction of the circle radius. 0 = launch anywhere
# inside; raise to carve a grounded inner zone that only mauls (0.75 = only the outer quarter ring).
_reg_f("Bear", "bear_leap_ring_frac", 0.0, 0.0, 1.0, 0.05)
_reg_f("Bear", "bear_leap_knockup", 7.0, 0.0, 16.0, 0.5)
# Stalk (WALK_ON2LEGS) — how long it will keep walking the bull down before re-deciding.
_reg_f("Bear", "bear_stalk_time", 2.5, 0.0, 6.0, 0.1)
# Odds a close combo chains a follow-up smash after the swipe (phase 2 always chains).
@@ -248,6 +295,9 @@ func _register_all() -> void:
# shrugged off, only a real charge or an ability wounds it. (The bear itself never
# damages the bull by colliding — only its swings and slams hurt.)
_reg_f("Bear", "bear_hit_threshold", 6.0, 1.0, 30.0, 0.5)
# Planar reach at which a horns-first bull charge wounds the bear (~bear body radius + bull reach).
# The bull's swept path is tested against this, so a tunnelling or point-blank charge still lands.
_reg_f("Bear", "bear_ram_reach", 2.1, 0.5, 5.0, 0.1)
# How long (s) the bear is rocked back and can't act after taking a hit.
_reg_f("Bear", "bear_stagger_time", 0.5, 0.0, 2.0, 0.05)
# Poise: after a stagger the bear shrugs off staggers for this long (hits still wound
@@ -256,22 +306,26 @@ func _register_all() -> void:
_reg_f("Bear", "bear_stagger_cd", 1.0, 0.0, 4.0, 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.
# The blade model runs along its local +Z, but weapon_bone (like every rig bone)
# points down its local +Y — so identity leaves the blade jutting out sideways.
# rot_x = -90 maps the blade's +Z onto the bone's +Y so it thrusts straight along
# the bone; rot_y is then the free roll (crossguard tilt) about the blade axis.
_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_x", -90.0, -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.
# other. weapon_rest_bone sits on the left hip; these angle the blade down and
# out along the OUTSIDE of the left thigh (rot_x/rot_y aim the blade, rot_z rolls
# it about its own axis) so it trails back beside the leg instead of clipping it.
_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_x", -110.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "sword_rest_rot_y", -133.0, -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
@@ -302,10 +356,10 @@ func _register_all() -> void:
_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_cooldown", 2, 0.2, 600, 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_cooldown", 12, 0.5, 600, 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)
@@ -314,7 +368,7 @@ func _register_all() -> void:
_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", 0.5, 0.1, 10.0, 0.1)
_reg_f("Abilities", "dash_cooldown", 3, 0.1, 600.0, 0.1)
_reg_f("Abilities", "dash_speed", 66.0, 5.0, 200.0)
# 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.
@@ -325,7 +379,7 @@ func _register_all() -> void:
# 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_cooldown", 20, 0.5, 600, 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
@@ -337,7 +391,6 @@ func _register_all() -> void:
_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
@@ -345,12 +398,13 @@ func _register_all() -> void:
# 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_color_depth", 4.5, 2.0, 8.0, 1.0)
_reg_f("PS1", "ps1_dither_strength", 1, 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_attacks", false)
_reg_b("Debug", "show_bones", false)
_reg_b("Debug", "show_raycasts", false)
_reg_b("Debug", "show_tail", false)
@@ -429,12 +483,22 @@ func save() -> void:
if p["value"] == p["default"]:
continue
var re := RegEx.new()
var literal := ""
if p["type"] == TYPE_FLOAT:
re.compile('(_reg_f\\("[^"]+",\\s*"%s",\\s*)([-\\d.e]+)' % key)
src = re.sub(src, "$1" + _fmt_float(p["value"] as float))
literal = _fmt_float(p["value"] as float)
else:
re.compile('(_reg_b\\("[^"]+",\\s*"%s",\\s*)(true|false)' % key)
src = re.sub(src, "$1" + ("true" if bool(p["value"]) else "false"))
literal = "true" if bool(p["value"]) else "false"
var m := re.search(src)
if m == null:
push_warning("DP.save: no _reg_ line found for '%s' — skipped" % key)
continue
# Splice the value in by index rather than RegEx.sub(): sub()'s replacement
# string parses "$n" as a backreference, so "$1"+"12.5" becomes "$112.5"
# (group 112 → PCRE2 error → mangled output). Indexed splice inserts the
# literal verbatim, exactly the value the user entered.
src = src.substr(0, m.get_start(2)) + literal + src.substr(m.get_end(2))
p["default"] = p["value"]
var wfile := FileAccess.open(path, FileAccess.WRITE)
@@ -445,8 +509,12 @@ func save() -> void:
wfile.close()
# Godot's String % operator has no "g" conversion — "%.6g" % v slips past the
# compiler (v is not const) but emits the literal "%.6g" at runtime, which would be
# written straight into the source. "%s" gives the shortest round-tripping form,
# matching the value the user entered; the guard keeps it a float literal.
func _fmt_float(v: float) -> String:
var s := "%.6g" % v
var s := "%s" % v
if not ("." in s or "e" in s):
s += ".0"
return s
+101
View File
@@ -0,0 +1,101 @@
@tool
extends Area3D
class_name Hitbox
## A designer-placeable attack hitbox: drop this into a scene, give it a CollisionShape3D
## child, and drag the shape to size/position the attack's reach in the editor. The shape
## itself decides what got hit — no distance/facing math in code.
##
## Inactive by default; the owning script calls activate() for the swing's active window and
## deactivate() when it ends. Each activation only hits a given body once (the bull's own
## i-frames also collapse a flurry, but this keeps a single swing from re-triggering).
const PhysicsLayers = preload("res://physics_layers.gd")
## How the hit is tagged on the bull's take_sword_hit ("mauled" / "gored" / …).
@export var damage_cause: String = "mauled"
## Upward launch (m/s) applied to the bull on hit — e.g. an overhead smash that pops it up.
@export var knock_up: float = 0.0
## Knock-up distance shaping, measured planar (XZ) from this hitbox's own origin to the body:
## below `knock_up_min_dist` no pop is applied (leap slam: only the outer ring launches). If
## `knock_up_max_dist` > min, the pop ramps 0→`knock_up` from min to max (overhead smash: the
## further out the hit lands, the higher the bull flies); at/again 0 it's full past the min.
@export var knock_up_min_dist: float = 0.0
@export var knock_up_max_dist: float = 0.0
var _active: bool = false
var _hit_this_swing: Dictionary = {}
# Whether the most recent active window connected. Cleared on activate(), NOT deactivate(), so the
# owner can read it after the window closes (e.g. a landed stab breaks off to taunt).
var _did_hit: bool = false
func _ready() -> void:
# Detect the bull's body (layer BULL) only; never collide or push physics.
collision_layer = 0
collision_mask = PhysicsLayers.BULL
monitorable = false
monitoring = false
if Engine.is_editor_hint():
return
body_entered.connect(_on_body_entered)
func activate() -> void:
if _active:
return
_active = true
_hit_this_swing.clear()
_did_hit = false
monitoring = true
func deactivate() -> void:
_active = false
monitoring = false
# Did the window that just closed connect? Valid until the next activate() clears it.
func did_hit() -> bool:
return _did_hit
func _on_body_entered(body: Node3D) -> void:
_apply_hit(body)
# For AoE slams the bull is usually already standing inside the shape when it activates, so
# body_entered never fires. The owner calls sweep() each active frame to catch current overlaps
# (still deduped per activation, so the bull is only hit once per slam).
func sweep() -> void:
if not _active:
return
for body in get_overlapping_bodies():
_apply_hit(body)
func _apply_hit(body: Node3D) -> void:
if not _active or not body.is_in_group(&"player"):
return
if _hit_this_swing.has(body):
return
_hit_this_swing[body] = true
_did_hit = true
body.call(&"take_sword_hit", damage_cause)
if knock_up > 0.0:
var v := _knock_up_for(body)
if v > 0.0:
body.call(&"apply_knock_up", v)
# Scale the pop by how far the body is from this hitbox's origin (planar). See the export docs.
func _knock_up_for(body: Node3D) -> float:
if knock_up_min_dist <= 0.0 and knock_up_max_dist <= 0.0:
return knock_up
var to := body.global_position - global_position
var d := Vector2(to.x, to.z).length()
if d < knock_up_min_dist:
return 0.0
if knock_up_max_dist > knock_up_min_dist:
var t := clampf((d - knock_up_min_dist) / (knock_up_max_dist - knock_up_min_dist), 0.0, 1.0)
return knock_up * t
return knock_up
+1
View File
@@ -0,0 +1 @@
uid://dlwjiw42q6b5f
+123 -8
View File
@@ -42,6 +42,13 @@ var _ability_bar: HBoxContainer
var _ability_panels: Array[PanelContainer] = []
var _bull_bg: TextureRect
# Lobby barrel-smash reward — tally the barrels present on load; when the last one bursts,
# throw confetti + a "WOooOoW!" and grant the bull two yellow bonus pips. Latched so it
# fires once per lobby visit.
var _barrels_remaining: int = 0
var _barrel_reward_given: bool = false
const _BARREL_BONUS_HP: int = 2
# Red damage vignette — a full-screen shader ColorRect flashed on every hit.
const _VIGNETTE_SHADER := "res://damage_vignette.gdshader"
var _vignette: ColorRect
@@ -90,6 +97,7 @@ func _ready() -> void:
_build_touch_controls()
_update_control_hints()
_find_spawner.call_deferred()
_watch_barrels.call_deferred()
# On-screen joystick + ability buttons for touch devices. Self-gating: the overlay
@@ -213,11 +221,109 @@ func _find_spawner() -> void:
_spawner.all_defeated.connect(_on_all_defeated)
# ── Lobby barrel-smash reward ───────────────────────────────────────────────────
# Tally the barrels the current level loaded with and listen for each one bursting. Only
# the lobby has barrels, so on every other level this simply finds none and stands down.
func _watch_barrels() -> void:
var barrels := get_tree().get_nodes_in_group(&"barrel")
_barrels_remaining = barrels.size()
if _barrels_remaining == 0:
return
for barrel: Node in barrels:
barrel.destroyed.connect(_on_barrel_destroyed)
func _on_barrel_destroyed() -> void:
_barrels_remaining -= 1
if _barrels_remaining > 0 or _barrel_reward_given:
return
_barrel_reward_given = true
# Bank the reward run-wide (capped at +2). Only heal the bull for the pips that were
# actually added — if it already carried the cap over from an earlier lobby, it keeps
# the cheer but no new health.
var granted := Run.add_bonus_hp(_BARREL_BONUS_HP)
if granted > 0 and _player != null and _player.has_method(&"grant_bonus_hp"):
_player.call(&"grant_bonus_hp", granted)
_celebrate()
# The "cleared the lobby" flourish: a burst of confetti and a big springy "WOooOoW!".
func _celebrate() -> void:
_spawn_confetti()
_show_wow()
func _show_wow() -> void:
var wow := Label.new()
wow.text = "WOooOoW!"
wow.set_anchors_preset(Control.PRESET_CENTER)
wow.grow_horizontal = Control.GROW_DIRECTION_BOTH
wow.grow_vertical = Control.GROW_DIRECTION_BOTH
wow.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
wow.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
wow.mouse_filter = Control.MOUSE_FILTER_IGNORE
wow.add_theme_font_override("font", UiFonts.title())
wow.add_theme_font_size_override("font_size", 96)
wow.add_theme_color_override("font_color", _HP_BONUS)
wow.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.9))
wow.add_theme_constant_override("outline_size", 8)
wow.pivot_offset = Vector2.ZERO
wow.scale = Vector2(0.2, 0.2)
add_child(wow)
# Keep the pop growing from the label's centre once it has a real size.
await get_tree().process_frame
wow.pivot_offset = wow.size * 0.5
var tw := create_tween()
tw.tween_property(wow, "scale", Vector2.ONE, 0.35).set_trans(Tween.TRANS_BACK).set_ease(
Tween.EASE_OUT)
tw.tween_interval(1.1)
tw.parallel().tween_property(wow, "modulate:a", 0.0, 0.6)
tw.parallel().tween_property(wow, "position:y", wow.position.y - 40.0, 0.6)
tw.tween_callback(wow.queue_free)
func _spawn_confetti() -> void:
const _CONFETTI_COLORS: Array[Color] = [
Color(0.98, 0.24, 0.28), # red
Color(1.00, 0.78, 0.20), # gold
Color(0.30, 0.80, 0.40), # green
Color(0.30, 0.62, 1.00), # blue
Color(0.85, 0.40, 0.95), # violet
Color(1.00, 1.00, 1.00), # white
]
var vp := get_viewport().get_visible_rect().size
# One emitter per colour, raining down across the top of the screen.
for col: Color in _CONFETTI_COLORS:
var p := CPUParticles2D.new()
p.position = Vector2(vp.x * 0.5, -20.0)
p.emission_shape = CPUParticles2D.EMISSION_SHAPE_RECTANGLE
p.emission_rect_extents = Vector2(vp.x * 0.5, 6.0)
p.amount = 40
p.lifetime = 2.6
p.one_shot = true
p.explosiveness = 0.35
p.direction = Vector2(0.0, 1.0)
p.spread = 25.0
p.gravity = Vector2(0.0, 420.0)
p.initial_velocity_min = 120.0
p.initial_velocity_max = 260.0
p.angular_velocity_min = -360.0
p.angular_velocity_max = 360.0
p.scale_amount_min = 4.0
p.scale_amount_max = 8.0
p.color = col
add_child(p)
# Self-clean once the burst has fully fallen.
get_tree().create_timer(p.lifetime + 0.5).timeout.connect(p.queue_free)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if _game_over and event.physical_keycode in [KEY_ENTER, KEY_KP_ENTER]:
if _result_win:
_continue_to_map()
_continue_to_lobby()
else:
_restart()
elif event.physical_keycode == KEY_TAB and not _game_over:
@@ -238,12 +344,13 @@ func _restart() -> void:
get_tree().reload_current_scene()
# A cleared arena advances the run: commit the win and open the map to pick the next node.
func _continue_to_map() -> void:
# A cleared level drops the player back into the lobby hub: bank the win (which opens the
# gates it unlocks) and reload the shell so it rebuilds the lobby.
func _continue_to_lobby() -> void:
get_tree().paused = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
Run.complete_current_level()
get_tree().change_scene_to_file("res://levels/MapScreen.tscn")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
Run.return_to_lobby()
get_tree().change_scene_to_file(Run.active_level().scene_path)
func _toggle_controls() -> void:
@@ -400,7 +507,7 @@ func _build_game_over() -> void:
# Win → Continue to the run map; loss → Go Again from the top. Shown per-result in
# _show_game_over; both share the Enter shortcut.
_over_continue = _make_button("Continue (Enter)")
_over_continue.pressed.connect(_continue_to_map)
_over_continue.pressed.connect(_continue_to_lobby)
row.add_child(_over_continue)
_over_again = _make_button("Go Again (Enter)")
@@ -419,6 +526,9 @@ func _build_game_over() -> void:
const _HP_FULL: Color = Color(0.82, 0.16, 0.12)
const _HP_EMPTY: Color = Color(0.35, 0.05, 0.05)
const _HP_SOCKET: Color = Color(0.05, 0.02, 0.02, 0.92)
# Bonus pips (barrel-smash reward) read as bright gold-yellow so they stand apart from the
# red life bar.
const _HP_BONUS: Color = Color(1.00, 0.84, 0.18)
const _HP_PIP_W: float = 22.0
const _HP_PIP_H: float = 14.0
@@ -497,10 +607,15 @@ func _on_health_changed(current: int, max_hp: int) -> void:
var cur := maxi(current, 0)
var frac := 0.0 if max_hp <= 0 else clampf(float(cur) / float(max_hp), 0.0, 1.0)
var lit := _HP_FULL.lerp(_HP_EMPTY, 1.0 - frac)
# Bonus pips sit at the high end of the bar; paint those top pips yellow when lit.
var bonus := 0
if _player != null and _player.has_method(&"get_bonus_hp"):
bonus = _player.call(&"get_bonus_hp")
var base_max := max_hp - bonus
for i: int in _hp_seg_fills.size():
var fill := _hp_seg_fills[i]
fill.visible = i < cur
fill.color = lit
fill.color = _HP_BONUS if i >= base_max else lit
const _SLOT_SEPARATION: int = 10
+695 -348
View File
File diff suppressed because it is too large Load Diff
+4 -3
View File
@@ -3,7 +3,7 @@ extends CanvasLayer
const _GOLD := Color(1.00, 0.78, 0.22)
const _CREAM := Color(0.93, 0.88, 0.72)
const _BAR_W: float = 260.0
const _BAR_W: float = 1260.0
const _BAR_H: float = 18.0
const _BAR_BG: Color = Color(0.12, 0.04, 0.04, 0.88)
const _BAR_FILL: Color = Color(0.65, 0.08, 0.06)
@@ -52,7 +52,8 @@ func _update_bar() -> void:
var enrage_frac: float = DP.f("bear_enrage_frac")
_fill.color = _BAR_FILL.lerp(_BAR_ENRAGE, 1.0 - frac / enrage_frac if frac < enrage_frac else 0.0)
if _label != null:
_label.text = "BEAR %d / %d" % [maxi(_current_hp, 0), _max_hp]
_label.text = "BEAR" % [maxi(_current_hp, 0), _max_hp]
## for hp display in numbers write %d / %d
func _build_ui() -> void:
@@ -80,7 +81,7 @@ func _build_ui() -> void:
_label.add_theme_color_override("font_color", _GOLD)
_label.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
_label.add_theme_constant_override("outline_size", 3)
_label.add_theme_font_size_override("font_size", 13)
_label.add_theme_font_size_override("font_size", 30)
_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
col.add_child(_label)
+6 -6
View File
@@ -1,9 +1,9 @@
[gd_scene format=3 uid="uid://dfxigg3cr6nl5"]
[ext_resource type="PackedScene" uid="uid://bm6rmt3xprhjs" path="res://Assets/bear_level_arena.glb" id="1_beararena"]
[ext_resource type="Script" path="res://levels/bear_spawn.gd" id="2_spawn"]
[ext_resource type="PackedScene" path="res://Bear.tscn" id="3_bear"]
[ext_resource type="Script" path="res://levels/bear_hud.gd" id="4_bearhud"]
[ext_resource type="Script" uid="uid://bbtlwihtlc1wp" path="res://levels/bear_spawn.gd" id="2_spawn"]
[ext_resource type="PackedScene" uid="uid://o8ocjfprxa7u" path="res://Bear.tscn" id="3_bear"]
[ext_resource type="Script" uid="uid://dfk7dcvki7rqu" path="res://levels/bear_hud.gd" id="4_bearhud"]
[sub_resource type="BoxShape3D" id="BoxShape3D_floor"]
@@ -18,12 +18,12 @@ transform = Transform3D(30, 0, 0, 0, 1, 0, 0, 0, 30, 0, -0.5, 0)
shape = SubResource("BoxShape3D_floor")
[node name="bear_level_arena" parent="." unique_id=1529242945 instance=ExtResource("1_beararena")]
transform = Transform3D(2.875, 0, 0, 0, 2.875, 0, 0, 0, 2.875, 0, 0, 0)
transform = Transform3D(1.94, 0, 0, 0, 1.94, 0, 0, 0, 1.94, 0, 0, 0)
[node name="floor" parent="bear_level_arena/floor" parent_id_path=PackedInt32Array(1529242945, 41795043) index="0" unique_id=1653720920]
[node name="floor" parent="bear_level_arena/floor" parent_id_path=PackedInt32Array(1529242945, 294762985) index="0" unique_id=1266729531]
visible = false
[node name="wall" parent="bear_level_arena/floor" parent_id_path=PackedInt32Array(1529242945, 41795043) index="1" unique_id=2041884474]
[node name="wall" parent="bear_level_arena/floor" parent_id_path=PackedInt32Array(1529242945, 294762985) index="1" unique_id=1445338369]
visible = false
[node name="BearSpawner" type="Node3D" parent="." unique_id=47931969]
+1 -1
View File
@@ -18,7 +18,7 @@ func _spawn() -> void:
if enemy_scene == null:
return
var bear: Node3D = enemy_scene.instantiate()
bear.position = Vector3.ZERO
bear.position = Vector3(-15,0,0)
get_parent().add_child(bear)
if bear.has_signal(&"killed"):
bear.killed.connect(_on_bear_killed)
+17 -1
View File
@@ -4,7 +4,10 @@ extends Node3D
## spawners, lighting, colliders) into LevelRoot. Switching levels frees the whole
## previous module first, so no old mesh or collider can survive into the next fight.
const PhysicsLayers = preload("res://physics_layers.gd")
@onready var _level_root: Node3D = $LevelRoot
@onready var _camera: IsoCamera = $Player/Camera3D
func _ready() -> void:
@@ -23,4 +26,17 @@ func load_active_level() -> void:
if level == null or level.level_scene == null:
push_warning("game_shell: active level has no level_scene")
return
_level_root.add_child(level.level_scene.instantiate())
_camera.set_framing_scale(level.camera_zoom)
var module := level.level_scene.instantiate()
_tag_environment_for_corpses(module)
_level_root.add_child(module)
## Ground and walls stay on WORLD so the bull and live matadors collide with them; here
## we add CORPSE too. A killed matador's ragdoll is masked to CORPSE alone, so it rests
## on the arena while the bull — which only collides with WORLD — passes through the body
## instead of spazzing out on it. Done at load so it also reaches colliders baked into
## the instanced GLB arenas, not just the level module's own floor box.
func _tag_environment_for_corpses(module: Node) -> void:
for body: StaticBody3D in module.find_children("*", "StaticBody3D", true, false):
body.collision_layer |= PhysicsLayers.CORPSE
+4
View File
@@ -17,6 +17,10 @@ extends Resource
@export var level_scene: PackedScene = null
## Placeholder pip tint on the map until per-level icon art exists.
@export var color: Color = Color(0.80, 0.62, 0.24)
## Camera framing multiplier when this level loads — 1.0 is the shell camera's default
## shot; >1 dollies the camera back for a wider view (the lobby pulls out so the whole
## hub reads). Applied by game_shell; independent of the player's scroll-wheel zoom.
@export var camera_zoom: float = 1.0
## A boss level caps a run — its node is drawn larger and clearing it ends the map.
@export var is_boss: bool = false
## The enemy this level pits the bull against. Null → the usual matador wave (the
+315
View File
@@ -0,0 +1,315 @@
[gd_scene format=3 uid="uid://32nyipcwrab5"]
[ext_resource type="PackedScene" uid="uid://bbfvwolhomilp" path="res://tscn_s/torch.tscn" id="1_w7uyf"]
[ext_resource type="PackedScene" uid="uid://bd56iuttyiypv" path="res://tscn_s/BarrelSimple.tscn" id="2_3o0md"]
[ext_resource type="PackedScene" uid="uid://dctmlh4hnuux1" path="res://Assets/Lobby_underground.glb" id="2_w7uyf"]
[ext_resource type="Script" uid="uid://cwbf7jfkr8j10" path="res://Assets/lobby_underground.gd" id="4_73452"]
[ext_resource type="Script" uid="uid://dn77mjyxllgl6" path="res://levels/to_the_bear_level.gd" id="5_6j2sa"]
[ext_resource type="Script" uid="uid://cgwliuslwfmbk" path="res://levels/to_the_arena_level.gd" id="6_jmi3x"]
[sub_resource type="Environment" id="Environment_lobby"]
[sub_resource type="Animation" id="Animation_w7uyf"]
resource_name = "Gate_opening"
length = 7.5
tracks/0/type = "position_3d"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Lobby_underground/Locked_grid")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = PackedFloat32Array(0, 1, 0, 0, 0, 0.033333335, 1, 0.032444477, 0, 0, 0.06666667, 1, -0.033060133, 0, 0, 0.10934577, 1, 0.032444477, 0, 0, 0.14267911, 1, -0.033060133, 0, 0, 0.17731747, 1, 0.032444477, 0, 0, 0.2106508, 1, -0.033060133, 0, 0, 0.24085623, 1, 0.032444477, 0, 0, 0.27418956, 1, -0.033060133, 0, 0, 0.29700676, 1, 0.032444477, 0, 0, 0.3303401, 1, -0.033060133, 0, 0, 0.36350083, 1, 0.032444477, 0, 0, 0.39683416, 1, -0.033060133, 0, 0, 0.42408428, 1, 0.032444477, 0, 0, 0.4574176, 1, -0.033060133, 0, 0, 0.48153976, 1, 0, 0, 0, 0.5148731, 1, 0.032444477, 0, 0, 0.54402214, 1, 0.032444477, 0, 0, 0.54820645, 1, -0.033060133, 0, 0, 0.57735544, 1, -0.033060133, 0, 0, 0.5908855, 1, 0.032444477, 0, 0, 0.60017264, 1, 0.032444477, 0, 0, 0.6242189, 1, -0.033060133, 0, 0, 0.633506, 1, -0.033060133, 0, 0, 0.6588572, 1, 0.032444477, 0, 0, 0.6666667, 1, 0.032444477, 0, 0, 0.6921905, 1, -0.033060133, 0, 0, 0.70000005, 1, -0.033060133, 0, 0, 0.72725016, 1, 0.032444477, 0, 0, 0.75179356, 1, 0, 0, 0, 0.76058346, 1, -0.033060133, 0, 0, 0.7851269, 1, 0.032444477, 0, 0, 0.8184602, 1, -0.033060133, 0, 0, 0.86113936, 1, 0.032444477, 0, 0, 0.8944727, 1, -0.033060133, 0, 0, 0.929111, 1, 0.032444477, 0, 0, 0.9624443, 1, -0.033060133, 0, 0, 0.9926498, 1, 0.032444477, 0, 0, 1.0259831, 1, -0.033060133, 0, 0, 1.0488003, 1, 0.032444477, 0, 0, 1.0821337, 1, -0.033060133, 0, 0, 1.1152945, 1, 0.032444477, 0, 0, 1.1486278, 1, -0.033060133, 0, 0, 1.1758778, 1, 0.032444477, 0, 0, 1.2092111, 1, -0.033060133, 0, 0, 1.2333333, 1, 0, 0, 0, 1.2666667, 1, 0.032444477, 0, 0, 1.2958157, 1, 0.032444477, 0, 0, 1.3, 1, -0.033060133, 0, 0, 1.329149, 1, -0.033060133, 0, 0, 1.342679, 1, 0.032444477, 0, 0, 1.3519661, 1, 0.032444477, 0, 0, 1.3760124, 1, -0.033060133, 0, 0, 1.3852996, 1, -0.033060133, 0, 0, 1.4106507, 1, 0.032444477, 0, 0, 1.4184602, 1, 0.032444477, 0, 0, 1.443984, 1, -0.033060133, 0, 0, 1.4517937, 1, -0.033060133, 0, 0, 1.4790437, 1, 0.032444477, 0, 0, 1.512377, 1, -0.033060133, 0, 0, 1.6, 1, 0, 0, 0, 7.4666667, 1, 0, 6.938447, 0)
[sub_resource type="Animation" id="Animation_73452"]
length = 0.001
tracks/0/type = "position_3d"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Lobby_underground/Locked_grid")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = PackedFloat32Array(0, 1, 0, 0, 0)
[sub_resource type="AnimationLibrary" id="AnimationLibrary_6j2sa"]
_data = {
&"Gate_opening": SubResource("Animation_w7uyf"),
&"RESET": SubResource("Animation_73452")
}
[sub_resource type="BoxShape3D" id="BoxShape3D_73452"]
size = Vector3(4.1274414, 6.53479, 6.9958496)
[node name="lobby_level" type="Node3D" unique_id=1511255302]
[node name="Lights" type="Node3D" parent="." unique_id=562527333]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights" unique_id=955995990]
transform = Transform3D(-0.502238, -0.82287306, 0.26577574, 0.36594617, 0.07621761, 0.9275096, -0.78347975, 0.5630903, 0.26284787, 0, 0, 0)
light_color = Color(0.78431374, 0.8117647, 1, 1)
light_energy = 0.228
shadow_enabled = true
[node name="SpotLight3D" type="SpotLight3D" parent="Lights" unique_id=1783040386]
transform = Transform3D(-0.9926004, -0.101570696, 0.06654498, -0.08617279, 0.9753173, 0.20329961, -0.08555172, 0.19606102, -0.9768528, -2.86597, 1.7488484, -31.233114)
light_color = Color(0.51629305, 0.20273978, 0.034483083, 1)
light_energy = 1000.0
shadow_enabled = true
shadow_reverse_cull_face = true
spot_range = 22.312231
[node name="SpotLight3D3" type="SpotLight3D" parent="Lights" unique_id=30670834]
transform = Transform3D(-0.94000536, -0.14085309, 0.31072634, 0.3218794, -0.064308055, 0.94459444, -0.11306689, 0.9879399, 0.105787426, 11.072751, 38.325985, 6.519638)
light_color = Color(0.31635508, 0.2876817, 0.44758296, 1)
light_energy = 17.27
shadow_enabled = true
shadow_reverse_cull_face = true
spot_range = 4095.795
[node name="SpotLight3D2" type="SpotLight3D" parent="Lights" unique_id=748351326]
transform = Transform3D(-0.0064023333, 0.48097554, -0.8767107, 0.0041269795, 0.87673384, 0.48095813, 0.99997103, -0.00053891214, -0.0075981184, -30.750355, 6.77676, -0.61776364)
light_color = Color(0.1254902, 0.37254903, 0.16078432, 1)
light_energy = 1000.0
shadow_enabled = true
shadow_reverse_cull_face = true
spot_range = 22.312231
[node name="Torches" type="Node3D" parent="Lights" unique_id=1105190110]
[node name="Torch" parent="Lights/Torches" unique_id=1280811583 instance=ExtResource("1_w7uyf")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -19.966858, -0.26246262, 0)
[node name="OmniLight3D" type="OmniLight3D" parent="Lights/Torches/Torch" unique_id=657957966]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.096397, 6.2542057, -15.77264)
light_color = Color(0.92773837, 0.6304423, 0, 1)
shadow_enabled = true
omni_range = 13.657384
[node name="Torch2" parent="Lights/Torches" unique_id=472577842 instance=ExtResource("1_w7uyf")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.3695145, 0, 0)
[node name="OmniLight3D" type="OmniLight3D" parent="Lights/Torches/Torch2" unique_id=1032256451]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.096397, 6.2542057, -15.77264)
light_color = Color(0.92773837, 0.6304423, 0, 1)
shadow_enabled = true
omni_range = 13.657384
[node name="Torch3" parent="Lights/Torches" unique_id=207127049 instance=ExtResource("1_w7uyf")]
transform = Transform3D(0.0026565322, 0, 0.9999965, 0, 1, 0, -0.9999965, 0, 0.0026565322, -0.38332775, 1.9073486e-06, 16.218426)
[node name="OmniLight3D" type="OmniLight3D" parent="Lights/Torches/Torch3" unique_id=1415372954]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.096397, 6.2542057, -15.77264)
light_color = Color(0.92773837, 0.6304423, 0, 1)
shadow_enabled = true
omni_range = 13.657384
[node name="Torch4" parent="Lights/Torches" unique_id=601493997 instance=ExtResource("1_w7uyf")]
transform = Transform3D(0.0026565322, 0, 0.9999965, 0, 1, 0, -0.9999965, 0, 0.0026565322, -0.3482311, 1.9073486e-06, 3.0070276)
[node name="OmniLight3D" type="OmniLight3D" parent="Lights/Torches/Torch4" unique_id=522455985]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.096397, 6.2542057, -15.77264)
light_color = Color(0.92773837, 0.6304423, 0, 1)
shadow_enabled = true
omni_range = 13.657384
[node name="Torch5" parent="Lights/Torches" unique_id=1952598831 instance=ExtResource("1_w7uyf")]
transform = Transform3D(-1, 0, 8.742278e-08, 0, 1, 0, -8.742278e-08, 0, -1, 0.09400132, 1.9073486e-06, -0.31505296)
[node name="OmniLight3D" type="OmniLight3D" parent="Lights/Torches/Torch5" unique_id=1334949794]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.096397, 6.2542057, -15.77264)
light_color = Color(0.92773837, 0.6304423, 0, 1)
shadow_enabled = true
omni_range = 13.657384
[node name="Torch6" parent="Lights/Torches" unique_id=830103133 instance=ExtResource("1_w7uyf")]
transform = Transform3D(-1, 0, 8.742278e-08, 0, 1, 0, -8.742278e-08, 0, -1, 16.002838, 1.9073486e-06, -0.31505156)
[node name="OmniLight3D" type="OmniLight3D" parent="Lights/Torches/Torch6" unique_id=620547771]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.096397, 6.2542057, -15.77264)
light_color = Color(0.92773837, 0.6304423, 0, 1)
shadow_enabled = true
omni_range = 13.657384
[node name="Torch7" parent="Lights/Torches" unique_id=1842073656 instance=ExtResource("1_w7uyf")]
transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, -0.349617, 1.9073486e-06, -0.31505227)
[node name="OmniLight3D" type="OmniLight3D" parent="Lights/Torches/Torch7" unique_id=1456571020]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.096397, 6.2542057, -15.77264)
light_color = Color(0.92773837, 0.6304423, 0, 1)
shadow_enabled = true
omni_range = 13.657384
[node name="Torch8" parent="Lights/Torches" unique_id=987701581 instance=ExtResource("1_w7uyf")]
transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, -0.349617, 1.9073486e-06, -0.31505227)
[node name="OmniLight3D" type="OmniLight3D" parent="Lights/Torches/Torch8" unique_id=674836760]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.096397, 6.2542057, -15.77264)
light_color = Color(0.92773837, 0.6304423, 0, 1)
shadow_enabled = true
omni_range = 13.657384
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=939963056]
environment = SubResource("Environment_lobby")
[node name="Barrels" type="Node3D" parent="." unique_id=1740830546]
[node name="BarrelSimple" parent="Barrels" unique_id=771860903 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.276957, 0.056278944, -13.151918)
[node name="BarrelSimple2" parent="Barrels" unique_id=609563864 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.8753104, 0.11255789, -14.810173)
[node name="BarrelSimple3" parent="Barrels" unique_id=2089803156 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.758999, 0.11255789, -14.810173)
[node name="BarrelSimple4" parent="Barrels" unique_id=223671996 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.40292, 0.11255789, -14.810173)
[node name="BarrelSimple5" parent="Barrels" unique_id=1643056602 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.8811536, 0.11255789, -10.928238)
[node name="BarrelSimple6" parent="Barrels" unique_id=1861324204 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.764843, 0.11255789, -10.928238)
[node name="BarrelSimple7" parent="Barrels" unique_id=1662505485 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.597986, 0.11255789, -11.120108)
[node name="BarrelSimple8" parent="Barrels" unique_id=711949884 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.686088, 0.11255789, -6.599861)
[node name="BarrelSimple9" parent="Barrels" unique_id=633001295 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.569777, 0.11255789, -6.599861)
[node name="BarrelSimple10" parent="Barrels" unique_id=1460426434 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.40292, 0.11255789, -6.791731)
[node name="BarrelSimple11" parent="Barrels" unique_id=1660531493 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.210243, 0.056278944, 12.913824)
[node name="BarrelSimple12" parent="Barrels" unique_id=1652485637 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.8753104, 0.11255789, 6.3396435)
[node name="BarrelSimple13" parent="Barrels" unique_id=590613985 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.758999, 0.11255789, 6.3396435)
[node name="BarrelSimple14" parent="Barrels" unique_id=176616372 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.40292, 0.11255789, 6.3396435)
[node name="BarrelSimple15" parent="Barrels" unique_id=465036756 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.070376, 0.11255789, 10.029709)
[node name="BarrelSimple16" parent="Barrels" unique_id=224566162 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.954065, 0.11255789, 10.029709)
[node name="BarrelSimple17" parent="Barrels" unique_id=1512161234 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.597986, 0.11255789, 10.029709)
[node name="BarrelSimple18" parent="Barrels" unique_id=1113697629 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.8753104, 0.11255789, 14.358086)
[node name="BarrelSimple19" parent="Barrels" unique_id=1224035347 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.758999, 0.11255789, 14.358086)
[node name="BarrelSimple20" parent="Barrels" unique_id=249931770 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.40292, 0.11255789, 14.358086)
[node name="BarrelSimple21" parent="Barrels" unique_id=1893459330 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.3384705, 0.056278944, 15.129177)
[node name="BarrelSimple22" parent="Barrels" unique_id=1386374345 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -14.883017, 0.11255789, 6.7661877)
[node name="BarrelSimple23" parent="Barrels" unique_id=1508934681 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.999329, 0.11255789, 6.7661877)
[node name="BarrelSimple24" parent="Barrels" unique_id=1567182843 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.3554077, 0.11255789, 6.7661877)
[node name="BarrelSimple25" parent="Barrels" unique_id=2023488949 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -14.687952, 0.11255789, 10.456253)
[node name="BarrelSimple26" parent="Barrels" unique_id=918952214 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.804262, 0.11255789, 10.456253)
[node name="BarrelSimple27" parent="Barrels" unique_id=1651601809 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.1603413, 0.11255789, 10.456253)
[node name="BarrelSimple28" parent="Barrels" unique_id=1526224674 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -14.883017, 0.11255789, 14.78463)
[node name="BarrelSimple29" parent="Barrels" unique_id=212191494 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.999329, 0.11255789, 14.78463)
[node name="BarrelSimple30" parent="Barrels" unique_id=625425940 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.3554077, 0.11255789, 14.78463)
[node name="BarrelSimple31" parent="Barrels" unique_id=1216255698 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.165121, 0.056277037, -13.43729)
[node name="BarrelSimple32" parent="Barrels" unique_id=1511816190 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -15.938013, 0.11255789, -14.810173)
[node name="BarrelSimple33" parent="Barrels" unique_id=592677866 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12.054325, 0.11255789, -14.810173)
[node name="BarrelSimple34" parent="Barrels" unique_id=855289598 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.410404, 0.11255789, -14.810173)
[node name="BarrelSimple35" parent="Barrels" unique_id=521586989 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -15.742949, 0.11255789, -11.120108)
[node name="BarrelSimple36" parent="Barrels" unique_id=841067379 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -11.859259, 0.11255789, -11.120108)
[node name="BarrelSimple37" parent="Barrels" unique_id=1167528508 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.215338, 0.11255789, -11.120108)
[node name="BarrelSimple38" parent="Barrels" unique_id=2081881340 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -15.938013, 0.11255789, -6.791731)
[node name="BarrelSimple39" parent="Barrels" unique_id=716196812 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12.054325, 0.11255789, -6.791731)
[node name="BarrelSimple40" parent="Barrels" unique_id=1689907554 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.410404, 0.11255789, -6.791731)
[node name="BarrelSimple41" parent="Barrels" unique_id=1885522518 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.4957442, 0.11255789, -1.522007)
[node name="BarrelSimple42" parent="Barrels" unique_id=138543996 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.3879452, 0.11255789, -1.522007)
[node name="BarrelSimple43" parent="Barrels" unique_id=1456059567 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.6908097, 0.11255789, 2.8063698)
[node name="BarrelSimple44" parent="Barrels" unique_id=1888973294 instance=ExtResource("2_3o0md")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.1928787, 0.11255789, 2.8063698)
[node name="Lobby_underground" parent="." unique_id=1313381882 instance=ExtResource("2_w7uyf")]
transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 0, 0, 0)
script = ExtResource("4_73452")
[node name="Plane" parent="Lobby_underground" index="1" unique_id=1962555538]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2352347, 0)
[node name="AnimationPlayer" type="AnimationPlayer" parent="Lobby_underground" unique_id=2070502042]
root_node = NodePath("../..")
libraries/ = SubResource("AnimationLibrary_6j2sa")
[node name="to_the_bear_level" type="Area3D" parent="." unique_id=267572930]
collision_mask = 3
script = ExtResource("5_6j2sa")
[node name="CollisionShape3D" type="CollisionShape3D" parent="to_the_bear_level" unique_id=2080871641]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -23.561888, 2.767395, 0.59606934)
shape = SubResource("BoxShape3D_73452")
[node name="to_the_arena_level" type="Area3D" parent="." unique_id=293174522]
transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, -2.7537346, 0, -1.2036956e-07)
collision_mask = 3
script = ExtResource("6_jmi3x")
[node name="CollisionShape3D" type="CollisionShape3D" parent="to_the_arena_level" unique_id=409491377]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -23.561888, 2.767395, 0.59606934)
shape = SubResource("BoxShape3D_73452")
[editable path="Lobby_underground"]
+21 -6
View File
@@ -34,15 +34,29 @@ func _spawn() -> void:
# Matadors are assigned to a random subset of spawn points each wave and enter staggered.
func _start_next_wave() -> void:
_wave += 1
var count := mini(_wave, _spawn_points.size())
var points: Array = _spawn_points.duplicate()
# 8 waves total.
if _wave > DP.f("mat_wave_size"):
return
# Wave 1 = 1 matador, Wave 2 = 2, ... Wave 8 = 8.
var count := _wave
# Shuffle the spawn points so the spawn locations are random.
var points: Array[Node3D] = _spawn_points.duplicate()
points.shuffle()
for i: int in count:
var sp := points[i] as Node3D
for i in range(count):
# Reuse spawn points when we have more matadors than points.
var sp: Node3D = points[i % points.size()]
var m := _spawn_at(sp.global_position)
m.call_deferred(&"enter_spawn_roll", Vector3.ZERO)
if i < count - 1:
await get_tree().create_timer(DP.f("mat_spawn_stagger")).timeout
await get_tree().create_timer(
DP.f("mat_spawn_stagger")
).timeout
func _place_bull(angle: float, arena_r: float) -> void:
@@ -68,7 +82,8 @@ func _on_matador_killed() -> void:
_alive -= 1
if _alive > 0 or _resolved:
return
if _wave >= _spawn_points.size():
if _wave >= DP.f("mat_wave_size"):
DP.set_value("gate_unlocked_bear", true)
_resolved = true
all_defeated.emit()
else:
+71 -1
View File
@@ -15,6 +15,7 @@ signal run_started
const _SHELL_SCENE := "res://scene.tscn"
const _ARENA_LEVEL := preload("res://levels/arena_level.tscn")
const _BEAR_LEVEL := preload("res://levels/bear_level.tscn")
const _LOBBY_LEVEL := preload("res://levels/lobby_level.tscn")
# Map shape. Small + placeholder for now; the final row is a single boss node.
const _ROWS := 5
@@ -33,6 +34,20 @@ var pending_col: int = -1
## Debug override — when set, active_level() returns this regardless of map state.
## Set via the console `level` command; cleared on start_new_run().
var debug_level_override: LevelDef = null
## The lobby is the hub the run starts and returns to: a walk-around room whose gates lead
## into the fights. While set, active_level() serves the lobby; cleared once a gate is
## entered (choose_level) and set again on a win (return_to_lobby).
var enter_lobby: bool = false
## Level picked at a lobby gate and being fought now — active_level() serves it while
## enter_lobby is false. Null in the lobby itself.
var lobby_choice: LevelDef = null
## Ids of levels the player has cleared this run (StringName -> true). Drives which lobby
## gates are open: the bear gate stays shut until the arena is beaten.
var cleared: Dictionary = {}
## Run-long bonus health (yellow pips) earned from lobby rewards. Persists across level
## loads — the player reads it on spawn — and is capped so it can't stack past BONUS_HP_CAP.
var bonus_hp: int = 0
const BONUS_HP_CAP: int = 2
# Level catalog. Every level shares the shell scene; what changes is the level module
# (its geometry + spawners) and the opponent. The arena (matador wave, normal + boss
@@ -43,6 +58,7 @@ const _BEAR_SCENE := preload("res://Bear.tscn")
var _arena: LevelDef
var _arena_boss: LevelDef
var _bear: LevelDef
var _lobby: LevelDef
func _ready() -> void:
@@ -52,6 +68,10 @@ func _ready() -> void:
)
_bear = _make_level(&"bear", "Bear's Den", _BEAR_LEVEL, Color(0.55, 0.38, 0.22), false)
_bear.enemy_scene = _BEAR_SCENE
# The lobby is a fightless hub — no enemy_scene, so no wave spawns and no win/lose.
_lobby = _make_level(&"lobby", "Lobby", _LOBBY_LEVEL, Color(0.62, 0.66, 0.72), false)
# It's a roomy hub with nothing to fight — pull the camera back so more of it reads.
_lobby.camera_zoom = 1.6
func _make_level(
@@ -72,6 +92,10 @@ func _make_level(
func active_level() -> LevelDef:
if debug_level_override != null:
return debug_level_override
if enter_lobby:
return _lobby
if lobby_choice != null:
return lobby_choice
var n := node_at(pending_row, pending_col)
if n == null:
n = current_node()
@@ -84,12 +108,13 @@ func get_level(id: StringName) -> LevelDef:
&"arena": return _arena
&"arena_boss": return _arena_boss
&"bear": return _bear
&"lobby": return _lobby
return null
## All known level ids — shown by `level` in the console.
func level_ids() -> Array[StringName]:
return [&"arena", &"arena_boss", &"bear"]
return [&"arena", &"arena_boss", &"bear", &"lobby"]
## Begin a fresh run: build a new map and place the player at the start gate. Called from
@@ -101,6 +126,11 @@ func start_new_run() -> void:
pending_row = -1
pending_col = -1
debug_level_override = null
# The run opens in the lobby hub; its gates lead into the fights.
enter_lobby = true
lobby_choice = null
cleared = {}
bonus_hp = 0
run_started.emit()
@@ -156,10 +186,50 @@ func run_complete() -> bool:
func select_node(node: MapNode) -> void:
if node == null:
return
enter_lobby = false
pending_row = node.row
pending_col = node.col
## Send the player to the lobby hub instead of a fight — active_level() serves the lobby
## until a gate is entered.
func go_to_lobby() -> void:
enter_lobby = true
lobby_choice = null
## Enter the fight behind a lobby gate: active_level() serves it until the player wins and
## returns to the lobby. Ignored for an unknown id.
func choose_level(id: StringName) -> void:
var l := get_level(id)
if l == null:
return
enter_lobby = false
lobby_choice = l
## Land back in the lobby after a win, banking the cleared level so its follow-on gates
## open (clearing the arena unlocks the bear gate).
func return_to_lobby() -> void:
if lobby_choice != null:
cleared[lobby_choice.id] = true
go_to_lobby()
## Whether the bear gate should be open — the arena must be cleared first.
func bear_gate_open() -> bool:
return cleared.has(&"arena")
## Bank bonus health for the rest of the run, clamped to BONUS_HP_CAP. Returns how many
## pips were actually added (0 once the cap is reached) so the HUD only heals the bull when
## there's headroom — a repeat barrel clear still cheers but grants nothing.
func add_bonus_hp(amount: int) -> int:
var before := bonus_hp
bonus_hp = clampi(bonus_hp + amount, 0, BONUS_HP_CAP)
return bonus_hp - before
## Commit the level just won: move the player onto the pending node (or leave them at the
## start gate after the intro fight, which has no pending node).
func complete_current_level() -> void:
+12
View File
@@ -0,0 +1,12 @@
extends Area3D
## Lobby gate into the arena fight. Always open — the arena is the run's first door.
func _ready() -> void:
body_entered.connect(_on_body_entered)
func _on_body_entered(body: Node3D) -> void:
if not body.is_in_group("player"):
return
Run.choose_level(&"arena")
get_tree().change_scene_to_file(Run.active_level().scene_path)
+1
View File
@@ -0,0 +1 @@
uid://cgwliuslwfmbk
+16
View File
@@ -0,0 +1,16 @@
extends Area3D
## Lobby gate into the Bear's Den. Shut until the arena is cleared (Run.bear_gate_open()),
## which is also what plays the grid-opening animation — so the trigger only fires once the
## gate has actually risen.
func _ready() -> void:
body_entered.connect(_on_body_entered)
func _on_body_entered(body: Node3D) -> void:
if not body.is_in_group("player"):
return
if not Run.bear_gate_open():
return
Run.choose_level(&"bear")
get_tree().change_scene_to_file(Run.active_level().scene_path)
+1
View File
@@ -0,0 +1 @@
uid://dn77mjyxllgl6
+226 -86
View File
@@ -1,13 +1,9 @@
extends CharacterBody3D
# WANDER bull outside flee range, roaming freely
# FLEE → bull within range, matador backs away (raycast-steered around walls)
# BRACE → charge detected: plant feet, face the bull (cite phase)
# SIDESTEP→ bull commits: sharp lateral step to let it pass (pase phase)
# ATTACK → post-dodge or mid-range: chase and strike
# ROLL → hit by bull but roll chance fires: survive and recover
# THROW → planted, winding up an overhand throw, then releasing the sword
# RAGDOLL → hit by bull, no roll chance
# WANDER → roam/taunt outside flee range. FLEE → bull close: back away (raycast-steered).
# BRACE → charge detected: plant + face (cite). SIDESTEP → bull commits: lateral pass (pase).
# ATTACK → chase and strike. ROLL → hit but rolled: survive. THROW → wind up + hurl the spear.
# RAGDOLL → hit, no roll.
enum State { WANDER, FLEE, BRACE, SIDESTEP, ATTACK, ROLL, THROW, RAGDOLL }
# The matador's high-level *want*, chosen by a weighted utility vote (see
@@ -32,7 +28,9 @@ var _dodge_cd: float = 0.0
var _will_dodge: bool = true
var _attack_timer: float = 0.0
var _swing_timer: float = 0.0
var _lunge_timer: float = 0.0
var _attack_cd: float = 0.0
var _bull_prev_pos: Vector3 = Vector3.ZERO
var _bull_prev_seen: bool = false
var _roll_timer: float = 0.0
var _roll_dir: Vector3 = Vector3.ZERO
var _is_spawning: bool = false
@@ -52,7 +50,7 @@ var _drawing: bool = false
var _sheathing: bool = false
var _draw_timer: float = 0.0
var _draw_len: float = 0.0
var _sword_blade_area: Area3D = null
var _sword_blade_area: Hitbox = null
var _spear_node: Node3D = null
var _blade_hit_cd: float = 0.0
var _death_player: AudioStreamPlayer = null
@@ -61,6 +59,7 @@ var _blood_burst: CPUParticles3D = null
@onready var _mesh: Node3D = $matador2
@onready var _hit_area: Area3D = $HitArea
const _ANIM_RUN: StringName = &"Run"
const _ANIM_IDLE: StringName = &"Taunt"
const _ANIM_ATTACK: StringName = &"Attack"
@@ -75,8 +74,9 @@ const _ANIM_TAUNTS: Array[StringName] = [&"Taunt", &"Taunt_B", &"Taunt_C"]
# reparents from holster to hand at this point in the animation.
const _DRAW_GRAB_AT: float = 0.55
const _SWORD_SCENE: PackedScene = preload("res://Assets/sword.glb")
const _SPEAR_SCENE: PackedScene = preload("res://Assets/spear.glb")
# Wrapper scenes (glb + an editor-tweakable hitbox / collider) — see Sword.tscn / Spear.tscn.
const _SWORD_SCENE: PackedScene = preload("res://Sword.tscn")
const _SPEAR_SCENE: PackedScene = preload("res://Spear.tscn")
const _GRAVITY: float = 9.8 # arena gravity, for the spear's ballistic arc
@@ -93,12 +93,19 @@ const _TURN_FACE: float = 16.0 # face the bull while engaging
const _TURN_SHARP: float = 24.0 # snap onto a sidestep / roll direction
const RigidSkin = preload("res://rigid_skin.gd")
func _ready() -> void:
add_to_group(&"matador")
_skeleton = _find_skeleton(_mesh)
_anim_player = _find_anim_player(_mesh)
if _skeleton:
_sim = MatadorRagdoll.build(_skeleton)
# Web (Mali/ANGLE) can't run Compatibility vertex-skinning; rebuild as non-skinned
# bone-attached pieces. Runs after the ragdoll sim is built (both drive the same bones).
if OS.has_feature("web"):
RigidSkin.convert_tree(self)
if _anim_player:
for anim in [_ANIM_RUN, _ANIM_ATTACK] + _ANIM_TAUNTS:
_ensure_loop(anim)
@@ -160,6 +167,9 @@ func _physics_process(delta: float) -> void:
_dodge_cd = maxf(0.0, _dodge_cd - delta)
_blade_hit_cd = maxf(0.0, _blade_hit_cd - delta)
_throw_aim_cd = maxf(0.0, _throw_aim_cd - delta)
_attack_cd = maxf(0.0, _attack_cd - delta)
if _bull != null:
_sweep_bull_gore()
if _state != State.RAGDOLL and _bull != null:
_update_ai_state(delta)
@@ -177,9 +187,8 @@ func _physics_process(delta: float) -> void:
_advance_draw(delta)
# Utility-driven brain. The physically committed states (a brace, a pass, a roll, a
# throw wind-up) run to completion on their own timers; from the free states the
# matador re-scores its options every mat_decide_interval and acts on the winner.
# Utility-driven brain. Committed states (brace / pass / roll / throw wind-up) run to completion on
# their own timers; from the free states the matador re-scores every mat_decide_interval.
func _update_ai_state(delta: float) -> void:
if _state == State.BRACE or _state == State.SIDESTEP \
or _state == State.ROLL or _state == State.THROW:
@@ -196,9 +205,8 @@ func _update_ai_state(delta: float) -> void:
_enter_intent(intent)
# Score each intent from weighted heuristics and return the winner. Weights (the
# mat_w_* params) shape the personality; a small commit bonus on the current intent
# stops it flip-flopping between two near-tied options.
# Score each intent from weighted mat_w_* heuristics and return the winner; a small commit bonus on
# the current intent stops it flip-flopping between two near-tied options.
func _choose_intent() -> Intent:
var dist := global_position.distance_to(_bull.global_position)
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
@@ -219,6 +227,9 @@ func _choose_intent() -> Intent:
# A matador won't commit to a strike it can't bail out of, so a spent dodge
# cooldown makes attacking (and dodging outright) less attractive.
var dodge_ready := 1.0 if _dodge_cd <= 0.0 else 0.35
# The post-stab recovery beat (mat_stab_recovery) kills ATTACK outright — the matador circles
# or gives ground between thrusts rather than machine-gunning the bull; DODGE/FLEE stay live.
var attack_ready := 0.0 if _attack_cd > 0.0 else 1.0
var throw_ok := _throw_aim_cd <= 0.0 and is_instance_valid(_sword_node) \
and dist >= DP.f("mat_throw_min_dist") and dist <= DP.f("mat_throw_range")
@@ -239,7 +250,7 @@ func _choose_intent() -> Intent:
# Press the attack; ease off a touch when a charge is barrelling in. Supporting
# matadors barely press — they yield the pass to whoever's engaging.
Intent.ATTACK: DP.f("mat_w_aggression") * (0.45 + 0.55 * close) \
* (1.0 - 0.55 * danger) * dodge_ready * engage_mult,
* (1.0 - 0.55 * danger) * dodge_ready * engage_mult * attack_ready,
# Sidestep / plant against an incoming charge.
Intent.DODGE: DP.f("mat_w_caution") * danger * (1.0 if _dodge_cd <= 0.0 else 0.0),
# Hurl the blade — an occasional ranged flourish from an engaging matador when
@@ -247,7 +258,10 @@ func _choose_intent() -> Intent:
Intent.THROW: (DP.f("mat_w_throw") * (0.35 + 0.65 * (1.0 - close))) \
if (throw_ok and is_engager) else -1.0,
}
score[_intent] = float(score[_intent]) + DP.f("mat_w_commit")
# Commit bonus keeps a near-tied choice from flip-flopping — but don't re-reinforce a
# just-swung ATTACK we're recovering from, or the matador clings to it and spams the bull.
if not (_intent == Intent.ATTACK and _attack_cd > 0.0):
score[_intent] = float(score[_intent]) + DP.f("mat_w_commit")
var best: Intent = Intent.WANDER
var best_score := -INF
@@ -293,9 +307,8 @@ func _enter_intent(intent: Intent) -> void:
_start_throw()
# How many other live matadors are closer to the bull than this one. 0 = the
# closest (the natural lead engager); the utility brain gives the nearest
# mat_engage_slots the go-ahead to press while the rest spread out and taunt.
# How many other live matadors are closer to the bull than this one (0 = the lead engager); the
# brain lets the nearest mat_engage_slots press while the rest spread out and taunt.
func _engagement_rank() -> int:
if _bull == null:
return 0
@@ -339,6 +352,19 @@ func _is_charge_incoming() -> bool:
return bull_flat.normalized().dot(to_me.normalized()) > 0.85
# Bull charging fast and aimed straight at the matador, at ANY range (unlike _is_charge_incoming,
# which is capped to brace range) — so a taunting matador can answer a charge from across the arena.
func _charge_aimed_at_me() -> bool:
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
if bull_flat.length() < DP.f("mat_charge_speed"):
return false
var to_me := global_position - _bull.global_position
to_me.y = 0.0
if to_me.length() < 0.1:
return true
return bull_flat.normalized().dot(to_me.normalized()) > 0.9
# Returns a wall-clear direction, recomputed at most every _STEER_INTERVAL seconds.
# Randomises among available clear angles so juke direction is unpredictable.
func _steer_clear(desired_dir: Vector3, delta: float) -> Vector3:
@@ -399,6 +425,19 @@ func _face_point(point: Vector3, delta: float, rate: float) -> void:
func _tick_wander(delta: float) -> void:
# Plant the feet while drawing / sheathing instead of sliding through the clip.
if _drawing or _sheathing or _idle_timer > 0.0:
# A charge aimed at a taunting matador snaps it out of the pose: hurl a spear at a bull
# barrelling in from range, or switch to the sword (brace/cite) to meet a closer rush.
if _idle_timer > 0.0 and not _drawing and not _sheathing \
and _bull != null and _charge_aimed_at_me():
var dist := global_position.distance_to(_bull.global_position)
var throw_ok := _throw_aim_cd <= 0.0 and is_instance_valid(_sword_node) \
and dist >= DP.f("mat_throw_min_dist") and dist <= DP.f("mat_throw_range")
if dist > DP.f("mat_brace_range") and throw_ok:
_start_throw() # far charge — get the spear off before it arrives
return
if dist <= DP.f("mat_brace_range"):
_start_brace() # closer rush — draw the sword and cite the charge
return
_idle_timer = maxf(0.0, _idle_timer - delta)
_decelerate(10.0, delta)
# Taunt toward the bull so the posturing plays to it, not off into space.
@@ -523,6 +562,7 @@ func _start_attack() -> void:
func _tick_attack(delta: float) -> void:
_attack_timer -= delta
var was_swinging := _swing_timer > 0.0
_swing_timer = maxf(0.0, _swing_timer - delta)
# Plant the feet while drawing instead of sliding toward the bull mid-clip.
if _drawing or _sheathing:
@@ -535,22 +575,41 @@ func _tick_attack(delta: float) -> void:
to_bull.y = 0.0
var dist := to_bull.length()
# Commit to a full swing once in range instead of flipping Run/Attack at the
# distance boundary every frame (the old foot-slide jitter). When the swing
# ends the matador re-closes if the bull slipped away, or stabs again if not.
if _swing_timer <= 0.0 and dist <= DP.f("mat_attack_min_dist") and _sword_in_hand:
# A finished stab enforces a recovery beat (no re-commit for mat_stab_recovery), then decides
# what's next: a landed hit very likely breaks into a taunt/retreat, otherwise the usual roll
# to give ground / circle / throw — anything but instantly drilling the same thrust again.
if was_swinging and _swing_timer <= 0.0:
_attack_cd = DP.f("mat_stab_recovery")
var landed := _sword_blade_area != null and _sword_blade_area.did_hit()
if landed and randf() < DP.f("mat_taunt_after_hit"):
_do_taunt_retreat()
return
if randf() < DP.f("mat_stab_followup_chance"):
_do_stab_followup()
return
# Run in (Run clip) to mat_stab_standoff, then plant and swing on the spot — the standoff sits
# inside the sword's ~3.75 m thrust reach; killing velocity on commit stops the feet sliding.
# The recovery beat gates the next commit so back-to-back stabs can't machine-gun the bull.
if _swing_timer <= 0.0 and _attack_cd <= 0.0 and dist <= DP.f("mat_stab_standoff") and _sword_in_hand:
_swing_timer = _anim_length(_ANIM_ATTACK, 0.9)
_lunge_timer = DP.f("mat_lunge_time")
velocity.x = 0.0
velocity.z = 0.0
# Re-arm fresh each swing — back-to-back stabs commit before the else-branch deactivate runs.
if _sword_blade_area != null:
_sword_blade_area.deactivate()
if _swing_timer > 0.0:
_lunge_timer = maxf(0.0, _lunge_timer - delta)
if _lunge_timer > 0.0 and dist > 0.1:
_accelerate(to_bull.normalized(), DP.f("mat_lunge_speed"), delta)
else:
_decelerate(22.0, delta)
_decelerate(22.0, delta)
_play_anim(_ANIM_ATTACK)
_try_melee_hit(DP.f("mat_stab_reach"))
# Damage off the sword's own BladeHitbox (Sword.tscn), riding the animated blade — gored only
# when the thrust reaches it. Arm at the thrust (mat_stab_strike_at) and sweep for the overlap.
if _sword_blade_area != null and _swing_phase() >= DP.f("mat_stab_strike_at"):
_sword_blade_area.activate()
_sword_blade_area.sweep()
else:
if _sword_blade_area != null:
_sword_blade_area.deactivate()
var dir := _steer_clear(to_bull.normalized(), delta)
_accelerate(dir, DP.f("mat_attack_speed"), delta)
_play_anim(_ANIM_RUN)
@@ -558,6 +617,50 @@ func _tick_attack(delta: float) -> void:
move_and_slide()
# How far through the attack swing: 0 (just committed) → 1 (finished), tracking the clip's progress.
func _swing_phase() -> float:
var length := _anim_length(_ANIM_ATTACK, 0.9)
if length <= 0.0:
return 1.0
return clampf(1.0 - _swing_timer / length, 0.0, 1.0)
# Break off after a stab instead of drilling the same thrust: give ground, hurl a spear, or circle.
# The brain re-engages after; _decide_cd is reset so the pick plays out before it re-scores.
func _do_stab_followup() -> void:
_decide_cd = DP.f("mat_decide_interval")
_dodge_cd = DP.f("mat_dodge_cooldown")
_steer_cd = 0.0
var roll := randf()
if roll < 0.2 and _throw_aim_cd <= 0.0 and is_instance_valid(_sword_node):
_start_throw() # ranged flourish
elif roll < 0.6:
_state = State.FLEE # give ground after the thrust
_intent = Intent.FLEE
else:
_state = State.WANDER # circle to a fresh angle before pressing again
_intent = Intent.WANDER
_pick_wander_target()
# A stab that LANDED: milk it. Break into a long taunt held toward the bull, then drift out to the
# showmanship ring — and lock ATTACK out for the whole hold (_attack_cd) so the brain can't drag the
# matador straight back into another thrust. DODGE/FLEE stay live, so a charging bull is still
# answered. This is what stops the "stab, stab, stab" spam after the matador connects.
func _do_taunt_retreat() -> void:
_state = State.WANDER
_intent = Intent.WANDER
_idle_timer = randf_range(DP.f("mat_taunt_hold") * 0.7, DP.f("mat_taunt_hold") * 1.3)
_idle_anim = _pick_taunt()
_taunt_swap = randf_range(1.5, 3.0)
_attack_cd = maxf(_attack_cd, _idle_timer)
_dodge_cd = DP.f("mat_dodge_cooldown")
_steer_cd = 0.0
_pick_wander_target()
if _sword_blade_area != null:
_sword_blade_area.deactivate()
func _enter_roll(hit_dir: Vector3) -> void:
_state = State.ROLL
# Match the state to the actual clip so the roll plays through once instead of
@@ -571,9 +674,8 @@ func _enter_roll(hit_dir: Vector3) -> void:
_anim_player.seek(0.0, true)
# Called by the spawner (deferred) to make the matador leap-roll toward a target
# point on entry — the cinematic arena entrance. After the roll it transitions to
# normal AI via the standard ROLL → FLEE path.
# Called (deferred) by the spawner to make the matador leap-roll toward a target on entry — the
# cinematic arena entrance. After the roll it transitions to normal AI via the ROLL → FLEE path.
func enter_spawn_roll(toward: Vector3) -> void:
var dir := toward - global_position
dir.y = 0.0
@@ -762,34 +864,84 @@ func _on_body_entered(body: Node3D) -> void:
if not body.is_in_group(&"player"):
return
var player := body as CharacterBody3D
if player.velocity.length() < DP.f("mat_hit_threshold"):
var bull_speed := player.velocity.length()
if bull_speed < DP.f("mat_hit_threshold"):
return
if not _horns_first(player.global_position):
return
var flat_vel := Vector3(player.velocity.x, 0.0, player.velocity.z)
var hit_dir := flat_vel.normalized() if flat_vel.length() > 0.5 else \
(global_position - player.global_position).normalized()
_take_bull_charge(bull_speed, hit_dir)
if randf() < DP.f("mat_roll_chance"):
# Tunnel-proof charge detection: at dash speed the bull skips clean over the thin HitArea between
# ticks, so body_entered never fires. Sweep its actual travel (prev → now) and gore on any pass within
# mat_charge_gore_radius. Runs every frame (even ragdolled) to keep the segment fresh.
func _sweep_bull_gore() -> void:
var now := _bull.global_position
var seg_from := _bull_prev_pos if _bull_prev_seen else now
_bull_prev_pos = now
_bull_prev_seen = true
if _state == State.RAGDOLL or _state == State.ROLL:
return
var flat_vel := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
var bull_speed := flat_vel.length()
if bull_speed < DP.f("mat_hit_threshold"):
return
var a := Vector3(seg_from.x, 0.0, seg_from.z)
var b := Vector3(now.x, 0.0, now.z)
var p := Vector3(global_position.x, 0.0, global_position.z)
var closest := Geometry3D.get_closest_point_to_segment(p, a, b)
if p.distance_to(closest) > DP.f("mat_charge_gore_radius"):
return
if not _horns_first(seg_from):
return
var hit_dir := flat_vel.normalized() if bull_speed > 0.5 \
else (global_position - now).normalized()
_take_bull_charge(bull_speed, hit_dir)
# Horns-first gate: gore only when the bull's velocity points within bull_gore_arc of the direction
# from `from` to the matador — not a sideways brush or backing in. The dash ability skips the gate.
func _horns_first(from: Vector3) -> bool:
if _bull == null:
return false
if _bull.has_method(&"is_dashing") and _bull.call(&"is_dashing"):
return true # the dash ability is a committed lunge — it gores on contact, no angle gate
var vel := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
if vel.length() < 0.5:
return false
var to_me := global_position - from
to_me.y = 0.0
if to_me.length() < 0.01:
return true
return vel.normalized().dot(to_me.normalized()) > cos(deg_to_rad(DP.f("bull_gore_arc")))
# Resolve a connected charge: the survival roll fades as bull speed climbs (mat_charge_pierce), so a
# committed charge gores rather than getting shrugged off.
func _take_bull_charge(bull_speed: float, hit_dir: Vector3) -> void:
# The boulder roll bowls matadors over with its own launch + chain (player._roll_try_pop); don't
# pre-empt that with a quiet gore, or the ball rolls straight through without popping.
if _bull.has_method(&"is_rolling") and _bull.call(&"is_rolling"):
return
# The dash is a committed lunge — a connect is a guaranteed kill, no survival roll (it already
# bypasses the horns cone). A passive cruise-charge still leaves a roll chance that fades with speed.
var roll_chance := 0.0
if not (_bull.has_method(&"is_dashing") and _bull.call(&"is_dashing")):
var floor_spd := DP.f("mat_hit_threshold")
var full_spd := maxf(DP.f("mat_charge_speed"), floor_spd + 0.1)
var commit := clampf((bull_speed - floor_spd) / (full_spd - floor_spd), 0.0, 1.0)
roll_chance = DP.f("mat_roll_chance") * (1.0 - commit * DP.f("mat_charge_pierce"))
if randf() < roll_chance:
_enter_roll(hit_dir)
else:
_enter_ragdoll(hit_dir, player.velocity.length())
_enter_ragdoll(hit_dir, bull_speed)
func _on_blade_hit(body: Node3D) -> void:
if _state != State.ATTACK and _state != State.SIDESTEP and _state != State.BRACE:
return
if not body.is_in_group(&"player"):
return
if _blade_hit_cd > 0.0:
return
_blade_hit_cd = DP.f("mat_stab_cooldown")
body.call(&"take_sword_hit", "gored")
# Reach-based stab. A charging bull crosses metres per physics frame, so it easily
# tunnels through the thin blade Area between frames — this distance check is the
# reliable hit. Called from the offensive ticks (active swing / pass) whenever the
# blade is drawn: if the bull is inside reach AND the matador is facing it — the
# blade actually presented, not held off to the side — it's gored.
# Reach-based hit for the sidestep PASS (fast lateral sweep — the thin blade Area tunnels, so a
# distance+facing check is the reliable gore; the ATTACK stab uses the blade collider instead).
func _try_melee_hit(reach: float) -> void:
if _blade_hit_cd > 0.0 or not _sword_in_hand or _bull == null:
return
@@ -798,8 +950,6 @@ func _try_melee_hit(reach: float) -> void:
var dist := to_bull.length()
if dist > reach or dist < 0.01:
return
# Only lands within the frontal arc — you're gored on a presented blade, not by
# brushing a matador whose sword is pointing elsewhere.
var facing := Vector3(sin(_mesh.rotation.y), 0.0, cos(_mesh.rotation.y))
if facing.dot(to_bull / dist) < cos(deg_to_rad(DP.f("mat_stab_arc"))):
return
@@ -809,8 +959,8 @@ func _try_melee_hit(reach: float) -> void:
func _enter_ragdoll(hit_dir: Vector3, bull_speed: float, up_boost: float = 0.0) -> void:
_state = State.RAGDOLL
if _sword_blade_area:
_sword_blade_area.monitoring = false
if _sword_blade_area != null:
_sword_blade_area.deactivate()
_clear_spear() # a spear mid-wind-up dies with the matador, not in the air
killed.emit()
var cleanup_timer := get_tree().create_timer(4.0)
@@ -1003,10 +1153,9 @@ func _pick_wander_target() -> void:
# ── Sword attachment ──────────────────────────────────────────────────────────
# The rig (matador_v03) carries two purpose-built bones: weapon_bone (right-hand
# grip) and weapon_rest_bone (hip holster). The sword rides in the holster and is
# carried to the hand in combat (see _carry_sword); each bone has its own DP-tunable
# local offset/rotation (sword_* / sword_rest_*) so the poses seat independently.
# The rig (matador_v03) carries two bones: weapon_bone (right-hand grip) and weapon_rest_bone (hip
# holster). The sword rides in the holster, carried to the hand in combat (_carry_sword); each bone
# has its own DP-tunable offset/rotation (sword_* / sword_rest_*) so the poses seat independently.
func _setup_sword() -> void:
if not _skeleton:
return
@@ -1039,28 +1188,15 @@ func _spawn_sword() -> void:
_drawing = false
_apply_sword_grip()
# Blade collider along +Z (hilt at origin), tipped from the capsule's default Y.
# Only monitors while the sword is in hand (see _carry_sword).
var blade_cap := CapsuleShape3D.new()
blade_cap.radius = 0.18
blade_cap.height = 1.30
var blade_cs := CollisionShape3D.new()
blade_cs.shape = blade_cap
blade_cs.position = Vector3(0.0, 0.0, 0.8)
blade_cs.rotation_degrees = Vector3(90.0, 0.0, 0.0)
_sword_blade_area = Area3D.new()
_sword_blade_area.collision_layer = 0
_sword_blade_area.collision_mask = 1
_sword_blade_area.monitoring = _sword_in_hand
_sword_blade_area.add_child(blade_cs)
_sword_node.add_child(_sword_blade_area)
_sword_blade_area.body_entered.connect(_on_blade_hit)
# The blade hitbox (Sword.tscn, hitbox.gd) is armed only during the ATTACK thrust (see
# _tick_attack); off while merely carried, so brushing a drawn matador never gores the bull.
_sword_blade_area = _sword_node.get_node_or_null("BladeHitbox") as Hitbox
if _sword_blade_area != null:
_sword_blade_area.deactivate()
# The sword is MELEE-only: drawn while fighting up close (ATTACK) or guarding
# (BRACE / SIDESTEP), holstered otherwise. Ranged throws use a spear instead
# (see _spawn_spear_in_hand), so THROW keeps the sword holstered.
# The sword is MELEE-only: drawn for ATTACK / BRACE / SIDESTEP, holstered otherwise. Ranged throws
# use a spear (_spawn_spear_in_hand), so THROW keeps the sword holstered.
func _wants_sword_drawn() -> bool:
return _state == State.ATTACK \
or _state == State.BRACE or _state == State.SIDESTEP
@@ -1069,6 +1205,9 @@ func _wants_sword_drawn() -> bool:
func _update_sword_carry() -> void:
if not is_instance_valid(_sword_node) or _state == State.RAGDOLL:
return
# The blade collider lives only during the ATTACK thrust; leaving ATTACK disarms it.
if _state != State.ATTACK and _sword_blade_area != null:
_sword_blade_area.deactivate()
if _wants_sword_drawn():
if not _sword_in_hand and not _drawing:
_begin_draw()
@@ -1148,8 +1287,9 @@ func _carry_sword(in_hand: bool) -> void:
_sword_in_hand = in_hand
_sword_node.reparent(target, false)
_apply_sword_grip()
if _sword_blade_area:
_sword_blade_area.monitoring = in_hand
# Carrying never arms the blade — only the ATTACK thrust does (see _tick_attack).
if _sword_blade_area != null:
_sword_blade_area.deactivate()
func _apply_sword_grip() -> void:
+10 -3
View File
@@ -4,6 +4,8 @@ extends RefCounted
## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of
## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes.
const PhysicsLayers = preload("res://physics_layers.gd")
# [bone, radius] → sphere collider; [bone, radius, height] → capsule.
const _BONES: Array = [
["matador", 0.18],
@@ -53,10 +55,15 @@ static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
pb.bone_name = bname
pb.mass = 0.4
pb.linear_damp = 0.1
pb.collision_layer = 1
pb.collision_mask = 1
# The ragdoll only simulates once the matador is dead, so it lives on the CORPSE
# layer and masks to CORPSE alone: it rests on the ground/walls (which also carry
# CORPSE) but the bull — which collides only with WORLD — passes straight through
# the bodies instead of tripping over them.
pb.collision_layer = PhysicsLayers.CORPSE
pb.collision_mask = PhysicsLayers.CORPSE
if bname.begins_with("Bone"):
# Cape: floppy cloth — free swing, light, draggy, one-way collision.
# Cape: floppy cloth — free swing, light, draggy, one-way collision (layer 0
# so nothing collides with it; it still drapes on the CORPSE-masked ground).
pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
pb.mass = 0.15
pb.linear_damp = 0.5
+63
View File
@@ -0,0 +1,63 @@
extends CanvasLayer
## Universal "rotate to landscape" prompt (autoload `OrientationGuard`). The cross-device
## half of landscape enforcement: screen.orientation.lock (controls_manager.gd) handles
## Android, but iOS Safari has no lock API, and some browsers only lock in fullscreen — so
## wherever the device ends up portrait, we simply ask the player to turn it. No canvas
## rotation or input remapping (those break touch coordinates), so it works on every phone
## and browser cleanly. Only ever shows on touch-primary devices, only while portrait.
var _panel: ColorRect
func _ready() -> void:
layer = 128 # above HUD, touch UI, everything
process_mode = Node.PROCESS_MODE_ALWAYS
_panel = ColorRect.new()
_panel.color = Color(0.05, 0.03, 0.02, 0.97)
_panel.set_anchors_preset(Control.PRESET_FULL_RECT)
_panel.mouse_filter = Control.MOUSE_FILTER_STOP # swallow taps to the game behind it
_panel.visible = false
add_child(_panel)
var center := CenterContainer.new()
center.set_anchors_preset(Control.PRESET_FULL_RECT)
center.mouse_filter = Control.MOUSE_FILTER_IGNORE
_panel.add_child(center)
var box := VBoxContainer.new()
box.alignment = BoxContainer.ALIGNMENT_CENTER
box.add_theme_constant_override("separation", 14)
center.add_child(box)
var title := Label.new()
title.text = "Rotate your device"
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
title.add_theme_font_size_override("font_size", 44)
title.add_theme_color_override("font_color", Color(1.0, 0.78, 0.22))
box.add_child(title)
var sub := Label.new()
sub.text = "Turn it sideways to play in landscape"
sub.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
sub.add_theme_font_size_override("font_size", 22)
sub.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85))
box.add_child(sub)
get_viewport().size_changed.connect(_update)
_update.call_deferred()
func _update() -> void:
_panel.visible = _should_guard() and _is_portrait()
func _is_portrait() -> bool:
var s := get_viewport().get_visible_rect().size
return s.y > s.x
# Touch-primary devices only — never a desktop browser with a tall window (they can't rotate
# a monitor). Reuses the same conservative detection the touch UI uses.
func _should_guard() -> bool:
return Controls.use_touch_ui()
+1
View File
@@ -0,0 +1 @@
uid://cmh7kd85wi5gx
+11
View File
@@ -0,0 +1,11 @@
## Central registry of the 3D physics collision-layer bits. These mirror the
## layer_names in project.godot so the editor's layer picker reads the same words.
##
## The bull only collides with WORLD, so a killed matador is lifted off WORLD onto
## CORPSE alone (see matador_ragdoll.gd). The ground and walls carry WORLD | CORPSE
## (tagged at level load in game_shell.gd), so the ragdoll still rests on the arena
## while the bull passes through the bodies instead of tripping over them.
const WORLD: int = 1 # layer 1 — environment + live actors (bull, matadors, spears)
const BULL: int = 2 # layer 2 — the bull's own body
const CORPSE: int = 4 # layer 3 — ragdolled matadors; ground/walls also carry this
+1
View File
@@ -0,0 +1 @@
uid://d01o2ul83waw5
+151 -15
View File
@@ -67,6 +67,9 @@ signal health_changed(current: int, max_hp: int)
signal hit_taken(cause: String)
var _max_hp: int = 10
var _hp: int = 10
# Bonus pips granted by lobby rewards (e.g. smashing every barrel). Tacked on top of the
# base bar; the HUD paints these top pips yellow instead of red.
var _bonus_hp: int = 0
var _hit_iframes: float = 0.0
var _huff_player: AudioStreamPlayer = null
@@ -79,10 +82,25 @@ var _walk_dust_ramp: Gradient = null
var _charge_dust_ramp: Gradient = null
const RigidSkin = preload("res://rigid_skin.gd")
var _hit_flash_tween: Tween
func _ready() -> void:
add_to_group(&"player")
# Mali/ANGLE mobile GPUs can't run Godot's Compatibility vertex-skinning (transform
# feedback) — skinned meshes render invisible on the web build. Rebuild the bull as
# non-skinned bone-attached pieces there; desktop keeps smooth GPU skinning.
if OS.has_feature("web"):
RigidSkin.convert_tree(self)
_max_hp = maxi(1, int(DP.f("bull_max_hp")))
_hp = _max_hp
# Carry any run-long bonus pips (barrel reward) into this level so they survive the
# scene reload between fights; the HUD paints these top pips yellow.
_bonus_hp = Run.bonus_hp
_max_hp += _bonus_hp
_hp += _bonus_hp
_cube_scale = cube_guy.scale
_setup_hoof_dust()
_setup_legs()
@@ -298,7 +316,7 @@ func _play_idle() -> void:
return
_bull_anim.speed_scale = 1.0
if _bull_anim.has_animation(_ANIM_IDLE):
_bull_anim.play(_ANIM_IDLE, 0.2)
_bull_anim.play(_ANIM_IDLE, 0.05)
# Drive the WASD locomotion clip: the looping DASH doubles as the run cycle while a
@@ -501,6 +519,7 @@ func _tick_roll(delta: float, _steer: Vector3) -> void:
move_and_slide()
_was_on_floor = is_on_floor()
_smash_barrels_in_radius(DP.f("roll_hit_radius"))
_roll_try_pop(speed)
@@ -539,22 +558,37 @@ func _roll_try_pop(speed: float) -> bool:
return false
# Closest active matador we haven't already popped this roll, or null if none left.
# Closest thing the roll should home on — an active matador (arena) or an intact barrel
# (lobby) we haven't already smashed this roll. Null if nothing is left to hit.
func _roll_pick_target() -> Node3D:
var best: Node3D = null
var best_d := INF
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
if _roll_hit.has(mat) or not _mat_active(mat):
continue
var d: float = (mat as Node3D).global_position.distance_squared_to(global_position)
for cand: Node3D in _roll_targets():
var d: float = cand.global_position.distance_squared_to(global_position)
if d < best_d:
best_d = d
best = mat as Node3D
best = cand
return best
# Live roll targets: active matadors plus standing barrels, minus anything already popped.
func _roll_targets() -> Array[Node3D]:
var out: Array[Node3D] = []
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
if not _roll_hit.has(mat) and _mat_active(mat):
out.append(mat as Node3D)
for barrel: Node in get_tree().get_nodes_in_group(&"barrel"):
if _barrel_alive(barrel):
out.append(barrel as Node3D)
return out
func _roll_target_valid() -> bool:
return is_instance_valid(_roll_target) and _mat_active(_roll_target)
if not is_instance_valid(_roll_target):
return false
if _roll_target.is_in_group(&"barrel"):
return _barrel_alive(_roll_target)
return _mat_active(_roll_target)
# A matador still in play — valid, not ragdolled/consumed. Ragdolled bodies report
@@ -563,8 +597,39 @@ func _mat_active(mat: Node) -> bool:
return is_instance_valid(mat) and mat.has_method(&"is_active") and mat.call(&"is_active")
# End the Powerball early: brake hard (the ball "pops" and unrolls) and drop back to
# the normal locomotion path next frame.
# A lobby barrel still standing — valid and not already queued for removal by an earlier hit.
func _barrel_alive(barrel: Node) -> bool:
return is_instance_valid(barrel) and not barrel.is_queued_for_deletion()
# Burst every barrel whose centre sits within range_m on the ground plane. Shared by the
# boulder roll (which ploughs straight through them) and the slam shockwave. Each barrel
# self-removes and leaves the &"barrel" group, so the HUD's clear-the-lobby tally counts it
# exactly once.
func _smash_barrels_in_radius(range_m: float) -> void:
for barrel: Node in get_tree().get_nodes_in_group(&"barrel"):
if not _barrel_alive(barrel):
continue
var to_b: Vector3 = (barrel as Node3D).global_position - global_position
to_b.y = 0.0
if to_b.length() <= range_m:
barrel.call(&"destroy_barrel")
# True while the boulder roll is live — matadors defer their charge-gore to the roll's own pop
# (is_rolling guard in matador._take_bull_charge) so the ball pops instead of quietly goring.
func is_rolling() -> bool:
return _active_ability == 3 and _ability_active
# True while the dash ability is live. A dash is a committed lunge — it gores/rams on contact
# regardless of angle (enemies bypass their horns-first cone while it's set).
func is_dashing() -> bool:
return _active_ability == 1 and _ability_active
# End the Powerball early: brake hard (the ball "pops" and unrolls) and drop back to the normal
# locomotion path next frame.
func _end_roll() -> void:
_ability_active = false
_active_ability = -1
@@ -1009,13 +1074,15 @@ func _physics_process(delta: float) -> void:
cube_guy.rotation.y = lerp_angle(
cube_guy.rotation.y, target_angle, delta * DP.f("visual_turn_speed"))
# Looping DASH clip while genuinely moving on the ground, idle otherwise.
# Looping WALK clip while genuinely moving on the ground, idle otherwise.
_update_locomotion_anim(on_floor and flat_speed > 1.0)
_pre_slide_vel_y = velocity.y
var pre_wall_vel := Vector3(velocity.x, 0.0, velocity.z)
move_and_slide()
# ── Wall bounce — no sliding, guaranteed exit ────────────────────────────
# pre_wall_vel is captured before move_and_slide strips the into-wall component,
# so into_spd correctly reflects how hard the bull hit the wall even when stationary.
@@ -1031,11 +1098,23 @@ func _physics_process(delta: float) -> void:
velocity.z = flat_n.z * exit_spd
pre_wall_vel = Vector3(velocity.x, 0.0, velocity.z)
# ── Bounce on landing ─────────────────────────────────────────────────────
# --- ADD THIS BREAKABLE BARREL DETECTION CODE ---
var collision = get_slide_collision(i)
var collider = collision.get_collider()
# Check if the object we hit has the "destroy_barrel" function
if collider and collider.has_method("destroy_barrel"):
# Optional: Only break if moving fast (e.g., sprinting or dashing)
# if velocity.length() > 5.0:
collider.destroy_barrel()
# ── Landing. Don't bounce ─────────────────────────────────────────────────────
if is_on_floor() and not _was_on_floor:
var impact := -_pre_slide_vel_y
if impact > DP.f("bounce_min_impact") and not _slam_pending:
velocity.y = impact * DP.f("bounce_restitution")
velocity.y = 0.0
#Bouncing landing below
#var impact := -_pre_slide_vel_y
#if impact > DP.f("bounce_min_impact") and not _slam_pending:
#velocity.y = impact * DP.f("bounce_restitution")
# ── Slam landing ──────────────────────────────────────────────────────────
if _slam_pending and is_on_floor() and not _was_on_floor:
@@ -1048,6 +1127,7 @@ func _physics_process(delta: float) -> void:
_play_idle()
_spawn_slam_fx()
_hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"), DP.f("slam_launch_up"))
_smash_barrels_in_radius(DP.f("slam_range"))
# ── Dust ──────────────────────────────────────────────────────────────────
if flat_speed > DP.f("dust_charge_spd") and on_floor:
@@ -1074,6 +1154,22 @@ func get_max_hp() -> int:
return _max_hp
# Bonus pips currently on the bar — the HUD colours this many top pips yellow.
func get_bonus_hp() -> int:
return _bonus_hp
# Award extra health (from a lobby reward): grows both the cap and the current bar so the
# new pips arrive full, and marks them as bonus so the HUD paints them yellow.
func grant_bonus_hp(amount: int) -> void:
if amount <= 0:
return
_bonus_hp += amount
_max_hp += amount
_hp += amount
health_changed.emit(_hp, _max_hp)
# A clean hit — thrown or swung blade — costs the bull one HP pip; the run ends only
# when the last pip is gone. `cause` ("gored" / "thrown") tags how it happened for the
# death notice. I-frames absorb a flurry so several blades in one pass drop one pip,
@@ -1082,6 +1178,7 @@ func take_sword_hit(cause: String = "", hit_pos: Vector3 = Vector3.ZERO) -> void
if _dead or _hit_iframes > 0.0:
return
_hp -= 1
_hit_flash()
_hit_iframes = DP.f("bull_hit_iframes")
health_changed.emit(_hp, _max_hp)
hit_taken.emit(cause)
@@ -1101,6 +1198,12 @@ func take_sword_hit(cause: String = "", hit_pos: Vector3 = Vector3.ZERO) -> void
died.emit(cause)
# Pop the bull upward — a smash hitbox knocks it off its feet. Only ever raises the
# vertical speed so a downward-moving bull still gets launched.
func apply_knock_up(v: float) -> void:
velocity.y = maxf(velocity.y, v)
# Blood spurt from a spear wound: a short-lived spray of dark-red gobs flung out of the
# entry point, biased outward from the bull's centre (so it reads as bursting from the
# hide) with a touch of lift before gravity drags it down.
@@ -1142,3 +1245,36 @@ func _spawn_blood(hit_pos: Vector3) -> void:
p.global_position = hit_pos
p.restart()
_free_after(p, 1.5)
#hit flashing
func _hit_flash() -> void:
var meshes := find_children("*", "MeshInstance3D", true, false)
for node in meshes:
var mesh := node as MeshInstance3D
if mesh:
mesh.material_overlay = _make_hit_overlay()
if _hit_flash_tween:
_hit_flash_tween.kill()
_hit_flash_tween = create_tween()
_hit_flash_tween.tween_interval(0.08)
_hit_flash_tween.tween_callback(_clear_hit_flash)
func _make_hit_overlay() -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.albedo_color = Color(1.0, 0.03, 0.03, 1.0)
return mat
func _clear_hit_flash() -> void:
var meshes := find_children("*", "MeshInstance3D", true, false)
for node in meshes:
var mesh := node as MeshInstance3D
if mesh:
mesh.material_overlay = null
+17 -5
View File
@@ -12,7 +12,7 @@ config_version=5
config/name="Bullosseum"
config/version="0.2.0"
run/main_scene="res://MainMenu.tscn"
run/main_scene="uid://bmnmenu0intr1"
config/features=PackedStringArray("4.7", "GL Compatibility")
boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/image="res://Assets/loading_screen.png"
@@ -27,10 +27,12 @@ Controls="*res://controls_manager.gd"
DebugDraw="*res://debug_draw.gd"
Settings="*res://settings.gd"
Run="*res://levels/run_state.gd"
OrientationGuard="*res://orientation_guard.gd"
[display]
window/size/mode=3
window/handheld/orientation=4
[editor_plugins]
@@ -58,7 +60,7 @@ move_left={
"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":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
, 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":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":-1.0,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
]
}
@@ -66,18 +68,20 @@ move_right={
"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":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
, 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":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":1.0,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
]
}
zoom_in={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":8,"position":Vector2(726, 8),"global_position":Vector2(735, 56),"factor":1.0,"button_index":4,"canceled":false,"pressed":true,"double_click":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
]
}
zoom_out={
"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":16,"position":Vector2(400, 21),"global_position":Vector2(409, 69),"factor":1.0,"button_index":5,"canceled":false,"pressed":true,"double_click":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":4,"pressure":0.0,"pressed":false,"script":null)
]
}
toggle_mouse_capture={
@@ -94,13 +98,13 @@ ability_kick={
ability_slam={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":72,"key_label":0,"unicode":104,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":false,"script":null)
]
}
ability_dash={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":true,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
]
}
ability_roll={
@@ -114,6 +118,13 @@ ability_roll={
pointing/emulate_touch_from_mouse=true
[layer_names]
3d_physics/layer_1="world"
3d_physics/layer_2="bull"
3d_physics/layer_3="corpse"
3d_physics/layer_4="bear_FX"
[physics]
3d/physics_engine="Jolt Physics"
@@ -124,3 +135,4 @@ rendering_device/driver.windows="opengl3"
renderer/rendering_method="gl_compatibility"
textures/vram_compression/import_s3tc_bptc=true
textures/vram_compression/import_etc2_astc=true
environment/defaults/default_clear_color=Color(0, 0, 0, 1)
+128
View File
@@ -0,0 +1,128 @@
extends RefCounted
## Converts Skeleton3D-skinned meshes into NON-skinned mesh pieces parented to
## BoneAttachment3D nodes, so rendering never uses GPU vertex-skinning (transform
## feedback). Required on ANGLE/Vulkan/Mali mobile GPUs (e.g. Mali-G720 in mobile
## Chrome/Brave), where Godot's Compatibility skinning path renders skinned meshes
## invisible while non-skinned meshes draw fine.
##
## Each triangle is assigned wholesale to its dominant bone (highest summed weight),
## so segments stay watertight; joints become rigid (no smooth bending), which suits
## the low-poly look. Call RigidSkin.convert_tree(character_root) once after the scene
## is instanced (bones don't need to be posed yet — pieces are baked in bind space).
static func convert_tree(root: Node) -> int:
var converted := 0
for skel: Skeleton3D in _find(root, "Skeleton3D", []):
for mi: Node in skel.get_children():
if mi is MeshInstance3D and (mi as MeshInstance3D).skin != null \
and (mi as MeshInstance3D).mesh is ArrayMesh:
if _convert(skel, mi as MeshInstance3D):
converted += 1
return converted
static func _find(n: Node, klass: String, acc: Array) -> Array:
if n.is_class(klass):
acc.append(n)
for c: Node in n.get_children():
_find(c, klass, acc)
return acc
static func _convert(skel: Skeleton3D, mi: MeshInstance3D) -> bool:
var mesh := mi.mesh as ArrayMesh
var skin := mi.skin
# bind index -> (bone index, bind pose = mesh-space -> bone-local)
var bind_bone: PackedInt32Array = []
var bind_pose: Array[Transform3D] = []
for b: int in skin.get_bind_count():
var bone := skin.get_bind_bone(b)
if bone < 0:
bone = skel.find_bone(skin.get_bind_name(b))
bind_bone.append(bone)
bind_pose.append(skin.get_bind_pose(b))
# Accumulate SurfaceTool geometry per destination bone.
var st_by_bone: Dictionary = {} # bone index -> SurfaceTool
var mat_by_bone: Dictionary = {} # bone index -> Material (first seen)
for s: int in mesh.get_surface_count():
var arr := mesh.surface_get_arrays(s)
var verts: PackedVector3Array = arr[Mesh.ARRAY_VERTEX]
var norms: PackedVector3Array = arr[Mesh.ARRAY_NORMAL]
var uvs: PackedVector2Array = arr[Mesh.ARRAY_TEX_UV] if arr[Mesh.ARRAY_TEX_UV] != null else PackedVector2Array()
var cols: PackedColorArray = arr[Mesh.ARRAY_COLOR] if arr[Mesh.ARRAY_COLOR] != null else PackedColorArray()
var bones: PackedInt32Array = arr[Mesh.ARRAY_BONES]
var weights: PackedFloat32Array = arr[Mesh.ARRAY_WEIGHTS]
var idx: PackedInt32Array = arr[Mesh.ARRAY_INDEX]
var mat := mesh.surface_get_material(s)
var infl := 8 if (mesh.surface_get_format(s) & Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS) else 4
var tri := PackedInt32Array()
if idx != null and idx.size() > 0:
tri = idx
else:
tri.resize(verts.size())
for i: int in verts.size():
tri[i] = i
for t: int in range(0, tri.size(), 3):
var a := tri[t]
var b := tri[t + 1]
var c := tri[t + 2]
var bind := _dominant_bind([a, b, c], bones, weights, infl)
var bone := bind_bone[bind]
var pose := bind_pose[bind]
var st: SurfaceTool = st_by_bone.get(bone)
if st == null:
st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st_by_bone[bone] = st
mat_by_bone[bone] = mat
for v: int in [a, b, c]:
if cols.size() > v:
st.set_color(cols[v])
if uvs.size() > v:
st.set_uv(uvs[v])
if norms.size() > v:
st.set_normal((pose.basis * norms[v]).normalized())
st.add_vertex(pose * verts[v])
if st_by_bone.is_empty():
return false
for bone: int in st_by_bone:
var att := BoneAttachment3D.new()
att.bone_name = skel.get_bone_name(bone)
skel.add_child(att)
var piece := MeshInstance3D.new()
var st: SurfaceTool = st_by_bone[bone]
var m := st.commit()
if mat_by_bone[bone] != null:
m.surface_set_material(0, mat_by_bone[bone])
piece.mesh = m
att.add_child(piece)
# Hide (don't free) the original: keeps the node for any gameplay code that references
# it, and a hidden skinned mesh isn't drawn so it never hits the transform-feedback path.
mi.visible = false
return true
static func _dominant_bind(vs: Array, bones: PackedInt32Array, weights: PackedFloat32Array, infl: int) -> int:
var acc: Dictionary = {}
for v: int in vs:
for k: int in infl:
var w := weights[v * infl + k]
if w <= 0.0:
continue
var bind := bones[v * infl + k]
acc[bind] = float(acc.get(bind, 0.0)) + w
var best := 0
var best_w := -1.0
for bind: int in acc:
if acc[bind] > best_w:
best_w = acc[bind]
best = bind
return best
+1
View File
@@ -0,0 +1 @@
uid://dymd8vcfmtjts
+22 -13
View File
@@ -1,10 +1,10 @@
[gd_scene load_steps=8 format=3 uid="uid://b7afbx36ltb3f"]
[gd_scene format=3 uid="uid://b7afbx36ltb3f"]
[ext_resource type="PackedScene" uid="uid://crtm0xtiql3r8" path="res://Player.tscn" id="1_ulcgi"]
[ext_resource type="Shader" uid="uid://d3xyyy5bh0ma" path="res://ps1_filter.gdshader" id="4_ps1shader"]
[ext_resource type="Script" uid="uid://butd6b3tdwxrv" path="res://hud.gd" id="10_hud"]
[ext_resource type="Script" uid="uid://ce5n4qu88mhyx" path="res://ps1_filter.gd" id="12_ps1ctl"]
[ext_resource type="Script" path="res://levels/game_shell.gd" id="13_shell"]
[ext_resource type="Script" uid="uid://ptsfs3wq5bje" path="res://levels/game_shell.gd" id="13_shell"]
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_73fnb"]
dof_blur_far_enabled = true
@@ -24,22 +24,22 @@ shader_parameter/scanline_strength = 0.2
shader_parameter/roll_speed = 3.0
shader_parameter/roll_strength = 1.0
[node name="scene" type="Node3D"]
[node name="scene" type="Node3D" unique_id=118294681]
script = ExtResource("13_shell")
[node name="Player" parent="." instance=ExtResource("1_ulcgi")]
[node name="Player" parent="." unique_id=332720469 instance=ExtResource("1_ulcgi")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.2416196, 5.1711025, -4.841382)
[node name="Camera3D" parent="Player" index="3"]
[node name="Camera3D" parent="Player" index="1" unique_id=1120161087]
attributes = SubResource("CameraAttributesPractical_73fnb")
fov = 50.0
near = 2.636
far = 0.01
[node name="Skeleton3D" parent="Player/bull/Armature" index="0"]
bones/0/position = Vector3(0, 0, 0.0074015963)
bones/0/rotation = Quaternion(-0.36922705, 0.6030517, -0.6030517, -0.36922705)
bones/0/scale = Vector3(1, 1, 1)
[node name="Skeleton3D" parent="Player/bull/Armature" parent_id_path=PackedInt32Array(332720469, 1386495166, 1942410469) index="0" unique_id=550138996]
bones/0/position = Vector3(0, 0, 0.004288793)
bones/0/rotation = Quaternion(0.71960354, 0, 0, 0.6943852)
bones/0/scale = Vector3(1.3083478, 0.6738599, 1.3077359)
bones/1/position = Vector3(0.003526625, -0.0043296535, 0.004082799)
bones/1/rotation = Quaternion(-0.00038647576, 0.06909673, 0.9868542, -0.14609681)
bones/1/scale = Vector3(1.0000021, 1.0000001, 1.0000006)
@@ -58,18 +58,26 @@ bones/8/position = Vector3(2.259811e-19, 0.0010177285, -0.008495503)
bones/8/rotation = Quaternion(-0.70710677, 0, 0, 0.70710677)
bones/8/scale = Vector3(1, 1, 1)
bones/9/position = Vector3(4.814825e-35, 0.0017711426, 0)
bones/9/scale = Vector3(1, 1, 1)
bones/10/position = Vector3(4.814825e-35, 0.0018082206, 0)
bones/10/scale = Vector3(1, 0.99999994, 1)
bones/11/position = Vector3(0, 0.0019911951, 0)
bones/11/rotation = Quaternion(0, 0, 0, 1)
bones/11/scale = Vector3(1, 1, 1)
bones/12/position = Vector3(0, 0.002023485, 0)
bones/12/rotation = Quaternion(0, 0, 0, 1)
bones/12/scale = Vector3(1, 1, 1)
bones/13/position = Vector3(0, 0.0016682985, 0)
bones/13/rotation = Quaternion(0, 0, 0, 1)
bones/13/scale = Vector3(1, 1, 1)
bones/14/position = Vector3(0, 0.0014960878, 0)
bones/14/rotation = Quaternion(0, 0, 0, 1)
bones/14/scale = Vector3(1, 1, 1)
bones/15/position = Vector3(0, 0.0010996431, 0)
bones/15/scale = Vector3(1, 0.99999994, 1)
bones/17/position = Vector3(0, 0.000937381, 0.0075526168)
bones/17/rotation = Quaternion(-5.3385083e-08, 0.70710677, 0.70710677, -5.3385083e-08)
bones/17/scale = Vector3(1, 1, 1)
bones/19/position = Vector3(-0.003526625, -0.0043296535, 0.004082799)
bones/19/rotation = Quaternion(0.00038647576, 0.06909673, 0.9868542, 0.14609681)
bones/19/scale = Vector3(1.0000021, 1.0000001, 1.0000006)
@@ -86,13 +94,13 @@ bones/24/position = Vector3(7.092306e-11, 0.003274492, 4.6413304e-10)
bones/24/rotation = Quaternion(0.52910197, -0.15997829, -0.12024502, 0.82462066)
bones/24/scale = Vector3(1, 1.0000001, 1.0000001)
[node name="HUD" type="CanvasLayer" parent="."]
[node name="HUD" type="CanvasLayer" parent="." unique_id=475750379]
script = ExtResource("10_hud")
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="CanvasLayer" type="CanvasLayer" parent="." unique_id=998765394]
layer = 10
[node name="PS1Filter" type="ColorRect" parent="CanvasLayer"]
[node name="PS1Filter" type="ColorRect" parent="CanvasLayer" unique_id=1660776144]
material = SubResource("ShaderMaterial_ps1")
anchors_preset = 15
anchor_right = 1.0
@@ -100,8 +108,9 @@ anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("12_ps1ctl")
metadata/_edit_use_anchors_ = true
[node name="LevelRoot" type="Node3D" parent="."]
[node name="LevelRoot" type="Node3D" parent="." unique_id=5023050]
[editable path="Player"]
[editable path="Player/bull"]
+25 -2
View File
@@ -10,6 +10,8 @@ extends RigidBody3D
# (see shed_all, which the bull's slam calls to fling them all off); other hits pin
# it in place until the despawn timer clears it.
const PhysicsLayers = preload("res://physics_layers.gd")
const _DESPAWN_SEC: float = 8.0
const _STUCK_GROUP: StringName = &"stuck_spear"
# Shaft geometry in spear.glb local space: tip at +Z, butt behind the origin.
@@ -34,16 +36,25 @@ static func launch(parent: Node, mesh: Node3D, origin: Vector3, velocity: Vector
var s := SpearProjectile.new()
s.gravity_scale = gravity
s.collision_layer = 0
s.collision_mask = 1
# Mask WORLD so a miss sticks in the arena, and BULL so it can actually hit the
# bull — the bull's body is on layer BULL, not WORLD, so a WORLD-only mask flew
# straight through it (every throw whiffed, even against a stationary bull).
s.collision_mask = PhysicsLayers.WORLD | PhysicsLayers.BULL
s.contact_monitor = true
s.max_contacts_reported = 6
parent.add_child(s)
# Seat the body so its local +Z (the shaft, see spear.glb) points along the throw.
s.global_transform = Transform3D(_aim_basis(velocity), origin)
# Take the editor-tweakable collider from the spear wrapper (Spear.tscn's HitShape)
# before reparenting, then drop the now-nested template.
var collider := _collider_from(mesh)
mesh.reparent(s, false)
mesh.transform = Transform3D.IDENTITY
s._mesh = mesh
s.add_child(_shaft_collider())
var tmpl := mesh.get_node_or_null("HitShape")
if tmpl != null:
tmpl.queue_free()
s.add_child(collider)
s.linear_velocity = velocity
_despawn(s)
return s
@@ -84,6 +95,18 @@ static func shed_all(bull: Node) -> void:
_despawn(rb)
# Clone the wrapper's editor-tweakable HitShape (Spear.tscn) into a fresh CollisionShape3D
# for the projectile body; falls back to the built-in shaft collider if it's missing.
static func _collider_from(source: Node) -> CollisionShape3D:
var tmpl := source.get_node_or_null("HitShape") as CollisionShape3D
if tmpl != null and tmpl.shape != null:
var cs := CollisionShape3D.new()
cs.shape = tmpl.shape
cs.transform = tmpl.transform
return cs
return _shaft_collider()
static func _shaft_collider() -> CollisionShape3D:
# Collider along local +Z (mesh runs z≈-0.34 … 1.92), fattened so a fast throw
# can't tunnel past the bull's collision spheres.

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