extends CharacterBody3D # Hoof positions in bull_v10 local space — dust emitter offsets const HOOF_OFFSETS: Array = [ Vector3(-0.30, -0.25, -0.50), Vector3( 0.30, -0.25, -0.50), Vector3(-0.30, -0.25, 0.60), Vector3( 0.30, -0.25, 0.60), ] @onready var camera_pivot: Node3D = $Camera3D @onready var cube_guy: Node3D = $bull_v10 var _hoof_emitters: Array[CPUParticles3D] = [] var _legs: Node var _kick_timer: float = 0.0 var _was_on_floor: bool = false var _pre_slide_vel_y: float = 0.0 var _charge_dir: Vector3 = Vector3.ZERO var _charge_hold_time: float = 0.0 var _both_held: bool = false var _thrust_left_charge: float = 0.0 var _thrust_right_charge: float = 0.0 var _charge_was_full: bool = false var _charge_overlay: ColorRect = null var _charge_ready_emitter: CPUParticles3D = null var _huff_player: AudioStreamPlayer = null var _crowd_player: AudioStreamPlayer = null var _huff_timer: float = 0.0 var _roll_damping: float = 0.15 enum DustState { NONE, WALK, CHARGE } var _dust_state: DustState = DustState.NONE func _ready() -> void: add_to_group(&"player") _setup_hoof_dust() _setup_legs() _setup_charge_indicators() _setup_audio() DP.any_changed.connect(_on_dp_changed) _roll_damping = DP.f("roll_damping") func _setup_legs() -> void: _legs = Node.new() _legs.set_script(load("res://bull_legs.gd")) add_child(_legs) _legs.call(&"setup", self, cube_guy) func _setup_hoof_dust() -> void: var mat := StandardMaterial3D.new() mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA mat.vertex_color_use_as_albedo = true mat.cull_mode = BaseMaterial3D.CULL_DISABLED var sphere := SphereMesh.new() sphere.radius = 0.10 sphere.height = 0.20 sphere.radial_segments = 4 sphere.rings = 2 sphere.material = mat var ramp := Gradient.new() ramp.set_color(0, Color(0.80, 0.69, 0.46, 1.0)) ramp.set_color(1, Color(0.80, 0.69, 0.46, 0.0)) var scale_curve := Curve.new() scale_curve.add_point(Vector2(0.0, 0.2)) scale_curve.add_point(Vector2(0.4, 1.0)) scale_curve.add_point(Vector2(1.0, 0.0)) for offset: Vector3 in HOOF_OFFSETS: var p := CPUParticles3D.new() p.position = offset p.emitting = false p.amount = 12 p.lifetime = DP.f("dust_lifetime") p.explosiveness = DP.f("dust_explosiveness") p.randomness = 0.6 p.local_coords = false p.direction = Vector3(0.0, 1.0, 0.0) p.spread = DP.f("dust_spread") p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0) p.initial_velocity_min = DP.f("walk_vel_min") p.initial_velocity_max = DP.f("walk_vel_max") p.scale_amount_min = DP.f("walk_scale_min") p.scale_amount_max = DP.f("walk_scale_max") p.mesh = sphere p.color_ramp = ramp p.scale_amount_curve = scale_curve cube_guy.add_child(p) _hoof_emitters.append(p) func _setup_charge_indicators() -> void: var mat := StandardMaterial3D.new() mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA mat.vertex_color_use_as_albedo = true mat.cull_mode = BaseMaterial3D.CULL_DISABLED var sphere := SphereMesh.new() sphere.radius = 0.07 sphere.height = 0.14 sphere.radial_segments = 4 sphere.rings = 2 sphere.material = mat # Screen overlay — red tint while charge-ahead (both buttons) is active var ui := CanvasLayer.new() add_child(ui) _charge_overlay = ColorRect.new() _charge_overlay.color = Color(0.7, 0.05, 0.0, 0.0) _charge_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE _charge_overlay.set_anchors_preset(Control.PRESET_FULL_RECT) ui.add_child(_charge_overlay) # Orange spark burst when single-button charge hits max var burst_ramp := Gradient.new() burst_ramp.set_color(0, Color(1.0, 0.55, 0.0, 1.0)) burst_ramp.set_color(1, Color(1.0, 0.15, 0.0, 0.0)) var burst_scale := Curve.new() burst_scale.add_point(Vector2(0.0, 1.0)) burst_scale.add_point(Vector2(1.0, 0.0)) _charge_ready_emitter = CPUParticles3D.new() _charge_ready_emitter.position = Vector3(0.0, 0.3, 0.0) _charge_ready_emitter.emitting = false _charge_ready_emitter.one_shot = true _charge_ready_emitter.amount = 16 _charge_ready_emitter.lifetime = 0.5 _charge_ready_emitter.explosiveness = 1.0 _charge_ready_emitter.randomness = 0.4 _charge_ready_emitter.local_coords = false _charge_ready_emitter.direction = Vector3.UP _charge_ready_emitter.spread = 120.0 _charge_ready_emitter.initial_velocity_min = 2.5 _charge_ready_emitter.initial_velocity_max = 5.0 _charge_ready_emitter.scale_amount_min = 0.2 _charge_ready_emitter.scale_amount_max = 0.5 _charge_ready_emitter.mesh = sphere _charge_ready_emitter.color_ramp = burst_ramp _charge_ready_emitter.scale_amount_curve = burst_scale cube_guy.add_child(_charge_ready_emitter) func _setup_audio() -> void: if ResourceLoader.exists("res://sounds/bull_huff.ogg"): _huff_player = AudioStreamPlayer.new() _huff_player.stream = load("res://sounds/bull_huff.ogg") _huff_player.volume_db = 0.0 add_child(_huff_player) if ResourceLoader.exists("res://sounds/crowd_ambient.ogg"): _crowd_player = AudioStreamPlayer.new() var s := load("res://sounds/crowd_ambient.ogg") as AudioStreamOggVorbis if s: s.loop = true _crowd_player.stream = s _crowd_player.volume_db = -14.0 _crowd_player.autoplay = true add_child(_crowd_player) func _set_dust_state(new_state: DustState) -> void: if new_state == _dust_state: return _dust_state = new_state for p: CPUParticles3D in _hoof_emitters: p.lifetime = DP.f("dust_lifetime") p.explosiveness = DP.f("dust_explosiveness") p.spread = DP.f("dust_spread") p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0) match new_state: DustState.NONE: p.emitting = false DustState.WALK: p.scale_amount_min = DP.f("walk_scale_min") p.scale_amount_max = DP.f("walk_scale_max") p.initial_velocity_min = DP.f("walk_vel_min") p.initial_velocity_max = DP.f("walk_vel_max") p.emitting = true DustState.CHARGE: p.scale_amount_min = DP.f("charge_scale_min") p.scale_amount_max = DP.f("charge_scale_max") p.initial_velocity_min = DP.f("charge_vel_min") p.initial_velocity_max = DP.f("charge_vel_max") p.emitting = true func _on_dp_changed(_key: String, _val: Variant) -> void: _roll_damping = DP.f("roll_damping") if _hoof_emitters.is_empty() or _dust_state == DustState.NONE: return var prev := _dust_state _dust_state = DustState.NONE _set_dust_state(prev) func _apply_thrust(dir: Vector3) -> void: var impulse := DP.f("thrust_impulse") velocity.x += dir.x * impulse velocity.z += dir.z * impulse if is_on_floor(): velocity.y += DP.f("thrust_vertical") var flat := Vector2(velocity.x, velocity.z) var spd := flat.length() if spd > DP.f("max_speed"): var s := DP.f("max_speed") / spd velocity.x *= s velocity.z *= s func _apply_kick(direction: Vector3) -> void: var force := DP.f("kick_impulse") * randf_range(1.0 - DP.f("kick_force_var"), 1.0 + DP.f("kick_force_var")) var spread := deg_to_rad(randf_range(-DP.f("kick_spread"), DP.f("kick_spread"))) var kick_dir := direction.rotated(Vector3.UP, spread) velocity.x += kick_dir.x * force velocity.z += kick_dir.z * force if is_on_floor(): velocity.y += DP.f("kick_vertical") * randf_range(0.75, 1.25) var flat := Vector2(velocity.x, velocity.z) var spd := flat.length() if spd > DP.f("max_speed"): var s := DP.f("max_speed") / spd velocity.x *= s velocity.z *= s func _physics_process(delta: float) -> void: # ── Gravity ─────────────────────────────────────────────────────────────── if not is_on_floor(): velocity += get_gravity() * delta # ── Camera-relative input direction ─────────────────────────────────────── var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back") var cam_basis := camera_pivot.global_transform.basis var flat_forward := -Vector3(cam_basis.z.x, 0.0, cam_basis.z.z).normalized() var flat_right := Vector3(cam_basis.x.x, 0.0, cam_basis.x.z).normalized() var direction := (flat_forward * -input_dir.y + flat_right * input_dir.x).normalized() var on_floor := is_on_floor() # ── Mouse button actions ────────────────────────────────────────────────── # Both held → charge: lock direction, ramp speed, lower head # Left only → thrust NE (forward-right diagonal) # Right only → thrust NW (forward-left diagonal) var left_held := Input.is_action_pressed(&"thrust_left") var right_held := Input.is_action_pressed(&"thrust_right") var both_held := left_held and right_held if both_held and not _both_held: var raw := cube_guy.global_transform.basis.z _charge_dir = Vector3(raw.x, 0.0, raw.z).normalized() if _huff_player: _huff_player.pitch_scale = randf_range(0.9, 1.1) _huff_player.play() _huff_timer = randf_range(1.4, 2.2) if both_held: _thrust_left_charge = 0.0 _thrust_right_charge = 0.0 _charge_hold_time += delta _huff_timer -= delta if _huff_timer <= 0.0 and _huff_player and not _huff_player.playing: _huff_player.pitch_scale = randf_range(0.9, 1.1) _huff_player.play() _huff_timer = randf_range(1.4, 2.2) var ramp := minf(_charge_hold_time / DP.f("charge_ramp_time"), 1.0) var accel := DP.f("bull_charge_accel") * lerpf(0.2, 1.0, ramp) velocity.x += _charge_dir.x * accel * delta velocity.z += _charge_dir.z * accel * delta var flat_c := Vector2(velocity.x, velocity.z) var spd_c := flat_c.length() if spd_c > DP.f("bull_charge_max_speed"): velocity.x *= DP.f("bull_charge_max_speed") / spd_c velocity.z *= DP.f("bull_charge_max_speed") / spd_c _legs.set(&"charge_pitch_target", DP.f("charge_head_pitch")) else: _charge_hold_time = 0.0 _legs.set(&"charge_pitch_target", 0.0) if left_held and not right_held: _thrust_left_charge = minf(_thrust_left_charge + delta, DP.f("thrust_charge_time")) elif Input.is_action_just_released(&"thrust_left") and _thrust_left_charge > 0.0: var t := _thrust_left_charge / DP.f("thrust_charge_time") var angle := lerpf(deg_to_rad(DP.f("thrust_min_angle")), deg_to_rad(DP.f("thrust_max_angle")), t) var raw := cube_guy.global_transform.basis.z _apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, -angle)) _thrust_left_charge = 0.0 if right_held and not left_held: _thrust_right_charge = minf(_thrust_right_charge + delta, DP.f("thrust_charge_time")) elif Input.is_action_just_released(&"thrust_right") and _thrust_right_charge > 0.0: var t := _thrust_right_charge / DP.f("thrust_charge_time") var angle := lerpf(deg_to_rad(DP.f("thrust_min_angle")), deg_to_rad(DP.f("thrust_max_angle")), t) var raw := cube_guy.global_transform.basis.z _apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, angle)) _thrust_right_charge = 0.0 # Fire spark burst the frame either single-button charge first hits max var max_charge := DP.f("thrust_charge_time") var either_full := _thrust_left_charge >= max_charge or _thrust_right_charge >= max_charge if either_full and not _charge_was_full: _charge_ready_emitter.restart() _charge_was_full = either_full # Fade red overlay in while charge-ahead, out when released var target_alpha := 0.30 if both_held else 0.0 var oc := _charge_overlay.color _charge_overlay.color = Color(oc.r, oc.g, oc.b, lerpf(oc.a, target_alpha, delta * 10.0)) _both_held = both_held # Reset kick timer on landing so the first kick after a bounce is immediate if on_floor and not _was_on_floor and direction: _kick_timer = 0.0 _was_on_floor = on_floor # ── Periodic kick ───────────────────────────────────────────────────────── _kick_timer = maxf(0.0, _kick_timer - delta) if direction and _kick_timer <= 0.0 and not both_held: _apply_kick(direction) _kick_timer = DP.f("kick_interval") # ── Rolling friction (exponential, frame-rate independent) ──────────────── var retain := pow(_roll_damping, delta) velocity.x *= retain velocity.z *= retain # ── Visual rotation follows velocity direction ───────────────────────────── var flat_speed := Vector2(velocity.x, velocity.z).length() if flat_speed > 0.4: var target_angle := atan2(velocity.x, velocity.z) cube_guy.rotation.y = lerp_angle( cube_guy.rotation.y, target_angle, delta * DP.f("visual_turn_speed")) _pre_slide_vel_y = velocity.y var pre_wall_vel := Vector3(velocity.x, 0.0, velocity.z) move_and_slide() # ── Wall bounce — no sliding, guaranteed exit ──────────────────────────── # pre_wall_vel is captured before move_and_slide strips the into-wall component, # so into_spd correctly reflects how hard the bull hit the wall even when stationary. for i in get_slide_collision_count(): var col := get_slide_collision(i) var normal := col.get_normal() if abs(normal.y) < 0.5: var flat_n := Vector3(normal.x, 0.0, normal.z).normalized() var into_spd := -pre_wall_vel.dot(flat_n) var exit_spd := maxf(into_spd * DP.f("wall_bounce_restitution"), DP.f("wall_min_bounce_speed")) velocity.x = flat_n.x * exit_spd velocity.z = flat_n.z * exit_spd pre_wall_vel = Vector3(velocity.x, 0.0, velocity.z) if both_held and _charge_dir.dot(flat_n) < 0.0: _charge_dir = _charge_dir.reflect(flat_n) # ── Bounce on landing ───────────────────────────────────────────────────── if is_on_floor() and not _was_on_floor: var impact := -_pre_slide_vel_y if impact > DP.f("bounce_min_impact"): velocity.y = impact * DP.f("bounce_restitution") # ── Dust ────────────────────────────────────────────────────────────────── if flat_speed > DP.f("dust_charge_spd") and on_floor: _set_dust_state(DustState.CHARGE) elif flat_speed > DP.f("dust_walk_spd") and on_floor: _set_dust_state(DustState.WALK) else: _set_dust_state(DustState.NONE) # ── Hoof sounds ───────────────────────────────────────────────────────────