extends CharacterBody3D # Hoof positions in bull_v10 local space — adjust y/z if puffs don't land on the hooves 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 = $SpringArmPivot @onready var cube_guy: Node3D = $bull_v10 var current_speed: float = 0.0 var facing_angle: float = 0.0 var _hoof_emitters: Array[CPUParticles3D] = [] enum _DustState { NONE, WALK, CHARGE } var _dust_state: _DustState = _DustState.NONE func _ready() -> void: _setup_hoof_dust() DP.any_changed.connect(_on_dp_changed) 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 _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: # Force re-apply so slider changes take effect without needing a state transition if _hoof_emitters.is_empty() or _dust_state == _DustState.NONE: return var prev := _dust_state _dust_state = _DustState.NONE _set_dust_state(prev) func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = DP.f("jump_velocity") 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 charging := Input.is_action_pressed(&"charge") if direction: var target_angle := atan2(direction.x, direction.z) if current_speed < 0.01: facing_angle = target_angle var speed_t: float = clampf(current_speed / DP.f("walk_speed"), 0.0, 1.0) var turn_rate: float = DP.f("charge_turn") if charging \ else lerpf(DP.f("walk_turn_fast"), DP.f("walk_turn_slow"), speed_t) var diff := wrapf(target_angle - facing_angle, -PI, PI) facing_angle += clampf(diff, -turn_rate * delta, turn_rate * delta) var top_speed: float = DP.f("charge_speed") if charging else DP.f("walk_speed") var accel: float = DP.f("charge_accel") if charging else DP.f("walk_accel") current_speed = move_toward(current_speed, top_speed, accel * delta) else: var decel: float = DP.f("charge_decel") if charging else DP.f("deceleration") current_speed = move_toward(current_speed, 0.0, decel * delta) velocity.x = sin(facing_angle) * current_speed velocity.z = cos(facing_angle) * current_speed cube_guy.rotation.y = lerp_angle(cube_guy.rotation.y, facing_angle, delta * DP.f("visual_turn_speed")) move_and_slide() if current_speed > 0.5 and is_on_floor(): _set_dust_state(_DustState.CHARGE if charging else _DustState.WALK) else: _set_dust_state(_DustState.NONE)