Files
richard cd54242de0 Make gamepad vibration work on web export
Input.start_joy_vibration() is a documented engine no-op on Godot's
HTML5 export (never wired to the browser side). Controls.vibrate()
wraps it: native platforms go straight through as before, web drives
the browser's Gamepad Haptic Actuator API directly via JavaScriptBridge.
Gamepad movement/ability input already worked on desktop browsers via
the standard Web Gamepad API, so only vibration needed a fix.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 17:35:54 +03:00

944 lines
37 KiB
GDScript

extends CharacterBody3D
# Hoof positions in bull 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),
]
# Bull animation clips (Armature|* action names in art/characters/bull.fbx). IDLE is the
# looping base pose; the others are one-shot ability clips that return to it.
const _ANIM_IDLE: StringName = &"Armature|IDLE"
const _ANIM_KICK: StringName = &"Armature|KICK"
const _ANIM_SLAM: StringName = &"Armature|SLAM"
const _ANIM_DASH: StringName = &"Armature|DASH"
const _ANIM_WALK: StringName = &"Armature|WALK"
const _ANIM_ROLL: StringName = &"Armature|ROLL"
const _ANIM_DEATH: StringName = &"Armature|DEATH"
@onready var camera_pivot: Node3D = $Camera3D
@onready var cube_guy: Node3D = $bull
var _hoof_emitters: Array[CPUParticles3D] = []
var _legs: Node
var _was_on_floor: bool = false
var _pre_slide_vel_y: float = 0.0
# Built once and reused: a fresh StandardMaterial3D/SphereMesh per spawn makes a mobile WebGL
# driver recompile the shader + re-upload the mesh — a hitch "when attacking" absent on desktop.
var _unshaded_mat: StandardMaterial3D = null
var _particle_sphere_cache: Dictionary = {} # "radius:seg:ring" -> SphereMesh (shared)
var _impact_fx: Node = null # bull_impact_fx.gd — the coded (non-particle) slam rings + kick flash
# Ability system — kick=0, dash=1, slam=2, roll=3
var ability_cd: Array[float] = [0.0, 0.0, 0.0, 0.0]
var _ability_active: bool = false
var _ability_timer: float = 0.0
var _active_ability: int = -1
var _dash_dir: Vector3 = Vector3.ZERO
var _dash_speed_cur: float = 0.0
var _roll_dir: Vector3 = Vector3.ZERO
var _roll_ramp: float = 0.0
var _roll_spin: float = 0.0
var _roll_target: Node3D = null
var _roll_chains_left: int = 0
var _roll_hit: Array[Node] = []
var _bull_anim: AnimationPlayer = null
# Locomotion animation state: true while the looping DASH clip is driving WASD
# movement, false while idling. Flipping it cross-fades between the two clips.
var _locomotion_moving: bool = false
var _slam_pending: bool = false
var _charge_trail_emitter: CPUParticles3D = null
var _roll_spark_emitter: CPUParticles3D = null
var _cube_scale: Vector3 = Vector3.ONE
# One clean hit ends the run — see take_sword_hit(). The HUD listens for `died`
# to raise the lose screen (the `cause` tags how it happened, for the death notice);
# _dead latches so a flurry of hits fires it only once.
signal died(cause: String)
var _dead: bool = false
# HP system — the bull soaks several clean hits instead of dying to the first.
# Each landed blade drops one pip and starts an i-frame window (so one pass can't
# empty the bar); at 0 the run ends via `died`. The HUD listens on `health_changed`.
signal health_changed(current: int, max_hp: int)
# Fired on every landed hit (after i-frames pass) so the HUD can flash the damage
# vignette; `cause` mirrors take_sword_hit ("gored" / "thrown").
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
var _crowd_player: AudioStreamPlayer = null
var _huff_timer: float = 0.0
enum DustState { NONE, WALK, CHARGE }
var _dust_state: DustState = DustState.NONE
# Hoof-dust scale/velocity per state (the look — mesh, colour, curve — lives in bull_hoof_dust.tscn).
# A charge sprint kicks up bigger, faster dust than a walk.
const _WALK_DUST_SCALE: Vector2 = Vector2(0.20, 0.40)
const _WALK_DUST_VEL: Vector2 = Vector2(0.8, 1.8)
const _CHARGE_DUST_SCALE: Vector2 = Vector2(0.35, 0.70)
const _CHARGE_DUST_VEL: Vector2 = Vector2(2.8, 5.5)
const RigidSkin = preload("res://systems/render/rigid_skin.gd")
var _hit_flash_tween: Tween
func _ready() -> void:
add_to_group(&"player")
# Native GPU skinning by default (the old Mali/ANGLE invisible-skinning bug is fixed in the
# 4.7 web templates). rigid_skin is now an opt-in fallback — see Controls.rigid_skin_enabled().
if Controls.rigid_skin_enabled():
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_impact_fx()
_setup_hoof_dust()
_setup_legs()
_setup_charge_trail()
_setup_roll_sparks()
_setup_audio()
_bull_anim = _find_anim_player(cube_guy)
_setup_bull_idle()
func _setup_legs() -> void:
_legs = Node.new()
_legs.set_script(load("res://actors/player/bull_legs.gd"))
add_child(_legs)
_legs.call(&"setup", self, cube_guy)
func _setup_impact_fx() -> void:
_impact_fx = Node.new()
_impact_fx.set_script(load("res://actors/player/bull_impact_fx.gd"))
add_child(_impact_fx)
_impact_fx.call(&"setup", self)
# The bull's ability/movement particle effects are authored as scenes in systems/fx/ (so Siim can
# tune them in the inspector). The continuous ones follow the bull — instanced once here as
# children, then toggled via `emitting`. The one-shots are fired on demand through Fx.spawn().
func _setup_hoof_dust() -> void:
for offset: Vector3 in HOOF_OFFSETS:
var p := Fx.attach(&"bull_hoof_dust", cube_guy) as CPUParticles3D
if p == null:
continue
p.position = offset
_hoof_emitters.append(p)
func _setup_charge_trail() -> void:
_charge_trail_emitter = Fx.attach(&"bull_charge_trail", cube_guy) as CPUParticles3D
if _charge_trail_emitter != null:
_charge_trail_emitter.position = Vector3(0.0, 0.25, 0.3)
func _setup_roll_sparks() -> void:
_roll_spark_emitter = Fx.attach(&"bull_roll_sparks", cube_guy) as CPUParticles3D
if _roll_spark_emitter != null:
_roll_spark_emitter.position = Vector3(0.0, 0.10, 0.0)
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
_huff_player.bus = &"Effects"
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
_crowd_player.bus = &"Ambient"
add_child(_crowd_player)
# Toggle the hoof emitters and swap their scale/velocity for the walk vs charge feel. The blue
# charge trail is the roll/dash ability's, driven from the roll loop, not by dust state.
func _set_dust_state(new_state: DustState) -> void:
if new_state == _dust_state:
return
_dust_state = new_state
var scale := _CHARGE_DUST_SCALE if new_state == DustState.CHARGE else _WALK_DUST_SCALE
var vel := _CHARGE_DUST_VEL if new_state == DustState.CHARGE else _WALK_DUST_VEL
for p: CPUParticles3D in _hoof_emitters:
p.scale_amount_min = scale.x
p.scale_amount_max = scale.y
p.initial_velocity_min = vel.x
p.initial_velocity_max = vel.y
p.emitting = new_state != DustState.NONE
func _find_anim_player(node: Node) -> AnimationPlayer:
if node is AnimationPlayer:
return node as AnimationPlayer
for child: Node in node.get_children():
var r := _find_anim_player(child)
if r:
return r
return null
# IDLE ships one-shot; make it loop and start it so the bull breathes at rest
# instead of freezing on a bind pose. It's the base every ability blends back to.
func _setup_bull_idle() -> void:
if _bull_anim == null:
return
# IDLE, DASH and ROLL loop as continuous states (DASH doubles as the WASD
# locomotion cycle); the remaining ability clips are one-shot.
for clip: StringName in [_ANIM_IDLE, _ANIM_DASH, _ANIM_ROLL]:
if _bull_anim.has_animation(clip):
_bull_anim.get_animation(clip).loop_mode = Animation.LOOP_LINEAR
_play_idle()
# Return to the looping idle (and undo any ability speed-scale). Cross-fades so a
# finishing ability clip eases back to idle instead of snapping.
func _play_idle() -> void:
_locomotion_moving = false
if _bull_anim == null:
return
_bull_anim.speed_scale = 1.0
if _bull_anim.has_animation(_ANIM_IDLE):
_bull_anim.play(_ANIM_IDLE, 0.05)
# Drive the WASD locomotion clip: the looping DASH doubles as the run cycle while a
# direction is held, easing back to idle when the bull coasts to a stop. Cross-fades
# on each transition so idle↔run (and steering into it after an ability) blend rather
# than snap. Abilities own the animation while active, so this yields to them.
func _update_locomotion_anim(moving: bool) -> void:
if _ability_active or _bull_anim == null or moving == _locomotion_moving:
return
_locomotion_moving = moving
if moving:
if _bull_anim.has_animation(_ANIM_WALK):
_bull_anim.speed_scale = 2.0
_bull_anim.play(_ANIM_WALK, 1)
var anim = _bull_anim.get_animation(_ANIM_WALK)
anim.loop_mode = Animation.LOOP_LINEAR
else:
_play_idle()
func _unhandled_input(event: InputEvent) -> void:
if _dead:
return
# Abilities can be chained: a new one interrupts whatever is currently
# active, gated only by each ability's own cooldown.
if event.is_action_pressed(&"ability_kick"):
try_activate_ability(0)
elif event.is_action_pressed(&"ability_dash"):
try_activate_ability(1)
elif event.is_action_pressed(&"ability_slam"):
try_activate_ability(2)
elif event.is_action_pressed(&"ability_roll"):
try_activate_ability(3)
# Public ability entry point shared by keyboard/gamepad input and the on-screen
# touch buttons. Slot order matches ability_cd — kick=0, dash=1, slam=2, roll=3.
# No-ops if the bull is dead or the slot is still cooling down.
func try_activate_ability(slot: int) -> void:
if _dead or slot < 0 or slot >= ability_cd.size() or ability_cd[slot] > 0.0:
return
match slot:
0: _activate_kick()
1: _activate_dash()
2: _activate_slam()
3: _activate_roll()
func ability_cooldown_fraction(slot: int) -> float:
var maxcd := 0.0
match slot:
0: maxcd = DP.f("kick_cooldown")
1: maxcd = DP.f("dash_cooldown")
2: maxcd = DP.f("slam_cooldown")
3: maxcd = DP.f("roll_cooldown")
return ability_cd[slot] / maxcd if maxcd > 0.0 else 0.0
func ability_cooldown_remaining(slot: int) -> float:
return ability_cd[slot]
func _activate_kick() -> void:
ability_cd[0] = DP.f("kick_cooldown")
_ability_active = true
_active_ability = 0
_ability_timer = 0.3
if _bull_anim:
_bull_anim.speed_scale = 2.0
if _bull_anim and _bull_anim.has_animation(_ANIM_KICK):
_bull_anim.play(_ANIM_KICK)
_ability_timer = _bull_anim.get_animation(_ANIM_KICK).length
var raw := cube_guy.global_transform.basis.z
var back := -Vector3(raw.x, 0.0, raw.z).normalized()
_spawn_kick_fx(back)
get_tree().create_timer(0.2).timeout.connect(
func() -> void: _hit_matadors_cone(DP.f("kick_range"), deg_to_rad(85.0), DP.f("kick_strength"), back)
)
func _activate_slam() -> void:
ability_cd[2] = DP.f("slam_cooldown")
_ability_active = true
_active_ability = 2
_legs.set(&"tail_ragdoll", true)
_slam_pending = true
SpearProjectile.shed_all.call_deferred(self) # the leap shakes off any stuck spears
var jump_vel := DP.f("slam_jump_velocity")
velocity.y = jump_vel
# Airtime with an accelerated descent: rise (v/g) + fall (v / (g·√mult)).
var fall_mult := maxf(DP.f("slam_fall_mult"), 0.01)
var air_time := (jump_vel / 9.8) * (1.0 + 1.0 / sqrt(fall_mult))
_ability_timer = air_time + 0.3
if _bull_anim and _bull_anim.has_animation(_ANIM_SLAM):
var anim_len := _bull_anim.get_animation(_ANIM_SLAM).length
_bull_anim.speed_scale = anim_len / maxf(air_time, 0.01)
_bull_anim.play(_ANIM_SLAM)
func _activate_dash() -> void:
ability_cd[1] = DP.f("dash_cooldown")
_ability_active = true
_active_ability = 1
_ability_timer = 0.45
if _bull_anim:
_bull_anim.speed_scale = 1.0
if _bull_anim and _bull_anim.has_animation(_ANIM_DASH):
_bull_anim.play(_ANIM_DASH)
_ability_timer = _bull_anim.get_animation(_ANIM_DASH).length
var raw := cube_guy.global_transform.basis.z
_dash_dir = Vector3(raw.x, 0.0, raw.z).normalized()
_dash_speed_cur = DP.f("dash_speed")
velocity.x = _dash_dir.x * _dash_speed_cur
velocity.z = _dash_dir.z * _dash_speed_cur
_spawn_dash_burst()
_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch"))
if _huff_player:
_huff_player.pitch_scale = randf_range(0.9, 1.1)
_huff_player.play()
func _activate_roll() -> void:
ability_cd[3] = DP.f("roll_cooldown")
_ability_active = true
_active_ability = 3
_ability_timer = DP.f("roll_duration")
_roll_ramp = 0.0
_roll_spin = 0.0
_roll_chains_left = int(DP.f("roll_chain_count"))
_roll_hit.clear()
# Lock onto the closest matador and curl into the ball aimed at it; if the arena
# is empty, launch along the current heading (or facing when standing still).
_roll_target = _roll_pick_target()
var flat := Vector3(velocity.x, 0.0, velocity.z)
if _roll_target != null:
var to_t := _roll_target.global_position - global_position
_roll_dir = Vector3(to_t.x, 0.0, to_t.z).normalized()
elif flat.length() > 1.0:
_roll_dir = flat.normalized()
else:
var f := cube_guy.global_transform.basis.z
_roll_dir = Vector3(f.x, 0.0, f.z).normalized()
var launch := DP.f("roll_base_speed")
velocity.x = _roll_dir.x * launch
velocity.z = _roll_dir.z * launch
if _bull_anim and _bull_anim.has_animation(_ANIM_ROLL):
_bull_anim.speed_scale = 1.0
_bull_anim.play(_ANIM_ROLL)
_legs.set(&"tail_ragdoll", true) # tail streams out behind
_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch")) # horns down, plowing
_legs.set(&"external_rotation", true) # roll owns the model's full orientation (tumble)
if _roll_spark_emitter:
_roll_spark_emitter.emitting = true
_spawn_dash_burst()
camera_pivot.call(&"trigger_hit", 0.35)
if _huff_player:
_huff_player.pitch_scale = randf_range(0.8, 1.0)
_huff_player.play()
# One rolling frame: home on the current target matador, accelerate the longer the
# roll lasts, move (walls just slide), then pop the ball on contact and chain to the
# next closest. Fully replaces the normal locomotion path while active. `steer` is
# ignored — the roll auto-targets — but kept so the caller stays uniform.
func _tick_roll(delta: float, _steer: Vector3) -> void:
# Reacquire if the target ragdolled or was freed before we reached it.
if not _roll_target_valid():
_roll_target = _roll_pick_target()
if _roll_target != null:
var to_t := _roll_target.global_position - global_position
var flat := Vector3(to_t.x, 0.0, to_t.z)
if flat.length() > 0.1:
var t := clampf(DP.f("roll_turn") * delta, 0.0, 1.0)
_roll_dir = _roll_dir.slerp(flat.normalized(), t).normalized()
# Speed builds over time: base → max across roll_rampup_time, so a long roll
# winds up into a runaway boulder while a quick tap barely gets going.
_roll_ramp += delta
var ramp := clampf(_roll_ramp / maxf(DP.f("roll_rampup_time"), 0.01), 0.0, 1.0)
var top := DP.f("roll_max_speed")
var speed := lerpf(DP.f("roll_base_speed"), top, ramp)
velocity.x = _roll_dir.x * speed
velocity.z = _roll_dir.z * speed
# Tumble the whole model like a Powerball: face the travel direction (yaw) then
# spin forward about the horizontal axis perpendicular to it, angular speed = v/r
# so it "rolls" without slipping. Legs yield rotation control while active.
var radius := maxf(DP.f("roll_spin_radius"), 0.1)
_roll_spin = wrapf(_roll_spin + (speed / radius) * delta, 0.0, TAU)
var facing := Basis(Vector3.UP, atan2(_roll_dir.x, _roll_dir.z))
var tumble_axis := Vector3.UP.cross(_roll_dir).normalized()
cube_guy.basis = (Basis(tumble_axis, _roll_spin) * facing).scaled(_cube_scale)
if _bull_anim and _bull_anim.has_animation(_ANIM_ROLL):
_bull_anim.speed_scale = clampf(speed / maxf(top, 1.0), 0.6, 2.4)
_set_dust_state(DustState.CHARGE)
if _charge_trail_emitter:
_charge_trail_emitter.emitting = true
_charge_trail_emitter.direction = (-_roll_dir + Vector3(0.0, 0.25, 0.0)).normalized()
move_and_slide()
_was_on_floor = is_on_floor()
_smash_barrels_in_radius(DP.f("roll_hit_radius"))
_roll_try_pop(speed)
# Pop the ball on ramming a matador: launch every matador in the hit radius up and
# outward, then either CHAIN to the next closest (if chains remain and a target is
# left) or end the roll. Returns true if it popped so the caller can stop touching
# roll state this frame.
func _roll_try_pop(speed: float) -> bool:
var radius := DP.f("roll_hit_radius")
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
if _roll_hit.has(mat) or not _mat_active(mat):
continue
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
to_mat.y = 0.0
if to_mat.length() > radius:
continue
# Record everyone this pop reaches so the chain never re-picks a downed body.
for m: Node in get_tree().get_nodes_in_group(&"matador"):
var d: Vector3 = (m as Node3D).global_position - global_position
d.y = 0.0
if d.length() <= radius and not _roll_hit.has(m):
_roll_hit.append(m)
_hit_matadors_radius(radius, DP.f("roll_hit_strength"), DP.f("roll_knockup"))
camera_pivot.call(&"trigger_hit", clampf(speed / 90.0, 0.35, 1.0))
if _huff_player:
_huff_player.pitch_scale = randf_range(1.05, 1.35)
_huff_player.play()
if _roll_chains_left > 0:
var next := _roll_pick_target()
if next != null:
_roll_chains_left -= 1
_roll_target = next
return true # keep rolling — the ball carries on to the next target
_end_roll()
return true
return false
# 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 cand: Node3D in _roll_targets():
var d: float = cand.global_position.distance_squared_to(global_position)
if d < best_d:
best_d = d
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:
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
# is_active() == false, so a popped target is skipped on the next chain search.
func _mat_active(mat: Node) -> bool:
return is_instance_valid(mat) and mat.has_method(&"is_active") and mat.call(&"is_active")
# 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
_ability_timer = 0.0
_roll_ramp = 0.0
_roll_target = null
_roll_chains_left = 0
_roll_hit.clear()
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
_legs.set(&"external_rotation", false)
if _roll_spark_emitter:
_roll_spark_emitter.emitting = false
if _charge_trail_emitter:
_charge_trail_emitter.emitting = false
velocity.x *= 0.15
velocity.z *= 0.15
_play_idle()
func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float,
dir: Vector3 = Vector3.ZERO) -> void:
var raw := cube_guy.global_transform.basis.z
var forward := dir if dir.length_squared() > 0.01 else Vector3(raw.x, 0.0, raw.z).normalized()
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
to_mat.y = 0.0
var dist := to_mat.length()
if dist > range_m:
continue
if dist > 0.01 and forward.dot(to_mat / dist) < cos(half_angle_rad):
continue
mat.call(&"apply_ability_hit", (forward + Vector3.UP * 0.4).normalized(), strength)
func _hit_matadors_radius(range_m: float, strength: float, up_boost: float = 0.0) -> void:
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
to_mat.y = 0.0
var dist := to_mat.length()
if dist > range_m:
continue
var away := to_mat / dist if dist > 0.01 \
else Vector3(randf() - 0.5, 0.0, randf() - 0.5).normalized()
mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength, up_boost)
# ── Blood-spurt particle helpers ──────────────────────────────────────────────
# The ability effects now live in systems/fx/; only the spear-wound blood below is still built in
# code. Shared material, built once so the mobile driver compiles this particle shader a single
# time (colour comes per-particle from the colour_ramp via vertex colour, not this material).
func _unshaded_material() -> StandardMaterial3D:
if _unshaded_mat == null:
_unshaded_mat = StandardMaterial3D.new()
_unshaded_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_unshaded_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_unshaded_mat.vertex_color_use_as_albedo = true
_unshaded_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
return _unshaded_mat
# Low-poly particle-sphere mesh (height = diameter), cached per size so repeats reuse one GPU upload.
func _particle_sphere(radius: float, segments: int, rings: int, mat: Material) -> SphereMesh:
var key := "%.4f:%d:%d" % [radius, segments, rings]
var cached: SphereMesh = _particle_sphere_cache.get(key)
if cached != null:
return cached
var sphere := SphereMesh.new()
sphere.radius = radius
sphere.height = radius * 2.0
sphere.radial_segments = segments
sphere.rings = rings
sphere.material = mat
_particle_sphere_cache[key] = sphere
return sphere
# Queue-free a transient FX node once its particles have finished.
func _free_after(node: Node, delay: float) -> void:
get_tree().create_timer(delay).timeout.connect(func() -> void:
if is_instance_valid(node):
node.queue_free()
)
func _spawn_slam_fx() -> void:
var origin := global_position + Vector3(0.0, -0.5, 0.0)
_impact_fx.call(&"slam_rings", origin, DP.f("slam_range"))
Fx.spawn(&"bull_slam", Transform3D(Basis(), origin))
camera_pivot.call(&"trigger_hit", 0.60)
func _spawn_kick_fx(back_dir: Vector3) -> void:
var origin := global_position + back_dir * 0.55 + Vector3(0.0, -0.25, 0.0)
Fx.spawn(&"bull_kick", _aimed_xform(origin, back_dir))
_impact_fx.call(&"kick_flash", origin)
camera_pivot.call(&"trigger_hit", 0.35)
func _spawn_dash_burst() -> void:
Fx.spawn(&"bull_dash", _aimed_xform(global_position + Vector3(0.0, 0.2, 0.0), _dash_dir))
# A transform at `origin` whose local -Z faces `forward` (flattened to horizontal). The kick/dash
# effects bake their spray in local space, so aiming the spawn transform points the burst the
# right way. Falls back to an unrotated transform when `forward` has no horizontal component.
func _aimed_xform(origin: Vector3, forward: Vector3) -> Transform3D:
var flat := Vector3(forward.x, 0.0, forward.z)
if flat.length_squared() < 0.0001:
return Transform3D(Basis(), origin)
return Transform3D(Basis(), origin).looking_at(origin + flat.normalized(), Vector3.UP)
func _physics_process(delta: float) -> void:
# ── Dead bull ─────────────────────────────────────────────────────────────
# The run is over the instant HP hits zero, but the lose screen holds off a
# beat before it appears (see HUD._show_game_over). Freeze the carcass through
# that delay — no input, no abilities, just coast to a stop under gravity — so a
# dead bull can't keep charging around while the screen is pending.
if _dead:
velocity.x = move_toward(velocity.x, 0.0, 40.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, 40.0 * delta)
if not is_on_floor():
velocity += get_gravity() * delta
move_and_slide()
return
# ── Gravity ───────────────────────────────────────────────────────────────
if not is_on_floor():
var gravity := get_gravity()
# Crash a slam down hard: full leap on the way up, accelerated descent so
# the bull spends less time floating before the impact.
if _slam_pending and velocity.y < 0.0:
gravity *= DP.f("slam_fall_mult")
velocity += 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()
# ── Ability cooldowns ────────────────────────────────────────────────────────
_hit_iframes = maxf(0.0, _hit_iframes - delta)
for i: int in 4:
ability_cd[i] = maxf(0.0, ability_cd[i] - delta)
if _ability_active:
_ability_timer -= delta
if _ability_timer <= 0.0:
if _active_ability == 3:
_end_roll() # tears down roll-specific state (sparks, tumble control)
else:
_ability_active = false
_active_ability = -1
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
_slam_pending = false
_play_idle()
# ── Boulder roll ──────────────────────────────────────────────────────────
# While rolling, the ability owns movement entirely (its own accel, low friction
# and wall ricochet) — bypass the normal input/kick/damping path below.
if _active_ability == 3 and _ability_active:
_tick_roll(delta, direction)
return
_was_on_floor = on_floor
# ── Ground locomotion — smooth accelerate / friction ──────────────────────
# WASD/arrows drive the bull directly: hold a direction to ramp up to max_speed
# and steer, release to coast to a stop. Ability bursts (dash) and wall bounces
# can exceed max_speed — while a direction is held we steer that momentum without
# braking it (cap tracks the current speed); friction only bleeds the excess once
# input is released.
var flat_vel := Vector3(velocity.x, 0.0, velocity.z)
var max_speed := DP.f("max_speed")
if _active_ability == 1 and _ability_active:
# Dash: leave the barrel fast like a bullet, then bleed exponentially back
# down to cruise speed (fastest drop right at the start), so it settles into
# normal running by the time the clip ends instead of holding top speed.
_dash_speed_cur = lerpf(_dash_speed_cur, max_speed, 1.0 - exp(-DP.f("dash_decel") * delta))
flat_vel = _dash_dir * _dash_speed_cur
elif direction.length_squared() > 0.01:
var cap := maxf(max_speed, flat_vel.length())
flat_vel = flat_vel.move_toward(direction * cap, DP.f("move_accel") * delta)
else:
flat_vel = flat_vel.move_toward(Vector3.ZERO, DP.f("move_friction") * delta)
velocity.x = flat_vel.x
velocity.z = flat_vel.z
# ── Visual rotation follows velocity direction ─────────────────────────────
var flat_speed := Vector2(velocity.x, velocity.z).length()
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"))
# 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.
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)
# Ram straight through a barrel that formed the wall we bounced off.
var hit := col.get_collider()
if hit != null and hit.has_method(&"destroy_barrel"):
hit.call(&"destroy_barrel")
# ── Landing. Don't bounce ─────────────────────────────────────────────────────
if is_on_floor() and not _was_on_floor:
velocity.y = 0.0
# ── Slam landing ──────────────────────────────────────────────────────────
if _slam_pending and is_on_floor() and not _was_on_floor:
_slam_pending = false
_ability_active = false
_active_ability = -1
_ability_timer = 0.0
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
_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:
_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)
# ── Charge trail direction ────────────────────────────────────────────────
if _dust_state == DustState.CHARGE and _charge_trail_emitter:
var vel_flat := Vector3(velocity.x, 0.0, velocity.z)
if vel_flat.length_squared() > 0.1:
_charge_trail_emitter.direction = (-vel_flat.normalized() + Vector3(0.0, 0.25, 0.0)).normalized()
func get_hp() -> int:
return _hp
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,
# not the whole bar; `_dead` latches so the lose screen is raised exactly once.
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)
camera_pivot.call(&"trigger_hit", 0.7)
# Vibrate controller 0 with half weak strength, full strong strength, for 0.2 seconds
Controls.vibrate(0, 0.5, 1, 0.2)
# A spear gores a spot — blood spurts from the entry wound (where it struck the
# bull). Melee gores pass no position and skip the spurt; gore can be turned off.
if cause == "thrown" and Settings.gore:
_spawn_blood(hit_pos if hit_pos != Vector3.ZERO else global_position)
if _huff_player:
_huff_player.pitch_scale = randf_range(0.7, 0.9)
_huff_player.play()
if _hp <= 0:
if _bull_anim.current_animation != _ANIM_DEATH:
_bull_anim.speed_scale = 0.8
_bull_anim.play(_ANIM_DEATH)
_dead = true
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)
# Typed entry point for the unified hit pipeline: a Hitbox (or any attacker) hands the bull a
# DamageEvent instead of calling take_sword_hit directly. A thin adapter over the existing pip /
# knock-up logic, so behaviour is unchanged while callers migrate off the stringly path.
func receive_damage(event: DamageEvent) -> void:
take_sword_hit(event.cause_name(), event.hit_position)
if event.knock_up > 0.0:
apply_knock_up(event.knock_up)
# 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.
func _spawn_blood(hit_pos: Vector3) -> void:
var out := hit_pos - global_position
out.y = 0.0
out = out.normalized() if out.length() > 0.05 else Vector3(0.0, 0.0, 1.0)
var dir := (out + Vector3.UP * 0.8).normalized()
var sphere := _particle_sphere(0.05, 4, 2, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(0.55, 0.02, 0.02, 1.0))
ramp.set_color(1, Color(0.28, 0.0, 0.0, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(0.6, 0.7))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.9
p.amount = 34
p.lifetime = 0.7
p.randomness = 0.5
p.local_coords = false
p.direction = dir
p.spread = 42.0
p.gravity = Vector3(0.0, -14.0, 0.0)
p.initial_velocity_min = 3.5
p.initial_velocity_max = 8.0
p.scale_amount_min = 0.5
p.scale_amount_max = 1.6
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = hit_pos
p.restart()
_free_after(p, 1.5)
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