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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

42 lines
1.3 KiB
GDScript

extends StaticBody3D
## A smashable lobby barrel. Joins the &"barrel" group so the HUD can tally how many
## remain and fire the "cleared the lobby" reward once the last one bursts.
signal destroyed
# Preload the broken barrel scene
const BARREL_BROKEN_SCENE = preload("res://tscn_s/BarrelBroken.tscn")
var _destroyed := false
func _ready() -> void:
add_to_group(&"barrel")
func destroy_barrel():
# Guard against a double hit in the same frame counting the same barrel twice.
if _destroyed:
return
_destroyed = true
# 1. Instantiate the broken pieces
var broken_instance = BARREL_BROKEN_SCENE.instantiate()
# 2. Place the fragments exactly where the intact barrel currently is
broken_instance.global_transform = self.global_transform
# 3. Add the fragments to the main game tree
get_parent().add_child(broken_instance)
# 4. (Optional) Apply a physics push to the fragments if you want an explosive effect
for child in broken_instance.get_children():
if child is RigidBody3D:
# Pushes pieces slightly outward and upward
var random_direction = Vector3(randf_range(-1, 1), randf_range(0.5, 1.5), randf_range(-1, 1)).normalized()
child.apply_central_impulse(random_direction * 5.0)
# 5. Announce the smash (the HUD counts down remaining barrels) and remove the barrel
destroyed.emit()
queue_free()