400ae24f92
Strip only the floor/wall blood-splat decals added in 981ebf1, keeping the
older death-spray, spear-wound spurt, and "Blood & Gore" toggle:
- Delete blood_decals.gd + shader, the Gore autoload (gore.gd), and
tests/blood_decals_test.gd
- Drop the Gore autoload and the Blood DP section
- Remove all Gore.splat() call sites (matador.gd, bear.gd, player.gd);
the _blood_burst spray and _spawn_blood spurt stay
- game_shell no longer spawns a per-level decal pool
- Update level_switch test + run_tests.sh accordingly
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
43 lines
1.8 KiB
GDScript
43 lines
1.8 KiB
GDScript
extends Node3D
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## The reusable game shell: player, camera, HUD and the PS1 filter — everything that
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## outlives a single level. On load it instances the active level's module (geometry,
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## spawners, lighting, colliders) into LevelRoot. Switching levels frees the whole
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## previous module first, so no old mesh or collider can survive into the next fight.
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const PhysicsLayers = preload("res://physics_layers.gd")
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@onready var _level_root: Node3D = $LevelRoot
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@onready var _camera: IsoCamera = $Player/Camera3D
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func _ready() -> void:
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Run.ensure_run()
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load_active_level()
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## Tear down the current level module and build the run's active one. Freeing the whole
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## subtree (not hiding it) is the point: a level's colliders and spawners cease to exist
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## before the next level's are created.
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func load_active_level() -> void:
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for child: Node in _level_root.get_children():
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_level_root.remove_child(child)
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child.queue_free()
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var level := Run.active_level()
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if level == null or level.level_scene == null:
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push_warning("game_shell: active level has no level_scene")
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return
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_camera.set_framing_scale(level.camera_zoom)
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var module := level.level_scene.instantiate()
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_tag_environment_for_corpses(module)
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_level_root.add_child(module)
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## Ground and walls stay on WORLD so the bull and live matadors collide with them; here
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## we add CORPSE too. A killed matador's ragdoll is masked to CORPSE alone, so it rests
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## on the arena while the bull — which only collides with WORLD — passes through the body
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## instead of spazzing out on it. Done at load so it also reaches colliders baked into
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## the instanced GLB arenas, not just the level module's own floor box.
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func _tag_environment_for_corpses(module: Node) -> void:
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for body: StaticBody3D in module.find_children("*", "StaticBody3D", true, false):
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body.collision_layer |= PhysicsLayers.CORPSE
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