7b6a141767
Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.
Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.
Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
21 lines
742 B
Plaintext
21 lines
742 B
Plaintext
[gd_scene format=3 uid="uid://c8swordwrap01"]
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[ext_resource type="PackedScene" uid="uid://xyvank512l5n" path="res://Assets/sword.glb" id="1_swordglb"]
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[ext_resource type="Script" path="res://systems/combat/hitbox.gd" id="2_hitbox"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_blade"]
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radius = 0.18
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height = 1.3
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[node name="Sword" type="Node3D"]
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[node name="sword" parent="." instance=ExtResource("1_swordglb")]
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[node name="BladeHitbox" type="Area3D" parent="."]
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script = ExtResource("2_hitbox")
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damage_cause = "gored"
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[node name="CollisionShape3D" type="CollisionShape3D" parent="BladeHitbox"]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0.8)
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shape = SubResource("CapsuleShape3D_blade")
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