Files
Bullosseum/systems/fx/blood_burst.tscn
T
richard 7b6a141767 Reorganize the codebase into role-based folders (snake_case)
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
2026-09-06 00:04:41 +03:00

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[gd_scene format=3]
[ext_resource type="Script" path="res://systems/fx/one_shot_effect.gd" id="1_l68fm"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_okatq"]
transparency = 1
cull_mode = 2
shading_mode = 0
vertex_color_use_as_albedo = true
[sub_resource type="SphereMesh" id="SphereMesh_n7uw4"]
material = SubResource("StandardMaterial3D_okatq")
radius = 0.07
height = 0.14
radial_segments = 4
rings = 2
[sub_resource type="Curve" id="Curve_a71nq"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.6, 0.5), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="Gradient" id="Gradient_mhqc0"]
colors = PackedColorArray(1, 0.02, 0.02, 1, 0.25, 0, 0, 0)
[node name="blood_burst" type="CPUParticles3D" unique_id=1553421910]
emitting = false
amount = 25
lifetime = 1.1
one_shot = true
explosiveness = 0.9
randomness = 0.4
mesh = SubResource("SphereMesh_n7uw4")
direction = Vector3(0, 1, 0)
spread = 80.0
gravity = Vector3(0, -7, 0)
initial_velocity_min = 4.0
initial_velocity_max = 11.0
scale_amount_min = 0.5
scale_amount_max = 1.6
scale_amount_curve = SubResource("Curve_a71nq")
color_ramp = SubResource("Gradient_mhqc0")
script = ExtResource("1_l68fm")