Files
Bullosseum/systems/fx/fx.gd
T
richard a4d18e4928
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Move bull ability FX into the authorable systems/fx/ library
The bull's kick/dash/slam/roll and movement particles were ~112 lines of
hand-built CPUParticles3D in player.gd, bypassing the Fx system entirely
(Fx.spawn had zero callers) — so Siim couldn't author them in the inspector.

- Add six inspector-editable effect scenes (bull_slam/kick/dash one-shots +
  bull_hoof_dust/charge_trail/roll_sparks continuous); wire player.gd to
  Fx.spawn() / new Fx.attach(); register them + the gallery + smoke test.
- Extract the coded, non-particle slam rings + kick flash into a new
  bull_impact_fx.gd component (bull_legs.gd pattern).
- Drop 12 now-obsolete DP dust look-params (the .tscn owns the look now).
- Trim god-file comment noise: rewrite an AI-placeholder barrel block to typed
  code, drop dead commented-out bounce/topple code, fix stale post-reorg file
  paths (Assets/… → art/…, PascalCase scene names → snake_case).
- Document the Siim workflow in systems/fx/README.md; update CLAUDE.md.

player.gd 1307 → 944 lines. Full suite green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:35:25 +03:00

72 lines
2.7 KiB
GDScript

extends Node
## Fx — the one place gameplay code fires a visual effect. Code names WHICH effect and WHERE;
## the .tscn owns HOW it looks (colour, curves, emission — all inspector-editable, no recompile).
## Autoload singleton. Usage: Fx.spawn(&"blood_burst", hit_transform)
##
## Scenes are loaded lazily (not preloaded) so this autoload compiles and boots even before the
## placeholder .tscn are seeded — see tools/seed_fx_placeholders.gd.
const _PATHS: Dictionary = {
# Generic hit effects.
&"blood_burst": "res://systems/fx/blood_burst.tscn",
&"slam_dust": "res://systems/fx/slam_dust.tscn",
&"spark": "res://systems/fx/spark.tscn",
&"hit_flash": "res://systems/fx/hit_flash.tscn",
# Bull ability effects — one-shots fired by spawn(), continuous ones held via attach().
&"bull_slam": "res://systems/fx/bull_slam.tscn",
&"bull_kick": "res://systems/fx/bull_kick.tscn",
&"bull_dash": "res://systems/fx/bull_dash.tscn",
&"bull_hoof_dust": "res://systems/fx/bull_hoof_dust.tscn",
&"bull_charge_trail": "res://systems/fx/bull_charge_trail.tscn",
&"bull_roll_sparks": "res://systems/fx/bull_roll_sparks.tscn",
}
var _cache: Dictionary = {}
# Spawn a named effect at `xform`, parented to `parent` (or the current scene). Returns the
# instance, or null if the effect is unknown or its scene is missing.
func spawn(effect: StringName, xform: Transform3D, parent: Node = null) -> Node:
var scene := _scene(effect)
if scene == null:
return null
var host := parent if parent != null else _default_host()
if host == null:
push_warning("Fx.spawn(%s): no parent and no current scene to attach to" % effect)
return null
var inst := scene.instantiate() as Node3D
host.add_child(inst)
inst.global_transform = xform
return inst
# Instance a CONTINUOUS effect as a child of `parent` and hand it back. Unlike spawn(), it neither
# positions nor auto-frees the effect — the caller keeps the reference to place it and toggle
# `emitting` (hoof dust that follows the bull, the charge trail). Returns null if unknown/missing.
func attach(effect: StringName, parent: Node) -> Node:
var scene := _scene(effect)
if scene == null or parent == null:
return null
var inst := scene.instantiate()
parent.add_child(inst)
return inst
func _scene(effect: StringName) -> PackedScene:
if _cache.has(effect):
return _cache[effect]
if not _PATHS.has(effect):
push_warning("Fx.spawn: unknown effect '%s' (add it to fx/fx.gd)" % effect)
return null
var scene := load(_PATHS[effect]) as PackedScene
if scene == null:
push_warning("Fx.spawn: scene missing for '%s' at %s" % [effect, _PATHS[effect]])
return null
_cache[effect] = scene
return scene
func _default_host() -> Node:
var tree := get_tree()
return tree.current_scene if tree != null else null