Files
Bullosseum/player.gd
T

1081 lines
40 KiB
GDScript

extends CharacterBody3D
# Hoof positions in bull local space — dust emitter offsets
const HOOF_OFFSETS: Array = [
Vector3(-0.30, -0.25, -0.50),
Vector3( 0.30, -0.25, -0.50),
Vector3(-0.30, -0.25, 0.60),
Vector3( 0.30, -0.25, 0.60),
]
# Bull animation clips (Armature|* action names in Assets/bull.fbx). IDLE is the
# looping base pose; the others are one-shot ability clips that return to it.
const _ANIM_IDLE: StringName = &"Armature|IDLE"
const _ANIM_KICK: StringName = &"Armature|KICK"
const _ANIM_SLAM: StringName = &"Armature|SLAM"
const _ANIM_DASH: StringName = &"Armature|DASH"
const _ANIM_ROLL: StringName = &"Armature|ROLL"
@onready var camera_pivot: Node3D = $Camera3D
@onready var cube_guy: Node3D = $bull
var _hoof_emitters: Array[CPUParticles3D] = []
var _legs: Node
var _kick_timer: float = 0.0
var _was_on_floor: bool = false
var _pre_slide_vel_y: float = 0.0
var _thrust_left_charge: float = 0.0
var _thrust_right_charge: float = 0.0
var _charge_was_full: bool = false
var _slam_ring_mesh: ArrayMesh = null
# Ability system — kick=0, slam=1, dash=2, roll=3
var ability_cd: Array[float] = [0.0, 0.0, 0.0, 0.0]
var _ability_active: bool = false
var _ability_timer: float = 0.0
var _active_ability: int = -1
var _dash_dir: Vector3 = Vector3.ZERO
var _roll_dir: Vector3 = Vector3.ZERO
var _roll_ramp: float = 0.0
var _bull_anim: AnimationPlayer = null
var _charge_ready_emitter: CPUParticles3D = null
var _slam_pending: bool = false
var _charge_trail_emitter: CPUParticles3D = null
# Floating 3D charge bar (mouse-button thrust charge indicator)
const _CHARGE_BAR_WIDTH: float = 1.1
const _CHARGE_BAR_HEIGHT: float = 1.45
var _charge_bar: Node3D = null
var _charge_bar_fill: MeshInstance3D = null
var _charge_bar_fill_mat: StandardMaterial3D = null
var _charge_bar_ramp: Gradient = null
var _charge_bar_time: float = 0.0
var _charge_bar_shown: float = 0.0
# One clean hit ends the run — see take_sword_hit(). The HUD listens for `died`
# to raise the lose screen (the `cause` tags how it happened, for the death notice);
# _dead latches so a flurry of hits fires it only once.
signal died(cause: String)
var _dead: bool = false
var _huff_player: AudioStreamPlayer = null
var _crowd_player: AudioStreamPlayer = null
var _huff_timer: float = 0.0
var _roll_damping: float = 0.15
enum DustState { NONE, WALK, CHARGE }
var _dust_state: DustState = DustState.NONE
var _walk_dust_ramp: Gradient = null
var _charge_dust_ramp: Gradient = null
func _ready() -> void:
add_to_group(&"player")
_setup_hoof_dust()
_setup_legs()
_setup_charge_indicators()
_setup_charge_bar()
_setup_audio()
_bull_anim = _find_anim_player(cube_guy)
_setup_bull_idle()
DP.any_changed.connect(_on_dp_changed)
_roll_damping = DP.f("roll_damping")
func _setup_legs() -> void:
_legs = Node.new()
_legs.set_script(load("res://bull_legs.gd"))
add_child(_legs)
_legs.call(&"setup", self, cube_guy)
func _setup_hoof_dust() -> void:
var sphere := _particle_sphere(0.10, 4, 2, _unshaded_material())
_walk_dust_ramp = Gradient.new()
_walk_dust_ramp.set_color(0, Color(0.80, 0.69, 0.46, 1.0))
_walk_dust_ramp.set_color(1, Color(0.80, 0.69, 0.46, 0.0))
# Light blue dust while charging
_charge_dust_ramp = Gradient.new()
_charge_dust_ramp.set_color(0, Color(0.20, 0.40, 0.85, 1.0))
_charge_dust_ramp.set_color(1, Color(0.20, 0.40, 0.85, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.2))
scale_curve.add_point(Vector2(0.4, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
for offset: Vector3 in HOOF_OFFSETS:
var p := CPUParticles3D.new()
p.position = offset
p.emitting = false
p.amount = 12
p.lifetime = DP.f("dust_lifetime")
p.explosiveness = DP.f("dust_explosiveness")
p.randomness = 0.6
p.local_coords = false
p.direction = Vector3(0.0, 1.0, 0.0)
p.spread = DP.f("dust_spread")
p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0)
p.initial_velocity_min = DP.f("walk_vel_min")
p.initial_velocity_max = DP.f("walk_vel_max")
p.scale_amount_min = DP.f("walk_scale_min")
p.scale_amount_max = DP.f("walk_scale_max")
p.mesh = sphere
p.color_ramp = _walk_dust_ramp
p.scale_amount_curve = scale_curve
cube_guy.add_child(p)
_hoof_emitters.append(p)
func _setup_charge_indicators() -> void:
var sphere := _particle_sphere(0.07, 4, 2, _unshaded_material())
# Orange spark burst when single-button charge hits max
var burst_ramp := Gradient.new()
burst_ramp.set_color(0, Color(1.0, 0.55, 0.0, 1.0))
burst_ramp.set_color(1, Color(1.0, 0.15, 0.0, 0.0))
var burst_scale := Curve.new()
burst_scale.add_point(Vector2(0.0, 1.0))
burst_scale.add_point(Vector2(1.0, 0.0))
_charge_ready_emitter = CPUParticles3D.new()
_charge_ready_emitter.position = Vector3(0.0, 0.3, 0.0)
_charge_ready_emitter.emitting = false
_charge_ready_emitter.one_shot = true
_charge_ready_emitter.amount = 16
_charge_ready_emitter.lifetime = 0.5
_charge_ready_emitter.explosiveness = 1.0
_charge_ready_emitter.randomness = 0.4
_charge_ready_emitter.local_coords = false
_charge_ready_emitter.direction = Vector3.UP
_charge_ready_emitter.spread = 120.0
_charge_ready_emitter.initial_velocity_min = 2.5
_charge_ready_emitter.initial_velocity_max = 5.0
_charge_ready_emitter.scale_amount_min = 0.2
_charge_ready_emitter.scale_amount_max = 0.5
_charge_ready_emitter.mesh = sphere
_charge_ready_emitter.color_ramp = burst_ramp
_charge_ready_emitter.scale_amount_curve = burst_scale
cube_guy.add_child(_charge_ready_emitter)
# Blue energy trail — streams backward during charge
var trail_sphere := _particle_sphere(0.065, 4, 2, _unshaded_material())
var trail_ramp := Gradient.new()
trail_ramp.set_color(0, Color(0.30, 0.65, 1.0, 1.0))
trail_ramp.set_color(1, Color(0.30, 0.65, 1.0, 0.0))
var trail_scale := Curve.new()
trail_scale.add_point(Vector2(0.0, 1.0))
trail_scale.add_point(Vector2(0.6, 0.8))
trail_scale.add_point(Vector2(1.0, 0.0))
_charge_trail_emitter = CPUParticles3D.new()
_charge_trail_emitter.position = Vector3(0.0, 0.25, 0.3)
_charge_trail_emitter.emitting = false
_charge_trail_emitter.one_shot = false
_charge_trail_emitter.amount = 18
_charge_trail_emitter.lifetime = 0.30
_charge_trail_emitter.randomness = 0.4
_charge_trail_emitter.local_coords = false
_charge_trail_emitter.direction = Vector3(0.0, 0.2, 1.0).normalized()
_charge_trail_emitter.spread = 25.0
_charge_trail_emitter.gravity = Vector3(0.0, 2.0, 0.0)
_charge_trail_emitter.initial_velocity_min = 4.0
_charge_trail_emitter.initial_velocity_max = 9.0
_charge_trail_emitter.scale_amount_min = 0.4
_charge_trail_emitter.scale_amount_max = 1.2
_charge_trail_emitter.mesh = trail_sphere
_charge_trail_emitter.color_ramp = trail_ramp
_charge_trail_emitter.scale_amount_curve = trail_scale
cube_guy.add_child(_charge_trail_emitter)
func _setup_charge_bar() -> void:
_charge_bar = Node3D.new()
_charge_bar.visible = false
add_child(_charge_bar)
var w := _CHARGE_BAR_WIDTH
var thickness := 0.16
# Dark translucent track behind the fill, slightly larger for a border look.
var track_mat := StandardMaterial3D.new()
track_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
track_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
track_mat.albedo_color = Color(0.02, 0.02, 0.04, 0.55)
var track_box := BoxMesh.new()
track_box.size = Vector3(w + 0.07, thickness + 0.07, thickness + 0.07)
track_box.material = track_mat
var track := MeshInstance3D.new()
track.mesh = track_box
track.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_charge_bar.add_child(track)
# Glowing fill bar; scaled along X each frame to show progress.
_charge_bar_fill_mat = StandardMaterial3D.new()
_charge_bar_fill_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_charge_bar_fill_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_charge_bar_fill_mat.emission_enabled = true
var fill_box := BoxMesh.new()
fill_box.size = Vector3(w, thickness, thickness)
fill_box.material = _charge_bar_fill_mat
_charge_bar_fill = MeshInstance3D.new()
_charge_bar_fill.mesh = fill_box
_charge_bar_fill.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_charge_bar.add_child(_charge_bar_fill)
# Cool → hot colour ramp as the charge fills (matches the spark FX palette).
_charge_bar_ramp = Gradient.new()
_charge_bar_ramp.offsets = PackedFloat32Array([0.0, 0.6, 1.0])
_charge_bar_ramp.colors = PackedColorArray([
Color(0.25, 0.65, 1.0),
Color(1.0, 0.85, 0.2),
Color(1.0, 0.28, 0.05),
])
func _process(delta: float) -> void:
_update_charge_bar(delta)
func _update_charge_bar(delta: float) -> void:
if _charge_bar == null:
return
_charge_bar_time += delta
var max_charge := DP.f("thrust_charge_time")
var charge := maxf(_thrust_left_charge, _thrust_right_charge)
var frac := clampf(charge / max_charge, 0.0, 1.0) if max_charge > 0.0 else 0.0
# Ease the whole bar in/out so it pops up when charging and fades when done.
var target := 1.0 if frac > 0.001 else 0.0
_charge_bar_shown = move_toward(_charge_bar_shown, target, delta * 6.0)
if _charge_bar_shown <= 0.001:
_charge_bar.visible = false
return
_charge_bar.visible = true
# Billboard toward the camera on the Y axis, staying upright.
var to_cam := camera_pivot.global_position - _charge_bar.global_position
_charge_bar.rotation.y = atan2(to_cam.x, to_cam.z)
# Grow the fill from the left edge.
var w := _CHARGE_BAR_WIDTH
_charge_bar_fill.scale.x = maxf(frac, 0.0001)
_charge_bar_fill.position.x = -0.5 * w + 0.5 * w * frac
# Colour + glow, with a fast pulse once fully charged.
var col := _charge_bar_ramp.sample(frac)
var pulse := 1.0 + (0.4 * sin(_charge_bar_time * 16.0) if frac >= 1.0 else 0.0)
_charge_bar_fill_mat.albedo_color = Color(col.r, col.g, col.b, 0.95)
_charge_bar_fill_mat.emission = col
_charge_bar_fill_mat.emission_energy_multiplier = 1.7 * pulse
# Float above the bull with a gentle bob; a small bounce + rise on the pop-in.
var bob := 0.03 * sin(_charge_bar_time * 4.0)
_charge_bar.position.y = _CHARGE_BAR_HEIGHT + bob - (1.0 - _charge_bar_shown) * 0.3
var appear := _charge_bar_shown * (1.06 - 0.06 * cos(_charge_bar_shown * PI))
var full_pop := 1.0 + (0.08 * sin(_charge_bar_time * 16.0) if frac >= 1.0 else 0.0)
_charge_bar.scale = Vector3.ONE * appear * full_pop
func _setup_audio() -> void:
if ResourceLoader.exists("res://sounds/bull_huff.ogg"):
_huff_player = AudioStreamPlayer.new()
_huff_player.stream = load("res://sounds/bull_huff.ogg")
_huff_player.volume_db = 0.0
add_child(_huff_player)
if ResourceLoader.exists("res://sounds/crowd_ambient.ogg"):
_crowd_player = AudioStreamPlayer.new()
var s := load("res://sounds/crowd_ambient.ogg") as AudioStreamOggVorbis
if s:
s.loop = true
_crowd_player.stream = s
_crowd_player.volume_db = -14.0
_crowd_player.autoplay = true
add_child(_crowd_player)
func _set_dust_state(new_state: DustState) -> void:
if new_state == _dust_state:
return
_dust_state = new_state
for p: CPUParticles3D in _hoof_emitters:
p.lifetime = DP.f("dust_lifetime")
p.explosiveness = DP.f("dust_explosiveness")
p.spread = DP.f("dust_spread")
p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0)
match new_state:
DustState.NONE:
p.emitting = false
DustState.WALK:
p.color_ramp = _walk_dust_ramp
p.scale_amount_min = DP.f("walk_scale_min")
p.scale_amount_max = DP.f("walk_scale_max")
p.initial_velocity_min = DP.f("walk_vel_min")
p.initial_velocity_max = DP.f("walk_vel_max")
p.emitting = true
DustState.CHARGE:
p.color_ramp = _charge_dust_ramp
p.scale_amount_min = DP.f("charge_scale_min")
p.scale_amount_max = DP.f("charge_scale_max")
p.initial_velocity_min = DP.f("charge_vel_min")
p.initial_velocity_max = DP.f("charge_vel_max")
p.emitting = true
if _charge_trail_emitter:
_charge_trail_emitter.emitting = _dust_state == DustState.CHARGE
func _on_dp_changed(_key: String, _val: Variant) -> void:
_roll_damping = DP.f("roll_damping")
if _hoof_emitters.is_empty() or _dust_state == DustState.NONE:
return
var prev := _dust_state
_dust_state = DustState.NONE
_set_dust_state(prev)
func _find_anim_player(node: Node) -> AnimationPlayer:
if node is AnimationPlayer:
return node as AnimationPlayer
for child: Node in node.get_children():
var r := _find_anim_player(child)
if r:
return r
return null
# IDLE ships one-shot; make it loop and start it so the bull breathes at rest
# instead of freezing on a bind pose. It's the base every ability blends back to.
func _setup_bull_idle() -> void:
if _bull_anim == null:
return
# IDLE and ROLL both loop as continuous states; the ability clips are one-shot.
for clip: StringName in [_ANIM_IDLE, _ANIM_ROLL]:
if _bull_anim.has_animation(clip):
_bull_anim.get_animation(clip).loop_mode = Animation.LOOP_LINEAR
_play_idle()
# Return to the looping idle (and undo any ability speed-scale). Cross-fades so a
# finishing ability clip eases back to idle instead of snapping.
func _play_idle() -> void:
if _bull_anim == null:
return
_bull_anim.speed_scale = 1.0
if _bull_anim.has_animation(_ANIM_IDLE):
_bull_anim.play(_ANIM_IDLE, 0.2)
func _unhandled_input(event: InputEvent) -> void:
# Abilities can be chained: a new one interrupts whatever is currently
# active, gated only by each ability's own cooldown.
if event.is_action_pressed(&"ability_kick") and ability_cd[0] <= 0.0:
_activate_kick()
elif event.is_action_pressed(&"ability_slam") and ability_cd[1] <= 0.0:
_activate_slam()
elif event.is_action_pressed(&"ability_dash") and ability_cd[2] <= 0.0:
_activate_dash()
elif event.is_action_pressed(&"ability_roll") and ability_cd[3] <= 0.0:
_activate_roll()
func ability_cooldown_fraction(slot: int) -> float:
var maxcd := 0.0
match slot:
0: maxcd = DP.f("kick_cooldown")
1: maxcd = DP.f("slam_cooldown")
2: maxcd = DP.f("dash_cooldown")
3: maxcd = DP.f("roll_cooldown")
return ability_cd[slot] / maxcd if maxcd > 0.0 else 0.0
func ability_cooldown_remaining(slot: int) -> float:
return ability_cd[slot]
func _activate_kick() -> void:
ability_cd[0] = DP.f("kick_cooldown")
_ability_active = true
_active_ability = 0
_ability_timer = 0.6
if _bull_anim:
_bull_anim.speed_scale = 1.0
if _bull_anim and _bull_anim.has_animation(_ANIM_KICK):
_bull_anim.play(_ANIM_KICK)
_ability_timer = _bull_anim.get_animation(_ANIM_KICK).length
var raw := cube_guy.global_transform.basis.z
var back := -Vector3(raw.x, 0.0, raw.z).normalized()
_spawn_kick_fx(back)
get_tree().create_timer(0.2).timeout.connect(
func() -> void: _hit_matadors_cone(DP.f("kick_range"), deg_to_rad(85.0), DP.f("kick_strength"), back)
)
func _activate_slam() -> void:
ability_cd[1] = DP.f("slam_cooldown")
_ability_active = true
_active_ability = 1
_legs.set(&"tail_ragdoll", true)
_slam_pending = true
var jump_vel := DP.f("slam_jump_velocity")
velocity.y = jump_vel
# Airtime with an accelerated descent: rise (v/g) + fall (v / (g·√mult)).
var fall_mult := maxf(DP.f("slam_fall_mult"), 0.01)
var air_time := (jump_vel / 9.8) * (1.0 + 1.0 / sqrt(fall_mult))
_ability_timer = air_time + 0.3
if _bull_anim and _bull_anim.has_animation(_ANIM_SLAM):
var anim_len := _bull_anim.get_animation(_ANIM_SLAM).length
_bull_anim.speed_scale = anim_len / maxf(air_time, 0.01)
_bull_anim.play(_ANIM_SLAM)
func _activate_dash() -> void:
ability_cd[2] = DP.f("dash_cooldown")
_ability_active = true
_active_ability = 2
_ability_timer = 0.45
if _bull_anim:
_bull_anim.speed_scale = 1.0
if _bull_anim and _bull_anim.has_animation(_ANIM_DASH):
_bull_anim.play(_ANIM_DASH)
_ability_timer = _bull_anim.get_animation(_ANIM_DASH).length
var raw := cube_guy.global_transform.basis.z
_dash_dir = Vector3(raw.x, 0.0, raw.z).normalized()
velocity.x = _dash_dir.x * DP.f("dash_speed")
velocity.z = _dash_dir.z * DP.f("dash_speed")
_spawn_dash_burst()
_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch"))
if _huff_player:
_huff_player.pitch_scale = randf_range(0.9, 1.1)
_huff_player.play()
func _activate_roll() -> void:
ability_cd[3] = DP.f("roll_cooldown")
_ability_active = true
_active_ability = 3
_ability_timer = DP.f("roll_duration")
_roll_ramp = 0.0
# Curl into the ball along the current heading (or facing when standing still)
# and launch at the base speed — it ramps up from here the longer you roll.
var flat := Vector3(velocity.x, 0.0, velocity.z)
if flat.length() > 1.0:
_roll_dir = flat.normalized()
else:
var f := cube_guy.global_transform.basis.z
_roll_dir = Vector3(f.x, 0.0, f.z).normalized()
var launch := DP.f("roll_base_speed")
velocity.x = _roll_dir.x * launch
velocity.z = _roll_dir.z * launch
if _bull_anim and _bull_anim.has_animation(_ANIM_ROLL):
_bull_anim.speed_scale = 1.0
_bull_anim.play(_ANIM_ROLL)
_legs.set(&"tail_ragdoll", true) # tail streams out behind
_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch")) # horns down, plowing
_spawn_dash_burst()
camera_pivot.call(&"trigger_hit", 0.35)
if _huff_player:
_huff_player.pitch_scale = randf_range(0.8, 1.0)
_huff_player.play()
# One rolling frame (Rammus Powerball): steer with momentum, accelerate the longer
# the roll lasts, move (walls just slide), then pop the ball on the first matador we
# ram. Fully replaces the normal locomotion path while active.
func _tick_roll(delta: float, steer: Vector3) -> void:
var steer_flat := Vector3(steer.x, 0.0, steer.z)
if steer_flat.length() > 0.1:
var t := clampf(DP.f("roll_turn") * delta, 0.0, 1.0)
_roll_dir = _roll_dir.slerp(steer_flat.normalized(), t).normalized()
# Speed builds over time: base → max across roll_rampup_time, so a long roll
# winds up into a runaway boulder while a quick tap barely gets going.
_roll_ramp += delta
var ramp := clampf(_roll_ramp / maxf(DP.f("roll_rampup_time"), 0.01), 0.0, 1.0)
var top := DP.f("roll_max_speed")
var speed := lerpf(DP.f("roll_base_speed"), top, ramp)
velocity.x = _roll_dir.x * speed
velocity.z = _roll_dir.z * speed
cube_guy.rotation.y = lerp_angle(cube_guy.rotation.y, atan2(_roll_dir.x, _roll_dir.z), delta * 12.0)
if _bull_anim and _bull_anim.has_animation(_ANIM_ROLL):
_bull_anim.speed_scale = clampf(speed / maxf(top, 1.0), 0.6, 2.4)
_set_dust_state(DustState.CHARGE)
if _charge_trail_emitter:
_charge_trail_emitter.direction = (-_roll_dir + Vector3(0.0, 0.25, 0.0)).normalized()
move_and_slide()
_was_on_floor = is_on_floor()
_roll_try_pop(speed)
# Pop the ball on ramming a matador: launch every matador in the hit radius up and
# outward, then end the roll (Rammus stops when Powerball connects). Returns true if
# it popped so the caller can stop touching roll state this frame.
func _roll_try_pop(speed: float) -> bool:
var radius := DP.f("roll_hit_radius")
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
to_mat.y = 0.0
if to_mat.length() > radius:
continue
_hit_matadors_radius(radius, DP.f("roll_hit_strength"), DP.f("roll_knockup"))
camera_pivot.call(&"trigger_hit", clampf(speed / 90.0, 0.35, 1.0))
if _huff_player:
_huff_player.pitch_scale = randf_range(1.05, 1.35)
_huff_player.play()
_end_roll()
return true
return false
# End the Powerball early: brake hard (the ball "pops" and unrolls) and drop back to
# the normal locomotion path next frame.
func _end_roll() -> void:
_ability_active = false
_active_ability = -1
_ability_timer = 0.0
_roll_ramp = 0.0
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
velocity.x *= 0.15
velocity.z *= 0.15
_play_idle()
func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float,
dir: Vector3 = Vector3.ZERO) -> void:
var raw := cube_guy.global_transform.basis.z
var forward := dir if dir.length_squared() > 0.01 else Vector3(raw.x, 0.0, raw.z).normalized()
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
to_mat.y = 0.0
var dist := to_mat.length()
if dist > range_m:
continue
if dist > 0.01 and forward.dot(to_mat / dist) < cos(half_angle_rad):
continue
mat.call(&"apply_ability_hit", (forward + Vector3.UP * 0.4).normalized(), strength)
func _hit_matadors_radius(range_m: float, strength: float, up_boost: float = 0.0) -> void:
for mat: Node in get_tree().get_nodes_in_group(&"matador"):
var to_mat: Vector3 = (mat as Node3D).global_position - global_position
to_mat.y = 0.0
var dist := to_mat.length()
if dist > range_m:
continue
var away := to_mat / dist if dist > 0.01 \
else Vector3(randf() - 0.5, 0.0, randf() - 0.5).normalized()
mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength, up_boost)
# ── Particle helpers ──────────────────────────────────────────────────────────
# All FX in this script use unshaded, vertex-coloured, alpha-blended particles;
# these three helpers remove the boilerplate each spawn function used to repeat.
func _unshaded_material() -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.vertex_color_use_as_albedo = true
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
return mat
# Low-poly sphere sized for a particle mesh (height is always the diameter).
func _particle_sphere(radius: float, segments: int, rings: int, mat: Material) -> SphereMesh:
var sphere := SphereMesh.new()
sphere.radius = radius
sphere.height = radius * 2.0
sphere.radial_segments = segments
sphere.rings = rings
sphere.material = mat
return sphere
# Queue-free a transient FX node once its particles have finished.
func _free_after(node: Node, delay: float) -> void:
get_tree().create_timer(delay).timeout.connect(func() -> void:
if is_instance_valid(node):
node.queue_free()
)
func _spawn_slam_fx() -> void:
if not _slam_ring_mesh:
_slam_ring_mesh = _make_slam_ring_mesh()
var max_r := DP.f("slam_range")
var origin := global_position + Vector3(0.0, -0.5, 0.0)
_launch_slam_ring(origin, max_r, 0.00, 0.55, Color(1.00, 0.70, 0.10, 0.85))
_launch_slam_ring(origin, max_r, 0.10, 0.52, Color(1.00, 0.50, 0.10, 0.65))
_launch_slam_ring(origin, max_r, 0.20, 0.48, Color(0.90, 0.30, 0.10, 0.50))
_spawn_slam_dust(origin)
camera_pivot.call(&"trigger_hit", 0.60)
func _launch_slam_ring(origin: Vector3, max_r: float,
delay: float, duration: float, col: Color) -> void:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(col.r, col.g, col.b, 0.0)
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var mi := MeshInstance3D.new()
mi.mesh = _slam_ring_mesh
mi.material_override = mat
mi.scale = Vector3(0.02, 1.0, 0.02)
get_parent().add_child(mi)
mi.global_position = origin
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(mi, "scale",
Vector3(max_r, 1.0, max_r), duration)\
.set_delay(delay)\
.set_trans(Tween.TRANS_EXPO)\
.set_ease(Tween.EASE_OUT)
var fade := func(a: float) -> void: mat.albedo_color.a = a
tween.tween_method(fade, col.a, 0.0, duration)\
.set_delay(delay)\
.set_trans(Tween.TRANS_SINE)\
.set_ease(Tween.EASE_IN)
tween.tween_callback(mi.queue_free).set_delay(delay + duration + 0.05)
func _spawn_slam_dust(origin: Vector3) -> void:
var sphere := _particle_sphere(0.09, 4, 2, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(0.88, 0.74, 0.46, 1.0))
ramp.set_color(1, Color(0.88, 0.74, 0.46, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.25))
scale_curve.add_point(Vector2(0.35, 1.6))
scale_curve.add_point(Vector2(1.00, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.85
p.amount = 48
p.lifetime = 1.1
p.randomness = 0.5
p.local_coords = false
p.direction = Vector3.UP
p.spread = 85.0
p.gravity = Vector3(0.0, -7.0, 0.0)
p.initial_velocity_min = 3.5
p.initial_velocity_max = 10.0
p.scale_amount_min = 0.5
p.scale_amount_max = 2.0
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
_free_after(p, 2.5)
func _spawn_kick_fx(back_dir: Vector3) -> void:
var origin := global_position + back_dir * 0.55 + Vector3(0.0, -0.25, 0.0)
_spawn_kick_dust(origin, back_dir)
_spawn_kick_stones(origin, back_dir)
_spawn_kick_sparks(origin, back_dir)
_spawn_kick_flash(origin)
camera_pivot.call(&"trigger_hit", 0.35)
func _spawn_kick_dust(origin: Vector3, back_dir: Vector3) -> void:
var sphere := _particle_sphere(0.12, 4, 2, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(1.0, 0.78, 0.18, 0.95))
ramp.set_color(1, Color(1.0, 0.45, 0.05, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.3))
scale_curve.add_point(Vector2(0.3, 1.5))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.80
p.amount = 40
p.lifetime = 1.2
p.randomness = 0.5
p.local_coords = false
p.direction = (back_dir + Vector3(0.0, 0.7, 0.0)).normalized()
p.spread = 65.0
p.gravity = Vector3(0.0, -6.0, 0.0)
p.initial_velocity_min = 3.0
p.initial_velocity_max = 9.0
p.scale_amount_min = 0.5
p.scale_amount_max = 2.2
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
_free_after(p, 2.5)
func _spawn_kick_stones(origin: Vector3, back_dir: Vector3) -> void:
var sphere := _particle_sphere(0.055, 3, 1, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(0.62, 0.58, 0.52, 1.0))
ramp.set_color(1, Color(0.62, 0.58, 0.52, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(0.6, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.92
p.amount = 14
p.lifetime = 0.65
p.randomness = 0.6
p.local_coords = false
p.direction = (back_dir + Vector3(0.0, 0.35, 0.0)).normalized()
p.spread = 45.0
p.gravity = Vector3(0.0, -9.8, 0.0)
p.initial_velocity_min = 5.0
p.initial_velocity_max = 14.0
p.scale_amount_min = 0.5
p.scale_amount_max = 1.8
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
_free_after(p, 2.0)
func _spawn_kick_flash(origin: Vector3) -> void:
var mat := _unshaded_material()
mat.albedo_color = Color(1.0, 0.97, 0.40, 0.0)
var sphere := _particle_sphere(1.0, 8, 4, mat)
var mi := MeshInstance3D.new()
mi.mesh = sphere
mi.material_override = mat
mi.scale = Vector3(0.05, 0.05, 0.05)
get_parent().add_child(mi)
mi.global_position = origin
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(mi, "scale", Vector3(0.7, 0.7, 0.7), 0.13)\
.set_trans(Tween.TRANS_EXPO).set_ease(Tween.EASE_OUT)
var fade := func(a: float) -> void: mat.albedo_color.a = a
tween.tween_method(fade, 0.92, 0.0, 0.14)\
.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_callback(mi.queue_free).set_delay(0.16)
func _spawn_dash_burst() -> void:
var box := BoxMesh.new()
box.size = Vector3(0.045, 0.045, 0.30)
box.material = _unshaded_material()
var ramp := Gradient.new()
ramp.set_color(0, Color(0.50, 0.82, 1.0, 1.0))
ramp.set_color(1, Color(0.50, 0.82, 1.0, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.92
p.amount = 18
p.lifetime = 0.22
p.randomness = 0.15
p.local_coords = false
p.direction = _dash_dir
p.spread = 15.0
p.gravity = Vector3.ZERO
p.initial_velocity_min = 18.0
p.initial_velocity_max = 35.0
p.scale_amount_min = 0.8
p.scale_amount_max = 2.8
p.mesh = box
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = global_position + Vector3(0.0, 0.2, 0.0)
p.restart()
_free_after(p, 0.6)
func _spawn_kick_sparks(origin: Vector3, back_dir: Vector3) -> void:
var sphere := _particle_sphere(0.04, 3, 1, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(1.0, 0.98, 0.60, 1.0))
ramp.set_color(1, Color(1.0, 1.0, 1.0, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(0.5, 0.6))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.95
p.amount = 22
p.lifetime = 0.28
p.randomness = 0.4
p.local_coords = false
p.direction = (back_dir + Vector3(0.0, 0.5, 0.0)).normalized()
p.spread = 30.0
p.gravity = Vector3(0.0, -14.0, 0.0)
p.initial_velocity_min = 8.0
p.initial_velocity_max = 18.0
p.scale_amount_min = 0.6
p.scale_amount_max = 2.0
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
_free_after(p, 1.0)
func _make_slam_ring_mesh() -> ArrayMesh:
const INNER_R: float = 0.82
const OUTER_R: float = 1.00
const SEGMENTS: int = 48
var verts := PackedVector3Array()
var indices := PackedInt32Array()
for i: int in SEGMENTS:
var a0 := i / float(SEGMENTS) * TAU
var a1 := (i + 1) / float(SEGMENTS) * TAU
var vi := i * 4
verts.append(Vector3(cos(a0) * INNER_R, 0.0, sin(a0) * INNER_R))
verts.append(Vector3(cos(a0) * OUTER_R, 0.0, sin(a0) * OUTER_R))
verts.append(Vector3(cos(a1) * OUTER_R, 0.0, sin(a1) * OUTER_R))
verts.append(Vector3(cos(a1) * INNER_R, 0.0, sin(a1) * INNER_R))
indices.append_array([vi, vi + 2, vi + 1, vi, vi + 3, vi + 2])
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = verts
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
func _apply_thrust(dir: Vector3) -> void:
var impulse := DP.f("thrust_impulse")
velocity.x += dir.x * impulse
velocity.z += dir.z * impulse
if is_on_floor():
velocity.y += DP.f("thrust_vertical")
var flat := Vector2(velocity.x, velocity.z)
var spd := flat.length()
if spd > DP.f("max_speed"):
var s := DP.f("max_speed") / spd
velocity.x *= s
velocity.z *= s
func _apply_kick(direction: Vector3) -> void:
var force := DP.f("kick_impulse") * randf_range(1.0 - DP.f("kick_force_var"), 1.0 + DP.f("kick_force_var"))
var spread := deg_to_rad(randf_range(-DP.f("kick_spread"), DP.f("kick_spread")))
var kick_dir := direction.rotated(Vector3.UP, spread)
velocity.x += kick_dir.x * force
velocity.z += kick_dir.z * force
if is_on_floor():
velocity.y += DP.f("kick_vertical") * randf_range(0.75, 1.25)
var flat := Vector2(velocity.x, velocity.z)
var spd := flat.length()
if spd > DP.f("max_speed"):
var s := DP.f("max_speed") / spd
velocity.x *= s
velocity.z *= s
func _physics_process(delta: float) -> void:
# ── Gravity ───────────────────────────────────────────────────────────────
if not is_on_floor():
var gravity := get_gravity()
# Crash a slam down hard: full leap on the way up, accelerated descent so
# the bull spends less time floating before the impact.
if _slam_pending and velocity.y < 0.0:
gravity *= DP.f("slam_fall_mult")
velocity += gravity * delta
# ── Camera-relative input direction ───────────────────────────────────────
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var cam_basis := camera_pivot.global_transform.basis
var flat_forward := -Vector3(cam_basis.z.x, 0.0, cam_basis.z.z).normalized()
var flat_right := Vector3(cam_basis.x.x, 0.0, cam_basis.x.z).normalized()
var direction := (flat_forward * -input_dir.y + flat_right * input_dir.x).normalized()
var on_floor := is_on_floor()
# ── Ability cooldowns ────────────────────────────────────────────────────────
for i: int in 4:
ability_cd[i] = maxf(0.0, ability_cd[i] - delta)
if _ability_active:
_ability_timer -= delta
if _ability_timer <= 0.0:
_ability_active = false
_active_ability = -1
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
_slam_pending = false
_play_idle()
# ── Boulder roll ──────────────────────────────────────────────────────────
# While rolling, the ability owns movement entirely (its own accel, low friction
# and wall ricochet) — bypass the normal input/kick/damping path below.
if _active_ability == 3 and _ability_active:
_tick_roll(delta, direction)
return
# ── Mouse button single-thrust actions ───────────────────────────────────────
# Left only → thrust NE (forward-right diagonal)
# Right only → thrust NW (forward-left diagonal)
var left_held := Input.is_action_pressed(&"thrust_left")
var right_held := Input.is_action_pressed(&"thrust_right")
if left_held and right_held:
_thrust_left_charge = 0.0
_thrust_right_charge = 0.0
else:
if left_held:
_thrust_left_charge = minf(_thrust_left_charge + delta, DP.f("thrust_charge_time"))
elif Input.is_action_just_released(&"thrust_left") and _thrust_left_charge > 0.0:
var t := _thrust_left_charge / DP.f("thrust_charge_time")
var angle := lerpf(deg_to_rad(DP.f("thrust_min_angle")), deg_to_rad(DP.f("thrust_max_angle")), t)
var raw := cube_guy.global_transform.basis.z
_apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, -angle))
_thrust_left_charge = 0.0
if right_held:
_thrust_right_charge = minf(_thrust_right_charge + delta, DP.f("thrust_charge_time"))
elif Input.is_action_just_released(&"thrust_right") and _thrust_right_charge > 0.0:
var t := _thrust_right_charge / DP.f("thrust_charge_time")
var angle := lerpf(deg_to_rad(DP.f("thrust_min_angle")), deg_to_rad(DP.f("thrust_max_angle")), t)
var raw := cube_guy.global_transform.basis.z
_apply_thrust(Vector3(raw.x, 0.0, raw.z).normalized().rotated(Vector3.UP, angle))
_thrust_right_charge = 0.0
# Fire spark burst the frame either single-button charge first hits max
var max_charge := DP.f("thrust_charge_time")
var either_full := _thrust_left_charge >= max_charge or _thrust_right_charge >= max_charge
if either_full and not _charge_was_full:
_charge_ready_emitter.restart()
_charge_was_full = either_full
# Reset kick timer on landing so the first kick after a bounce is immediate
if on_floor and not _was_on_floor and direction:
_kick_timer = 0.0
_was_on_floor = on_floor
# ── Periodic kick ─────────────────────────────────────────────────────────
_kick_timer = maxf(0.0, _kick_timer - delta)
if direction and _kick_timer <= 0.0:
_apply_kick(direction)
_kick_timer = DP.f("kick_interval")
# ── Rolling friction (exponential, frame-rate independent) ────────────────
var retain := pow(_roll_damping, delta)
velocity.x *= retain
velocity.z *= retain
# ── Visual rotation follows velocity direction ─────────────────────────────
var flat_speed := Vector2(velocity.x, velocity.z).length()
if flat_speed > 0.4:
var target_angle := atan2(velocity.x, velocity.z)
cube_guy.rotation.y = lerp_angle(
cube_guy.rotation.y, target_angle, delta * DP.f("visual_turn_speed"))
_pre_slide_vel_y = velocity.y
var pre_wall_vel := Vector3(velocity.x, 0.0, velocity.z)
move_and_slide()
# ── Wall bounce — no sliding, guaranteed exit ────────────────────────────
# pre_wall_vel is captured before move_and_slide strips the into-wall component,
# so into_spd correctly reflects how hard the bull hit the wall even when stationary.
for i in get_slide_collision_count():
var col := get_slide_collision(i)
var normal := col.get_normal()
if abs(normal.y) < 0.5:
var flat_n := Vector3(normal.x, 0.0, normal.z).normalized()
var into_spd := -pre_wall_vel.dot(flat_n)
var exit_spd := maxf(into_spd * DP.f("wall_bounce_restitution"),
DP.f("wall_min_bounce_speed"))
velocity.x = flat_n.x * exit_spd
velocity.z = flat_n.z * exit_spd
pre_wall_vel = Vector3(velocity.x, 0.0, velocity.z)
# ── Bounce on landing ─────────────────────────────────────────────────────
if is_on_floor() and not _was_on_floor:
var impact := -_pre_slide_vel_y
if impact > DP.f("bounce_min_impact") and not _slam_pending:
velocity.y = impact * DP.f("bounce_restitution")
# ── Slam landing ──────────────────────────────────────────────────────────
if _slam_pending and is_on_floor() and not _was_on_floor:
_slam_pending = false
_ability_active = false
_active_ability = -1
_ability_timer = 0.0
_legs.set(&"charge_pitch_target", 0.0)
_legs.set(&"tail_ragdoll", false)
_play_idle()
_spawn_slam_fx()
_hit_matadors_radius(DP.f("slam_range"), DP.f("slam_strength"), DP.f("slam_launch_up"))
# ── Dust ──────────────────────────────────────────────────────────────────
if flat_speed > DP.f("dust_charge_spd") and on_floor:
_set_dust_state(DustState.CHARGE)
elif flat_speed > DP.f("dust_walk_spd") and on_floor:
_set_dust_state(DustState.WALK)
else:
_set_dust_state(DustState.NONE)
# ── Charge trail direction ────────────────────────────────────────────────
if _dust_state == DustState.CHARGE and _charge_trail_emitter:
var vel_flat := Vector3(velocity.x, 0.0, velocity.z)
if vel_flat.length_squared() > 0.1:
_charge_trail_emitter.direction = (-vel_flat.normalized() + Vector3(0.0, 0.25, 0.0)).normalized()
# ── Hoof sounds ───────────────────────────────────────────────────────────
# A single clean hit — thrown or swung blade — ends the run. `cause` ("gored" /
# "thrown") tags how it happened for the death notice. Latches so the lose screen is
# raised exactly once even if several blades land on the same frame.
func take_sword_hit(cause: String = "") -> void:
if _dead:
return
_dead = true
died.emit(cause)