12 KiB
Bullosseum — CLAUDE.md
About this project
A 3D arena game built in Godot 4.7 (Forward Plus renderer, Jolt Physics) where the player controls a bull. Currently features third-person camera, bull movement with charge mechanics, and a placeholder arena.
AI role
I am a Godot 4.6+ expert. I follow current best practices for GDScript, scene architecture, physics, and performance. If a question suggests a suboptimal approach — wrong node type, unnecessary complexity, a pattern that fights the engine — I will say so and explain the better alternative before implementing anything.
Project structure
| Path | Purpose |
|---|---|
scene.tscn |
The reusable shell loaded for every level: player, camera, HUD, PS1 filter, and an empty LevelRoot. Its game_shell.gd instances the active level's module into LevelRoot at runtime |
levels/ |
The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) |
levels/game_shell.gd |
Shell controller — on load, frees any current level module and instances Run.active_level().level_scene into LevelRoot. Swapping the whole subtree (never hiding it) is what keeps one level's meshes/colliders/spawners from leaking into the next |
levels/arena_level.tscn |
The arena level module: floor + wall colliders, arena meshes, MatadorSpawner (with child Node3D spawn points placed by the designer), lighting, audience (PublikNode). Instanced into the shell's LevelRoot |
levels/bear_level.tscn |
The Bear's Den level module: bear-arena mesh, its own floor collider, lighting, and a BearSpawner (bear_spawn.gd) that places the bear at center. Instanced into the shell's LevelRoot |
Player.tscn |
Player scene root (CharacterBody3D) |
player.gd |
Movement, charge, turning logic |
camera_spring_arm.gd |
Mouse-look pivot (Node3D + SpringArm3D) |
camera_follow.gd |
Smooth camera follow (Camera3D) |
matador.gd |
Matador AI (wander / ragdoll state machine) |
levels/matador_spawn.gd |
Arena spawner — one matador per designer-placed child Node3D spawn point (each enters with a jump-roll toward center); falls back to a programmatic spread if no spawn points are present. Also handles the split-on-death hydra logic |
levels/bear_spawn.gd |
Bear-level spawner — instantiates enemy_scene at the arena center; emits the same all_defeated / matador_killed signals as matador_spawn.gd |
Bear.tscn / bear.gd |
Dark-Souls-style bear boss (CharacterBody3D). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (bear_lunge_speed) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (bear_leap_impact_frame); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (bear_stagger_cd), phase 2 enrage under bear_enrage_frac HP. Never damages the bull by colliding — only swings/slams. Joins &"matador" so bull abilities already hit it. Tuning under the Bear DP section |
levels/run_state.gd |
Run progression autoload (Run) — Slay-the-Spire map + player position across fights |
levels/level_def.gd |
LevelDef resource — a level's name / map colour / scene_path (always the shell) / level_scene (the level module instanced into the shell) / optional enemy_scene (arena wave vs. a boss like the bear) |
levels/map_node.gd |
MapNode — one runtime node on the run map (position, level, links) |
levels/MapScreen.tscn / levels/map_screen.gd |
Between-fights map screen; win → pick a node → next level |
crowd_marker.gd |
CrowdMarker (@tool Node3D, class_name) — designer drops one per billboard spectator via the editor's Add-Node dialog; picks one of six 60°-spaced facings from the orientation dropdown. Draws an editor-only preview (slab + forward arrow, never serialised) and joins the &"crowd_marker" group |
crowd_billboards.gd / crowd_billboard.gdshader |
MultiMeshInstance3D that harvests every CrowdMarker (group &"crowd_marker") into one draw call, using each marker's world position + chosen facing. Front/back sprite sheet baked by tools/bake_crowd_sheet.gd; falls back to a generated inward-facing ring when no markers are placed |
debug_params.gd |
Runtime-tunable parameter registry (autoload DP) |
Assets/ |
Raw 3D assets (.glb, .fbx) |
Blender/ |
Blender source files, animation scripts, FBX exports |
Blender/create_matador_anims.py |
Creates walk + idle animations and exports FBX |
Blender/render_anim_preview.py |
Renders animation preview PNGs for visual verification |
Blender/preview/ |
Output directory for animation preview images |
tests/ |
Headless test scripts (screenshot capture, logic validation) |
addons/rider-plugin/ |
JetBrains Rider IDE integration |
Tech choices
- Physics: Jolt Physics (not the default Godot Physics)
- Renderer: Forward Plus
- Input map: WASD + arrow keys, Shift = charge, Space = jump, scroll = zoom, middle-click = toggle mouse capture
- IDE: JetBrains Rider via the rider-plugin addon
GDScript conventions
- Typed GDScript everywhere (
var x: float, return types on functions) @onreadyfor node references; neverget_node()strings when avoidable- Constants in
SCREAMING_SNAKE_CASE, variables insnake_case - One script per scene root — keep scripts focused
- Signal names in
snake_case; connect viasignal.connect()not the legacy string form - Prefer
_physics_processfor physics/movement,_processfor visuals/camera,_unhandled_inputfor input that shouldn't bubble - No comments that restate what the code already says; only comment non-obvious constraints or workarounds
Best practices to enforce
- Use
CharacterBody3Dfor player-controlled characters, notRigidBody3D(unless the design specifically needs physics simulation) - Use
SpringArm3Dfor third-person cameras to get free collision avoidance - Prefer
move_and_slide()withvelocityover manual collision queries - Export variables (
@export) for any value a designer might tune; keep magic numbers out of logic - Scene composition over inheritance — build behaviour from small focused scenes
- Use
autoload(singletons) sparingly: only for truly global state (e.g. GameManager, AudioBus); not as a shortcut for passing data - Keep
_physics_processdeterministic and frame-rate independent (always multiply bydelta) - Prefer signals over direct node references for decoupling
Animation & bone conventions
Blender rig (matador_v02)
- Armature bones:
matador(root) →COG→chest→head,collarbone_L/R→arm_L/R→forearm_L/R→hand_L/R,leg_L/R→shin_L/R→foot_L/R - Rotation mode: All animated bones use XYZ Euler (set in
create_matador_anims.py) - Bone-local axes: Swing (forward/back) is on local X. Arm lowering from T-pose is on local Y (positive = left arm down, negative = right arm down). Knee bend is positive X (shins only bend backward).
- Walk cycle: 30 frames at 30 fps = 1 second loop. Legs swing ±25° X, knees bend 0–30° X (only when leg is back), arms swing ±15° X opposite phase to legs, arms lowered 55° Y from T-pose, elbows constant 25° X bend.
- Idle pose: Arms lowered 55° Y, elbows 25° X, everything else at rest.
FBX export settings
primary_bone_axis = 'Y',secondary_bone_axis = 'X'apply_scale_options = 'FBX_SCALE_ALL'add_leaf_bones = Falsebake_anim_use_all_actions = True,bake_anim_use_nla_strips = False
Godot animation names
After FBX import, animations appear as Armature|walk and Armature|idle in AnimationPlayer.
Verification workflow
- Edit bones/animations in Blender (
create_matador_anims.py) - Run render preview:
blender --background Blender/matador_v02.blend --python Blender/render_anim_preview.py - Inspect PNGs in
Blender/preview/— check bone orientations before exporting to Godot - Export FBX (done automatically by
create_matador_anims.py) - Re-import in Godot and test in-game
Running tests
# All tests (lint + logic + gameplay assertions):
bash run_tests.sh
# Individual tests:
gdlint *.gd levels/*.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
godot --headless --script tests/logic_test.gd # pure logic, ~2 s
godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s
godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s
# Gameplay test with real rendering (inspect frame strip visually):
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
# Output: tests/output/gameplay/motion_00..04.png, ragdoll_trigger.png, ragdoll_result.png
# Difficulty simulation (balance tool, ~2 min):
godot --headless --script tests/difficulty_sim.gd # drives a bot bull vs one matador
Difficulty simulation (tests/difficulty_sim.gd)
A balance tool, not a pass/fail test. It drives a kinematic "bot bull" against one
real matador across behaviour profiles (CHARGER / KITER / PASSIVE) and reports the
matador's win rate (how often it gores the bull). Use it to tune matador difficulty
from data. The bot bull has NO abilities (it only kills by ramming), so it can't use
roll/slam/kick — real skilled play beats the matador more than these numbers imply;
read the rates as "how well the matador threatens each movement pattern." A rough
target is CHARGER high (blind charging is punished), KITER moderate (throws are a
dodgeable threat), PASSIVE high (standing still dies). Note: as a --script entry it
reads the DP autoload via /root/DP, not the global identifier.
What the gameplay test catches
| Check | What it detects |
|---|---|
| Tail Verlet chain spread | Tail bunching — consecutive nodes collapsed to same position |
| Ragdoll bone positions finite + within 15 m | Matador limbs exploding after ragdoll impulse |
| Ragdoll Y position > −10 | Bones falling through the floor |
| Frame strip (visual, manual) | Leg IK quality, animation glitches, anything that looks wrong in motion |
Headless screenshots will be blank (Forward Plus has no display). Run without --headless to get real frame strips.
What the performance test catches
Loads the full scene with STRESS_MATADORS (20) matadors, samples per-frame time
during normal play and during a mass-ragdoll spike, and fails if the average
exceeds 16 ms or any single frame exceeds 100 ms. Budgets are generous regression
guards (not a target frame rate); the measured avg/peak/fps print every run so a
gradual creep shows up before it trips the ceiling.
Godot 4.x specifics
wrapf/wrapinstead of manual modulo for angleslerp_anglefor smooth rotation interpolation (handles wrap-around correctly)move_towardfor speed ramps without overshootingPackedStringArray,PackedVector3Array, etc. for performance-sensitive arrays@toolscripts for editor helpers only — don't use in gameplay scripts- Resource (
extends Resource) for shared data/config; no plainDictionaryfor structured data StringName(&"action_name") for input action lookups in hot paths