725 lines
26 KiB
GDScript
725 lines
26 KiB
GDScript
extends CharacterBody3D
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# Hoof positions in bull local space — dust emitter offsets
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const HOOF_OFFSETS: Array = [
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Vector3(-0.30, -0.25, -0.50),
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Vector3( 0.30, -0.25, -0.50),
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Vector3(-0.30, -0.25, 0.60),
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Vector3( 0.30, -0.25, 0.60),
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]
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@onready var camera_pivot: Node3D = $Camera3D
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@onready var cube_guy: Node3D = $bull
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var _hoof_emitters: Array[CPUParticles3D] = []
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var _legs: Node
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var _kick_timer: float = 0.0
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var _was_on_floor: bool = false
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var _pre_slide_vel_y: float = 0.0
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var _thrust_left_charge: float = 0.0
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var _thrust_right_charge: float = 0.0
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var _charge_was_full: bool = false
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var _slam_ring_mesh: ArrayMesh = null
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# Ability system — kick=0, slam=1, dash=2
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var ability_cd: Array[float] = [0.0, 0.0, 0.0]
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var _ability_active: bool = false
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var _ability_timer: float = 0.0
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var _active_ability: int = -1
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var _dash_dir: Vector3 = Vector3.ZERO
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var _bull_anim: AnimationPlayer = null
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var _charge_ready_emitter: CPUParticles3D = null
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var _slam_pending: bool = false
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const MAX_HEALTH: int = 10
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var health: int = MAX_HEALTH
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signal health_changed(new_health: int)
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var _huff_player: AudioStreamPlayer = null
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var _crowd_player: AudioStreamPlayer = null
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var _huff_timer: float = 0.0
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var _roll_damping: float = 0.15
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enum DustState { NONE, WALK, CHARGE }
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var _dust_state: DustState = DustState.NONE
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var _walk_dust_ramp: Gradient = null
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var _charge_dust_ramp: Gradient = null
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func _ready() -> void:
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add_to_group(&"player")
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_setup_hoof_dust()
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_setup_legs()
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_setup_charge_indicators()
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_setup_audio()
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_bull_anim = _find_anim_player(cube_guy)
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DP.any_changed.connect(_on_dp_changed)
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_roll_damping = DP.f("roll_damping")
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func _setup_legs() -> void:
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_legs = Node.new()
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_legs.set_script(load("res://bull_legs.gd"))
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add_child(_legs)
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_legs.call(&"setup", self, cube_guy)
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func _setup_hoof_dust() -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var sphere := SphereMesh.new()
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sphere.radius = 0.10
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sphere.height = 0.20
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sphere.radial_segments = 4
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sphere.rings = 2
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sphere.material = mat
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_walk_dust_ramp = Gradient.new()
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_walk_dust_ramp.set_color(0, Color(0.80, 0.69, 0.46, 1.0))
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_walk_dust_ramp.set_color(1, Color(0.80, 0.69, 0.46, 0.0))
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# Light blue dust while charging
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_charge_dust_ramp = Gradient.new()
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_charge_dust_ramp.set_color(0, Color(0.20, 0.40, 0.85, 1.0))
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_charge_dust_ramp.set_color(1, Color(0.20, 0.40, 0.85, 0.0))
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var scale_curve := Curve.new()
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scale_curve.add_point(Vector2(0.0, 0.2))
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scale_curve.add_point(Vector2(0.4, 1.0))
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scale_curve.add_point(Vector2(1.0, 0.0))
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for offset: Vector3 in HOOF_OFFSETS:
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var p := CPUParticles3D.new()
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p.position = offset
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p.emitting = false
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p.amount = 12
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p.lifetime = DP.f("dust_lifetime")
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p.explosiveness = DP.f("dust_explosiveness")
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p.randomness = 0.6
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p.local_coords = false
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p.direction = Vector3(0.0, 1.0, 0.0)
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p.spread = DP.f("dust_spread")
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p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0)
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p.initial_velocity_min = DP.f("walk_vel_min")
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p.initial_velocity_max = DP.f("walk_vel_max")
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p.scale_amount_min = DP.f("walk_scale_min")
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p.scale_amount_max = DP.f("walk_scale_max")
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p.mesh = sphere
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p.color_ramp = _walk_dust_ramp
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p.scale_amount_curve = scale_curve
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cube_guy.add_child(p)
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_hoof_emitters.append(p)
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func _setup_charge_indicators() -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var sphere := SphereMesh.new()
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sphere.radius = 0.07
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sphere.height = 0.14
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sphere.radial_segments = 4
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sphere.rings = 2
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sphere.material = mat
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# Orange spark burst when single-button charge hits max
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var burst_ramp := Gradient.new()
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burst_ramp.set_color(0, Color(1.0, 0.55, 0.0, 1.0))
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burst_ramp.set_color(1, Color(1.0, 0.15, 0.0, 0.0))
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var burst_scale := Curve.new()
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burst_scale.add_point(Vector2(0.0, 1.0))
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burst_scale.add_point(Vector2(1.0, 0.0))
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_charge_ready_emitter = CPUParticles3D.new()
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_charge_ready_emitter.position = Vector3(0.0, 0.3, 0.0)
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_charge_ready_emitter.emitting = false
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_charge_ready_emitter.one_shot = true
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_charge_ready_emitter.amount = 16
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_charge_ready_emitter.lifetime = 0.5
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_charge_ready_emitter.explosiveness = 1.0
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_charge_ready_emitter.randomness = 0.4
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_charge_ready_emitter.local_coords = false
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_charge_ready_emitter.direction = Vector3.UP
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_charge_ready_emitter.spread = 120.0
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_charge_ready_emitter.initial_velocity_min = 2.5
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_charge_ready_emitter.initial_velocity_max = 5.0
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_charge_ready_emitter.scale_amount_min = 0.2
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_charge_ready_emitter.scale_amount_max = 0.5
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_charge_ready_emitter.mesh = sphere
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_charge_ready_emitter.color_ramp = burst_ramp
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_charge_ready_emitter.scale_amount_curve = burst_scale
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cube_guy.add_child(_charge_ready_emitter)
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func _setup_audio() -> void:
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if ResourceLoader.exists("res://sounds/bull_huff.ogg"):
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_huff_player = AudioStreamPlayer.new()
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_huff_player.stream = load("res://sounds/bull_huff.ogg")
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_huff_player.volume_db = 0.0
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add_child(_huff_player)
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if ResourceLoader.exists("res://sounds/crowd_ambient.ogg"):
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_crowd_player = AudioStreamPlayer.new()
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var s := load("res://sounds/crowd_ambient.ogg") as AudioStreamOggVorbis
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if s:
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s.loop = true
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_crowd_player.stream = s
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_crowd_player.volume_db = -14.0
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_crowd_player.autoplay = true
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add_child(_crowd_player)
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func _set_dust_state(new_state: DustState) -> void:
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if new_state == _dust_state:
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return
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_dust_state = new_state
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for p: CPUParticles3D in _hoof_emitters:
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p.lifetime = DP.f("dust_lifetime")
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p.explosiveness = DP.f("dust_explosiveness")
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p.spread = DP.f("dust_spread")
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p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0)
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match new_state:
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DustState.NONE:
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p.emitting = false
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DustState.WALK:
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p.color_ramp = _walk_dust_ramp
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p.scale_amount_min = DP.f("walk_scale_min")
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p.scale_amount_max = DP.f("walk_scale_max")
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p.initial_velocity_min = DP.f("walk_vel_min")
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p.initial_velocity_max = DP.f("walk_vel_max")
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p.emitting = true
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DustState.CHARGE:
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p.color_ramp = _charge_dust_ramp
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p.scale_amount_min = DP.f("charge_scale_min")
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p.scale_amount_max = DP.f("charge_scale_max")
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p.initial_velocity_min = DP.f("charge_vel_min")
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p.initial_velocity_max = DP.f("charge_vel_max")
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p.emitting = true
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func _on_dp_changed(_key: String, _val: Variant) -> void:
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_roll_damping = DP.f("roll_damping")
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if _hoof_emitters.is_empty() or _dust_state == DustState.NONE:
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return
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var prev := _dust_state
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_dust_state = DustState.NONE
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_set_dust_state(prev)
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func _find_anim_player(node: Node) -> AnimationPlayer:
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if node is AnimationPlayer:
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return node as AnimationPlayer
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for child: Node in node.get_children():
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var r := _find_anim_player(child)
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if r:
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return r
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return null
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func _unhandled_input(event: InputEvent) -> void:
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if _ability_active:
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return
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if event.is_action_pressed(&"ability_kick") and ability_cd[0] <= 0.0:
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_activate_kick()
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elif event.is_action_pressed(&"ability_slam") and ability_cd[1] <= 0.0:
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_activate_slam()
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elif event.is_action_pressed(&"ability_dash") and ability_cd[2] <= 0.0:
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_activate_dash()
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func ability_cooldown_fraction(slot: int) -> float:
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var maxcd := 0.0
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match slot:
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0: maxcd = DP.f("kick_cooldown")
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1: maxcd = DP.f("slam_cooldown")
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2: maxcd = DP.f("dash_cooldown")
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return ability_cd[slot] / maxcd if maxcd > 0.0 else 0.0
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func ability_cooldown_remaining(slot: int) -> float:
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return ability_cd[slot]
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func _activate_kick() -> void:
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ability_cd[0] = DP.f("kick_cooldown")
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_ability_active = true
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_active_ability = 0
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_ability_timer = 0.6
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if _bull_anim and _bull_anim.has_animation(&"Armature|FOOTKICK"):
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_bull_anim.play(&"Armature|FOOTKICK")
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_ability_timer = _bull_anim.get_animation(&"Armature|FOOTKICK").length
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var raw := cube_guy.global_transform.basis.z
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var back := -Vector3(raw.x, 0.0, raw.z).normalized()
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_spawn_kick_fx(back)
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get_tree().create_timer(0.2).timeout.connect(
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func() -> void: _hit_matadors_cone(DP.f("kick_range"), deg_to_rad(85.0), DP.f("kick_strength"), back)
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)
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func _activate_slam() -> void:
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ability_cd[1] = DP.f("slam_cooldown")
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_ability_active = true
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_active_ability = 1
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_legs.set(&"tail_ragdoll", true)
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_slam_pending = true
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var jump_vel := DP.f("slam_jump_velocity")
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velocity.y = jump_vel
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# Airtime with an accelerated descent: rise (v/g) + fall (v / (g·√mult)).
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var fall_mult := maxf(DP.f("slam_fall_mult"), 0.01)
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var air_time := (jump_vel / 9.8) * (1.0 + 1.0 / sqrt(fall_mult))
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_ability_timer = air_time + 0.3
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if _bull_anim and _bull_anim.has_animation(&"Armature|SLAM"):
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var anim_len := _bull_anim.get_animation(&"Armature|SLAM").length
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_bull_anim.speed_scale = anim_len / maxf(air_time, 0.01)
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_bull_anim.play(&"Armature|SLAM")
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func _activate_dash() -> void:
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ability_cd[2] = DP.f("dash_cooldown")
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_ability_active = true
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_active_ability = 2
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_ability_timer = 0.45
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if _bull_anim and _bull_anim.has_animation(&"Armature|DASH"):
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_bull_anim.play(&"Armature|DASH")
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_ability_timer = _bull_anim.get_animation(&"Armature|DASH").length
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var raw := cube_guy.global_transform.basis.z
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_dash_dir = Vector3(raw.x, 0.0, raw.z).normalized()
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velocity.x = _dash_dir.x * DP.f("dash_speed")
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velocity.z = _dash_dir.z * DP.f("dash_speed")
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_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch"))
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if _huff_player:
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_huff_player.pitch_scale = randf_range(0.9, 1.1)
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_huff_player.play()
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func _hit_matadors_cone(range_m: float, half_angle_rad: float, strength: float,
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dir: Vector3 = Vector3.ZERO) -> void:
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var raw := cube_guy.global_transform.basis.z
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var forward := dir if dir.length_squared() > 0.01 else Vector3(raw.x, 0.0, raw.z).normalized()
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for mat: Node in get_tree().get_nodes_in_group(&"matador"):
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var to_mat: Vector3 = (mat as Node3D).global_position - global_position
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to_mat.y = 0.0
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if to_mat.length() > range_m:
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continue
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if to_mat.length() > 0.01 and forward.dot(to_mat.normalized()) < cos(half_angle_rad):
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continue
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mat.call(&"apply_ability_hit", (forward + Vector3.UP * 0.4).normalized(), strength)
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func _hit_matadors_radius(range_m: float, strength: float, up_boost: float = 0.0) -> void:
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for mat: Node in get_tree().get_nodes_in_group(&"matador"):
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var to_mat: Vector3 = (mat as Node3D).global_position - global_position
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to_mat.y = 0.0
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if to_mat.length() > range_m:
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continue
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var away := to_mat.normalized() if to_mat.length() > 0.01 \
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else Vector3(randf() - 0.5, 0.0, randf() - 0.5).normalized()
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mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength, up_boost)
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func _spawn_slam_fx() -> void:
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if not _slam_ring_mesh:
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_slam_ring_mesh = _make_slam_ring_mesh()
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var max_r := DP.f("slam_range")
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var origin := global_position + Vector3(0.0, -0.5, 0.0)
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_launch_slam_ring(origin, max_r, 0.00, 0.55, Color(1.00, 0.70, 0.10, 0.85))
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_launch_slam_ring(origin, max_r, 0.10, 0.52, Color(1.00, 0.50, 0.10, 0.65))
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_launch_slam_ring(origin, max_r, 0.20, 0.48, Color(0.90, 0.30, 0.10, 0.50))
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_spawn_slam_dust(origin)
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camera_pivot.call(&"trigger_hit", 0.60)
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func _launch_slam_ring(origin: Vector3, max_r: float,
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delay: float, duration: float, col: Color) -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.albedo_color = Color(col.r, col.g, col.b, 0.0)
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var mi := MeshInstance3D.new()
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mi.mesh = _slam_ring_mesh
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mi.material_override = mat
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mi.scale = Vector3(0.02, 1.0, 0.02)
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get_parent().add_child(mi)
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mi.global_position = origin
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var tween := create_tween()
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tween.set_parallel(true)
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tween.tween_property(mi, "scale",
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Vector3(max_r, 1.0, max_r), duration)\
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.set_delay(delay)\
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.set_trans(Tween.TRANS_EXPO)\
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.set_ease(Tween.EASE_OUT)
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var fade := func(a: float) -> void: mat.albedo_color.a = a
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tween.tween_method(fade, col.a, 0.0, duration)\
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.set_delay(delay)\
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.set_trans(Tween.TRANS_SINE)\
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.set_ease(Tween.EASE_IN)
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tween.tween_callback(mi.queue_free).set_delay(delay + duration + 0.05)
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func _spawn_slam_dust(origin: Vector3) -> void:
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.vertex_color_use_as_albedo = true
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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var sphere := SphereMesh.new()
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sphere.radius = 0.09
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sphere.height = 0.18
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sphere.radial_segments = 4
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sphere.rings = 2
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sphere.material = mat
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var ramp := Gradient.new()
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ramp.set_color(0, Color(0.88, 0.74, 0.46, 1.0))
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ramp.set_color(1, Color(0.88, 0.74, 0.46, 0.0))
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var scale_curve := Curve.new()
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scale_curve.add_point(Vector2(0.0, 0.25))
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scale_curve.add_point(Vector2(0.35, 1.6))
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scale_curve.add_point(Vector2(1.00, 0.0))
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var p := CPUParticles3D.new()
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p.one_shot = true
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p.explosiveness = 0.85
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p.amount = 48
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p.lifetime = 1.1
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p.randomness = 0.5
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p.local_coords = false
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p.direction = Vector3.UP
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p.spread = 85.0
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p.gravity = Vector3(0.0, -7.0, 0.0)
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p.initial_velocity_min = 3.5
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p.initial_velocity_max = 10.0
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p.scale_amount_min = 0.5
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p.scale_amount_max = 2.0
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p.mesh = sphere
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p.color_ramp = ramp
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p.scale_amount_curve = scale_curve
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get_parent().add_child(p)
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p.global_position = origin
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p.restart()
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get_tree().create_timer(2.5).timeout.connect(func() -> void:
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if is_instance_valid(p): p.queue_free()
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)
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func _spawn_kick_fx(back_dir: Vector3) -> void:
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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)
|
|
camera_pivot.call(&"trigger_hit", 0.35)
|
|
|
|
|
|
func _spawn_kick_dust(origin: Vector3, back_dir: Vector3) -> void:
|
|
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
|
|
|
|
var sphere := SphereMesh.new()
|
|
sphere.radius = 0.12
|
|
sphere.height = 0.24
|
|
sphere.radial_segments = 4
|
|
sphere.rings = 2
|
|
sphere.material = mat
|
|
|
|
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()
|
|
get_tree().create_timer(2.5).timeout.connect(func() -> void:
|
|
if is_instance_valid(p): p.queue_free()
|
|
)
|
|
|
|
|
|
func _spawn_kick_stones(origin: Vector3, back_dir: Vector3) -> void:
|
|
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
|
|
|
|
var sphere := SphereMesh.new()
|
|
sphere.radius = 0.055
|
|
sphere.height = 0.11
|
|
sphere.radial_segments = 3
|
|
sphere.rings = 1
|
|
sphere.material = mat
|
|
|
|
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()
|
|
get_tree().create_timer(2.0).timeout.connect(func() -> void:
|
|
if is_instance_valid(p): p.queue_free()
|
|
)
|
|
|
|
|
|
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 3:
|
|
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
|
|
if _bull_anim:
|
|
_bull_anim.speed_scale = 1.0
|
|
|
|
# ── 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")
|
|
camera_pivot.call(&"set_charge_active", left_held and right_held)
|
|
|
|
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)
|
|
if _bull_anim:
|
|
_bull_anim.speed_scale = 1.0
|
|
_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)
|
|
|
|
# ── Hoof sounds ───────────────────────────────────────────────────────────
|
|
|
|
|
|
func take_sword_hit() -> void:
|
|
health = maxi(0, health - 1)
|
|
health_changed.emit(health)
|