09d4a60f43
Move every script and scene into role-based directories (actors/, systems/, ui/, levels/, props/) and all raw art under art/ (grouped by role, snake_case, Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are snake_case (PascalCase reserved for class_name) to avoid case-insensitive filesystem aliasing on the web/macOS targets. Routes the bull's hits through the typed DamageEvent pipeline and wires the bull's abilities to the Fx library. Updates CLAUDE.md's folder-layout overview to match. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
42 lines
1.3 KiB
GDScript
42 lines
1.3 KiB
GDScript
extends StaticBody3D
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## A smashable lobby barrel. Joins the &"barrel" group so the HUD can tally how many
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## remain and fire the "cleared the lobby" reward once the last one bursts.
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signal destroyed
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# Preload the broken barrel scene
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const BARREL_BROKEN_SCENE = preload("res://props/barrel_broken.tscn")
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var _destroyed := false
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func _ready() -> void:
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add_to_group(&"barrel")
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func destroy_barrel():
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# Guard against a double hit in the same frame counting the same barrel twice.
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if _destroyed:
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return
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_destroyed = true
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# 1. Instantiate the broken pieces
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var broken_instance = BARREL_BROKEN_SCENE.instantiate()
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# 2. Place the fragments exactly where the intact barrel currently is
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broken_instance.global_transform = self.global_transform
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# 3. Add the fragments to the main game tree
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get_parent().add_child(broken_instance)
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# 4. (Optional) Apply a physics push to the fragments if you want an explosive effect
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for child in broken_instance.get_children():
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if child is RigidBody3D:
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# Pushes pieces slightly outward and upward
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var random_direction = Vector3(randf_range(-1, 1), randf_range(0.5, 1.5), randf_range(-1, 1)).normalized()
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child.apply_central_impulse(random_direction * 5.0)
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# 5. Announce the smash (the HUD counts down remaining barrels) and remove the barrel
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destroyed.emit()
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queue_free()
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