Files
Bullosseum/player.gd
T
2026-06-10 19:23:34 +03:00

383 lines
15 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),
]
@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 _charge_dir: Vector3 = Vector3.ZERO
var _charge_hold_time: float = 0.0
var _both_held: bool = false
var _thrust_left_charge: float = 0.0
var _thrust_right_charge: float = 0.0
var _charge_was_full: bool = false
var _charge_overlay: ColorRect = null
var _charge_ready_emitter: CPUParticles3D = null
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
func _ready() -> void:
add_to_group(&"player")
_setup_hoof_dust()
_setup_legs()
_setup_charge_indicators()
_setup_audio()
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 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 = 0.10
sphere.height = 0.20
sphere.radial_segments = 4
sphere.rings = 2
sphere.material = mat
var ramp := Gradient.new()
ramp.set_color(0, Color(0.80, 0.69, 0.46, 1.0))
ramp.set_color(1, Color(0.80, 0.69, 0.46, 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 = ramp
p.scale_amount_curve = scale_curve
cube_guy.add_child(p)
_hoof_emitters.append(p)
func _setup_charge_indicators() -> 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 = 0.07
sphere.height = 0.14
sphere.radial_segments = 4
sphere.rings = 2
sphere.material = mat
# Screen overlay — red tint while charge-ahead (both buttons) is active
var ui := CanvasLayer.new()
add_child(ui)
_charge_overlay = ColorRect.new()
_charge_overlay.color = Color(0.7, 0.05, 0.0, 0.0)
_charge_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
_charge_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)
ui.add_child(_charge_overlay)
# 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)
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.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.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
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 _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():
velocity += get_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()
# ── Mouse button actions ──────────────────────────────────────────────────
# Both held → charge: lock direction, ramp speed, lower head
# 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")
var both_held := left_held and right_held
if both_held and not _both_held:
var raw := cube_guy.global_transform.basis.z
_charge_dir = Vector3(raw.x, 0.0, raw.z).normalized()
if _huff_player:
_huff_player.pitch_scale = randf_range(0.9, 1.1)
_huff_player.play()
_huff_timer = randf_range(1.4, 2.2)
if both_held:
_thrust_left_charge = 0.0
_thrust_right_charge = 0.0
_charge_hold_time += delta
_huff_timer -= delta
if _huff_timer <= 0.0 and _huff_player and not _huff_player.playing:
_huff_player.pitch_scale = randf_range(0.9, 1.1)
_huff_player.play()
_huff_timer = randf_range(1.4, 2.2)
var ramp := minf(_charge_hold_time / DP.f("charge_ramp_time"), 1.0)
var accel := DP.f("bull_charge_accel") * lerpf(0.2, 1.0, ramp)
velocity.x += _charge_dir.x * accel * delta
velocity.z += _charge_dir.z * accel * delta
var flat_c := Vector2(velocity.x, velocity.z)
var spd_c := flat_c.length()
if spd_c > DP.f("bull_charge_max_speed"):
velocity.x *= DP.f("bull_charge_max_speed") / spd_c
velocity.z *= DP.f("bull_charge_max_speed") / spd_c
_legs.set(&"charge_pitch_target", DP.f("charge_head_pitch"))
else:
_charge_hold_time = 0.0
_legs.set(&"charge_pitch_target", 0.0)
if left_held and not right_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 and not left_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
# Fade red overlay in while charge-ahead, out when released
var target_alpha := 0.30 if both_held else 0.0
var oc := _charge_overlay.color
_charge_overlay.color = Color(oc.r, oc.g, oc.b, lerpf(oc.a, target_alpha, delta * 10.0))
_both_held = both_held
# 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 and not both_held:
_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)
if both_held and _charge_dir.dot(flat_n) < 0.0:
_charge_dir = _charge_dir.reflect(flat_n)
# ── 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"):
velocity.y = impact * DP.f("bounce_restitution")
# ── 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 ───────────────────────────────────────────────────────────