Files
Bullosseum/levels/game_shell.gd
T
richard 09d4a60f43 Reorganize into role-based folders and consolidate art
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
2026-09-08 14:56:22 +03:00

43 lines
1.8 KiB
GDScript

extends Node3D
## The reusable game shell: player, camera, HUD and the PS1 filter — everything that
## outlives a single level. On load it instances the active level's module (geometry,
## spawners, lighting, colliders) into LevelRoot. Switching levels frees the whole
## previous module first, so no old mesh or collider can survive into the next fight.
const PhysicsLayers = preload("res://systems/combat/physics_layers.gd")
@onready var _level_root: Node3D = $LevelRoot
@onready var _camera: IsoCamera = $Player/Camera3D
func _ready() -> void:
Run.ensure_run()
load_active_level()
## Tear down the current level module and build the run's active one. Freeing the whole
## subtree (not hiding it) is the point: a level's colliders and spawners cease to exist
## before the next level's are created.
func load_active_level() -> void:
for child: Node in _level_root.get_children():
_level_root.remove_child(child)
child.queue_free()
var level := Run.active_level()
if level == null or level.level_scene == null:
push_warning("game_shell: active level has no level_scene")
return
_camera.set_framing_scale(level.camera_zoom)
var module := level.level_scene.instantiate()
_tag_environment_for_corpses(module)
_level_root.add_child(module)
## Ground and walls stay on WORLD so the bull and live matadors collide with them; here
## we add CORPSE too. A killed matador's ragdoll is masked to CORPSE alone, so it rests
## on the arena while the bull — which only collides with WORLD — passes through the body
## instead of spazzing out on it. Done at load so it also reaches colliders baked into
## the instanced GLB arenas, not just the level module's own floor box.
func _tag_environment_for_corpses(module: Node) -> void:
for body: StaticBody3D in module.find_children("*", "StaticBody3D", true, false):
body.collision_layer |= PhysicsLayers.CORPSE