feat: cel-shaded look & feel overhaul — real audio, comic UI, themed VFX

Audio (all CC0 — Kenney packs + OpenGameArt, see assets/sounds/SOURCES.md):
- Replace every procedural synth WAV with forged sounds (ffmpeg pitch/layer
  mixes): distinct fire sounds per weapon with 2-3 variations, explosions,
  footsteps x5, land/jump/dash/vault, knife swing, hit/kill confirms,
  bullet impacts, reload, flight loops, UI hover/click/confirm/error,
  match jingles, menu music
- AudioManager.stream_for(): AudioStreamRandomizer per sound id — every
  weapon now gets variation + pitch randomization on each shot
- Explosions and bullet impacts play positional audio; landing has its own
  sound instead of a pitched footstep; ambient wind bed on every map

Visuals:
- ExplosionVFX: shared cel-shaded burst (white-hot stepped core, ink
  shockwave ring, star spikes, flat smoke puffs) replaces the orange
  sphere in both local and remote-replay paths
- Comic star muzzle flashes on all weapons; unified cel tracer bolts with
  ink outlines across hitscan/shotgun/remote paths
- Impact decals: hard-stepped ink-splat gradients instead of soft airbrush
- Toon shading on first-person view models + arms, third-person weapons,
  and the procedural humanoid fallback (no hull outlines on FBX weapons —
  their hard normals tear the inverted hull)
- Fix: giant soft "blob" highlight on floors — toon rim/specular disabled
  on level-geometry materials (pre-existing artifact since the cel commit)
- Fix: own third-person weapon rendered into the first-person camera
  (shadows-only now covers first_person_mode)

UI:
- UITheme: comic theme on the root window — Bangers display font (OFL),
  paper panels with thick ink borders + hard drop shadows, papaya accent,
  themed buttons/inputs/popups; hover/click sounds on all menu buttons
- Main menu: tilted comic wordmark, sunset toon diorama, looping menu music
- Match HUD: themed scoreboard/killfeed/kill counter

Viewports:
- 4x MSAA project-wide + viewmodel/diorama viewports (crisp ink lines)
- Viewmodel camera near plane 0.01; third-person camera FOV syncs settings
- debug/visual_capture.gd: dev tool to screenshot menu + level for review

Verified: 11/11 movement tests, spawn smoke test 0 failures, before/after
screenshot comparison of menu and level.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-17 18:15:42 -04:00
co-authored by Claude Fable 5
parent 1358183f98
commit 6c8b0ddd28
94 changed files with 651 additions and 213 deletions
+38 -19
View File
@@ -9,7 +9,23 @@ var _host_lobby_players_list: ItemList
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# Comic/cel theme for every Control in the game (root window inherits down)
UITheme.apply_global(get_tree())
# Menu music (scene-owned: stops automatically when a level loads)
var music_path := "res://assets/sounds/music_menu.wav"
if ResourceLoader.exists(music_path):
var music := AudioStreamPlayer.new()
music.stream = load(music_path)
if music.stream is AudioStreamWAV:
music.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
music.stream.loop_end = music.stream.data.size() / 4 # 16-bit stereo frames
music.bus = "Music"
music.volume_db = -8.0
music.autoplay = true
add_child(music)
var nm = get_node_or_null("/root/NetworkManager")
if nm:
nm.connection_succeeded.connect(_on_connection_succeeded)
@@ -25,6 +41,7 @@ func _ready() -> void:
var viewport = SubViewport.new()
viewport.own_world_3d = true
viewport.msaa_3d = Viewport.MSAA_4X
right_panel.add_child(viewport)
_build_3d_diorama(viewport)
@@ -40,13 +57,14 @@ func _ready() -> void:
_ui_vbox.set_anchor_and_offset(SIDE_BOTTOM, 1.0, -50)
add_child(_ui_vbox)
# Title
# Title — big comic wordmark with a slight kinetic tilt
var title = Label.new()
title.text = "Papaya Shooter"
title.add_theme_font_size_override("font_size", 72)
title.add_theme_color_override("font_color", Color(1, 0.6, 0.2)) # Papaya orange
title.add_theme_color_override("font_outline_color", Color(0, 0, 0))
title.add_theme_constant_override("outline_size", 12)
title.text = "PAPAYA SHOOTER"
title.add_theme_font_size_override("font_size", 92)
title.add_theme_color_override("font_color", UITheme.PAPAYA)
title.add_theme_color_override("font_outline_color", UITheme.INK)
title.add_theme_constant_override("outline_size", 16)
title.rotation_degrees = -2.5
_ui_vbox.add_child(title)
# Spacer
@@ -269,6 +287,9 @@ func _ready() -> void:
_host_lobby_players_list.add_theme_font_size_override("font_size", 24)
hl_right.add_child(_host_lobby_players_list)
# Hover/click sounds on every menu button
UITheme.wire_sounds(self)
func _load_maps_modularly(target_hbox: Container, is_multiplayer: bool, card_size: Vector2) -> void:
var maps_dir = "res://scenes/maps/"
var dir = DirAccess.open(maps_dir)
@@ -492,13 +513,9 @@ func _build_3d_diorama(viewport: SubViewport) -> void:
var world = Node3D.new()
viewport.add_child(world)
# Lighting and Env
# Lighting and Env — same stylized sunset sky as in-game for continuity
var env = WorldEnvironment.new()
var environment = Environment.new()
environment.background_mode = Environment.BG_COLOR
environment.background_color = Color(0.1, 0.15, 0.2) # Dark stylish background
environment.tonemap_mode = Environment.TONE_MAPPER_ACES
env.environment = environment
env.environment = LevelEnvironment.make_environment("sunset")
world.add_child(env)
var sun = DirectionalLight3D.new()
@@ -514,22 +531,21 @@ func _build_3d_diorama(viewport: SubViewport) -> void:
fill.light_energy = 0.5
world.add_child(fill)
# Floor
# Floor — toon world-grid like the levels
var floor_mesh = MeshInstance3D.new()
floor_mesh.mesh = PlaneMesh.new()
floor_mesh.mesh.size = Vector2(20, 20)
var floor_mat = StandardMaterial3D.new()
floor_mat.albedo_color = Color(0.2, 0.2, 0.2)
floor_mesh.mesh.surface_set_material(0, floor_mat)
floor_mesh.mesh.surface_set_material(0, LevelMaterials.tinted(Color(0.32, 0.3, 0.38)))
world.add_child(floor_mesh)
# Player Model (Sliding Pose)
var player_model = Node3D.new()
player_model.position = Vector3(0, 0.5, 0) # Lowered for slide
world.add_child(player_model)
var body_mat = StandardMaterial3D.new()
body_mat.albedo_color = Color(0.3, 0.6, 0.9)
# Toonified below via apply_toon_recursive once the model is assembled
# Torso (Capsule tilted back)
var torso = MeshInstance3D.new()
@@ -576,6 +592,9 @@ func _build_3d_diorama(viewport: SubViewport) -> void:
if shotgun.has_method("set_process_input"):
shotgun.set_process_input(false)
# Cel-shade the diorama (no hull outlines — the FBX shotgun tears them)
LevelMaterials.apply_toon_recursive(player_model, 0.0)
# Camera
var camera = Camera3D.new()
world.add_child(camera)
+7 -6
View File
@@ -16,7 +16,10 @@ var _scoreboard_grid: GridContainer
func _ready() -> void:
_nm = get_node_or_null("/root/NetworkManager")
# Ensure the comic theme is active even when a level is loaded directly
# (tests, debug runs) without passing through the main menu.
UITheme.apply_global(get_tree())
# Top HUD
var top_hbox = HBoxContainer.new()
top_hbox.set_anchors_preset(Control.PRESET_TOP_WIDE)
@@ -37,8 +40,8 @@ func _ready() -> void:
_local_kills_label = Label.new()
_local_kills_label.text = "0 Kills"
_local_kills_label.add_theme_font_size_override("font_size", 64)
_local_kills_label.add_theme_color_override("font_color", Color(1, 0.8, 0.2))
_local_kills_label.add_theme_color_override("font_outline_color", Color.BLACK)
_local_kills_label.add_theme_color_override("font_color", UITheme.PAPAYA)
_local_kills_label.add_theme_color_override("font_outline_color", UITheme.INK)
_local_kills_label.add_theme_constant_override("outline_size", 12)
top_hbox.add_child(_local_kills_label)
@@ -68,9 +71,7 @@ func _ready() -> void:
_scoreboard_panel = PanelContainer.new()
_scoreboard_panel.custom_minimum_size = Vector2(800, 600)
var sb_style = StyleBoxFlat.new()
sb_style.bg_color = Color(0, 0, 0, 0.8)
_scoreboard_panel.add_theme_stylebox_override("panel", sb_style)
# Styled by the shared UITheme PanelContainer stylebox (ink-border card)
_scoreboard_panel.hide()
center_container.add_child(_scoreboard_panel)
+122
View File
@@ -0,0 +1,122 @@
extends Object
class_name UITheme
## Shared comic/cel UI theme: Bangers display font, paper panels with thick
## ink borders and hard drop shadows, papaya accent. Built once, applied to
## the root Window so every Control in the game inherits it.
const FONT_PATH := "res://assets/ui/fonts/Bangers-Regular.ttf"
const INK := Color(0.09, 0.08, 0.12)
const PAPER := Color(0.98, 0.96, 0.9)
const PAPER_DIM := Color(0.92, 0.9, 0.84)
const PAPAYA := Color(1.0, 0.55, 0.15)
const PAPAYA_HOT := Color(1.0, 0.68, 0.25)
const TEAL := Color(0.16, 0.72, 0.68)
static var _theme: Theme = null
## Comic panel stylebox: flat fill, thick ink border, hard offset shadow.
static func box(bg: Color, border: Color = INK, radius: int = 10,
border_w: int = 3, shadow: bool = true) -> StyleBoxFlat:
var sb := StyleBoxFlat.new()
sb.bg_color = bg
sb.border_color = border
sb.set_border_width_all(border_w)
sb.set_corner_radius_all(radius)
sb.content_margin_left = 16
sb.content_margin_right = 16
sb.content_margin_top = 8
sb.content_margin_bottom = 8
if shadow:
sb.shadow_color = Color(INK.r, INK.g, INK.b, 0.55)
sb.shadow_size = 0
sb.shadow_offset = Vector2(4, 4)
sb.shadow_size = 2
return sb
static func build() -> Theme:
if _theme:
return _theme
var t := Theme.new()
var font: Font = load(FONT_PATH) if ResourceLoader.exists(FONT_PATH) else null
if font:
t.default_font = font
t.default_font_size = 26
# ── Buttons: paper card, papaya on hover, squash on press ────────────
t.set_stylebox("normal", "Button", box(PAPER))
t.set_stylebox("hover", "Button", box(PAPAYA_HOT))
t.set_stylebox("pressed", "Button", box(PAPAYA, INK, 10, 3, false))
t.set_stylebox("focus", "Button", box(PAPER, TEAL))
t.set_stylebox("disabled", "Button", box(PAPER_DIM, Color(0.4, 0.4, 0.45)))
t.set_color("font_color", "Button", INK)
t.set_color("font_hover_color", "Button", INK)
t.set_color("font_pressed_color", "Button", PAPER)
t.set_color("font_focus_color", "Button", INK)
t.set_color("font_disabled_color", "Button", Color(0.45, 0.45, 0.5))
# OptionButton / CheckBox get the same treatment explicitly (Godot theme
# types don't inherit styling from Button)
for cls in ["OptionButton", "MenuButton", "CheckBox", "CheckButton"]:
t.set_stylebox("normal", cls, box(PAPER))
t.set_stylebox("hover", cls, box(PAPAYA_HOT))
t.set_stylebox("pressed", cls, box(PAPAYA, INK, 10, 3, false))
t.set_stylebox("focus", cls, box(PAPER, TEAL))
t.set_stylebox("disabled", cls, box(PAPER_DIM, Color(0.4, 0.4, 0.45)))
t.set_color("font_color", cls, INK)
t.set_color("font_hover_color", cls, INK)
t.set_color("font_pressed_color", cls, PAPER)
t.set_color("font_focus_color", cls, INK)
t.set_color("font_disabled_color", cls, Color(0.45, 0.45, 0.5))
# ── Labels: ink outline everywhere for that inked-cel readability ────
t.set_color("font_outline_color", "Label", INK)
t.set_constant("outline_size", "Label", 8)
t.set_color("font_color", "Label", PAPER)
# RichTextLabel (killfeed)
t.set_color("default_color", "RichTextLabel", PAPER)
t.set_color("font_outline_color", "RichTextLabel", INK)
t.set_constant("outline_size", "RichTextLabel", 6)
# ── Inputs ───────────────────────────────────────────────────────────
t.set_stylebox("normal", "LineEdit", box(PAPER, INK, 8, 3, false))
t.set_stylebox("focus", "LineEdit", box(PAPER, TEAL, 8, 3, false))
t.set_color("font_color", "LineEdit", INK)
t.set_color("caret_color", "LineEdit", INK)
# ── Panels / lists ───────────────────────────────────────────────────
t.set_stylebox("panel", "PanelContainer", box(Color(0.13, 0.12, 0.18, 0.92), INK, 14, 4))
t.set_stylebox("panel", "ItemList", box(Color(0.13, 0.12, 0.18, 0.92), INK, 10, 3, false))
t.set_color("font_color", "ItemList", PAPER)
# ── Popup menus (OptionButton dropdowns) ─────────────────────────────
t.set_stylebox("panel", "PopupMenu", box(PAPER, INK, 8, 3, false))
t.set_color("font_color", "PopupMenu", INK)
t.set_color("font_hover_color", "PopupMenu", PAPAYA)
_theme = t
return t
## Apply the theme to the whole root window (inherited by every Control in
## every scene from then on). Idempotent.
static func apply_global(tree: SceneTree) -> void:
if tree and tree.root and tree.root.theme != build():
tree.root.theme = build()
## Attach hover/click UI sounds to every BaseButton under `root` (recursive).
static func wire_sounds(root: Node) -> void:
var am = root.get_tree().root.get_node_or_null("AudioManager")
if am == null:
return
for btn in root.find_children("*", "BaseButton", true, false):
if btn.has_meta("ui_sfx_wired"):
continue
btn.set_meta("ui_sfx_wired", true)
btn.mouse_entered.connect(func(): am.play_ui("ui_hover"))
btn.pressed.connect(func(): am.play_ui("ui_click"))
+1
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@@ -0,0 +1 @@
uid://doqqa8s8bal5u