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:
co-authored by
Claude Fable 5
parent
1358183f98
commit
6c8b0ddd28
+38
-19
@@ -9,7 +9,23 @@ var _host_lobby_players_list: ItemList
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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# Comic/cel theme for every Control in the game (root window inherits down)
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UITheme.apply_global(get_tree())
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# Menu music (scene-owned: stops automatically when a level loads)
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var music_path := "res://assets/sounds/music_menu.wav"
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if ResourceLoader.exists(music_path):
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var music := AudioStreamPlayer.new()
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music.stream = load(music_path)
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if music.stream is AudioStreamWAV:
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music.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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music.stream.loop_end = music.stream.data.size() / 4 # 16-bit stereo frames
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music.bus = "Music"
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music.volume_db = -8.0
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music.autoplay = true
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add_child(music)
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var nm = get_node_or_null("/root/NetworkManager")
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if nm:
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nm.connection_succeeded.connect(_on_connection_succeeded)
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@@ -25,6 +41,7 @@ func _ready() -> void:
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var viewport = SubViewport.new()
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viewport.own_world_3d = true
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viewport.msaa_3d = Viewport.MSAA_4X
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right_panel.add_child(viewport)
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_build_3d_diorama(viewport)
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@@ -40,13 +57,14 @@ func _ready() -> void:
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_ui_vbox.set_anchor_and_offset(SIDE_BOTTOM, 1.0, -50)
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add_child(_ui_vbox)
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# Title
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# Title — big comic wordmark with a slight kinetic tilt
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var title = Label.new()
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title.text = "Papaya Shooter"
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title.add_theme_font_size_override("font_size", 72)
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title.add_theme_color_override("font_color", Color(1, 0.6, 0.2)) # Papaya orange
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title.add_theme_color_override("font_outline_color", Color(0, 0, 0))
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title.add_theme_constant_override("outline_size", 12)
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title.text = "PAPAYA SHOOTER"
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title.add_theme_font_size_override("font_size", 92)
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title.add_theme_color_override("font_color", UITheme.PAPAYA)
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title.add_theme_color_override("font_outline_color", UITheme.INK)
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title.add_theme_constant_override("outline_size", 16)
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title.rotation_degrees = -2.5
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_ui_vbox.add_child(title)
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# Spacer
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@@ -269,6 +287,9 @@ func _ready() -> void:
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_host_lobby_players_list.add_theme_font_size_override("font_size", 24)
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hl_right.add_child(_host_lobby_players_list)
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# Hover/click sounds on every menu button
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UITheme.wire_sounds(self)
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func _load_maps_modularly(target_hbox: Container, is_multiplayer: bool, card_size: Vector2) -> void:
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var maps_dir = "res://scenes/maps/"
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var dir = DirAccess.open(maps_dir)
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@@ -492,13 +513,9 @@ func _build_3d_diorama(viewport: SubViewport) -> void:
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var world = Node3D.new()
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viewport.add_child(world)
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# Lighting and Env
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# Lighting and Env — same stylized sunset sky as in-game for continuity
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var env = WorldEnvironment.new()
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var environment = Environment.new()
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environment.background_mode = Environment.BG_COLOR
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environment.background_color = Color(0.1, 0.15, 0.2) # Dark stylish background
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environment.tonemap_mode = Environment.TONE_MAPPER_ACES
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env.environment = environment
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env.environment = LevelEnvironment.make_environment("sunset")
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world.add_child(env)
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var sun = DirectionalLight3D.new()
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@@ -514,22 +531,21 @@ func _build_3d_diorama(viewport: SubViewport) -> void:
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fill.light_energy = 0.5
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world.add_child(fill)
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# Floor
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# Floor — toon world-grid like the levels
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var floor_mesh = MeshInstance3D.new()
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floor_mesh.mesh = PlaneMesh.new()
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floor_mesh.mesh.size = Vector2(20, 20)
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var floor_mat = StandardMaterial3D.new()
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floor_mat.albedo_color = Color(0.2, 0.2, 0.2)
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floor_mesh.mesh.surface_set_material(0, floor_mat)
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floor_mesh.mesh.surface_set_material(0, LevelMaterials.tinted(Color(0.32, 0.3, 0.38)))
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world.add_child(floor_mesh)
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# Player Model (Sliding Pose)
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var player_model = Node3D.new()
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player_model.position = Vector3(0, 0.5, 0) # Lowered for slide
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world.add_child(player_model)
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var body_mat = StandardMaterial3D.new()
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body_mat.albedo_color = Color(0.3, 0.6, 0.9)
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# Toonified below via apply_toon_recursive once the model is assembled
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# Torso (Capsule tilted back)
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var torso = MeshInstance3D.new()
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@@ -576,6 +592,9 @@ func _build_3d_diorama(viewport: SubViewport) -> void:
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if shotgun.has_method("set_process_input"):
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shotgun.set_process_input(false)
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# Cel-shade the diorama (no hull outlines — the FBX shotgun tears them)
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LevelMaterials.apply_toon_recursive(player_model, 0.0)
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# Camera
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var camera = Camera3D.new()
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world.add_child(camera)
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