Files
Papay-Shooter/weapons/rocket_swarm.gd
T
Nicholas ButzkeandClaude Fable 5 6c8b0ddd28 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]>
2026-07-17 18:15:42 -04:00

219 lines
6.9 KiB
GDScript

extends BaseProjectileWeapon
class_name RocketSwarm
var is_targeting: bool = false
var homing_target_pos: Vector3 = Vector3.ZERO
var targeting_laser: MeshInstance3D
func _init() -> void:
weapon_name = "Rocket Swarm"
fire_rate = 1.0 # 1 click fires all 8
max_ammo = 4 # 4 swarms
reload_time = 3.0
base_damage = 35.0 # Per mini rocket
min_damage = 20.0
falloff_start = 0.0
max_range = 300.0
automatic = false
spread_angle = 0.15 # Wide spread out of the barrel
projectile_speed = 25.0 # Slower so they have time to home
func _build_model() -> void:
position = Vector3(0.4, -0.4, -0.656)
var model_scene = load("res://assets/weapons/swarm launcher/source/LOD_0.fbx")
if model_scene:
var model = model_scene.instantiate()
model_root.add_child(model)
model.scale = Vector3(1.0, 1.0, 1.0)
model.rotation_degrees.y = -90
model.position.y -= 0.6 # Move model down without moving arms
# Strip lights
for child in model.find_children("*", "Light3D", true, false):
child.queue_free()
# Laser
targeting_laser = MeshInstance3D.new()
var l_mesh = CylinderMesh.new()
l_mesh.top_radius = 0.02 # Make it thicker and more visible
l_mesh.bottom_radius = 0.02
l_mesh.height = 300.0
var l_mat = StandardMaterial3D.new()
l_mat.albedo_color = Color(1.0, 0.0, 0.0, 1.0)
l_mat.emission_enabled = true
l_mat.emission = Color(2.0, 0.0, 0.0) # Bright red
l_mesh.material = l_mat
targeting_laser.mesh = l_mesh
targeting_laser.rotation.x = deg_to_rad(90)
targeting_laser.position = Vector3(0, 0, -234.375)
targeting_laser.visible = false
model_root.add_child(targeting_laser)
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.bus = "SFX"
fire_sound.stream = AudioManager.stream_for("swarm_fire", "res://assets/sounds/swarm_fire.wav")
model_root.add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.bus = "SFX"
reload_sound.stream = AudioManager.stream_for("shotgun_reload", "res://assets/sounds/shotgun_reload.wav")
model_root.add_child(reload_sound)
func _process(delta: float) -> void:
super._process(delta)
if not visible:
return
if camera:
is_targeting = Input.is_action_pressed("fire_alt")
targeting_laser.visible = is_targeting
if is_targeting:
var space_state = get_world_3d().direct_space_state
var origin = camera.global_position
var target = origin - camera.global_transform.basis.z * 300.0
var query = PhysicsRayQueryParameters3D.create(origin, target)
if player:
query.exclude = [player.get_rid()]
var result = space_state.intersect_ray(query)
if result:
homing_target_pos = result.position
# Shrink laser to hit point
var dist = origin.distance_to(result.position)
(targeting_laser.mesh as CylinderMesh).height = dist
targeting_laser.position.z = -dist / 2.0
else:
homing_target_pos = target
(targeting_laser.mesh as CylinderMesh).height = 300.0
targeting_laser.position.z = -150.0
if player and player.is_multiplayer_authority():
player.synced_is_targeting = true
player.synced_homing_target_pos = homing_target_pos
else:
if player and player.is_multiplayer_authority():
player.synced_is_targeting = false
func unequip() -> void:
is_targeting = false
targeting_laser.visible = false
if player and player.is_multiplayer_authority():
player.synced_is_targeting = false
# Override fire to shoot 8 rockets at once
func _fire() -> void:
if current_ammo <= 0 and not reloading:
_start_reload()
return
if not camera: return
current_ammo -= 1
fire_cooldown = fire_rate
if fire_sound:
fire_sound.play()
if muzzle_flash:
muzzle_flash.light_energy = 2.0
var tween = create_tween()
tween.tween_property(muzzle_flash, "light_energy", 0.0, 0.1)
var _origin = camera.global_position + camera.global_transform.basis * Vector3(0.4, -0.2, -0.938)
var base_dir = -camera.global_transform.basis.z
_current_aim_dir = base_dir
for i in range(8):
var right = camera.global_transform.basis.x
var up = camera.global_transform.basis.y
var fraction = float(i) / 7.0 # 0.0 to 1.0 (left to right)
# Offset from left (-0.1) to right (0.1) on the top edge of the launcher
var local_x = lerpf(-0.1, 0.1, fraction)
var local_offset = Vector3(local_x, 0.1, 0.0)
var launcher_center_local = Vector3(0.4, -0.4, -0.6)
var proj_origin = camera.global_position + camera.global_transform.basis * (launcher_center_local + local_offset)
# Fire direction: radial fan out
# They shoot mostly forward, but fan out horizontally, and slightly arch upwards radially
var angle = lerpf(-PI/3.0, PI/3.0, fraction) # -60 deg to +60 deg fan
var x_dir = sin(angle) * 0.6
var y_dir = cos(angle) * 0.8 # Reduced upward angle so it's not mostly straight up
var fire_dir = (base_dir + right * x_dir + up * y_dir).normalized()
_spawn_custom_projectile(proj_origin, fire_dir)
if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
player.server_play_fire_effects.rpc_id(1, proj_origin, fire_dir, weapon_name, false)
var _current_aim_dir: Vector3 = Vector3.ZERO
func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
var proj = load("res://weapons/homing_projectile.gd").new()
# Mesh
var mesh_instance = MeshInstance3D.new()
var p_mesh = CylinderMesh.new()
p_mesh.top_radius = 0.0
p_mesh.bottom_radius = 0.02
p_mesh.height = 0.1
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.8, 0.8, 0.1) # Yellow mini rocket
p_mesh.material = mat
mesh_instance.mesh = p_mesh
mesh_instance.rotation.x = deg_to_rad(-90)
proj.add_child(mesh_instance)
# Rotation
var up_vec = Vector3.UP
if abs(fire_dir.dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
proj.transform.basis = Basis.looking_at(fire_dir, up_vec)
# Logic
proj.weapon_source = self
proj.turn_speed = 6.5 # Slower turn radius so they sweep nicely
proj.position = origin # Start at origin to spread outward around camera
proj.logical_source = origin
# Initial pop-up speed
proj.velocity = fire_dir * 5.0
if player:
proj.velocity += fire_dir * max(0.0, player.velocity.dot(fire_dir))
var aim_dir = _current_aim_dir
# If remote player, use the synced head rotation to determine forward direction
if player and not player.is_multiplayer_authority():
var head = player.get_node_or_null("HeadPivot")
if head:
aim_dir = -head.global_transform.basis.z.normalized()
else:
aim_dir = fire_dir # Fallback
proj.initial_aim_dir = aim_dir
proj.cruise_speed = 65.0
proj.ignition_timer = randf_range(0.3, 0.6) # Staggered ignition
proj.damage = base_damage
proj.min_damage = min_damage
proj.falloff_start = falloff_start
proj.max_range = max_range
proj.drop_gravity = 5.0 # Slight arc before ignition
proj.owner_player = player
# Explosive stats
proj.explosion_radius = 1.5 # Tiny AoE effect
proj.explosion_knockback = 5.0
proj.can_self_damage = false
proj.explosion_pitch = 1.2 # Less deep but still explosion
get_tree().current_scene.add_child(proj)