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]>
89 lines
2.9 KiB
GDScript
89 lines
2.9 KiB
GDScript
extends BaseProjectileWeapon
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class_name Mortar
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func _init() -> void:
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weapon_name = "Mortar"
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fire_rate = 1.5 # Slow
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max_ammo = 1
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reload_time = 3.0 # Extremely long
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base_damage = 230.0 # Huge damage
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min_damage = 50.0
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falloff_start = 0.0
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max_range = 500.0
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automatic = false
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spread_angle = 0.0
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projectile_speed = 25.0 # Very slow
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projectile_gravity = 15.0 # Heavy drop
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func _build_model() -> void:
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position = Vector3(0.5, -0.4, -0.8)
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var model_scene = load("res://assets/weapons/mortar/source/scene.gltf")
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if model_scene:
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var model = model_scene.instantiate()
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model_root.add_child(model)
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model.scale = Vector3(0.0025, 0.0025, 0.0025)
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model.rotation_degrees.y = -90
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model.position.y -= 0.2
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# Aggressively strip any rogue nodes from the GLTF that could ruin the scene
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for node in model.find_children("*", "", true, false):
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if node is Light3D or node is Camera3D or node is WorldEnvironment or node is ReflectionProbe:
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if node is Node3D: node.visible = false
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node.queue_free()
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = AudioManager.stream_for("mortar_fire", "res://assets/sounds/mortar_fire.wav")
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.bus = "SFX"
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reload_sound.stream = AudioManager.stream_for("shotgun_reload", "res://assets/sounds/shotgun_reload.wav")
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model_root.add_child(reload_sound)
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func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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var proj = load("res://weapons/bouncing_projectile.gd").new()
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# Mesh
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var mesh_instance = MeshInstance3D.new()
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var p_mesh = SphereMesh.new()
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p_mesh.radius = 0.1
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p_mesh.height = 0.2
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(0.1, 0.1, 0.1) # Black bomb
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p_mesh.material = mat
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mesh_instance.mesh = p_mesh
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proj.add_child(mesh_instance)
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# Logic
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proj.position = origin + fire_dir * 0.2
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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if player:
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proj.velocity += fire_dir * max(0.0, player.velocity.dot(fire_dir))
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proj.damage = base_damage
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proj.min_damage = min_damage
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proj.falloff_start = falloff_start
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proj.max_range = max_range
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proj.drop_gravity = projectile_gravity
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proj.owner_player = player
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# Mortar Bouncing logic
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proj.fuse_time = -1.0 # Don't start ticking until it bounces
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proj.bounce_fuse_delay = 3.0 # Explodes 3 seconds after first bounce
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proj.impact_detonate_time = 1.0 # If flying > 1s, explode on impact instead
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proj.bounciness = 0.4 # Heavy, loses momentum on bounce
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# Explosive stats
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proj.explosion_radius = 10.0 # Very large AoE
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proj.explosion_knockback = 60.0 # Massive knockback
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proj.falloff_curve = 2.0 # Steep dropoff: "Should be an instant kill in closest 50%"
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# (0-50% = dist<6. 6/12 = 0.5. 1.0 - 0.5^2 = 0.75 multiplier. 200 * 0.75 = 150 damage -> 1 shot kill)
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proj.can_self_damage = true # Can self damage
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proj.explosion_pitch = 0.4 # Deepest explosion
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get_tree().current_scene.add_child(proj)
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