LANE4 (Godot): real fractured-chunk destruction + printer boss

Consume Lane 2's pre-fractured props in the Godot game. Smashable.shatter() now prefers
a <name>.fractured.glb sibling: it instances the fractured template and turns each
chunk_00…chunk_NN mesh into its own debris RigidBody3D that inherits the intact body's
velocity + the smash impulse (box collider per chunk, debris group so the HUD count +
Juice keep working), falling back to primitive shards when no fractured sibling exists.
_glb_piece auto-wires the sibling, so every GLB prop upgrades for free.

Smashable gains hits_to_break + is_boss: the office PRINTER is the level boss — it sits on
a desk, soaks 5 hits (rocking with each), then bursts in a bigger juice cloud into its 16
GLB chunks. Six more Lane 2 props (crt-monitor, filing-cabinet, water-cooler, cardboard-box,
turntable, office-desk) are scattered as smashable furniture; the store crate/rack also pick
up real 8-chunk shatter from their mirrored fractured GLBs.

Assets pulled into game/assets/store/ (intact + .fractured.glb): office-printer, office-desk,
crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable + record/crate/rack
fractured siblings (generated via meshgod's Voronoi fracture CLI).

Verified headless: smoke test clean (0 script errors), printer boss soaks 4 hits then
spawns 16 chunk bodies, a crate spawns 8 — both real GLB chunks, not primitive shards.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Monster Robot Party 2026-07-14 22:27:50 +10:00
parent 1d282d4b3b
commit 51210215e2
50 changed files with 1181 additions and 3 deletions

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@ -92,6 +92,15 @@ const RACK_GLB := "res://assets/store/rack.glb"
const CRATE_GLB := "res://assets/store/crate.glb"
const RECORD_GLB := "res://assets/store/record.glb"
# Lane 2 hero props (each ships a .fractured.glb sibling → real shard-by-shard smashing)
const DESK_GLB := "res://assets/store/office-desk.glb"
const PRINTER_GLB := "res://assets/store/office-printer.glb"
const CRT_GLB := "res://assets/store/crt-monitor.glb"
const CABINET_GLB := "res://assets/store/filing-cabinet.glb"
const COOLER_GLB := "res://assets/store/water-cooler.glb"
const BOX_GLB := "res://assets/store/cardboard-box.glb"
const TURNTABLE_GLB := "res://assets/store/turntable.glb"
# Generated sleeve art (Nano Banana): each file is a 3x3 sheet of nine original
# fictional album covers. A record picks one tile at random via uv1 scale/offset —
# one texture in VRAM, eighteen different-looking records on the floor.
@ -124,6 +133,28 @@ func _build_rack(origin: Vector3) -> void:
var rec := _place_record(xz + jitter, crate_top + float(i) * 0.03)
(crate["piece"] as Smashable).supports.append(rec)
print("[art] records skinned with sleeve art: ", _records_skinned)
_build_office(origin)
## Lane 2's workplace props scattered as furniture, with the office PRINTER as the level
## boss on its desk (soaks several hits, dies in a bigger burst). Each of these ships a
## .fractured.glb, so _glb_piece auto-wires real chunk destruction (see there).
func _build_office(origin: Vector3) -> void:
var o := Vector2(origin.x, origin.z)
# the boss: a printer on a desk. Desk is a frozen support; smashing it drops the printer.
var desk := _glb_piece(DESK_GLB, "wood", o + Vector2(2.7, -0.3), true)
var printer := _glb_piece(PRINTER_GLB, "steel", o + Vector2(2.7, -0.3), false, desk["top"])
var boss := printer["piece"] as Smashable
boss.is_boss = true
boss.hits_to_break = 5 # the boss soaks a beating before it bursts
boss.mass = 8.0 # heavy, so hits rock it but don't shove it off the desk
(desk["piece"] as Smashable).supports.append(printer["piece"])
# furniture around the booth — floor props you can wreck into real chunks
_glb_piece(CABINET_GLB, "steel", o + Vector2(-2.7, -0.3), false)
_glb_piece(COOLER_GLB, "steel", o + Vector2(3.3, 1.6), false)
_glb_piece(CRT_GLB, "glass", o + Vector2(-2.7, 1.3), false)
_glb_piece(BOX_GLB, "cardboard", o + Vector2(1.9, 2.4), false)
_glb_piece(TURNTABLE_GLB, "wood", o + Vector2(-1.7, -1.3), false)
## Spawn one grabbable Record (sleeve + nested disc) resting on `sit_on`. Mirrors
## _glb_piece's "drop the AABB bottom onto sit_on" trick, but the Record builds its own
@ -153,6 +184,10 @@ func _glb_piece(path: String, kind: String, xz: Vector2, frozen: bool, sit_on :=
var s := Smashable.new()
s.kind = kind
s.start_frozen = frozen
# real destruction: if Lane 2 shipped a <name>.fractured.glb next to this GLB, use it
var frac := path.get_basename() + ".fractured.glb"
if ResourceLoader.exists(frac):
s.fractured_scene = load(frac) as PackedScene
var packed := load(path) as PackedScene
var vis: Node3D = packed.instantiate()
s.add_child(vis)

View File

@ -13,6 +13,16 @@ class_name Smashable
@export_enum("wood", "cardboard", "vinyl", "glass", "steel") var kind: String = "wood"
@export var start_frozen: bool = false
## Pre-fractured sibling (Lane 2 contract #2): a scene whose leaf `chunk_*` meshes are
## the real shards. When set, shatter() spawns those instead of primitive cubes. Main
## auto-assigns it from a `<name>.fractured.glb` next to the intact GLB.
@export var fractured_scene: PackedScene = null
## Hits to destroy. 1 = normal (one smash breaks it). The printer boss takes several.
@export var hits_to_break: int = 1
## Boss props get a bigger death burst (more juice particles) + survive extra hits.
@export var is_boss: bool = false
var _hits_taken := 0
# per-material behaviour — this table is where "material identity" is authored.
# brittle_speed 0.0 == not brittle (won't self-shatter on impact).
const PROFILES := {
@ -58,8 +68,17 @@ func _on_body_entered(_body: Node) -> void:
if _speed >= float(p["brittle_speed"]):
shatter(Vector3.ZERO)
## Called by the hammer.
## Called by the hammer. Bosses (hits_to_break > 1) soak hits and visibly rock before
## the final blow shatters them; a normal prop (hits_to_break == 1) breaks on hit one.
func smash(impulse: Vector3) -> void:
if _shattered:
return
_hits_taken += 1
if _hits_taken < hits_to_break:
# survives this hit — a physical knockback so the boss reacts to the beating
sleeping = false
apply_central_impulse(impulse.limit_length(6.0) * 0.25)
return
shatter(impulse)
func shatter(impulse: Vector3) -> void:
@ -67,9 +86,13 @@ func shatter(impulse: Vector3) -> void:
return
_shattered = true
var p: Dictionary = PROFILES.get(kind, PROFILES["wood"])
smashed.emit(kind, global_position, int(p["shards"]))
var burst := 24 if is_boss else int(p["shards"]) # boss dies in a bigger cloud of juice
smashed.emit(kind, global_position, burst)
_release_supported() # drop what I was holding up BEFORE I leave the tree — the cascade
_spawn_shards(int(p["shards"]), p["color"], impulse)
if fractured_scene != null:
_spawn_chunks(impulse) # real GLB shards (Lane 2)
else:
_spawn_shards(int(p["shards"]), p["color"], impulse)
queue_free()
## Wake every piece this one was holding up. Guarded on both ends (each child's own
@ -93,6 +116,60 @@ func release() -> void:
sleeping = false # defensive against a Jolt sleep frame
apply_central_impulse(Vector3(randf_range(-0.6, 0.6), 0.15, randf_range(-0.6, 0.6)))
## Real destruction: instance the pre-fractured sibling and turn each `chunk_*` mesh into
## its own rigid body that inherits our velocity + the smash impulse. Chunks are named
## chunk_00…chunk_NN with each origin at its own centroid, in this model's local space
## (Lane 2 contract #2). We add the template at our transform so each chunk's global
## transform is already correct, then reparent it onto a fresh body. Debris group so the
## HUD count + Juice keep working. Falls back to primitive shards if the template is empty.
func _spawn_chunks(impulse: Vector3) -> void:
var parent := get_parent()
if parent == null:
return
var tmpl: Node3D = fractured_scene.instantiate()
parent.add_child(tmpl)
tmpl.global_transform = global_transform # chunks now sit exactly where the intact body was
var chunks: Array[MeshInstance3D] = []
_collect_chunk_meshes(tmpl, chunks)
if chunks.is_empty():
tmpl.queue_free()
var p: Dictionary = PROFILES.get(kind, PROFILES["wood"])
_spawn_shards(int(p["shards"]), p["color"], impulse)
return
var inherited := linear_velocity
var here := global_position
for chunk in chunks:
var gt := chunk.global_transform
var body := RigidBody3D.new()
body.add_to_group("debris")
body.mass = 0.25
# reparent the chunk mesh onto the body, centred on the body origin
chunk.owner = null
chunk.get_parent().remove_child(chunk)
body.add_child(chunk)
chunk.transform = Transform3D.IDENTITY
var ab := chunk.get_aabb()
var col := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = ab.size.max(Vector3(0.02, 0.02, 0.02))
col.shape = box
col.position = ab.get_center()
body.add_child(col)
parent.add_child(body)
body.global_transform = gt
# fling outward from the smash centre + inherit motion + the hit impulse
var out := (gt.origin - here)
out = out.normalized() if out.length() > 0.001 else Vector3(randf_range(-1, 1), 0.5, randf_range(-1, 1)).normalized()
body.linear_velocity = inherited + out * randf_range(1.2, 3.2) + impulse * 0.3
body.angular_velocity = Vector3(randf_range(-8, 8), randf_range(-8, 8), randf_range(-8, 8))
tmpl.queue_free() # the now-empty template wrapper
func _collect_chunk_meshes(n: Node, acc: Array[MeshInstance3D]) -> void:
if n is MeshInstance3D and n.name.to_lower().begins_with("chunk"):
acc.append(n)
for c in n.get_children():
_collect_chunk_meshes(c, acc)
func _spawn_shards(n: int, color: Color, impulse: Vector3) -> void:
if n <= 0:
return