Add juice layer: hitstop, screenshake, particles, procedural audio, combos
Juice.gd — the feel system, driven off Smashable.smashed (purely additive): - Hitstop freeze-frame on every impact (time_scale dip, released in real time) - Screenshake with quadratic trauma falloff, scaled by shard count - Per-material GPU particle bursts, colored from the PROFILES table - Procedural impact audio synthesized in code per material — no sound files, the dig.js trick: wood crunch, cardboard rip, vinyl crack+warble, glass tinkle, steel ring - Combo counter on the HUD Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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scripts/Juice.gd
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scripts/Juice.gd
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extends Node
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class_name Juice
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## The feel layer. Everything that makes a smash *land* without adding simulation:
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## hitstop, screenshake, per-material particle bursts, procedural impact audio, combos.
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## Driven off Smashable's `smashed` signal (Main forwards it to impact()), so it's
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## purely additive — the physics doesn't know this exists.
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##
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## Audio is SYNTHESIZED in code (AudioStreamWAV built from a generated PCM buffer),
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## same zero-asset trick as dig.js. Each material gets its own little waveform.
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##
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## Godot 4.7 GDScript 2.0.
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@export var shake_max_offset: float = 0.14 ## metres the camera jitters at full trauma
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@export var shake_max_roll: float = 0.05 ## radians of camera roll at full trauma
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@export var shake_decay: float = 1.6 ## trauma lost per second
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@export var combo_window_ms: int = 1600 ## smashes within this window keep the combo alive
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@export var hitstop_scale: float = 0.06 ## Engine.time_scale during a freeze-frame
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var _cam: Camera3D
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var _trauma: float = 0.0
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var _hitstop_until_ms: int = 0
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var _combo: int = 0
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var _last_smash_ms: int = -100000
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var _sounds: Dictionary = {} # kind -> AudioStreamWAV
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func setup(cam: Camera3D) -> void:
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_cam = cam
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process_mode = Node.PROCESS_MODE_ALWAYS # keep releasing hitstop even during a freeze
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for k in ["wood", "cardboard", "vinyl", "glass", "steel"]:
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_sounds[k] = _make_wav(_synth(k), 22050)
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## Called once per shatter (Main forwards Smashable.smashed here).
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func impact(kind: String, pos: Vector3, shards: int) -> void:
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var color: Color = Smashable.PROFILES.get(kind, Smashable.PROFILES["wood"])["color"]
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_burst(color, pos, clampi(shards + 4, 6, 26))
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_play_sound(kind, pos)
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add_trauma(0.26 + float(min(shards, 12)) * 0.03)
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_hitstop(0.04 + float(min(shards, 12)) * 0.005)
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var now := Time.get_ticks_msec()
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_combo = _combo + 1 if now - _last_smash_ms <= combo_window_ms else 1
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_last_smash_ms = now
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func combo() -> int:
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return 0 if Time.get_ticks_msec() - _last_smash_ms > combo_window_ms else _combo
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func add_trauma(a: float) -> void:
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_trauma = clampf(_trauma + a, 0.0, 1.0)
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func _hitstop(dur: float) -> void:
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Engine.time_scale = hitstop_scale
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_hitstop_until_ms = maxi(_hitstop_until_ms, Time.get_ticks_msec() + int(dur * 1000.0))
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func _process(delta: float) -> void:
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# release the freeze in REAL time (Time.get_ticks_msec is not scaled by time_scale)
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if Engine.time_scale < 1.0 and Time.get_ticks_msec() >= _hitstop_until_ms:
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Engine.time_scale = 1.0
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# screenshake: quadratic falloff feels punchier than linear
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if _cam != null:
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var amt := _trauma * _trauma
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_cam.position = Vector3(randf_range(-1.0, 1.0), randf_range(-1.0, 1.0), 0.0) * amt * shake_max_offset
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_cam.rotation.z = randf_range(-1.0, 1.0) * amt * shake_max_roll
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_trauma = maxf(0.0, _trauma - shake_decay * delta)
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# ---------------------------------------------------------------- particles
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func _burst(color: Color, pos: Vector3, count: int) -> void:
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var p := GPUParticles3D.new()
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p.one_shot = true
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p.explosiveness = 1.0
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p.amount = count
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p.lifetime = 0.7
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p.local_coords = false # debris keeps falling in world space
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var pm := ParticleProcessMaterial.new()
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pm.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
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pm.emission_sphere_radius = 0.12
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pm.direction = Vector3(0, 1, 0)
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pm.spread = 78.0
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pm.initial_velocity_min = 1.4
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pm.initial_velocity_max = 4.6
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pm.gravity = Vector3(0, -9.8, 0)
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pm.scale_min = 0.3
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pm.scale_max = 1.1
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pm.angular_velocity_min = -420.0
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pm.angular_velocity_max = 420.0
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p.process_material = pm
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var mesh := BoxMesh.new()
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mesh.size = Vector3(0.04, 0.04, 0.04)
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var dmat := StandardMaterial3D.new()
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dmat.albedo_color = color
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mesh.material = dmat
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p.draw_pass_1 = mesh
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add_child(p)
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p.global_position = pos
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p.emitting = true
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p.finished.connect(p.queue_free)
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# ---------------------------------------------------------------- audio
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func _play_sound(kind: String, pos: Vector3) -> void:
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var wav: AudioStreamWAV = _sounds.get(kind)
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if wav == null:
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return
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var a := AudioStreamPlayer3D.new()
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a.stream = wav
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a.pitch_scale = randf_range(0.9, 1.14) # per-hit variation so it never sounds looped
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a.unit_size = 6.0
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a.max_db = 4.0
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add_child(a)
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a.global_position = pos
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a.finished.connect(a.queue_free)
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a.play()
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## Build a mono 16-bit AudioStreamWAV from a float[-1,1] sample buffer.
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func _make_wav(samples: PackedFloat32Array, rate: int) -> AudioStreamWAV:
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var wav := AudioStreamWAV.new()
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wav.format = AudioStreamWAV.FORMAT_16_BITS
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wav.mix_rate = rate
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wav.stereo = false
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var bytes := PackedByteArray()
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bytes.resize(samples.size() * 2)
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for i in samples.size():
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bytes.encode_s16(i * 2, int(clampf(samples[i], -1.0, 1.0) * 32767.0))
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wav.data = bytes
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return wav
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## Author each material's voice: noise + tuned sines shaped by a decay envelope.
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## wood = low dry crunch · cardboard = soft rip · vinyl = crack + warble
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## glass = bright tinkle · steel = ringing bonngg
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func _synth(kind: String) -> PackedFloat32Array:
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var rate := 22050
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var dur := 0.26
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match kind:
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"glass": dur = 0.30
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"steel": dur = 0.55
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"vinyl": dur = 0.22
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"cardboard": dur = 0.18
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var n := int(rate * dur)
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var out := PackedFloat32Array()
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out.resize(n)
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for i in n:
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var t := float(i) / float(rate)
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var s := 0.0
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var env := 0.0
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match kind:
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"cardboard":
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env = exp(-t * 26.0)
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s = (randf() * 2.0 - 1.0) * 0.45 * env
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"vinyl":
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env = exp(-t * 16.0)
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var click := (randf() * 2.0 - 1.0) if t < 0.004 else 0.0
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s = click * 0.9 + sin(TAU * (520.0 - 300.0 * t) * t) * env * 0.5 + (randf() * 2.0 - 1.0) * 0.15 * env
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"glass":
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env = exp(-t * 34.0)
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s = (randf() * 2.0 - 1.0) * 0.5 * env + sin(TAU * 5200.0 * t) * 0.25 * env + sin(TAU * 3300.0 * t) * 0.2 * env
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"steel":
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env = exp(-t * 5.0)
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s = sin(TAU * 190.0 * t) * 0.5 * env + sin(TAU * 285.0 * t) * 0.25 * env + sin(TAU * 470.0 * t) * 0.12 * env + (randf() * 2.0 - 1.0) * 0.2 * exp(-t * 40.0)
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_: # wood (and default)
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env = exp(-t * 20.0)
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s = (randf() * 2.0 - 1.0) * 0.7 * env + sin(TAU * 140.0 * t) * 0.4 * env
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out[i] = clampf(s, -1.0, 1.0)
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return out
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1
scripts/Juice.gd.uid
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1
scripts/Juice.gd.uid
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@ -0,0 +1 @@
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uid://cikcnvmpf8lrx
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@ -16,10 +16,14 @@ extends Node3D
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var _world: Node3D # everything smashable/debris lives here so reset is one line
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var _hud: Label
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var _smash_count := 0
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var _juice: Juice
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func _ready() -> void:
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randomize()
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_setup_world()
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_juice = Juice.new()
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add_child(_juice)
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_juice.setup(_cam) # _setup_world() set _cam to the player's camera
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_build_rack(Vector3.ZERO)
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_setup_hud()
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@ -140,8 +144,10 @@ func _piece(kind: String, size: Vector3, pos: Vector3, frozen: bool, cylinder :=
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s.smashed.connect(_on_smashed)
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return s
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func _on_smashed(_kind: String, _at: Vector3, _shards: int) -> void:
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func _on_smashed(kind: String, at: Vector3, shards: int) -> void:
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_smash_count += 1
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if _juice != null:
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_juice.impact(kind, at, shards)
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# ---------------------------------------------------------------- input
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func _unhandled_input(event: InputEvent) -> void:
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if _hud == null:
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return
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var bodies := get_tree().get_nodes_in_group("smashable").size() + get_tree().get_nodes_in_group("debris").size()
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_hud.text = "FPS %d bodies %d smashed %d\nWASD move Space jump L-click punch R-click kick Esc release B: rain 500 R: reset" % [
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Engine.get_frames_per_second(), bodies, _smash_count]
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var c := _juice.combo() if _juice != null else 0
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var combo_str := (" COMBO x%d" % c) if c > 1 else ""
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_hud.text = "FPS %d bodies %d smashed %d%s\nWASD move Space jump L-click punch R-click kick Esc release B: rain 500 R: reset" % [
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Engine.get_frames_per_second(), bodies, _smash_count, combo_str]
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