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>
390 lines
15 KiB
GDScript
390 lines
15 KiB
GDScript
extends Node3D
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## Destroyulator — cascade prototype.
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##
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## Builds a little record rack out of primitives and lets you smash it. The point
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## isn't the art (that's a one-line swap for your real .glb racks later) — it's to
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## prove two things on your actual M3, today:
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## 1. THE DAY-0 GATE: press S to rain 500 rigid bodies and watch the FPS hold.
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## 2. THE CASCADE: smash a frozen shelf -> the crates on it fall -> jackets spill
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## -> records tumble out -> records crack when they hit the floor (brittle).
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##
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## Controls: WASD move · Space jump · L-click punch · R-click kick · Esc release mouse
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## · B = rain 500 (stress gate) · R = reset
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@onready var _cam: Camera3D
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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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var _player: Player # kept so GameMode can reach player.grab
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var _records: Array[Record] = [] # the live records, handed to GameMode each round
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var _game_mode: GameMode
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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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# rules layer: starts in FreePlay; keys 1/2 switch, F reports in FindMisfiled
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_game_mode = GameMode.new()
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add_child(_game_mode)
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_game_mode.setup(_player.grab)
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_game_mode.begin_free_play(_records)
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_setup_hud()
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# ---------------------------------------------------------------- world / camera
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func _setup_world() -> void:
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var we := WorldEnvironment.new()
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = Color(0.07, 0.06, 0.09)
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.5, 0.5, 0.62)
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env.ambient_light_energy = 0.6
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we.environment = env
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add_child(we)
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var sun := DirectionalLight3D.new()
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sun.rotation_degrees = Vector3(-52, -38, 0)
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sun.light_energy = 1.3
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sun.shadow_enabled = true
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add_child(sun)
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# First-person player replaces the old fixed camera. add_child() runs its _ready()
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# synchronously, so player.camera/grab exist on the next line; we reuse them.
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_player = Player.new()
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add_child(_player)
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_player.global_position = Vector3(0, 0, 4) # stand back, facing -Z toward the rack
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_cam = _player.camera
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# floor
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var floor_body := StaticBody3D.new()
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var fmesh := MeshInstance3D.new()
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var plane := BoxMesh.new()
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plane.size = Vector3(24, 0.2, 24)
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fmesh.mesh = plane
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var fmat := StandardMaterial3D.new()
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fmat.albedo_color = Color(0.13, 0.12, 0.15)
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fmesh.material_override = fmat
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floor_body.add_child(fmesh)
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var fcol := CollisionShape3D.new()
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var fshape := BoxShape3D.new()
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fshape.size = plane.size
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fcol.shape = fshape
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floor_body.add_child(fcol)
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floor_body.position = Vector3(0, -0.1, 0)
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add_child(floor_body)
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_world = Node3D.new()
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_world.name = "World"
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add_child(_world)
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# ---------------------------------------------------------------- the store
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# Real Monster Robot Party assets: wooden racks (frozen backdrop you can smash) and
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# crates of records in front. Colliders auto-size to each GLB's mesh AABB and every
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# piece is dropped so its bottom rests exactly on the floor — no hardcoded dimensions.
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const RACK_GLB := "res://assets/store/rack.glb"
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const CRATE_GLB := "res://assets/store/crate.glb"
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const RECORD_GLB := "res://assets/store/record.glb"
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# Lane 2 hero props (each ships a .fractured.glb sibling → real shard-by-shard smashing)
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const DESK_GLB := "res://assets/store/office-desk.glb"
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const PRINTER_GLB := "res://assets/store/office-printer.glb"
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const CRT_GLB := "res://assets/store/crt-monitor.glb"
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const CABINET_GLB := "res://assets/store/filing-cabinet.glb"
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const COOLER_GLB := "res://assets/store/water-cooler.glb"
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const BOX_GLB := "res://assets/store/cardboard-box.glb"
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const TURNTABLE_GLB := "res://assets/store/turntable.glb"
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# Generated sleeve art (Nano Banana): each file is a 3x3 sheet of nine original
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# fictional album covers. A record picks one tile at random via uv1 scale/offset —
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# one texture in VRAM, eighteen different-looking records on the floor.
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const SLEEVE_ATLASES: Array[String] = [
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"res://assets/art/sleeves_a.jpg",
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"res://assets/art/sleeves_b.jpg",
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]
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var _sleeve_textures: Array[Texture2D] = []
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var _records_skinned := 0
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func _build_rack(origin: Vector3) -> void:
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_records.clear() # stale refs from the freed world; repopulated by _place_record
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# two racks form a smashable back wall of the booth
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_glb_piece(RACK_GLB, "wood", Vector2(origin.x - 0.95, origin.z - 0.7), true)
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_glb_piece(RACK_GLB, "wood", Vector2(origin.x + 0.95, origin.z - 0.7), true)
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# crates of records on the floor in front, in two rows
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var spots := [
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Vector2(-0.8, 0.5), Vector2(0.0, 0.5), Vector2(0.8, 0.5),
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Vector2(-0.4, 1.2), Vector2(0.4, 1.2),
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]
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for spot in spots:
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var xz: Vector2 = spot + Vector2(origin.x, origin.z)
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var crate := _glb_piece(CRATE_GLB, "wood", xz, false)
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var crate_top: float = crate["top"]
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# a few records stacked on the crate; smashing the crate spills them, and each
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# one is now a grabbable Record (sleeve + hidden disc), not a one-hit prop
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for i in range(3):
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var jitter := Vector2(randf_range(-0.06, 0.06), randf_range(-0.06, 0.06))
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var rec := _place_record(xz + jitter, crate_top + float(i) * 0.03)
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(crate["piece"] as Smashable).supports.append(rec)
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print("[art] records skinned with sleeve art: ", _records_skinned)
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_build_office(origin)
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## Lane 2's workplace props scattered as furniture, with the office PRINTER as the level
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## boss on its desk (soaks several hits, dies in a bigger burst). Each of these ships a
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## .fractured.glb, so _glb_piece auto-wires real chunk destruction (see there).
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func _build_office(origin: Vector3) -> void:
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var o := Vector2(origin.x, origin.z)
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# the boss: a printer on a desk. Desk is a frozen support; smashing it drops the printer.
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var desk := _glb_piece(DESK_GLB, "wood", o + Vector2(2.7, -0.3), true)
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var printer := _glb_piece(PRINTER_GLB, "steel", o + Vector2(2.7, -0.3), false, desk["top"])
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var boss := printer["piece"] as Smashable
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boss.is_boss = true
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boss.hits_to_break = 5 # the boss soaks a beating before it bursts
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boss.mass = 8.0 # heavy, so hits rock it but don't shove it off the desk
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(desk["piece"] as Smashable).supports.append(printer["piece"])
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# furniture around the booth — floor props you can wreck into real chunks
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_glb_piece(CABINET_GLB, "steel", o + Vector2(-2.7, -0.3), false)
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_glb_piece(COOLER_GLB, "steel", o + Vector2(3.3, 1.6), false)
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_glb_piece(CRT_GLB, "glass", o + Vector2(-2.7, 1.3), false)
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_glb_piece(BOX_GLB, "cardboard", o + Vector2(1.9, 2.4), false)
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_glb_piece(TURNTABLE_GLB, "wood", o + Vector2(-1.7, -1.3), false)
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## Spawn one grabbable Record (sleeve + nested disc) resting on `sit_on`. Mirrors
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## _glb_piece's "drop the AABB bottom onto sit_on" trick, but the Record builds its own
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## visuals/colliders/disc in _ready, so we just skin the sleeve and place it.
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func _place_record(xz: Vector2, sit_on: float) -> Record:
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var rec := Record.new()
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rec.setup()
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var g: String = GameMode.GENRES[randi() % GameMode.GENRES.size()]
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rec.sleeve_genre = g
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rec.disc_genre = g # matches until GameMode plants a mismatch
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_world.add_child(rec) # _ready() splits record.glb, builds the disc
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if rec.sleeve_visual != null:
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_skin_record(rec.sleeve_visual) # random cover art on the jacket faces
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var ab := _body_local_aabb(rec, rec.sleeve_visual) if rec.sleeve_visual != null else AABB()
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rec.global_position = Vector3(xz.x, sit_on - ab.position.y, xz.y)
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rec.smashed.connect(_on_smashed) # the empty sleeve breaking counts + juices
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var disc := rec.disc_body()
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if disc != null:
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disc.smashed.connect(_on_smashed) # the cracked disc counts + juices too
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_records.append(rec)
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return rec
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## Instance a GLB as the VISUAL of a Smashable, give it a box collider auto-sized to
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## the mesh AABB, and drop it so its bottom rests at height `sit_on`. Returns
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## { piece: Smashable, top: float } so a caller can stack the next thing on top.
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func _glb_piece(path: String, kind: String, xz: Vector2, frozen: bool, sit_on := 0.0) -> Dictionary:
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var s := Smashable.new()
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s.kind = kind
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s.start_frozen = frozen
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# real destruction: if Lane 2 shipped a <name>.fractured.glb next to this GLB, use it
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var frac := path.get_basename() + ".fractured.glb"
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if ResourceLoader.exists(frac):
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s.fractured_scene = load(frac) as PackedScene
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var packed := load(path) as PackedScene
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var vis: Node3D = packed.instantiate()
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s.add_child(vis)
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if kind == "vinyl":
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_skin_record(vis) # random sleeve art on the jacket faces
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_world.add_child(s) # in-tree so transforms/AABBs resolve
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var ab := _body_local_aabb(s, vis)
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if ab.size == Vector3.ZERO:
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ab = AABB(Vector3(-0.2, 0.0, -0.2), Vector3(0.4, 0.4, 0.4)) # fallback
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var col := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = ab.size
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col.shape = box
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col.position = ab.get_center()
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s.add_child(col)
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s.global_position = Vector3(xz.x, sit_on - ab.position.y, xz.y) # AABB bottom lands on sit_on
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s.smashed.connect(_on_smashed)
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return {"piece": s, "top": sit_on + ab.size.y}
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## Give a record's sleeve faces a random cover from the generated 3x3 sheets.
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## The record.glb sleeve cube carries M_Sleeve_Front / M_Sleeve_Back materials
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## with real UVs — we duplicate them and window one tile of the atlas via
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## uv1_scale/uv1_offset (no image slicing, one texture serves nine covers).
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func _skin_record(vis: Node3D) -> void:
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if _sleeve_textures.is_empty():
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for p in SLEEVE_ATLASES:
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var t := load(p) as Texture2D
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if t != null:
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_sleeve_textures.append(t)
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if _sleeve_textures.is_empty():
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return # art not imported yet — records stay plain
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var tex: Texture2D = _sleeve_textures[randi() % _sleeve_textures.size()]
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var tile_col := randi() % 3
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var tile_row := randi() % 3
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var mis: Array[MeshInstance3D] = []
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_collect_meshes(vis, mis)
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var did := false
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for mi in mis:
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if mi.mesh == null:
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continue
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for si in mi.mesh.get_surface_count():
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var mat := mi.mesh.surface_get_material(si)
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if mat == null or not (mat is BaseMaterial3D):
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continue
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var nm: String = mat.resource_name
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if nm.contains("Sleeve_Front") or nm.contains("Sleeve_Back"):
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var dup := mat.duplicate() as BaseMaterial3D
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dup.albedo_color = Color.WHITE
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dup.albedo_texture = tex
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dup.uv1_scale = Vector3(1.0 / 3.0, 1.0 / 3.0, 1.0)
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dup.uv1_offset = Vector3(tile_col / 3.0, tile_row / 3.0, 0.0)
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mi.set_surface_override_material(si, dup)
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did = true
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if did:
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_records_skinned += 1
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## Combined AABB of every MeshInstance3D under `visual_root`, in `body`'s local space
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## (independent of where `body` currently sits in the world).
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func _body_local_aabb(body: Node3D, visual_root: Node3D) -> AABB:
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var mis: Array[MeshInstance3D] = []
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_collect_meshes(visual_root, mis)
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var inv := body.global_transform.affine_inverse()
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var acc := AABB()
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var started := false
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for mi in mis:
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var a := mi.get_aabb()
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var rel := inv * mi.global_transform
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for i in range(8):
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var corner := a.position + Vector3(
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a.size.x * float(i & 1),
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a.size.y * float((i >> 1) & 1),
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a.size.z * float((i >> 2) & 1))
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var p := rel * corner
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if not started:
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acc = AABB(p, Vector3.ZERO)
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started = true
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else:
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acc = acc.expand(p)
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return acc
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func _collect_meshes(n: Node, acc: Array[MeshInstance3D]) -> void:
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if n is MeshInstance3D:
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acc.append(n)
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for c in n.get_children():
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_collect_meshes(c, acc)
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func _piece(kind: String, size: Vector3, pos: Vector3, frozen: bool, cylinder := false) -> Smashable:
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var s := Smashable.new()
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s.kind = kind
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s.start_frozen = frozen
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var mat := StandardMaterial3D.new()
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mat.albedo_color = Smashable.PROFILES[kind]["color"]
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var mesh := MeshInstance3D.new()
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mesh.material_override = mat
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var col := CollisionShape3D.new()
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if cylinder:
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var cm := CylinderMesh.new()
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cm.top_radius = size.x
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cm.bottom_radius = size.x
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cm.height = size.y
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mesh.mesh = cm
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var cs := CylinderShape3D.new()
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cs.radius = size.x
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cs.height = size.y
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col.shape = cs
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else:
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var bm := BoxMesh.new()
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bm.size = size
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mesh.mesh = bm
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var bs := BoxShape3D.new()
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bs.size = size
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col.shape = bs
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s.add_child(mesh)
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s.add_child(col)
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_world.add_child(s) # _ready() runs here (kind + frozen already set)
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s.global_position = pos
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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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_smash_count += 1
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if _juice != null:
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_juice.impact(kind, at, shards)
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if _game_mode != null:
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_game_mode.on_smashed() # scores the mess during a FindMisfiled round
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# ---------------------------------------------------------------- input
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func _unhandled_input(event: InputEvent) -> void:
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# Melee (L-click punch / R-click kick), grab (E/G/drag), and Esc live in Player.gd.
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# Here: debug keys + the game-mode keys. Rain is on B (S walks backward now).
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if event is InputEventKey and event.pressed and not event.echo:
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if event.keycode == KEY_B:
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_rain(500)
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elif event.keycode == KEY_R:
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_reset()
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elif event.keycode == KEY_1:
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_switch_mode(GameMode.Mode.FREE_PLAY)
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elif event.keycode == KEY_2:
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_switch_mode(GameMode.Mode.FIND_MISFILED)
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elif event.keycode == KEY_F and _game_mode != null:
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_game_mode.report() # report the disc you're holding (FindMisfiled)
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# The Day-0 stress gate: rain N bodies, watch the FPS counter hold.
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func _rain(n: int) -> void:
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for i in n:
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var b := RigidBody3D.new()
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b.add_to_group("debris")
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var mesh := MeshInstance3D.new()
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var bm := BoxMesh.new()
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bm.size = Vector3(0.12, 0.12, 0.12)
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mesh.mesh = bm
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b.add_child(mesh)
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var col := CollisionShape3D.new()
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var shape := BoxShape3D.new()
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shape.size = bm.size
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col.shape = shape
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b.add_child(col)
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_world.add_child(b)
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b.global_position = Vector3(randf_range(-2.2, 2.2), randf_range(3.5, 8.0), randf_range(-2.2, 2.2))
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func _reset() -> void:
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for c in _world.get_children():
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c.queue_free()
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_smash_count = 0
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await get_tree().process_frame
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_build_rack(Vector3.ZERO)
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# re-arm whatever mode we're in against the fresh set of records
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if _game_mode != null:
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if _game_mode.mode == GameMode.Mode.FIND_MISFILED:
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_game_mode.begin_find_misfiled(_records)
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else:
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_game_mode.begin_free_play(_records)
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## Switch mode and rebuild the store fresh so a round always starts clean.
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func _switch_mode(m: int) -> void:
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if _game_mode == null:
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return
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_game_mode.mode = m # _reset() reads this to pick begin_free_play/begin_find_misfiled
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await _reset()
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# ---------------------------------------------------------------- HUD
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func _setup_hud() -> void:
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var layer := CanvasLayer.new()
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add_child(layer)
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_hud = Label.new()
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_hud.position = Vector2(16, 12)
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_hud.add_theme_font_size_override("font_size", 18)
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_hud.add_theme_color_override("font_color", Color(1, 0.36, 0.62))
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layer.add_child(_hud)
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|
|
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func _process(_dt: float) -> void:
|
|
if _hud == null:
|
|
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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var c := _juice.combo() if _juice != null else 0
|
|
var combo_str := (" COMBO x%d" % c) if c > 1 else ""
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var mode_line := _game_mode.hud_line() if _game_mode != null else ""
|
|
_hud.text = "FPS %d bodies %d smashed %d%s\n%s\nWASD move E grab drag ←→ pull LMB throw/punch G drop F report B rain R reset" % [
|
|
Engine.get_frames_per_second(), bodies, _smash_count, combo_str, mode_line]
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