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 | ||
| .gitignore | ||
| main.tscn | ||
| project.godot | ||
| README.md | ||
Destroyulator — Cascade Prototype
Mac-first (Apple Silicon / Metal), Godot 4.7, Jolt physics. Built to prove two things on the M3 before committing: the destruction feels good, and the frame rate holds.
Run it
Editor (easiest): open /Applications/Godot.app, import this folder (game/), press F5 / ▶.
CLI:
/Applications/Godot.app/Contents/MacOS/Godot --path /Users/m3ultra/Documents/Destroyulater/game
Controls
| Input | Does |
|---|---|
| Left-click | Swing the (nerf) hammer at whatever's under the cursor |
| S | Rain 500 rigid bodies — the Day-0 stress gate. Watch the FPS counter hold. |
| R | Reset the rack |
Top-left HUD shows FPS · live body count · things smashed.
What it's proving — the cascade
The rack is nested the same way your store's DB is (rack → shelf → crate → jacket → record):
- Frame + shelves start frozen (act static, hold everything up).
- Smash a shelf → it bursts into shards and vanishes → the crates on it fall → the cardboard jackets spill → the vinyl records tumble out →
- records are brittle (
brittle_speedinSmashable.gd) → they crack a beat later when they smack the floor. A record that lands flat survives — there's your comedy/score beat.
No scripted "release" logic — gravity reads the hierarchy. That's the whole point.
Files
scripts/Smashable.gd— one component for every breakable piece. ThePROFILEStable is where material identity is authored (color · shard count · brittleness · bounce). Swapwood/cardboard/vinyl/glass/steelbehaviours here.scripts/Main.gd— builds the world + rack from primitives, hammer raycast, stress test, HUD.
Next step: real art (one function)
Everything is grey primitives so it runs with zero import deps. To use your actual assets,
change _piece() in Main.gd to load a GLB instead of building a BoxMesh, e.g.
load("res://assets/wooden-rack-type-long.glb").instantiate() for the visual, keep the
convex collider. Your 3D-STORE/clean_glbs/*.glb are ready to copy into game/assets/.