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scale; also scales all box coords +var wardrobe_states: Array = [] # ordered, e.g. ["base", "torn"] +var tear_below_hp := 0.0 # fraction; reaching it forces the last state var normals := {} # "P" -> move name, "6P" -> forward+P, "K" -> ... var command_moves: Array = [] # [{motion:[2,3,6], button:"P", move:"rush_palm"}] var moves := {} # name -> MoveData @@ -32,6 +34,10 @@ static func load_dir(dir_path: String) -> CharacterData: c.jump_velocity = float(d.get("jump_velocity", -13.5)) c.color = Color(d.get("color", "#ffffff")) c.sprite_scale = float(d.get("sprite_scale", 1.0)) + var w = d.get("wardrobe", null) + if w != null: + c.wardrobe_states = w.get("states", []) + c.tear_below_hp = float(w.get("tear_below_hp", 0.0)) c.normals = d.get("normals", {}) c.command_moves = d.get("command_moves", []) diff --git a/engine/core/fighter.gd b/engine/core/fighter.gd index 1073ef0d..50a1c48e 100644 --- a/engine/core/fighter.gd +++ b/engine/core/fighter.gd @@ -22,6 +22,7 @@ var attack_move: MoveData = null var has_hit := false # current attack already connected var stun := 0 # remaining hit/block stun ticks var hp := 1000 +var wardrobe := 0 # index into data.wardrobe_states var facing := 1 # 1 = facing right var pos_x := 0.0 var pos_y := 0.0 # 0 = on ground, negative = airborne @@ -180,6 +181,7 @@ func take_hit(atk: MoveData, blocked: bool) -> void: _enter(St.BLOCKSTUN) return hp = maxi(hp - atk.damage, 0) + _update_wardrobe(atk) if hp <= 0: _enter(St.KO) elif atk.knockdown: @@ -189,6 +191,24 @@ func take_hit(atk: MoveData, blocked: bool) -> void: _enter(St.HITSTUN) +## Clothing degrades forward only: tearing moves advance one state, +## dropping below the hp threshold forces the final state. +func _update_wardrobe(atk: MoveData) -> void: + var n := data.wardrobe_states.size() + if n == 0: + return + if atk.tears: + wardrobe = mini(wardrobe + 1, n - 1) + if data.tear_below_hp > 0.0 and hp < int(data.health * data.tear_below_hp): + wardrobe = n - 1 + + +func wardrobe_state_name() -> String: + if wardrobe == 0 or wardrobe >= data.wardrobe_states.size(): + return "" + return data.wardrobe_states[wardrobe] + + func _enter(s: int) -> void: state = s anim_tick = 0 @@ -234,7 +254,7 @@ func _apply_render() -> void: var m := current_move() if _sprite == null or m == null: return - var tex = m.frame_texture(anim_tick) + var tex = m.frame_texture(anim_tick, wardrobe_state_name()) if tex == null: return _sprite.texture = tex diff --git a/engine/core/match_engine.gd b/engine/core/match_engine.gd index 14930c2f..99e33c63 100644 --- a/engine/core/match_engine.gd +++ b/engine/core/match_engine.gd @@ -188,16 +188,22 @@ func _physics_process(_delta: float) -> void: _update_hud() overlay.queue_redraw() - if shot_path != "" and tick_count == 100: + if shot_path != "" and tick_count == 132: _save_screenshot() -## Scripted input for screenshot mode: walk into range, then jab on contact. +## Scripted input for screenshot mode: walk into range, then QCF+P special. func _demo_input(t: int) -> int: - if t < 68: + if t < 66: return 1 << 9 + if t == 68 or t == 69: + return InputBuffer.DOWN + if t == 70 or t == 71: + return InputBuffer.DOWN | (1 << 9) if t == 72 or t == 73: - return InputBuffer.P + return 1 << 9 + if t == 74 or t == 75: + return (1 << 9) | InputBuffer.P return 0 diff --git a/engine/core/move_data.gd b/engine/core/move_data.gd index b6c05c81..bdf77eb6 100644 --- a/engine/core/move_data.gd +++ b/engine/core/move_data.gd @@ -20,7 +20,9 @@ var knockdown := false var cancels: Array = [] var root_motion := PackedFloat32Array() # per-tick forward dx, optional var root_motion_frames := PackedFloat32Array() # per-ART-FRAME dx (from renders) -var frames: Array = [] # Array[Texture2D] +var frames: Array = [] # Array[Texture2D] (base wardrobe state) +var frame_variants := {} # state name -> Array[Texture2D] +var tears := false # landing this move tears clothing var frame_size := Vector2i.ZERO var _hurt_default: Array = [] # Array[Rect2] var _hurt_frames := {} # tick -> Array[Rect2] @@ -76,17 +78,25 @@ static func load_dir(dir_path: String) -> MoveData: m.root_motion.append(float(v)) for v in d.get("root_motion_frames", []): m.root_motion_frames.append(float(v)) + m.tears = bool(d.get("tears", false)) var hurt = d.get("hurtboxes", {}) m._hurt_default = _parse_rects(hurt.get("default", [])) m._hurt_frames = _parse_ranged(hurt.get("frames", null)) m._hitboxes = _parse_ranged(d.get("hitboxes", null)) m._load_frames(dir_path + "/frames") + # wardrobe variants live in sibling dirs: frames@torn, frames@geared, ... + var move_global := ProjectSettings.globalize_path(dir_path) + for sub in DirAccess.get_directories_at(move_global): + if sub.begins_with("frames@"): + var state := sub.trim_prefix("frames@") + m.frame_variants[state] = _load_frame_dir(dir_path + "/" + sub) return m ## Frames load via Image.load_from_file so characters/ works as a plain ## drop-in folder — no editor import step needed for new characters. -func _load_frames(frames_path: String) -> void: +static func _load_frame_dir(frames_path: String) -> Array: + var out: Array = [] var global := ProjectSettings.globalize_path(frames_path) var files := DirAccess.get_files_at(global) var names: Array = [] @@ -97,15 +107,27 @@ func _load_frames(frames_path: String) -> void: for f in names: var img := Image.load_from_file(global + "/" + f) if img: - frames.append(ImageTexture.create_from_image(img)) + out.append(ImageTexture.create_from_image(img)) + return out + + +func _load_frames(frames_path: String) -> void: + frames = _load_frame_dir(frames_path) if not frames.is_empty(): frame_size = frames[0].get_size() -func frame_texture(tick: int): +## `state` picks a wardrobe variant; falls back to base frames when the +## variant is missing or shorter than the base set. +func frame_texture(tick: int, state: String = ""): if frames.is_empty(): return null - return frames[mini(_frame_index(tick), frames.size() - 1)] + var idx := mini(_frame_index(tick), frames.size() - 1) + if state != "" and frame_variants.has(state): + var v: Array = frame_variants[state] + if idx < v.size(): + return v[idx] + return frames[idx] func is_active(tick: int) -> bool: diff --git a/pipeline/pack_character.py b/pipeline/pack_character.py index 4a36e067..0582b6e7 100644 --- a/pipeline/pack_character.py +++ b/pipeline/pack_character.py @@ -38,6 +38,18 @@ def main() -> None: frames = sorted(move_dir.glob("*.png")) + sorted(move_dir.glob("*.webp")) if not frames: continue + # "@" renders are wardrobe variants: frames go to + # moves//frames@/ and no data.json is touched + if "@" in move_dir.name: + move, state = move_dir.name.split("@", 1) + vout = dst / "moves" / move / ("frames@" + state) + if vout.exists(): + shutil.rmtree(vout) + vout.mkdir(parents=True, exist_ok=True) + for i, f in enumerate(frames): + shutil.copy(f, vout / f"{i:04d}{f.suffix}") + moves.append(move_dir.name) + continue out = dst / "moves" / move_dir.name / "frames" out.mkdir(parents=True, exist_ok=True) for i, f in enumerate(frames): diff --git a/pipeline/render_moves.py b/pipeline/render_moves.py index 4cb507e9..5464aeeb 100644 --- a/pipeline/render_moves.py +++ b/pipeline/render_moves.py @@ -38,6 +38,10 @@ def parse_args(): ap.add_argument("--samples", type=int, default=16) ap.add_argument("--step", type=int, default=1, help="render every Nth frame") ap.add_argument("--max-frames", type=int, default=0, help="cap source frames per clip (0 = all)") + ap.add_argument("--torn", default="", + help="comma list of mesh-name substrings to tear (punch alpha " + "holes in their textures); output dirs get an @torn suffix") + ap.add_argument("--torn-seed", type=int, default=7) return ap.parse_args(argv) @@ -112,6 +116,53 @@ def assign_action(arm, act): arm.animation_data.action_slot = act.slots[0] +## Punch jagged alpha holes into the base-color textures of matching meshes +## and switch their materials to alpha-clip — sprite-scale "shredded" look. +def tear_clothing(objs, name_filter: str, seed: int): + import random + + import numpy as np + rng = random.Random(seed) + keys = [k.strip().lower() for k in name_filter.split(",") if k.strip()] + done_images = set() + for o in objs: + if o.type != "MESH" or not any(k in o.name.lower() for k in keys): + continue + for slot in o.material_slots: + mat = slot.material + if mat is None or not mat.use_nodes: + continue + mat.blend_method = "CLIP" + for node in mat.node_tree.nodes: + if node.type != "TEX_IMAGE" or node.image is None: + continue + img = node.image + if img.name in done_images: + continue + done_images.add(img.name) + w, h = img.size + if w == 0: + continue + px = np.empty(w * h * 4, dtype=np.float32) + img.pixels.foreach_get(px) + px = px.reshape(h, w, 4) + yy, xx = np.mgrid[0:h, 0:w] + for _ in range(14): # jagged elliptical rips + cx, cy = rng.uniform(0, w), rng.uniform(0, h) + rx = rng.uniform(0.02, 0.07) * w + ry = rng.uniform(0.04, 0.12) * h + ang = rng.uniform(0, math.pi) + dx, dy = xx - cx, yy - cy + u = (dx * math.cos(ang) + dy * math.sin(ang)) / rx + v = (-dx * math.sin(ang) + dy * math.cos(ang)) / ry + d = u * u + v * v + noise = 0.55 + 0.45 * np.sin(u * 9.0) * np.cos(v * 7.0) + px[..., 3] = np.where(d < noise, 0.0, px[..., 3]) + img.pixels.foreach_set(px.reshape(-1)) + img.update() + print("TORE texture", img.name, "on", o.name) + + def import_clip_action(path: str, target_arm): """Import an anim-only FBX, steal its action, delete its skeleton. Mixamo namespaces bones per download (mixamorig:, mixamorig6:, ...); @@ -199,6 +250,10 @@ def main(): import mathutils arm.matrix_world = mathutils.Matrix.Rotation(math.radians(args.rotz), 4, "Z") @ arm.matrix_world normalize_character(arm, objs, args.height) + variant_suffix = "" + if args.torn: + tear_clothing(objs, args.torn, args.torn_seed) + variant_suffix = "@torn" clips_arg = str(Path(args.clips).expanduser()) p = Path(clips_arg) @@ -221,7 +276,7 @@ def main(): hips = next((pb for pb in arm.pose.bones if pb.name.endswith("Hips")), None) base_loc = (arm.location.x, arm.location.y) px_per_m = args.size / args.cam_height - move = clip.stem.lower() + move = clip.stem.lower() + variant_suffix move_dir = out_root / move move_dir.mkdir(parents=True, exist_ok=True) n = 0 diff --git a/tools/tune_fighters.py b/tools/tune_fighters.py index 70afa2c9..5a976d3f 100644 --- a/tools/tune_fighters.py +++ b/tools/tune_fighters.py @@ -35,9 +35,13 @@ TUNE = { "kick": dict(total=40, startup=12, active=[13, 18], damage=70, hitstun=22, blockstun=13, pushback=14, hitboxes={"13-18": [[40, -320, 120, 60]]}), + # designed lunge (per-tick root_motion beats clip-derived frames data — + # the chapa/hurricane clips travel the wrong way for gameplay) "special": dict(total=52, startup=15, active=[16, 24], damage=95, hitstun=26, - blockstun=16, pushback=18, knockdown=True, - hitboxes={"16-24": [[35, -330, 115, 80]]}), # travel: clip root motion + blockstun=16, pushback=18, knockdown=True, tears=True, + root_motion=[0, 0, 0, 0, 2, 5, 8, 11, 13, 14, 14, 13, 12, 11, + 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1], + hitboxes={"16-24": [[35, -330, 115, 80]]}), } MANIFESTS = { @@ -45,6 +49,7 @@ MANIFESTS = { "id": "kachujin", "name": "KACHUJIN", "health": 1000, "walk_speed": 3.4, "back_speed": 2.7, "jump_velocity": -13.5, "color": "#c03a2e", "sprite_scale": 1.25, + "wardrobe": {"states": ["base", "torn"], "tear_below_hp": 0.35}, "normals": {"P": "jab", "6P": "straight", "K": "kick"}, "command_moves": [{"motion": [2, 3, 6], "button": "P", "move": "special"}], }, @@ -52,6 +57,7 @@ MANIFESTS = { "id": "vesper", "name": "VESPER", "health": 950, "walk_speed": 3.7, "back_speed": 2.9, "jump_velocity": -14.0, "color": "#b48fd0", "sprite_scale": 1.25, + "wardrobe": {"states": ["base", "torn"], "tear_below_hp": 0.35}, "normals": {"P": "jab", "6P": "straight", "K": "kick"}, "command_moves": [{"motion": [2, 3, 6], "button": "P", "move": "special"}], },