commit b067bf7f0b92d1563cdc45583960aa125b67791b Author: m3ultra Date: Tue Jul 28 18:45:44 2026 +1000 Scaffold: deterministic 60Hz combat core, drop-in character format, MODELBEAST pipeline - Godot 4.7 project; fixed-tick FSM fighter, facing-relative input buffer with numpad motion parsing, box collision, training-mode hitbox overlay - characters/ = self-describing drop-in folders (spec in _spec/); two generated placeholder fighters (alpha, beta) - pipeline/: pack_character.py + autohitbox.py (pose/silhouette hurtboxes) - STUDY.md: reverse-engineering study of the BKB reference games Co-Authored-By: Claude Opus 5 diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..e74eca86 --- /dev/null +++ b/.gitignore @@ -0,0 +1,15 @@ +# Godot cache +.godot/ + +# Python tooling env +.venv/ + +# macOS +.DS_Store + +# Licensed reference material — study only, never ship, never commit +*.iso +Bikini-Karate-Babes-2-Warriors-of-Elysia_Win_EN/ + +# Local render output (MODELBEAST batches land here before packing) +renders/ diff --git a/Digitized Fighting Game Tech Report.pdf b/Digitized Fighting Game Tech Report.pdf new file mode 100644 index 00000000..b2adc806 Binary files /dev/null and b/Digitized Fighting Game Tech Report.pdf differ diff --git a/README.md b/README.md new file mode 100644 index 00000000..6fb1dcfa --- /dev/null +++ b/README.md @@ -0,0 +1,55 @@ +# FOITIN + +Original digitized-style fighting game — the *Bikini Karate Babes* / *Mortal Kombat* +formula (frame-captured fighters, data-driven everything) rebuilt with a modern +engine and a generative 3D asset pipeline. All assets are our own. + +- **[STUDY.md](STUDY.md)** — reverse-engineering study of the BKB games + the + assessment this project is built on. Start here. +- **[characters/_spec/CHARACTER_SPEC.md](characters/_spec/CHARACTER_SPEC.md)** — + the drop-in character folder format. +- **[pipeline/README.md](pipeline/README.md)** — MODELBEAST character pipeline. + +## Run + +Godot 4.7+. Open the project, hit play — or: + +```bash +/Applications/Godot.app/Contents/MacOS/Godot --path . +``` + +P1: **WASD** + **J**/**K** (punch/kick, `→+J` straight, QCF+**J** special) +P2: **arrows** + **O**/**P** · **F1** hitbox viewer · **R** reset after KO + +## Layout + +``` +engine/core/ fixed-tick combat core (FSM, input buffer, boxes, hit resolution) +engine/debug/ training-mode hitbox overlay +characters/ one folder per fighter — the engine scans this at boot +tools/ gen_placeholder_char.py (stick-figure stand-in fighters) +pipeline/ render→hitbox→pack scripts for MODELBEAST-made characters +``` + +## Design rules + +1. **60Hz deterministic tick.** All gameplay advances in `tick(input_mask)` from + input only — keeps rollback netcode on the table. Rendering just reads state. +2. **Characters are data.** No fighter-specific code, ever. If a character needs + a new mechanic, the mechanic becomes a generic engine feature driven by JSON. +3. **Art frame-rate ≠ game timing.** Moves are timed in ticks; sprite sequences + stretch over them (BKB's `.bik`+`.zon`+`.geo` split, modernized). + +## Adding a character + +```bash +# placeholder (instant): +python3 tools/gen_placeholder_char.py gamma '#8855ee' + +# production (MODELBEAST): render moves to renders///*.png, then +python3 pipeline/pack_character.py renders/ --name NAME --color '#hex' +python3 pipeline/autohitbox.py characters/ +# tune timings/damage in each move's data.json, bind moves in manifest.json +``` + +Restart the game — the roster is whatever's in `characters/`. diff --git a/STUDY.md b/STUDY.md new file mode 100644 index 00000000..a51c79d3 --- /dev/null +++ b/STUDY.md @@ -0,0 +1,163 @@ +# FOITIN — Digitized Fighting Game: Source Study & Assessment + +*Study of Bikini Karate Babes 1 (4 ISOs) + BKB2: Warriors of Elysia (installed copy), cross-referenced +with the "Digitized Fighting Game Tech Report" PDF. Goal: build our own original digitized-style +fighter with MODELBEAST-generated assets, architected so new characters drop in as data.* + +--- + +## 1. How the original games actually work (reverse-engineered from BKB2 data) + +**Engine:** Custom C++ on Gamebryo/NetImmerse (`.nif` scene files), Bink video (`binkw32.dll`), +Miles Sound System (`mss32.dll`). 2011-era `game.exe` is only 1.4MB — the game is almost +entirely **data**, which is why it worked as a formula. + +**The core architecture — one video clip per move:** + +``` +Data// ← one folder per fighter (12 in BKB2, ~75-83 moves each) + bik/.bik ← 512×512 Bink video @ 30fps, actor pre-keyed onto white + zon/.zon ← "BKB!ZONE": per-frame collision boxes (9 zones × 8 ints/frame) + geo/.geo ← "BKB!GEOM": per-frame root-motion / ground-offset track + me2/.me2 ← "BKB!DAT2": move properties (frame windows, damage, links) + csd/ fpd/ off/ ← cancel/sound/offset sidecar data + world.nif ← stage scene +``` + +Verified numbers (Venus): +- **81 moves**, each its own clip: idle `stand` (19f loop), jab `handa` (53f), punches `handa-e`, + kicks `kicka-…`, specials `spec1/2`, blocks, ducks, hit reactions (`bhit`, `lhit`, `bfall`, + `bkfal`…), throws, wins. ~202MB/character. +- `handa.zon`: magic `BKB!ZONE`, 53 frames, **9 collision zones per frame**, each zone + 8 big-endian ints (type, shape, …, x, y, w, h, flag). Hitboxes AND hurtboxes are hand-placed + **per frame** — this was the labor bomb of the 90s pipeline. +- `handa.geo`: magic `BKB!GEOM`, 53 ints — per-frame X root position (~413px scale), i.e. baked + root motion so the character slides correctly during lunging moves. +- The full-roster inventory: **3,461 .bik clips** across the game (fights, UI slices, VS screens — + even menu elements are positioned video slices named `name-x360-y90-w256-h128.bik`). + +**BKB1 discs:** Discs 1–3 are InstallShield cabs (extractable with `unshield` if we ever want +BKB1's 19-character data), Disc 4 carries the v1.08 patched `BKB.exe`. Not needed — BKB2's +installed data is the better, complete reference. + +**What the formula gets right (why it's worth cloning):** +1. Character = folder of clips + frame-indexed metadata. Adding a fighter = adding data, zero code. +2. Frame-indexed everything: collision, root motion, damage windows all keyed to video frame N. +3. Uniform base mechanics (the Mortal Kombat doctrine): shared move vocabulary across the roster + (`handa`…`hande`, `kicka`…, `bhit`, `bfall`…) means the engine treats every character identically. + +**What it gets wrong (what we fix):** +- 30fps and a 53-frame jab (1.77s!) — floaty, non-competitive feel. Modern standard: 60fps ticks, + jab = 4-8f startup. +- White-keyed 512×512 video → halo edges, no lighting interaction, fixed camera scale. +- Hand-drawn hitboxes per frame — thousands of hours of labor we can automate. + +--- + +## 2. Level of detail needed (the real answer) + +### Per-character clip budget — the minimum viable move set is ~30 clips, not 80 + +| Category | Clips | Notes | +|---|---|---| +| Locomotion | 6 | idle loop, walk fwd/back, jump (up/fwd/back can share), duck | +| Defense | 3 | stand block, crouch block, block-stun | +| Normals | 8 | 4 punches + 4 kicks (standing/crouching mix) | +| Specials | 3–4 | the character's identity moves | +| Reactions | 6 | head hit, body hit, low hit, knockdown fall, ground, get-up | +| Throw | 2 | throw + being-thrown | +| Ceremony | 3 | intro, win, dizzy | +| **Total** | **~30–32** | BKB's ~75 includes redundant variants + mirrored versions | + +At 60fps with modern pacing, average clip ≈ 30–60 frames → **~1,200–1,800 unique frames per +character**. That's the asset bill per fighter. + +### Per-move metadata (one JSON per move, replaces .zon/.geo/.me2) + +```json +{ + "name": "jab", "input": "LP", "damage": 30, + "startup": 5, "active": [5, 8], "recovery": 14, + "cancels": ["special", "super"], "onBlock": -2, "onHit": 3, + "rootMotion": [0, 0, 2, 4, 4, 2, 0], + "boxes": { "auto": true, "hitFrames": {"5-8": [{"bone": "handR", "r": 28}]} } +} +``` + +### The one big modernization: **auto-hitboxing** +Run DWPose/RTMPose skeleton estimation over every rendered frame → generate per-frame capsule +hurtboxes from joint positions automatically. Hand-author only the *hit* boxes (active frames of +attacks), which is ~4 frames per attack. This deletes 95% of the 90s labor. It's also the same +DWPose stack the MODELBEAST gen pipeline already uses for pose conditioning — one skeleton pass +serves both generation and collision. + +--- + +## 3. Recommended architecture for FOITIN + +### Asset strategy: 3D-first, rendered to digitized sprites ("3D digitized") +Instead of filming actors (BKB) or pure image-to-image chains (fragile identity), build each +fighter as a **textured 3D character** and *render* the digitized look: + +``` +MODELBEAST pipeline per character: +1. FLUX + character LoRA → master identity portrait(s) +2. Hunyuan3D-2.1 / TRELLIS → textured, rigged-ready 3D mesh (GLB) +3. Auto-rig + mocap clips → the SHARED move library (30 clips, retargeted per character) +4. Fixed orthographic camera → render 60fps PNG frames + normal-map pass + depth pass +5. DWPose over renders → auto hurtbox capsules per frame +6. Pack: WebP/basis atlas + JSON → drop-in character folder +``` + +Why this beats video capture *and* beats pure 2D generation: +- **One mocap library, every character.** Retarget the same 30 clips to each new rig — + a new fighter costs one mesh + one retarget + one render batch (hours on MODELBEAST, not weeks). +- Perfect frame consistency, perfect alpha (no chroma halo), free normal maps → dynamic stage + lighting on sprites (the 2.5D look the tech report describes). +- The 3D source stays in the vault: cinematic camera moves for supers, restyling, re-rendering at + any resolution later. Character-specific signature moves are just extra clips in that + character's folder. + +### Engine: Godot 4.x +Matches the tech report's recommendation and our needs: deterministic fixed-tick +`_physics_process`, AnimatedSprite2D + normal maps + canvas shaders, exports to desktop AND +HTML5/WASM (partly.party-friendly). Combat core = finite state machine + input-buffer reading +numpad-notation motions, fixed 60Hz tick decoupled from render. Design it +deterministic-from-inputs on day one so rollback netcode stays possible. + +### Character folder spec (the BKB idea, modernized) + +``` +characters// + manifest.json ← display name, stats, move list, palette variants + portrait.png select.webm + moves// + frames.atlas.webp ← packed sprite frames (+ normals.webp, optional) + data.json ← frame windows, damage, boxes, root motion + audio/ ← per-move whoosh/hit/voice +source// ← (not shipped) GLB mesh, LoRA, mocap retargets, render scenes +``` + +Engine scans `characters/*` at boot → roster builds itself. **That is the "add characters as I +make them" requirement solved** — same as BKB's per-character folders, but self-describing. + +--- + +## 4. Effort assessment + +| Phase | Work | Scale | +|---|---|---| +| 1. Combat core | FSM, input buffer, fixed tick, box collision, training-mode hitbox viewer | the hard *code*; small but must be exact | +| 2. Shared move library | ~30 mocap/hand-keyed clips, named vocabulary (BKB-style) | one-time cost, reused forever | +| 3. Pipeline scripts | mesh→rig→retarget→render→pose→pack, one command per character | MODELBEAST jobs | +| 4. First 2 fighters + 1 stage | proves the loop end-to-end | the real milestone | +| 5. Roster growth | new character = new mesh through the pipeline | marginal cost ≈ hours | + +**Verdict: very buildable.** The genre's whole trick is that the engine is small and dumb while +the data is rich — a 1.4MB exe ran BKB2. Our advantages over 2002: free auto-hitboxing via pose +estimation, free asset generation via MODELBEAST, 60fps with no ROM limits, and a 3D source of +truth the originals never had. The two things that will make or break it are **feel** (frame +data tuning — steal MK's uniform-mechanics doctrine and modern startup timings, not BKB's) and +**identity consistency** (solved by going through 3D rather than per-frame image generation). + +*Original assets only — BKB data stays as reference for formats/mechanics study, nothing ships.* diff --git a/characters/_spec/CHARACTER_SPEC.md b/characters/_spec/CHARACTER_SPEC.md new file mode 100644 index 00000000..f2f5fc9e --- /dev/null +++ b/characters/_spec/CHARACTER_SPEC.md @@ -0,0 +1,97 @@ +# FOITIN character folder spec (v1) + +A character is a **self-describing folder** under `characters/`. The engine scans +`characters/*` at boot (folders starting with `_` or `.` are skipped) — dropping a +valid folder in IS shipping a character. This is the BKB per-character-folder idea +(`Data/Venus/{bik,zon,geo,me2}`) modernized: PNG/WebP frames instead of Bink video, +one JSON per move instead of the binary `BKB!ZONE/GEOM/DAT2` sidecars. + +``` +characters// + manifest.json identity, stats, move bindings + portrait.png select-screen / HUD portrait + moves// + data.json frame data (timing, boxes, damage, root motion) + frames/0000.png ... sprite sequence, alphabetical order +``` + +## Conventions + +- **Timing is in 60Hz ticks.** Sprite frames are spread evenly across a move's + `total` ticks, so art frame-rate is decoupled from game logic (render at 15, 20, + 30 or 60fps — the engine doesn't care). +- **Boxes are fighter-local, right-facing**: origin at the ground pivot (feet + centre), +x forward, −y up. Rects are `[x, y, w, h]` (y usually negative). + The engine mirrors everything when facing left. +- Frames must share one canvas size with the ground pivot at bottom-centre + (the BKB `.geo` lesson: bake a consistent pivot or sprites jitter). + +## manifest.json + +```json +{ + "id": "alpha", + "name": "ALPHA", + "health": 1000, + "walk_speed": 3.2, + "back_speed": 2.6, + "jump_velocity": -13.5, + "color": "#3ec6a8", + "normals": { "P": "jab", "6P": "straight", "K": "kick" }, + "command_moves": [ + { "motion": [2, 3, 6], "button": "P", "move": "rush_palm" } + ] +} +``` + +- `normals`: button → move. Optional numpad-direction prefix (`6P` = forward+P, + `2K` = crouching K). Plain button is the fallback. +- `command_moves`: checked before normals; `motion` is numpad notation + (`[2,3,6]` = quarter-circle-forward), completed within 14 ticks. + +## moves//data.json + +```json +{ + "name": "jab", + "total": 22, + "loop": false, + "startup": 5, + "active": [6, 8], + "damage": 30, + "hitstun": 14, + "blockstun": 8, + "pushback": 7, + "knockdown": false, + "cancels": [], + "root_motion": [0, 0, 1.5, 3, 3, 1.5], + "hurtboxes": { + "default": [[-22, -305, 44, 50], [-30, -255, 60, 105], [-26, -150, 52, 150]], + "frames": { "6-8": [[-22, -305, 44, 50], [-30, -255, 90, 105], [-26, -150, 52, 150]] } + }, + "hitboxes": { "6-8": [[30, -272, 78, 34]] } +} +``` + +- `active`: `[first, last]` tick (inclusive) the move can hit. One hit per move + execution (no multi-hit yet). +- `hitboxes` / `hurtboxes.frames`: keys are a tick or tick-range string + (`"6"`, `"6-8"`) → list of rects. `hurtboxes.default` covers unlisted ticks. +- `root_motion`: per-tick forward displacement in px, optional, truncates to 0. +- `cancels`: reserved for the cancel system (not enforced yet). + +## Required move names + +The FSM binds these animation names — every character must provide them: + +`idle` `walk_f` `walk_b` `crouch` `jump` `block` `hit` `knockdown` `getup` + +plus whatever attack moves the manifest binds. Recommended full set and budget: +see STUDY.md §2 (~30 clips). + +## Where assets come from + +Placeholder: `tools/gen_placeholder_char.py`. Production: the MODELBEAST +pipeline (`pipeline/README.md`) renders a rigged 3D character to frames, then +`pipeline/autohitbox.py` generates hurtboxes from pose estimation and +`pipeline/pack_character.py` assembles this folder. diff --git a/characters/alpha/manifest.json b/characters/alpha/manifest.json new file mode 100644 index 00000000..f6c7c6c7 --- /dev/null +++ b/characters/alpha/manifest.json @@ -0,0 +1,25 @@ +{ + "id": "alpha", + "name": "ALPHA", + "health": 1000, + "walk_speed": 3.2, + "back_speed": 2.6, + "jump_velocity": -13.5, + "color": "#3ec6a8", + "normals": { + "P": "jab", + "6P": "straight", + "K": "kick" + }, + "command_moves": [ + { + "motion": [ + 2, + 3, + 6 + ], + "button": "P", + "move": "rush_palm" + } + ] +} \ No newline at end of file diff --git a/characters/alpha/moves/block/data.json b/characters/alpha/moves/block/data.json new file mode 100644 index 00000000..2a3352fb --- /dev/null +++ b/characters/alpha/moves/block/data.json @@ -0,0 +1,26 @@ +{ + "name": "block", + "total": 12, + "hurtboxes": { + "default": [ + [ + -22, + -308, + 44, + 52 + ], + [ + -30, + -256, + 60, + 106 + ], + [ + -26, + -150, + 52, + 150 + ] + ] + } +} \ No newline at end of file diff --git a/characters/alpha/moves/block/frames/0000.png b/characters/alpha/moves/block/frames/0000.png new file mode 100644 index 00000000..27cf6727 Binary files /dev/null and b/characters/alpha/moves/block/frames/0000.png differ diff --git a/characters/alpha/moves/block/frames/0000.png.import b/characters/alpha/moves/block/frames/0000.png.import new file mode 100644 index 00000000..0d19f62e --- /dev/null +++ b/characters/alpha/moves/block/frames/0000.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bbw5f4e0syrkx" +path="res://.godot/imported/0000.png-5c397f0c7bf006cc873ea1e3d914da75.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://characters/alpha/moves/block/frames/0000.png" +dest_files=["res://.godot/imported/0000.png-5c397f0c7bf006cc873ea1e3d914da75.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/characters/alpha/moves/block/frames/0001.png b/characters/alpha/moves/block/frames/0001.png new file mode 100644 index 00000000..27cf6727 Binary files /dev/null and b/characters/alpha/moves/block/frames/0001.png differ diff --git a/characters/alpha/moves/block/frames/0001.png.import b/characters/alpha/moves/block/frames/0001.png.import new file mode 100644 index 00000000..5f4191e0 --- /dev/null +++ b/characters/alpha/moves/block/frames/0001.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cf2kaqkm8kmbi" +path="res://.godot/imported/0001.png-eb1d37493622684d7f8dcd000f0b2c14.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://characters/alpha/moves/block/frames/0001.png" +dest_files=["res://.godot/imported/0001.png-eb1d37493622684d7f8dcd000f0b2c14.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/characters/alpha/moves/block/frames/0002.png b/characters/alpha/moves/block/frames/0002.png new file mode 100644 index 00000000..27cf6727 Binary files /dev/null and b/characters/alpha/moves/block/frames/0002.png differ diff --git a/characters/alpha/moves/block/frames/0002.png.import b/characters/alpha/moves/block/frames/0002.png.import new file mode 100644 index 00000000..2fd89335 --- /dev/null +++ b/characters/alpha/moves/block/frames/0002.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cfnteyla4bo84" +path="res://.godot/imported/0002.png-aca0c913d9b3495e05907d56e14abbe5.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://characters/alpha/moves/block/frames/0002.png" 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a/characters/alpha/moves/block/frames/0003.png.import b/characters/alpha/moves/block/frames/0003.png.import new file mode 100644 index 00000000..74867894 --- /dev/null +++ b/characters/alpha/moves/block/frames/0003.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://6cyab5b0r0uc" +path="res://.godot/imported/0003.png-34c8afed837e8cae2827b3e1efbc4939.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://characters/alpha/moves/block/frames/0003.png" +dest_files=["res://.godot/imported/0003.png-34c8afed837e8cae2827b3e1efbc4939.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 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b/characters/beta/moves/walk_f/frames/0011.png new file mode 100644 index 00000000..68616de6 Binary files /dev/null and b/characters/beta/moves/walk_f/frames/0011.png differ diff --git a/characters/beta/moves/walk_f/frames/0011.png.import b/characters/beta/moves/walk_f/frames/0011.png.import new file mode 100644 index 00000000..9a3b1787 --- /dev/null +++ b/characters/beta/moves/walk_f/frames/0011.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cihu0ngpicoe4" +path="res://.godot/imported/0011.png-d1e8cb35680e6effe345b2c5976eb573.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://characters/beta/moves/walk_f/frames/0011.png" +dest_files=["res://.godot/imported/0011.png-d1e8cb35680e6effe345b2c5976eb573.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/characters/beta/moves/walk_f/frames/0012.png b/characters/beta/moves/walk_f/frames/0012.png new file mode 100644 index 00000000..d2cfe600 Binary files /dev/null and b/characters/beta/moves/walk_f/frames/0012.png differ diff --git a/characters/beta/moves/walk_f/frames/0012.png.import b/characters/beta/moves/walk_f/frames/0012.png.import new file mode 100644 index 00000000..8357c3f0 --- /dev/null +++ b/characters/beta/moves/walk_f/frames/0012.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bin4nc16srpv1" +path="res://.godot/imported/0012.png-bf841e8af83aa71ecfa9c6927a533933.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://characters/beta/moves/walk_f/frames/0012.png" +dest_files=["res://.godot/imported/0012.png-bf841e8af83aa71ecfa9c6927a533933.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/characters/beta/portrait.png b/characters/beta/portrait.png new file mode 100644 index 00000000..2879ff7c Binary files /dev/null and b/characters/beta/portrait.png differ diff --git a/characters/beta/portrait.png.import b/characters/beta/portrait.png.import new file mode 100644 index 00000000..c3312c7c --- /dev/null +++ b/characters/beta/portrait.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://ce0kenw3ogk5" +path="res://.godot/imported/portrait.png-5de3a9ebd69eb6f4617b87c84a4fe431.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://characters/beta/portrait.png" +dest_files=["res://.godot/imported/portrait.png-5de3a9ebd69eb6f4617b87c84a4fe431.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/engine/core/cfg.gd b/engine/core/cfg.gd new file mode 100644 index 00000000..a8c344bf --- /dev/null +++ b/engine/core/cfg.gd @@ -0,0 +1,11 @@ +class_name CFG +## Global combat constants. One tick = one logic frame at 60Hz. + +const TICK_RATE := 60 +const STAGE_HALF := 560.0 # playable half-width from stage centre (px) +const GROUND_Y := 620.0 # world y of the ground line +const GRAVITY := 0.55 # px/tick^2 +const PUSHBOX_W := 90.0 # body-to-body separation width +const PUSHBOX_SEP_SPEED := 4.0 # px/tick separation when overlapping +const MOTION_WINDOW := 14 # ticks allowed to complete a motion input +const PUSHBACK_TICKS := 6 # ticks over which hit pushback is applied diff --git a/engine/core/cfg.gd.uid b/engine/core/cfg.gd.uid new file mode 100644 index 00000000..2347fa15 --- /dev/null +++ b/engine/core/cfg.gd.uid @@ -0,0 +1 @@ +uid://07o5jsbguxr diff --git a/engine/core/character_data.gd b/engine/core/character_data.gd new file mode 100644 index 00000000..c6add59b --- /dev/null +++ b/engine/core/character_data.gd @@ -0,0 +1,57 @@ +class_name CharacterData +## Loads one character folder (see characters/_spec/CHARACTER_SPEC.md). +## The roster is whatever folders exist under characters/ — adding a +## fighter is dropping a folder in, no code changes. + +var id := "" +var display_name := "" +var health := 1000 +var walk_speed := 3.0 +var back_speed := 2.5 +var jump_velocity := -13.5 +var color := Color.WHITE +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 +var portrait: Texture2D = null + + +static func load_dir(dir_path: String) -> CharacterData: + var c := CharacterData.new() + var manifest_text := FileAccess.get_file_as_string(dir_path + "/manifest.json") + if manifest_text.is_empty(): + push_error("CharacterData: missing manifest.json in " + dir_path) + return c + var d = JSON.parse_string(manifest_text) + c.id = d.get("id", dir_path.get_file()) + c.display_name = d.get("name", c.id.to_upper()) + c.health = int(d.get("health", 1000)) + c.walk_speed = float(d.get("walk_speed", 3.0)) + c.back_speed = float(d.get("back_speed", 2.5)) + c.jump_velocity = float(d.get("jump_velocity", -13.5)) + c.color = Color(d.get("color", "#ffffff")) + c.normals = d.get("normals", {}) + c.command_moves = d.get("command_moves", []) + + var moves_global := ProjectSettings.globalize_path(dir_path + "/moves") + for move_dir in DirAccess.get_directories_at(moves_global): + c.moves[move_dir] = MoveData.load_dir(dir_path + "/moves/" + move_dir) + + var portrait_path := ProjectSettings.globalize_path(dir_path + "/portrait.png") + if FileAccess.file_exists(portrait_path): + var img := Image.load_from_file(portrait_path) + if img: + c.portrait = ImageTexture.create_from_image(img) + return c + + +static func scan_roster(root := "res://characters") -> Array: + var out: Array = [] + var global := ProjectSettings.globalize_path(root) + var dirs := Array(DirAccess.get_directories_at(global)) + dirs.sort() + for d in dirs: + if d.begins_with("_") or d.begins_with("."): + continue + out.append(root + "/" + d) + return out diff --git a/engine/core/character_data.gd.uid b/engine/core/character_data.gd.uid new file mode 100644 index 00000000..898f18b6 --- /dev/null +++ b/engine/core/character_data.gd.uid @@ -0,0 +1 @@ +uid://c1hwt3q38hwq1 diff --git a/engine/core/fighter.gd b/engine/core/fighter.gd new file mode 100644 index 00000000..a324dff1 --- /dev/null +++ b/engine/core/fighter.gd @@ -0,0 +1,241 @@ +class_name Fighter extends Node2D +## One fighter: deterministic FSM advanced by tick(input_mask). +## All gameplay state lives in plain vars updated at 60Hz — rendering +## just reads the current move + tick. Keep it this way: determinism +## from inputs is what keeps rollback netcode possible later. + +enum St { IDLE, WALK_F, WALK_B, CROUCH, JUMP, ATTACK, BLOCKSTUN, HITSTUN, KNOCKDOWN, GETUP, KO } + +const ANIM_FOR_STATE := { + St.IDLE: "idle", St.WALK_F: "walk_f", St.WALK_B: "walk_b", + St.CROUCH: "crouch", St.JUMP: "jump", St.BLOCKSTUN: "block", + St.HITSTUN: "hit", St.KNOCKDOWN: "knockdown", St.GETUP: "getup", + St.KO: "knockdown", +} + +var data: CharacterData +var buffer := InputBuffer.new() + +var state: int = St.IDLE +var anim_tick := 0 # ticks into the current animation/move +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 facing := 1 # 1 = facing right +var pos_x := 0.0 +var pos_y := 0.0 # 0 = on ground, negative = airborne +var vel_y := 0.0 +var push_vel := 0.0 # pushback slide, decays + +var _sprite: Sprite2D + + +func setup(char_data: CharacterData, start_x: float, face: int) -> void: + data = char_data + hp = data.health + pos_x = start_x + facing = face + _sprite = Sprite2D.new() + _sprite.centered = false + add_child(_sprite) + _apply_render() + + +func airborne() -> bool: + return pos_y < 0.0 or state == St.JUMP + + +func can_act() -> bool: + return state in [St.IDLE, St.WALK_F, St.WALK_B, St.CROUCH] + + +func blocking_high(mask: int) -> bool: + return can_act() and (mask & InputBuffer.BACK) != 0 + + +func current_move() -> MoveData: + if state == St.ATTACK: + return attack_move + var anim: String = ANIM_FOR_STATE[state] + return data.moves.get(anim, data.moves.get("idle")) + + +## ------------------------------------------------------------------ tick + +func tick(mask: int) -> void: + buffer.push(mask) + anim_tick += 1 + + match state: + St.IDLE, St.WALK_F, St.WALK_B, St.CROUCH: + _tick_neutral(mask) + St.JUMP: + _tick_airborne() + St.ATTACK: + _tick_attack() + St.BLOCKSTUN, St.HITSTUN: + _tick_stun() + St.KNOCKDOWN: + if anim_tick >= current_move().total: + _enter(St.GETUP) + St.GETUP: + if anim_tick >= current_move().total: + _enter(St.IDLE) + St.KO: + pass + + # pushback slide + if absf(push_vel) > 0.05: + pos_x += push_vel + push_vel *= 0.72 + + pos_x = clampf(pos_x, -CFG.STAGE_HALF, CFG.STAGE_HALF) + _apply_render() + + +func _tick_neutral(mask: int) -> void: + # attacks take priority + if _try_attack(mask): + return + if mask & InputBuffer.UP: + vel_y = data.jump_velocity + _enter(St.JUMP) + return + if mask & InputBuffer.DOWN: + _set_state(St.CROUCH) + return + if mask & InputBuffer.FWD: + _set_state(St.WALK_F) + pos_x += data.walk_speed * facing + elif mask & InputBuffer.BACK: + _set_state(St.WALK_B) + pos_x -= data.back_speed * facing + else: + _set_state(St.IDLE) + + +func _try_attack(mask: int) -> bool: + var p := buffer.pressed(InputBuffer.P) + var k := buffer.pressed(InputBuffer.K) + if not (p or k): + return false + # command moves first (e.g. QCF+P) + for cm in data.command_moves: + var btn: int = InputBuffer.P if cm.get("button", "P") == "P" else InputBuffer.K + if buffer.pressed(btn) and buffer.motion(cm.get("motion", [])): + return _start_attack(cm.get("move", "")) + # directional normals (6P etc.), then plain + var dir_prefix := "" + if mask & InputBuffer.FWD: + dir_prefix = "6" + elif mask & InputBuffer.DOWN: + dir_prefix = "2" + var btn_name := "P" if p else "K" + if data.normals.has(dir_prefix + btn_name): + return _start_attack(data.normals[dir_prefix + btn_name]) + if data.normals.has(btn_name): + return _start_attack(data.normals[btn_name]) + return false + + +func _start_attack(move_name: String) -> bool: + if not data.moves.has(move_name): + return false + attack_move = data.moves[move_name] + has_hit = false + _set_state(St.ATTACK) + anim_tick = 0 + return true + + +func _tick_attack() -> void: + pos_x += attack_move.root_dx(anim_tick) * facing + if anim_tick >= attack_move.total: + attack_move = null + _enter(St.IDLE) + + +func _tick_airborne() -> void: + vel_y += CFG.GRAVITY + pos_y += vel_y + if pos_y >= 0.0: + pos_y = 0.0 + vel_y = 0.0 + _enter(St.IDLE) + + +func _tick_stun() -> void: + stun -= 1 + if stun <= 0: + _enter(St.IDLE) + + +## ---------------------------------------------------------------- events + +func take_hit(atk: MoveData, blocked: bool) -> void: + push_vel = atk.pushback * -facing * (0.6 if blocked else 1.0) / CFG.PUSHBACK_TICKS * 2.0 + if blocked: + stun = atk.blockstun + _enter(St.BLOCKSTUN) + return + hp = maxi(hp - atk.damage, 0) + if hp <= 0: + _enter(St.KO) + elif atk.knockdown: + _enter(St.KNOCKDOWN) + else: + stun = atk.hitstun + _enter(St.HITSTUN) + + +func _enter(s: int) -> void: + state = s + anim_tick = 0 + + +## Keep anim_tick when staying in the same looping state (idle/walk). +func _set_state(s: int) -> void: + if state != s: + _enter(s) + + +## ---------------------------------------------------------------- boxes + +## Local rect (right-facing) -> world rect, honouring facing. +func to_world(r: Rect2) -> Rect2: + var x := pos_x + r.position.x if facing == 1 else pos_x - r.position.x - r.size.x + return Rect2(x, CFG.GROUND_Y + pos_y + r.position.y, r.size.x, r.size.y) + + +func world_hurtboxes() -> Array: + var m := current_move() + var out: Array = [] + for r in m.hurtboxes_at(anim_tick): + out.append(to_world(r)) + return out + + +func world_hitboxes() -> Array: + if state != St.ATTACK or has_hit or not attack_move.is_active(anim_tick): + return [] + var out: Array = [] + for r in attack_move.hitboxes_at(anim_tick): + out.append(to_world(r)) + return out + + +## ---------------------------------------------------------------- render + +func _apply_render() -> void: + position = Vector2(pos_x, CFG.GROUND_Y + pos_y) + var m := current_move() + if _sprite == null or m == null: + return + var tex = m.frame_texture(anim_tick) + if tex == null: + return + _sprite.texture = tex + _sprite.flip_h = facing == -1 + var s: Vector2 = tex.get_size() + _sprite.position = Vector2(-s.x / 2.0, -s.y) diff --git a/engine/core/fighter.gd.uid b/engine/core/fighter.gd.uid new file mode 100644 index 00000000..8e75f402 --- /dev/null +++ b/engine/core/fighter.gd.uid @@ -0,0 +1 @@ +uid://daduv8cqh7j4p diff --git a/engine/core/input_buffer.gd b/engine/core/input_buffer.gd new file mode 100644 index 00000000..2724e8a4 --- /dev/null +++ b/engine/core/input_buffer.gd @@ -0,0 +1,63 @@ +class_name InputBuffer +## Ring buffer of per-tick input snapshots for one fighter. +## Directions are stored FACING-RELATIVE (FWD = toward opponent) so +## motion inputs are side-agnostic, exactly like classic fighters. + +const UP := 1 +const DOWN := 2 +const BACK := 4 +const FWD := 8 +const P := 16 +const K := 32 + +const SIZE := 90 + +var _buf := PackedInt32Array() +var _head := -1 +var _count := 0 + +func _init() -> void: + _buf.resize(SIZE) + _buf.fill(0) + +func push(mask: int) -> void: + _head = (_head + 1) % SIZE + _buf[_head] = mask + _count = mini(_count + 1, SIZE) + +## Snapshot from `ticks_ago` ticks in the past (0 = current tick). +func at(ticks_ago: int) -> int: + if ticks_ago >= _count: + return 0 + return _buf[(_head - ticks_ago + SIZE) % SIZE] + +## Edge detection: button went down this tick. +func pressed(btn: int) -> bool: + return (at(0) & btn) != 0 and (at(1) & btn) == 0 + +func held(btn: int) -> bool: + return (at(0) & btn) != 0 + +## Numpad-notation digit for the snapshot `ticks_ago` (5 = neutral). +static func numpad(mask: int) -> int: + var col := 5 + if mask & FWD: + col = 6 + elif mask & BACK: + col = 4 + if mask & DOWN: + return col - 3 # 4->1 5->2 6->3 + if mask & UP: + return col + 3 # 4->7 5->8 6->9 + return col + +## True if the numpad sequence `seq` (e.g. [2,3,6] = QCF) was entered +## within the last `window` ticks. Gaps between steps are allowed. +func motion(seq: Array, window: int = CFG.MOTION_WINDOW) -> bool: + var ptr := seq.size() - 1 + for t in range(window): + if InputBuffer.numpad(at(t)) == seq[ptr]: + ptr -= 1 + if ptr < 0: + return true + return false diff --git a/engine/core/input_buffer.gd.uid b/engine/core/input_buffer.gd.uid new file mode 100644 index 00000000..e4e1f207 --- /dev/null +++ b/engine/core/input_buffer.gd.uid @@ -0,0 +1 @@ +uid://bee3k5l3oq82e diff --git a/engine/core/match_engine.gd b/engine/core/match_engine.gd new file mode 100644 index 00000000..9fa5c0a7 --- /dev/null +++ b/engine/core/match_engine.gd @@ -0,0 +1,244 @@ +extends Node2D +## Match root: owns two fighters, drives the fixed 60Hz tick, resolves +## hits, renders HUD. Scene tree is built in code so the .tscn stays +## trivial. P1: WASD + J/K. P2: arrows + O/P. F1 hitboxes, R reset. + +const BoxOverlay := preload("res://engine/debug/box_overlay.gd") + +var p1: Fighter +var p2: Fighter +var roster: Array = [] +var overlay: Node2D +var hud_p1: ColorRect +var hud_p2: ColorRect +var hud_label_1: Label +var hud_label_2: Label +var msg_label: Label +var tick_count := 0 +var match_over := false + +# screenshot/demo mode for CI-style verification: godot --path . -- --shot out.png +var shot_path := "" + + +func _ready() -> void: + for arg in OS.get_cmdline_user_args(): + if arg.begins_with("--shot="): + shot_path = arg.trim_prefix("--shot=") + _build_stage() + _load_fighters() + _build_hud() + overlay = BoxOverlay.new() + overlay.engine = self + overlay.visible = shot_path != "" + add_child(overlay) + + +func _build_stage() -> void: + var bg := ColorRect.new() + bg.color = Color("#181a20") + bg.size = Vector2(1280, 720) + add_child(bg) + var floor_rect := ColorRect.new() + floor_rect.color = Color("#2a2e3a") + floor_rect.position = Vector2(0, CFG.GROUND_Y) + floor_rect.size = Vector2(1280, 720 - CFG.GROUND_Y) + add_child(floor_rect) + + +func _load_fighters() -> void: + roster = CharacterData.scan_roster() + if roster.size() < 1: + push_error("No characters found under characters/") + return + var d1 := CharacterData.load_dir(roster[0]) + var d2 := CharacterData.load_dir(roster[mini(1, roster.size() - 1)]) + # fighters live in stage space; the stage node centres it on screen + var stage := Node2D.new() + stage.position = Vector2(640, 0) + add_child(stage) + p1 = Fighter.new() + p2 = Fighter.new() + stage.add_child(p1) + stage.add_child(p2) + p1.setup(d1, -180.0, 1) + p2.setup(d2, 180.0, -1) + + +func _build_hud() -> void: + var bar_bg1 := ColorRect.new() + bar_bg1.color = Color("#3a1020") + bar_bg1.position = Vector2(40, 30) + bar_bg1.size = Vector2(500, 26) + add_child(bar_bg1) + var bar_bg2 := ColorRect.new() + bar_bg2.color = Color("#3a1020") + bar_bg2.position = Vector2(740, 30) + bar_bg2.size = Vector2(500, 26) + add_child(bar_bg2) + hud_p1 = ColorRect.new() + hud_p1.color = Color("#e8c840") + hud_p1.position = Vector2(40, 30) + hud_p1.size = Vector2(500, 26) + add_child(hud_p1) + hud_p2 = ColorRect.new() + hud_p2.color = Color("#e8c840") + hud_p2.position = Vector2(740, 30) + hud_p2.size = Vector2(500, 26) + add_child(hud_p2) + hud_label_1 = Label.new() + hud_label_1.position = Vector2(40, 60) + add_child(hud_label_1) + hud_label_2 = Label.new() + hud_label_2.position = Vector2(1100, 60) + add_child(hud_label_2) + msg_label = Label.new() + msg_label.position = Vector2(560, 120) + msg_label.add_theme_font_size_override("font_size", 40) + add_child(msg_label) + var help := Label.new() + help.text = "P1: WASD + J/K (QCF+J special) P2: arrows + O/P F1: hitboxes R: reset" + help.position = Vector2(320, 690) + help.modulate = Color(1, 1, 1, 0.4) + add_child(help) + if p1: + hud_label_1.text = p1.data.display_name + if p2: + hud_label_2.text = p2.data.display_name + + +## ---------------------------------------------------------------- input + +func _poll_p1() -> int: + var m := 0 + if Input.is_key_pressed(KEY_W): m |= InputBuffer.UP + if Input.is_key_pressed(KEY_S): m |= InputBuffer.DOWN + if Input.is_key_pressed(KEY_A): m |= 1 << 8 # raw left + if Input.is_key_pressed(KEY_D): m |= 1 << 9 # raw right + if Input.is_key_pressed(KEY_J): m |= InputBuffer.P + if Input.is_key_pressed(KEY_K): m |= InputBuffer.K + return m + + +func _poll_p2() -> int: + var m := 0 + if Input.is_key_pressed(KEY_UP): m |= InputBuffer.UP + if Input.is_key_pressed(KEY_DOWN): m |= InputBuffer.DOWN + if Input.is_key_pressed(KEY_LEFT): m |= 1 << 8 + if Input.is_key_pressed(KEY_RIGHT): m |= 1 << 9 + if Input.is_key_pressed(KEY_O): m |= InputBuffer.P + if Input.is_key_pressed(KEY_P): m |= InputBuffer.K + return m + + +## Convert raw left/right bits into facing-relative FWD/BACK. +static func _relative(mask: int, facing: int) -> int: + var out := mask & (InputBuffer.UP | InputBuffer.DOWN | InputBuffer.P | InputBuffer.K) + var left := (mask & (1 << 8)) != 0 + var right := (mask & (1 << 9)) != 0 + if right and not left: + out |= InputBuffer.FWD if facing == 1 else InputBuffer.BACK + elif left and not right: + out |= InputBuffer.BACK if facing == 1 else InputBuffer.FWD + return out + + +## ---------------------------------------------------------------- tick + +func _physics_process(_delta: float) -> void: + if p1 == null or p2 == null: + return + if Input.is_key_pressed(KEY_R) and match_over: + get_tree().reload_current_scene() + return + if Input.is_physical_key_pressed(KEY_F1): + overlay.visible = true + + tick_count += 1 + var m1 := _poll_p1() + var m2 := _poll_p2() + if shot_path != "": + m1 = _demo_input(tick_count) + m2 = 0 + + if not match_over: + var r1 := _relative(m1, p1.facing) + var r2 := _relative(m2, p2.facing) + p1.tick(r1) + p2.tick(r2) + _update_facing() + _separate_pushboxes() + _resolve_hits(p1, p2, r2) + _resolve_hits(p2, p1, r1) + _check_ko() + + _update_hud() + overlay.queue_redraw() + + if shot_path != "" and tick_count == 100: + _save_screenshot() + + +## Scripted input for screenshot mode: walk into range, then jab on contact. +func _demo_input(t: int) -> int: + if t < 84: + return 1 << 9 + if t == 86 or t == 87: + return InputBuffer.P + return 0 + + +func _update_facing() -> void: + for pair in [[p1, p2], [p2, p1]]: + var f: Fighter = pair[0] + var o: Fighter = pair[1] + if f.can_act(): + f.facing = 1 if o.pos_x >= f.pos_x else -1 + + +func _separate_pushboxes() -> void: + if p1.airborne() or p2.airborne(): + return + if p1.state in [Fighter.St.KNOCKDOWN, Fighter.St.KO] or p2.state in [Fighter.St.KNOCKDOWN, Fighter.St.KO]: + return + var dist := absf(p1.pos_x - p2.pos_x) + if dist < CFG.PUSHBOX_W: + var push := minf((CFG.PUSHBOX_W - dist) / 2.0, CFG.PUSHBOX_SEP_SPEED) + var sign_dir := 1.0 if p1.pos_x <= p2.pos_x else -1.0 + p1.pos_x = clampf(p1.pos_x - push * sign_dir, -CFG.STAGE_HALF, CFG.STAGE_HALF) + p2.pos_x = clampf(p2.pos_x + push * sign_dir, -CFG.STAGE_HALF, CFG.STAGE_HALF) + + +func _resolve_hits(attacker: Fighter, defender: Fighter, defender_mask: int) -> void: + var hits := attacker.world_hitboxes() + if hits.is_empty(): + return + for hb in hits: + for hurt in defender.world_hurtboxes(): + if hb.intersects(hurt): + attacker.has_hit = true + defender.take_hit(attacker.attack_move, defender.blocking_high(defender_mask)) + return + + +func _check_ko() -> void: + if match_over: + return + for pair in [[p1, "P2 WINS"], [p2, "P1 WINS"]]: + var f: Fighter = pair[0] + if f.hp <= 0: + match_over = true + msg_label.text = pair[1] + + +func _update_hud() -> void: + hud_p1.size.x = 500.0 * p1.hp / p1.data.health + hud_p2.size.x = 500.0 * p2.hp / p2.data.health + hud_p2.position.x = 740 + (500 - hud_p2.size.x) + + +func _save_screenshot() -> void: + await RenderingServer.frame_post_draw + var img := get_viewport().get_texture().get_image() + img.save_png(shot_path) + get_tree().quit() diff --git a/engine/core/match_engine.gd.uid b/engine/core/match_engine.gd.uid new file mode 100644 index 00000000..9ad8d0fc --- /dev/null +++ b/engine/core/match_engine.gd.uid @@ -0,0 +1 @@ +uid://sagvfv15rev8 diff --git a/engine/core/move_data.gd b/engine/core/move_data.gd new file mode 100644 index 00000000..396d122a --- /dev/null +++ b/engine/core/move_data.gd @@ -0,0 +1,125 @@ +class_name MoveData +## One move = one folder: frames/ (sprite sequence) + data.json (frame data). +## All boxes are in fighter-local space for a RIGHT-facing fighter: +## origin at the ground pivot (feet centre), +x forward, -y up. +## Rects are [x, y, w, h] with y typically negative (above the ground). +## Timing values are in 60Hz ticks. Sprite frames are spread evenly +## across `total` ticks, so art frame count is decoupled from game timing. + +var name := "" +var total := 1 +var loop := false +var startup := 0 +var active_start := -1 +var active_end := -1 +var damage := 0 +var hitstun := 0 +var blockstun := 0 +var pushback := 0.0 +var knockdown := false +var cancels: Array = [] +var root_motion := PackedFloat32Array() # per-tick forward dx, optional +var frames: Array = [] # Array[Texture2D] +var frame_size := Vector2i.ZERO +var _hurt_default: Array = [] # Array[Rect2] +var _hurt_frames := {} # tick -> Array[Rect2] +var _hitboxes := {} # tick -> Array[Rect2] + + +static func _parse_rects(arr) -> Array: + var out: Array = [] + if arr == null: + return out + for r in arr: + out.append(Rect2(r[0], r[1], r[2], r[3])) + return out + + +## Expand {"6-8": [...], "12": [...]} into a per-tick dictionary. +static func _parse_ranged(dict) -> Dictionary: + var out := {} + if dict == null: + return out + for key in dict: + var rects := _parse_rects(dict[key]) + var parts := str(key).split("-") + var lo := int(parts[0]) + var hi := int(parts[parts.size() - 1]) + for t in range(lo, hi + 1): + out[t] = rects + return out + + +static func load_dir(dir_path: String) -> MoveData: + var m := MoveData.new() + var json_text := FileAccess.get_file_as_string(dir_path + "/data.json") + if json_text.is_empty(): + push_error("MoveData: missing data.json in " + dir_path) + return m + var d = JSON.parse_string(json_text) + m.name = d.get("name", dir_path.get_file()) + m.total = int(d.get("total", 1)) + m.loop = bool(d.get("loop", false)) + m.startup = int(d.get("startup", 0)) + var act = d.get("active", null) + if act != null: + m.active_start = int(act[0]) + m.active_end = int(act[1]) + m.damage = int(d.get("damage", 0)) + m.hitstun = int(d.get("hitstun", 0)) + m.blockstun = int(d.get("blockstun", 0)) + m.pushback = float(d.get("pushback", 0.0)) + m.knockdown = bool(d.get("knockdown", false)) + m.cancels = d.get("cancels", []) + for v in d.get("root_motion", []): + m.root_motion.append(float(v)) + 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") + 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: + var global := ProjectSettings.globalize_path(frames_path) + var files := DirAccess.get_files_at(global) + var names: Array = [] + for f in files: + if f.get_extension().to_lower() in ["png", "webp"]: + names.append(f) + names.sort() + for f in names: + var img := Image.load_from_file(global + "/" + f) + if img: + frames.append(ImageTexture.create_from_image(img)) + if not frames.is_empty(): + frame_size = frames[0].get_size() + + +func frame_texture(tick: int): + if frames.is_empty(): + return null + var t := tick % total if loop else mini(tick, total - 1) + var idx := int(float(t) * frames.size() / total) + return frames[mini(idx, frames.size() - 1)] + + +func is_active(tick: int) -> bool: + return active_start >= 0 and tick >= active_start and tick <= active_end + + +func hurtboxes_at(tick: int) -> Array: + return _hurt_frames.get(tick, _hurt_default) + + +func hitboxes_at(tick: int) -> Array: + return _hitboxes.get(tick, []) + + +func root_dx(tick: int) -> float: + if tick < root_motion.size(): + return root_motion[tick] + return 0.0 diff --git a/engine/core/move_data.gd.uid b/engine/core/move_data.gd.uid new file mode 100644 index 00000000..53f35d78 --- /dev/null +++ b/engine/core/move_data.gd.uid @@ -0,0 +1 @@ +uid://b0np75id86q3q diff --git a/engine/debug/box_overlay.gd b/engine/debug/box_overlay.gd new file mode 100644 index 00000000..19a5d087 --- /dev/null +++ b/engine/debug/box_overlay.gd @@ -0,0 +1,41 @@ +extends Node2D +## Training-mode style hitbox viewer. Cyan = hurtboxes, red = hitboxes, +## yellow line = pushbox width, text = move + tick + frame-data phase. + +var engine: Node2D + + +func _draw() -> void: + if engine == null or engine.p1 == null: + return + for f in [engine.p1, engine.p2]: + _draw_fighter(f) + + +func _draw_fighter(f: Fighter) -> void: + var off := Vector2(640, 0) # stage space -> screen space + for r in f.world_hurtboxes(): + var rr: Rect2 = Rect2(r.position + off, r.size) + draw_rect(rr, Color(0.2, 0.8, 1.0, 0.25), true) + draw_rect(rr, Color(0.2, 0.8, 1.0, 0.9), false, 1.0) + for r in f.world_hitboxes(): + var rr: Rect2 = Rect2(r.position + off, r.size) + draw_rect(rr, Color(1.0, 0.2, 0.2, 0.35), true) + draw_rect(rr, Color(1.0, 0.1, 0.1, 1.0), false, 2.0) + # pushbox footprint + var px := f.pos_x + 640 + draw_line(Vector2(px - CFG.PUSHBOX_W / 2, CFG.GROUND_Y), + Vector2(px + CFG.PUSHBOX_W / 2, CFG.GROUND_Y), Color.YELLOW, 2.0) + # state readout + var m := f.current_move() + var phase := "" + if f.state == Fighter.St.ATTACK and m != null: + if m.is_active(f.anim_tick): + phase = " ACTIVE" + elif f.anim_tick < m.startup: + phase = " startup" + else: + phase = " recovery" + var label := "%s t%d%s" % [m.name if m else "?", f.anim_tick, phase] + draw_string(ThemeDB.fallback_font, Vector2(px - 40, CFG.GROUND_Y + 40), + label, HORIZONTAL_ALIGNMENT_LEFT, -1, 14, Color.WHITE) diff --git a/engine/debug/box_overlay.gd.uid b/engine/debug/box_overlay.gd.uid new file mode 100644 index 00000000..09def673 --- /dev/null +++ b/engine/debug/box_overlay.gd.uid @@ -0,0 +1 @@ +uid://cdopu5ywewq3k diff --git a/engine/scenes/Fight.tscn b/engine/scenes/Fight.tscn new file mode 100644 index 00000000..a42d8518 --- /dev/null +++ b/engine/scenes/Fight.tscn @@ -0,0 +1,6 @@ +[gd_scene load_steps=2 format=3] + +[ext_resource type="Script" path="res://engine/core/match_engine.gd" id="1"] + +[node name="Fight" type="Node2D"] +script = ExtResource("1") diff --git a/pipeline/README.md b/pipeline/README.md new file mode 100644 index 00000000..5da81967 --- /dev/null +++ b/pipeline/README.md @@ -0,0 +1,28 @@ +# FOITIN asset pipeline (MODELBEAST) + +New fighter = one pass through this pipeline. Target cost: hours, not weeks. +Steps 1–3 run as MODELBEAST jobs (queue on m3ultra `:8777` — see the fleet skill); +4–6 run locally. + +``` +1. IDENTITY FLUX + character LoRA → master portrait(s), costume locked +2. MESH Hunyuan3D-2.1 / TRELLIS → textured 3D mesh (GLB) from portrait +3. RIG+MOVES auto-rig → retarget the SHARED move library (~30 clips) onto the rig + (character-specific specials are extra clips, added per character) +4. RENDER fixed orthographic side camera → 60fps PNG frames per move + (+ optional normal-map pass for lit 2.5D sprites later) + → renders///####.png +5. HITBOX autohitbox.py — DWPose over rendered frames → hurtbox rects per move +6. PACK pack_character.py — assemble characters// per CHARACTER_SPEC.md +``` + +Timing/damage numbers still get tuned by hand in each move's `data.json` — +that's game feel, not asset work. Startup/active windows: see STUDY.md §2 +(modern pacing, NOT BKB's 53-frame jab). + +## Naming + +Use the shared move vocabulary (`idle`, `walk_f`, `jab`, `kick`, `hit`, +`knockdown`, …, spec/CHARACTER_SPEC.md "Required move names") so every +character drops onto the same FSM with zero engine changes — the Mortal Kombat +uniform-mechanics doctrine, same reason BKB could ship 12 fighters on one exe. diff --git a/pipeline/autohitbox.py b/pipeline/autohitbox.py new file mode 100644 index 00000000..74d52617 --- /dev/null +++ b/pipeline/autohitbox.py @@ -0,0 +1,145 @@ +#!/usr/bin/env python3 +"""Auto-generate hurtboxes from pose estimation over rendered frames. + +The single biggest modernization over the 1990s digitized workflow: BKB's +.zon files carry 9 HAND-PLACED boxes per frame; here a skeleton pass +generates them. Uses rtmlib (RTMPose/DWPose family) if installed: + + pip install rtmlib onnxruntime + +Falls back to alpha-channel bounding analysis when no pose model is +available — cruder (3 stacked boxes from the silhouette) but functional. + +Writes/updates the "hurtboxes" key of each move's data.json in place. +Hit boxes (active attack frames) stay hand-authored — that's ~4 frames +per attack and it's game design, not labor. + +Usage: + python3 pipeline/autohitbox.py characters/hero # all moves + python3 pipeline/autohitbox.py characters/hero --move jab +""" +import argparse +import json +from pathlib import Path + +import numpy as np +from PIL import Image + +try: + from rtmlib import Body # type: ignore + HAVE_POSE = True +except ImportError: + HAVE_POSE = False + +# COCO keypoint groups -> the three classic zones +HEAD_KPS = [0, 1, 2, 3, 4] # nose, eyes, ears +TORSO_KPS = [5, 6, 11, 12] # shoulders, hips +LEG_KPS = [11, 12, 13, 14, 15, 16] # hips, knees, ankles +PAD = {"head": 14, "torso": 18, "legs": 12} + + +def rects_from_pose(kps, scores, w, h, ground_y, cx): + """keypoints (COCO 17) -> up to 3 local-space rects [x,y,w,h].""" + out = [] + for name, idxs in (("head", HEAD_KPS), ("torso", TORSO_KPS), ("legs", LEG_KPS)): + pts = [kps[i] for i in idxs if scores[i] > 0.35] + if len(pts) < 2: + continue + xs = [p[0] for p in pts] + ys = [p[1] for p in pts] + pad = PAD[name] + x0, x1 = min(xs) - pad, max(xs) + pad + y0, y1 = min(ys) - pad, max(ys) + pad + if name == "legs": + y1 = ground_y # legs always reach the ground pivot + out.append([round(x0 - cx), round(y0 - ground_y), + round(x1 - x0), round(y1 - y0)]) + return out + + +def rects_from_alpha(img: Image.Image, ground_y, cx): + """Fallback: slice the alpha silhouette into head/torso/legs thirds.""" + a = np.array(img.split()[-1]) + rows = np.where(a.max(axis=1) > 32)[0] + if rows.size == 0: + return [] + top, bot = int(rows[0]), int(rows[-1]) + height = bot - top + bands = [(top, top + height // 4), (top + height // 4, top + height * 5 // 8), + (top + height * 5 // 8, ground_y)] + out = [] + for y0, y1 in bands: + band = a[y0:max(y1, y0 + 1)] + cols = np.where(band.max(axis=0) > 32)[0] + if cols.size == 0: + continue + out.append([int(cols[0]) - cx, y0 - ground_y, + int(cols[-1] - cols[0]), y1 - y0]) + return out + + +def process_move(move_dir: Path, body) -> None: + frames = sorted((move_dir / "frames").glob("*.png")) + if not frames: + return + data_path = move_dir / "data.json" + data = json.loads(data_path.read_text()) + total = data.get("total", len(frames)) + + per_frame = {} + for img_path in frames: + img = Image.open(img_path).convert("RGBA") + w, h = img.size + cx, ground_y = w // 2, h - 12 + if body is not None: + arr = np.array(img.convert("RGB"))[:, :, ::-1] # BGR + kps, scores = body(arr) + rects = rects_from_pose(kps[0], scores[0], w, h, ground_y, cx) if len(kps) else [] + else: + rects = rects_from_alpha(img, ground_y, cx) + if rects: + per_frame[img_path.stem] = rects + + if not per_frame: + print(f" {move_dir.name}: no silhouette found, skipped") + return + # default = the median frame's boxes; per-tick overrides where they differ a lot + keys = sorted(per_frame) + default = per_frame[keys[len(keys) // 2]] + frames_out = {} + n = len(keys) + for i, k in enumerate(keys): + if per_frame[k] != default: + t0 = int(i * total / n) + t1 = max(t0, int((i + 1) * total / n) - 1) + frames_out[f"{t0}-{t1}"] = per_frame[k] + data["hurtboxes"] = {"default": default} + if frames_out: + data["hurtboxes"]["frames"] = frames_out + data_path.write_text(json.dumps(data, indent=2)) + print(f" {move_dir.name}: default {len(default)} boxes, {len(frames_out)} frame overrides") + + +def main() -> None: + ap = argparse.ArgumentParser() + ap.add_argument("char_dir", help="characters/") + ap.add_argument("--move", default=None) + args = ap.parse_args() + + body = None + if HAVE_POSE: + body = Body(mode="balanced", backend="onnxruntime", device="cpu") + print("pose model: rtmlib Body") + else: + print("rtmlib not installed - using alpha-silhouette fallback " + "(pip install rtmlib onnxruntime for pose-based boxes)") + + moves_root = Path(args.char_dir) / "moves" + targets = [moves_root / args.move] if args.move else sorted(moves_root.iterdir()) + for move_dir in targets: + if move_dir.is_dir(): + process_move(move_dir, body) + + +if __name__ == "__main__": + main() diff --git a/pipeline/pack_character.py b/pipeline/pack_character.py new file mode 100644 index 00000000..d76d487b --- /dev/null +++ b/pipeline/pack_character.py @@ -0,0 +1,67 @@ +#!/usr/bin/env python3 +"""Pack rendered frames into a character folder (CHARACTER_SPEC.md). + +Takes a renders directory laid out as renders///*.png and +assembles characters// with a data.json template per move (timing +fields to be tuned by hand, hurtboxes to be filled by autohitbox.py). + +Usage: + python3 pipeline/pack_character.py renders/hero --name HERO --color '#cc4488' +""" +import argparse +import json +import shutil +from pathlib import Path + +REPO = Path(__file__).resolve().parent.parent + +DATA_TEMPLATE = dict(total=30, loop=False, startup=10, active=[11, 14], + damage=50, hitstun=16, blockstun=10, pushback=10, + hurtboxes={"default": [[-25, -300, 50, 300]]}, hitboxes={}) +LOOPED = {"idle", "walk_f", "walk_b"} + + +def main() -> None: + ap = argparse.ArgumentParser() + ap.add_argument("renders_dir", help="renders/ containing /*.png") + ap.add_argument("--name", default=None) + ap.add_argument("--color", default="#cccccc") + ap.add_argument("--health", type=int, default=1000) + args = ap.parse_args() + + src = Path(args.renders_dir) + cid = src.name + dst = REPO / "characters" / cid + + moves = [] + for move_dir in sorted(p for p in src.iterdir() if p.is_dir()): + frames = sorted(move_dir.glob("*.png")) + sorted(move_dir.glob("*.webp")) + if not frames: + continue + out = dst / "moves" / move_dir.name / "frames" + out.mkdir(parents=True, exist_ok=True) + for i, f in enumerate(frames): + shutil.copy(f, out / f"{i:04d}{f.suffix}") + data_path = out.parent / "data.json" + if not data_path.exists(): # never clobber hand-tuned frame data + data = dict(name=move_dir.name, **DATA_TEMPLATE) + data["loop"] = move_dir.name in LOOPED + data_path.write_text(json.dumps(data, indent=2)) + moves.append(move_dir.name) + + manifest_path = dst / "manifest.json" + if not manifest_path.exists(): + manifest_path.write_text(json.dumps({ + "id": cid, "name": (args.name or cid).upper(), + "health": args.health, "walk_speed": 3.2, "back_speed": 2.6, + "jump_velocity": -13.5, "color": args.color, + "normals": {"P": "jab", "K": "kick"}, + "command_moves": [], + }, indent=2)) + + print(f"packed characters/{cid}: {len(moves)} moves -> {moves}") + print("next: pipeline/autohitbox.py for hurtboxes, then tune data.json timings") + + +if __name__ == "__main__": + main() diff --git a/project.godot b/project.godot new file mode 100644 index 00000000..735d76d6 --- /dev/null +++ b/project.godot @@ -0,0 +1,24 @@ +; Engine configuration file. +config_version=5 + +[application] + +config/name="FOITIN" +run/main_scene="res://engine/scenes/Fight.tscn" +config/features=PackedStringArray("4.7", "2D") + +[display] + +window/size/viewport_width=1280 +window/size/viewport_height=720 +window/stretch/mode="canvas_items" +window/stretch/aspect="keep" + +[physics] + +common/physics_ticks_per_second=60 + +[rendering] + +renderer/rendering_method="mobile" +textures/canvas_textures/default_texture_filter=1 diff --git a/tools/gen_placeholder_char.py b/tools/gen_placeholder_char.py new file mode 100644 index 00000000..5d6a9b3b --- /dev/null +++ b/tools/gen_placeholder_char.py @@ -0,0 +1,204 @@ +#!/usr/bin/env python3 +"""Generate placeholder stick-figure characters (frames + frame data). + +These stand in until MODELBEAST-rendered characters come through the +pipeline; the folder layout they produce IS the production format +(characters/_spec/CHARACTER_SPEC.md). + +Usage: python3 tools/gen_placeholder_char.py alpha '#3ec6a8' + python3 tools/gen_placeholder_char.py beta '#e06040' +""" +import json +import math +import sys +from pathlib import Path + +from PIL import Image, ImageDraw + +W, H = 256, 352 +GROUND = 340 # ground pivot y inside the canvas +ART_FPS_DIV = 3 # 1 art frame per 3 ticks (20fps art on 60Hz logic) + +# skeleton lengths (px) +TORSO, HEAD_R = 95, 26 +UP_ARM, FORE_ARM = 52, 48 +THIGH, SHIN = 78, 80 +PELVIS_H = 150 # pelvis height above ground when standing + +# angle convention: 0 = straight down, positive = toward +x (forward) +BASE = dict(lean=4, pelvis_y=PELVIS_H, + shR=28, elR=105, shL=-14, elL=95, # guard arms + hipR=13, knR=-14, hipL=-13, knL=10) # boxer stance + + +def P(**kw): + p = dict(BASE) + p.update(kw) + return p + + +def lerp_pose(a, b, t): + return {k: a[k] + (b[k] - a[k]) * t for k in a} + + +def pose_at(keys, frac): + """keys: [(frac, pose), ...] sorted; linear interpolation between them.""" + if frac <= keys[0][0]: + return keys[0][1] + for i in range(len(keys) - 1): + f0, p0 = keys[i] + f1, p1 = keys[i + 1] + if frac <= f1: + return lerp_pose(p0, p1, (frac - f0) / (f1 - f0) if f1 > f0 else 0) + return keys[-1][1] + + +def limb(origin, angle_deg, length): + a = math.radians(angle_deg) + return (origin[0] + length * math.sin(a), origin[1] + length * math.cos(a)) + + +def draw_pose(p, color): + img = Image.new("RGBA", (W, H), (0, 0, 0, 0)) + d = ImageDraw.Draw(img) + ox = W / 2 + pelvis = (ox + p.get("shift_x", 0), GROUND - p["pelvis_y"]) + neck = limb(pelvis, 180 + p["lean"], TORSO) # torso points up (180=up) + head_c = limb(neck, 180 + p["lean"], HEAD_R + 12) + + def stroke(a, b, w=15): + d.line([a, b], fill=color, width=w) + for pt in (a, b): + d.ellipse([pt[0] - w / 2, pt[1] - w / 2, pt[0] + w / 2, pt[1] + w / 2], fill=color) + + # legs (draw left first so right/front overlaps) + for hip_k, knee_k, w in (("hipL", "knL", 15), ("hipR", "knR", 16)): + knee = limb(pelvis, p[hip_k], THIGH) + foot = limb(knee, p[hip_k] + p[knee_k], SHIN) + stroke(pelvis, knee, w) + stroke(knee, foot, w) + # torso + stroke(pelvis, neck, 22) + # arms + for sh_k, el_k, w in (("shL", "elL", 12), ("shR", "elR", 13)): + elbow = limb(neck, p[sh_k], UP_ARM) + hand = limb(elbow, p[sh_k] + p[el_k], FORE_ARM) + stroke(neck, elbow, w) + stroke(elbow, hand, w) + # head + d.ellipse([head_c[0] - HEAD_R, head_c[1] - HEAD_R, + head_c[0] + HEAD_R, head_c[1] + HEAD_R], fill=color) + return img + + +# ---------------------------------------------------------------- poses + +GUARD = P() +JAB_EXT = P(lean=10, shR=92, elR=-4, shL=-20, elL=100) +STRAIGHT_EXT = P(lean=15, shL=94, elL=-2, shR=18, elR=110, hipR=20, hipL=-22) +KICK_CHAMBER = P(lean=-8, hipR=55, knR=-95) +KICK_EXT = P(lean=-14, hipR=88, knR=-4, hipL=-16) +PALM_EXT = P(lean=16, shL=90, elL=0, shR=40, elR=120, hipR=32, hipL=-30, pelvis_y=PELVIS_H - 12) +CROUCH = P(pelvis_y=78, hipR=58, knR=-116, hipL=-52, knL=110, lean=12) +JUMP_TUCK = P(hipR=42, knR=-100, hipL=-38, knL=95) +BLOCK = P(shR=44, elR=118, shL=30, elL=125, lean=2) +HIT_REEL = P(lean=-16, shR=48, elR=60, shL=-30, elL=50) +FALL_BACK = P(lean=-55, pelvis_y=100, hipR=35, knR=-40, hipL=15, knL=-20, shR=70, elR=30, shL=-60, elL=20) +LYING = P(lean=-92, pelvis_y=26, hipR=-80, knR=-8, hipL=-86, knL=4, shR=100, elR=6, shL=-95, elL=4) +RISE = P(lean=-30, pelvis_y=95, hipR=48, knR=-95, hipL=-40, knL=85) + + +def walk_keys(back=False): + s = -1 if back else 1 + a = P(hipR=24 * s, hipL=-20 * s, knR=-18, knL=14) + b = P(hipR=-20 * s, hipL=24 * s, knR=-14, knL=18) + return [(0.0, a), (0.5, b), (1.0, a)] + + +IDLE_A = P() +IDLE_B = P(pelvis_y=PELVIS_H - 5, shR=32, shL=-18) + +# move library: name -> (keyframes, data.json fields) +MOVES = { + "idle": ([(0.0, IDLE_A), (0.5, IDLE_B), (1.0, IDLE_A)], dict(total=48, loop=True)), + "walk_f": (walk_keys(), dict(total=40, loop=True)), + "walk_b": (walk_keys(back=True), dict(total=40, loop=True)), + "crouch": ([(0.0, GUARD), (0.6, CROUCH), (1.0, CROUCH)], dict(total=12)), + "jump": ([(0.0, GUARD), (0.3, JUMP_TUCK), (0.8, JUMP_TUCK), (1.0, GUARD)], dict(total=48)), + "block": ([(0.0, BLOCK), (1.0, BLOCK)], dict(total=12)), + "hit": ([(0.0, GUARD), (0.3, HIT_REEL), (1.0, GUARD)], dict(total=16)), + "knockdown": ([(0.0, HIT_REEL), (0.4, FALL_BACK), (0.75, LYING), (1.0, LYING)], + dict(total=42)), + "getup": ([(0.0, LYING), (0.5, RISE), (1.0, GUARD)], dict(total=26)), + "jab": ([(0.0, GUARD), (0.23, JAB_EXT), (0.42, JAB_EXT), (1.0, GUARD)], + dict(total=22, startup=5, active=[6, 8], damage=30, hitstun=14, + blockstun=8, pushback=7, + hitboxes={"6-8": [[34, -276, 76, 32]]})), + "straight": ([(0.0, GUARD), (0.3, STRAIGHT_EXT), (0.5, STRAIGHT_EXT), (1.0, GUARD)], + dict(total=30, startup=9, active=[10, 13], damage=55, hitstun=18, + blockstun=10, pushback=11, + hitboxes={"10-13": [[38, -282, 96, 36]]})), + "kick": ([(0.0, GUARD), (0.25, KICK_CHAMBER), (0.42, KICK_EXT), (0.58, KICK_EXT), + (0.8, KICK_CHAMBER), (1.0, GUARD)], + dict(total=34, startup=11, active=[12, 16], damage=70, hitstun=20, + blockstun=12, pushback=13, + hitboxes={"12-16": [[30, -240, 112, 46]]})), + "rush_palm": ([(0.0, GUARD), (0.2, KICK_CHAMBER), (0.38, PALM_EXT), (0.6, PALM_EXT), + (1.0, GUARD)], + dict(total=40, startup=13, active=[14, 18], damage=90, hitstun=24, + blockstun=14, pushback=16, knockdown=True, + root_motion=[0, 0, 0, 0, 4, 8, 12, 14, 14, 12, 10, 8, 6, 4, 2, 2, 1, 1], + hitboxes={"14-18": [[36, -288, 94, 54]]})), +} + +HURT_DEFAULT = [[-22, -308, 44, 52], [-30, -256, 60, 106], [-26, -150, 52, 150]] +HURT_CROUCH = [[-28, -215, 56, 215]] +HURT_LYING = [[-60, -60, 130, 60]] + + +def gen_character(cid: str, color: str, name: str | None = None): + root = Path(__file__).resolve().parent.parent / "characters" / cid + for mname, (keys, fields) in MOVES.items(): + mdir = root / "moves" / mname + (mdir / "frames").mkdir(parents=True, exist_ok=True) + total = fields["total"] + n_frames = max(2, round(total / ART_FPS_DIV)) + for i in range(n_frames): + frac = i / (n_frames - 1) if not fields.get("loop") else i / n_frames + img = draw_pose(pose_at(keys, frac), color) + img.save(mdir / "frames" / f"{i:04d}.png") + data = dict(name=mname, **fields) + if mname == "crouch": + data["hurtboxes"] = {"default": HURT_CROUCH} + elif mname in ("knockdown", "getup"): + data["hurtboxes"] = {"default": HURT_LYING} + else: + data["hurtboxes"] = {"default": HURT_DEFAULT} + (mdir / "data.json").write_text(json.dumps(data, indent=2)) + + manifest = { + "id": cid, + "name": (name or cid).upper(), + "health": 1000, + "walk_speed": 3.2, + "back_speed": 2.6, + "jump_velocity": -13.5, + "color": color, + "normals": {"P": "jab", "6P": "straight", "K": "kick"}, + "command_moves": [{"motion": [2, 3, 6], "button": "P", "move": "rush_palm"}], + } + (root / "manifest.json").write_text(json.dumps(manifest, indent=2)) + + # portrait: head crop of idle frame 0 + idle = draw_pose(IDLE_A, color) + portrait = idle.crop((W // 2 - 60, 20, W // 2 + 60, 140)).resize((120, 120)) + bg = Image.new("RGBA", (120, 120), (24, 26, 32, 255)) + bg.alpha_composite(portrait) + bg.save(root / "portrait.png") + print(f"generated characters/{cid}: {len(MOVES)} moves") + + +if __name__ == "__main__": + cid = sys.argv[1] if len(sys.argv) > 1 else "alpha" + color = sys.argv[2] if len(sys.argv) > 2 else "#3ec6a8" + gen_character(cid, color)