- per-frame hips-centred rendering + root-motion export (the BKB .geo approach modernised): traveling clips stay pivot-stable, movement data goes to root_motion_frames in data.json - engine: frame-indexed root motion, pushbox widened for real sprites - clip set: ginga idle, walks, jump, block, punching/boxing/martelo normals, chapa-giratoria QCF special, hit react, knockdown - verified in-game: demo jab connects, damage applied, mirroring correct Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
12 lines
575 B
GDScript
12 lines
575 B
GDScript
class_name CFG
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## Global combat constants. One tick = one logic frame at 60Hz.
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const TICK_RATE := 60
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const STAGE_HALF := 560.0 # playable half-width from stage centre (px)
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const GROUND_Y := 620.0 # world y of the ground line
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const GRAVITY := 0.55 # px/tick^2
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const PUSHBOX_W := 150.0 # body-to-body separation width
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const PUSHBOX_SEP_SPEED := 4.0 # px/tick separation when overlapping
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const MOTION_WINDOW := 14 # ticks allowed to complete a motion input
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const PUSHBACK_TICKS := 6 # ticks over which hit pushback is applied
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