- 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 <noreply@anthropic.com>
12 lines
575 B
GDScript
12 lines
575 B
GDScript
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
|