diff --git a/Game/scenes/HUD.tscn b/Game/scenes/HUD.tscn index 8624f321..79fbbd7d 100644 --- a/Game/scenes/HUD.tscn +++ b/Game/scenes/HUD.tscn @@ -118,17 +118,6 @@ label_settings = SubResource("LabelSettings_kickoff") horizontal_alignment = 1 vertical_alignment = 1 -[node name="ImpactFlash" type="ColorRect" parent="Control"] -visible = false -layout_mode = 1 -anchors_preset = 15 -anchor_right = 1.0 -anchor_bottom = 1.0 -grow_horizontal = 2 -grow_vertical = 2 -mouse_filter = 2 -color = Color(0.72, 0.9, 1, 0) - [node name="GoalCelebration" type="Control" parent="Control"] visible = false layout_mode = 1 diff --git a/Game/scripts/HUDController.gd b/Game/scripts/HUDController.gd index ba9a09aa..407b0960 100644 --- a/Game/scripts/HUDController.gd +++ b/Game/scripts/HUDController.gd @@ -18,7 +18,6 @@ class_name HUDController @onready var result_panel = get_node_or_null("Control/ResultOverlay/Center/ResultPanel") @onready var result_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/ResultLabel") @onready var final_score_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/FinalScoreLabel") -@onready var impact_flash = get_node_or_null("Control/ImpactFlash") @onready var goal_celebration = get_node_or_null("Control/GoalCelebration") @onready var goal_tint = get_node_or_null("Control/GoalCelebration/Tint") @onready var goal_title = get_node_or_null("Control/GoalCelebration/Center/GoalTitle") @@ -32,7 +31,6 @@ class_name HUDController var ship: Node var _last_score := {0: 0, 1: 0} -var _impact_flash_tween: Tween var _goal_tween: Tween func _ready(): @@ -177,18 +175,6 @@ func _flash_score_label(label: Label) -> void: tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.2) -func flash_impact(intensity: float) -> void: - if not impact_flash or not is_instance_valid(impact_flash): - return - if _impact_flash_tween and _impact_flash_tween.is_valid(): - _impact_flash_tween.kill() - impact_flash.color = Color(0.72, 0.9, 1.0, lerpf(0.06, 0.24, intensity)) - impact_flash.visible = true - _impact_flash_tween = create_tween() - _impact_flash_tween.tween_property(impact_flash, "color:a", 0.0, lerpf(0.08, 0.18, intensity)) - _impact_flash_tween.tween_callback(func(): impact_flash.visible = false) - - func show_goal_celebration(scoring_team: int) -> void: if not goal_celebration or not goal_title or not goal_tint: return diff --git a/Game/scripts/game_mode.gd b/Game/scripts/game_mode.gd index 19028952..5a7daba2 100644 --- a/Game/scripts/game_mode.gd +++ b/Game/scripts/game_mode.gd @@ -164,8 +164,6 @@ func spawn_camera_rig(target: Ship) -> ShipCameraRig: func _on_player_impact(intensity: float) -> void: - if hud: - hud.flash_impact(intensity) if not _goal_slowmo_active: _run_hit_stop(intensity) diff --git a/TODO.md b/TODO.md index 6dce1af9..80fd9af2 100644 --- a/TODO.md +++ b/TODO.md @@ -17,7 +17,7 @@ The largest gap between this and a AAA-feeling product is presentation, not code - [ ] **Audio — there is none.** Zero sound files, zero `AudioStreamPlayer` nodes, no bus layout. Needs: engine hum pitched to throttle, turbo whoosh, ball impacts scaled by collision impulse, wall scrapes, goal explosion, crowd bed, UI clicks, countdown beeps, music. Can be driven off `Ship`'s existing telemetry signals. - [x] SSAO/SSIL in the arena Environments — cheapest single perceived-quality win available; grounds the ships against the deck and gives the fillets and goal recesses real depth. - [x] VFX on anything that moves: throttle-reactive engine cores and simple rear flames, a speed-scaled ball trail and team-tinted goal bursts. -- [x] Impact feedback — intensity-scaled screen shake, unscaled hit-stop, HUD flash and controller rumble on ball contact. +- [x] Impact feedback — intensity-scaled screen shake, unscaled hit-stop and controller rumble on ball contact. - [x] Camera feel in `ship_camera.gd` — speed-based FOV widening, turbo kick-back and decaying impact shake. - [x] Goal celebration sequence: goal burst, team-tinted flash/title card, dedicated camera cut and slow-motion beat after authoritative score registration and before reset/kickoff. - [x] Local lighting / dynamic GI — four local pitch lights plus SDFGI provide bounce and contact lighting for the runtime-generated arena shell; the shader's `hull_fill` stand-in is retired. (The shell is generated in `_ready`, so it cannot participate in an editor LightmapGI bake.)