mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-10 16:04:04 +00:00
feat(goals): add cinematic celebration sequence
This commit is contained in:
@@ -129,6 +129,43 @@ grow_vertical = 2
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mouse_filter = 2
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color = Color(0.72, 0.9, 1, 0)
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[node name="GoalCelebration" type="Control" parent="Control"]
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visible = false
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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[node name="Tint" type="ColorRect" parent="Control/GoalCelebration"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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[node name="Center" type="CenterContainer" parent="Control/GoalCelebration"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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[node name="GoalTitle" type="Label" parent="Control/GoalCelebration/Center"]
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layout_mode = 2
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theme_override_colors/font_shadow_color = Color(0, 0, 0, 0.8)
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theme_override_constants/shadow_offset_x = 5
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theme_override_constants/shadow_offset_y = 5
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theme_override_font_sizes/font_size = 82
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text = "GOAL!"
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horizontal_alignment = 1
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[node name="ResultOverlay" type="Control" parent="Control"]
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visible = false
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layout_mode = 1
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@@ -19,6 +19,9 @@ class_name HUDController
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@onready var result_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/ResultLabel")
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@onready var final_score_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/FinalScoreLabel")
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@onready var impact_flash = get_node_or_null("Control/ImpactFlash")
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@onready var goal_celebration = get_node_or_null("Control/GoalCelebration")
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@onready var goal_tint = get_node_or_null("Control/GoalCelebration/Tint")
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@onready var goal_title = get_node_or_null("Control/GoalCelebration/Center/GoalTitle")
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@onready var heading_tape: HudHeadingTape = get_node_or_null("Control/Instruments/HeadingTape")
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@onready var attitude_indicator: HudAttitudeIndicator = get_node_or_null("Control/Instruments/Cluster/Dials/AttitudeIndicator")
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@@ -30,6 +33,7 @@ class_name HUDController
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var ship: Node
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var _last_score := {0: 0, 1: 0}
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var _impact_flash_tween: Tween
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var _goal_tween: Tween
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func _ready():
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# Wait one frame to ensure ship is ready and added to group
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@@ -184,6 +188,39 @@ func flash_impact(intensity: float) -> void:
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_impact_flash_tween.tween_property(impact_flash, "color:a", 0.0, lerpf(0.08, 0.18, intensity))
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_impact_flash_tween.tween_callback(func(): impact_flash.visible = false)
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func show_goal_celebration(scoring_team: int) -> void:
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if not goal_celebration or not goal_title or not goal_tint:
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return
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if _goal_tween and _goal_tween.is_valid():
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_goal_tween.kill()
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var tint: Color = TeamColors.TEAM_COLORS[scoring_team]
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goal_tint.color = Color(tint.r, tint.g, tint.b, 0.34)
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goal_title.text = "%s GOAL!" % TeamColors.TEAM_NAMES[scoring_team].to_upper()
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goal_title.add_theme_color_override("font_color", tint.lightened(0.35))
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goal_title.scale = Vector2(0.55, 0.55)
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goal_title.modulate.a = 0.0
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goal_celebration.visible = true
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await get_tree().process_frame
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if not is_instance_valid(goal_title):
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return
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goal_title.pivot_offset = goal_title.size / 2.0
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_goal_tween = create_tween().set_parallel(true).set_ignore_time_scale(true)
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_goal_tween.tween_property(goal_title, "scale", Vector2.ONE, 0.32).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
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_goal_tween.tween_property(goal_title, "modulate:a", 1.0, 0.16)
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_goal_tween.tween_property(goal_tint, "color:a", 0.12, 0.7).set_delay(0.12)
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func hide_goal_celebration() -> void:
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if not goal_celebration or not is_instance_valid(goal_celebration):
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return
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if _goal_tween and _goal_tween.is_valid():
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_goal_tween.kill()
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_goal_tween = create_tween().set_parallel(true).set_ignore_time_scale(true)
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_goal_tween.tween_property(goal_title, "modulate:a", 0.0, 0.16)
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_goal_tween.tween_property(goal_tint, "color:a", 0.0, 0.2)
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_goal_tween.chain().tween_callback(func(): goal_celebration.visible = false)
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func _on_overtime_started():
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if timer_label and is_instance_valid(timer_label):
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timer_label.text = "OT"
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@@ -20,6 +20,13 @@ var _ship_spawn_transforms := {}
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var _hit_stop_generation := 0
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var _hit_stop_active := false
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var _time_scale_before_hit_stop := 1.0
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var _camera_rig: ShipCameraRig
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var _goal_slowmo_active := false
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var _time_scale_before_goal := 1.0
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var _goal_in_progress := false
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const GOAL_CELEBRATION_SECONDS := 1.6
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const GOAL_SLOWMO_SCALE := 0.22
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# Shared by modes that keep score (Match, Spectate); Free Play never
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# references this or emits a score_changed signal, and HUDController relies
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@@ -66,16 +73,58 @@ func _on_goal_scored(_conceding_team: int) -> void:
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pass
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# Virtual: immediate, non-presentational consequences at sensor time. Modes
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# with a score/clock override this so a last-second goal is authoritative
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# before the cinematic; reset/kickoff remains in _on_goal_scored afterwards.
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func _on_goal_registered(_conceding_team: int) -> void:
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pass
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# Debounce: a fast ball can re-trigger the goal area before the deferred
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# reset teleports it away, which would double-count the goal.
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var _goal_cooldown := false
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func _handle_goal_scored(conceding_team: int) -> void:
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if _goal_cooldown:
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if _goal_in_progress:
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return
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_goal_cooldown = true
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get_tree().create_timer(0.5).timeout.connect(func(): _goal_cooldown = false)
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_on_goal_scored(conceding_team)
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_goal_in_progress = true
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_on_goal_registered(conceding_team)
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await _play_goal_celebration(1 - conceding_team, conceding_team)
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await _on_goal_scored(conceding_team)
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_goal_in_progress = false
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func _play_goal_celebration(scoring_team: int, conceding_team: int) -> void:
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# Training/headless modes never spawn a camera or HUD and must not pay a
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# real-time presentation delay between episodes.
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if DisplayServer.get_name() == "headless" or not is_instance_valid(_camera_rig):
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return
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_restore_hit_stop()
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_goal_slowmo_active = true
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_time_scale_before_goal = Engine.time_scale
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Engine.time_scale = minf(Engine.time_scale, GOAL_SLOWMO_SCALE)
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var goal_position := Vector3.ZERO
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for goal in arena.get_goals():
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if goal.team == conceding_team:
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goal_position = goal.global_position
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break
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_camera_rig.begin_goal_cut(goal_position)
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if hud:
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hud.show_goal_celebration(scoring_team)
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await get_tree().create_timer(GOAL_CELEBRATION_SECONDS, true, false, true).timeout
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if is_instance_valid(_camera_rig):
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_camera_rig.end_goal_cut()
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if hud and is_instance_valid(hud):
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hud.hide_goal_celebration()
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# Defensive unwind: impact feedback is suppressed while goal slow-mo owns
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# time scale, but restore any hit-stop that was already queued this frame.
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_restore_hit_stop()
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_restore_goal_slowmo()
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func _restore_goal_slowmo() -> void:
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if not _goal_slowmo_active:
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return
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Engine.time_scale = _time_scale_before_goal
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_goal_slowmo_active = false
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func spawn_ball() -> RigidBody3D:
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@@ -104,6 +153,7 @@ func spawn_ship(team: int, spawn_index: int = 0, controller: ShipController = nu
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func spawn_camera_rig(target: Ship) -> ShipCameraRig:
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var rig: ShipCameraRig = CAMERA_RIG_SCENE.instantiate()
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add_child(rig)
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_camera_rig = rig
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rig.target = target
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rig.impact_feedback.connect(_on_player_impact)
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# Also wires the scene's static HUD (if any) to the same ship, rather
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@@ -116,10 +166,13 @@ func spawn_camera_rig(target: Ship) -> ShipCameraRig:
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func _on_player_impact(intensity: float) -> void:
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if hud:
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hud.flash_impact(intensity)
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_run_hit_stop(intensity)
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if not _goal_slowmo_active:
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_run_hit_stop(intensity)
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func _run_hit_stop(intensity: float) -> void:
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if _goal_slowmo_active:
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return
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_hit_stop_generation += 1
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var generation := _hit_stop_generation
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if not _hit_stop_active:
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@@ -145,6 +198,7 @@ func _restore_hit_stop() -> void:
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func _exit_tree() -> void:
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# A scene change during the unscaled timer must never strand global time.
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_restore_hit_stop()
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_restore_goal_slowmo()
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# Given an already-resolved (path, reaction_ticks, action_noise) — callers
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@@ -37,6 +37,8 @@ var match_timer: Timer
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var _in_overtime := false
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var _match_over := false
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var _last_timer_remaining := -1
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var _pending_scoring_team := -1
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var _match_time_after_goal := -1.0
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func _get_arena_scene_path() -> String:
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@@ -79,16 +81,32 @@ func _process(_delta):
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timer_updated.emit(floori(remaining / 60.0), remaining % 60)
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func _on_goal_scored(conceding_team: int) -> void:
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func _on_goal_registered(conceding_team: int) -> void:
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if _match_over:
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return
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var scoring_team := 1 - conceding_team
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_record_goal(scoring_team)
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_pending_scoring_team = 1 - conceding_team
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_record_goal(_pending_scoring_team)
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score_changed.emit(score.duplicate())
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# Commit the score and freeze regulation time at sensor entry. The clock
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# resumes after the cinematic, so a last-second goal cannot be discarded or
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# reclassified as overtime while presentation is still running.
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if match_timer and match_timer.time_left > 0.0:
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_match_time_after_goal = match_timer.time_left
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match_timer.stop()
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func _on_goal_scored(_conceding_team: int) -> void:
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if _match_over or _pending_scoring_team < 0:
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return
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var scoring_team := _pending_scoring_team
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_pending_scoring_team = -1
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if _in_overtime:
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# Golden goal: the first score after a draw ends the match outright.
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_end_match(scoring_team)
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return
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if match_timer and _match_time_after_goal > 0.0:
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match_timer.start(_match_time_after_goal)
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_match_time_after_goal = -1.0
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await _run_kickoff_countdown()
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@@ -48,6 +48,9 @@ var _shake_strength := 0.0
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var _shake_noise := FastNoiseLite.new()
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var _shake_time := 0.0
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var _last_shake_offset := Vector3.ZERO
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var _goal_cut_active := false
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var _goal_cut_position := Vector3.ZERO
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var _goal_cut_look_at := Vector3.ZERO
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func _ready():
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@@ -86,6 +89,9 @@ func _physics_process(delta):
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_last_shake_offset = Vector3.ZERO
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if not is_instance_valid(target):
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return
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if _goal_cut_active:
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_smooth_look_at(_goal_cut_look_at, delta)
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return
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_update_speed_feel(delta)
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var ball := _get_ball()
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if ball_cam_enabled and ball:
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@@ -199,3 +205,26 @@ func _apply_shake(delta: float) -> void:
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_last_shake_offset = camera.global_basis.x * noise.x + camera.global_basis.y * noise.y
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camera.global_position += _last_shake_offset
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_shake_strength = move_toward(_shake_strength, 0.0, shake_decay * delta)
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func begin_goal_cut(goal_position: Vector3) -> void:
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_goal_cut_active = true
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# The hard cut replaces the chase camera's presentation offset entirely;
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# don't let the next physics frame subtract a pre-cut shake sample from the
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# new cinematic position.
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camera.global_position -= _last_shake_offset
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_last_shake_offset = Vector3.ZERO
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var inward := Vector3(-goal_position.x, 0.0, -goal_position.z)
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if inward.length_squared() < 0.01:
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inward = Vector3.BACK
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else:
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inward = inward.normalized()
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_goal_cut_position = goal_position + inward * 10.5 + Vector3.UP * 5.5
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_goal_cut_look_at = goal_position + Vector3.UP * 0.8
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camera.global_position = _goal_cut_position
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camera.fov = 58.0
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camera.look_at(_goal_cut_look_at, Vector3.UP)
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func end_goal_cut() -> void:
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_goal_cut_active = false
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@@ -31,10 +31,13 @@ func _start() -> void:
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spawn_camera_rig(ship_a)
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func _on_goal_scored(conceding_team: int) -> void:
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func _on_goal_registered(conceding_team: int) -> void:
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var scoring_team := 1 - conceding_team
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_record_goal(scoring_team)
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score_changed.emit(score.duplicate())
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func _on_goal_scored(_conceding_team: int) -> void:
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reset_ball()
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reset_ships()
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@@ -19,7 +19,7 @@ The largest gap between this and a AAA-feeling product is presentation, not code
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- [x] VFX on anything that moves: throttle-reactive engine cores and plumes, distinct turbo flames, a speed-scaled ball trail, contact sparks and team-tinted goal bursts.
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- [x] Impact feedback — intensity-scaled screen shake, unscaled hit-stop, HUD flash and controller rumble on ball contact.
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- [x] Camera feel in `ship_camera.gd` — speed-based FOV widening, turbo kick-back and decaying impact shake.
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- [ ] Goal celebration sequence: today it's a `print()` and a label scale-pop. Wants an explosion, team-tinted screen flash, camera cut, slow-mo, title card. `HUDController`'s `ResultOverlay` animation is a reasonable template.
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- [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.
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- [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.)
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- [x] Dress `arena_03` — its asteroid field now has mining stations, debris clusters and a distant planet.
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- [ ] Custom font + a real `Theme` resource for the HUD. The procedural instruments are well-engineered, but `ThemeDB.fallback_font` at 10-13 px reads as a debug overlay.
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