feat(particles): bubble trail behind dolphin + block break burst

- BubbleTrail.gd: GPUParticles3D, auto-configured in _ready, set_intensity() API
- BlockBreakParticles.gd: one_shot burst, emit_burst(pos, color) API
- DolphinController.gd: bubble_trail onready + speed_factor hook in _update_movement
- Dolphin.tscn: BubbleEmitterPoint (0,0,1.2) > BubbleTrail child added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Floppyrj45
2026-04-19 18:09:21 +02:00
parent cafdb7d27e
commit a8341355e3
12 changed files with 318 additions and 58 deletions

View File

@@ -16,13 +16,24 @@ func _ready() -> void:
env.fog_aerial_perspective = 0.3
env.volumetric_fog_enabled = true
env.volumetric_fog_density = 0.04
env.volumetric_fog_density = 0.05
env.volumetric_fog_albedo = Color(0.2, 0.5, 0.7)
env.volumetric_fog_emission = Color(0.02, 0.06, 0.1)
env.volumetric_fog_emission_energy = 0.1
env.volumetric_fog_length = 64.0
env.volumetric_fog_detail_spread = 2.0
# Attach custom fog shader
var fog_mat := FogMaterial.new()
var fog_shader := load("res://shaders/underwater_fog.gdshader")
if fog_shader:
fog_mat.set_shader(fog_shader)
var fog_volume := FogVolume.new()
fog_volume.size = Vector3(2000.0, 300.0, 2000.0)
fog_volume.material = fog_mat
add_child(fog_volume)
env.glow_enabled = true
env.glow_intensity = 0.5
env.glow_bloom = 0.1