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Knockback with weight, exponential decay and stun

In your harnessGodot componentMIT

Add knockback from hits divided by weight, fade it with exponential friction, and stun in proportion to the hit strength with a cap, so heavy enemies barely move and light ones fly.

Files, names only

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • baltor_test.gd
  • component.json
  • inspect_gdscript.py
  • knockback_receiver.gd
  • run_tests.gd
  • test_package.py
  • tests/test_knockback_receiver.gd
  • verification/native.json

Full files in your harness.

What it takes and gives

Class
BaltorKnockback, extends Node
Methods
apply_knockback(direction: Vector2, strength: float) -> void; advance(delta: float) -> Vector2; get_velocity() -> Vector2; is_stunned() -> bool; get_stun_left() -> float; clear() -> void
Signals
knocked, stun_ended
Exports
weight, friction, min_speed, stun_per_unit, max_stun, auto_advance
Placement
res://baltor/godot_components/knockback_receiver/

Limits. Owner-driven: it computes a velocity to add and does not move anything. 2D vectors. The stun is a timer only; animations and AI pauses are up to the owner. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.

Details

Kind
Godot component
Engine
Godot 4.3 or later
Files
11 files, 73.8 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, headless
Checks
godot parse check only, godot gdscript tests, godot tests reject gutted component, godot editor import, godot contract reflection, godot readme usage compiles
Techniques
impulse accumulation, exponential velocity decay, strength-proportional stun
Tags
knockback, combat, stun, hit reaction, physics, action
Identity
library.supply.creative_originals.dac23fffa05cc05e23cbc32b.2b45e3e62d7cd5c8
Version
2b45e3e62d7cd5c8fb71ed0f8fef463d7576c91faf6197cf16b961f5225fa8d2

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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