Rename to Work-Death Balance, add mascot favicon and rebalance rifle/grenade damage

This commit is contained in:
enne2
2026-10-15 17:15:16 +02:00
parent 2606fc5cc2
commit 21a1d5bf79
22 changed files with 352 additions and 39 deletions
Binary file not shown.

Before

Width:  |  Height:  |  Size: 171 KiB

After

Width:  |  Height:  |  Size: 173 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 238 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://2jes4fpudg40"
path="res://.godot/imported/work_death_icon.png-4a0e0833fbbeeb174e53a0f325be264b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/branding/work_death_icon.png"
dest_files=["res://.godot/imported/work_death_icon.png-4a0e0833fbbeeb174e53a0f325be264b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+40 -19
View File
@@ -1,7 +1,8 @@
# Loading screen branding # Work-Death Balance — loading screen and favicon
The stock Godot boot splash (logo plus "GODOT Game engine") is replaced by the The game is named **Work-Death Balance** in the menu, native window, HTML title,
"Mat Games" mascot on a black background. This applies to both surfaces: description and loading screen. **MatGames** remains the studio signature.
The stock Godot boot splash is replaced by the existing nerd-zombie mascot on black. This applies to both surfaces:
- the browser loading screen: the exported `index.png` referenced by - the browser loading screen: the exported `index.png` referenced by
`<img id="status-splash">` in the HTML shell, drawn over `#status`; `<img id="status-splash">` in the HTML shell, drawn over `#status`;
@@ -10,10 +11,10 @@ The stock Godot boot splash (logo plus "GODOT Game engine") is replaced by the
## Asset ## Asset
`assets/branding/boot_splash.png`, 1024x1315, palette PNG with alpha `assets/branding/boot_splash.png`, 1024x1315, palette PNG with alpha
(256 colors, 95 alpha levels), about 171 KB. Subject: cartoon zombie head and bust, (256 colors, antialiased alpha), about 174 KB. Subject: cartoon zombie head and bust,
bald scalp with a sparse hair fringe on the sides, thick nerd glasses, unsettling grin, bald scalp with a sparse hair fringe on the sides, thick nerd glasses, unsettling grin,
thumbs up, with "MatGames" (one word, no space) in a phosphor-terminal typeface and thumbs up, with **Work-Death Balance** in the VT323 phosphor-terminal typeface and
the subtitle `"...because he was bored..."` beneath it. the subtitle `MatGames — "...because he was bored..."` beneath it.
Provenance is recorded in `tools/branding/manifest.json`: Provenance is recorded in `tools/branding/manifest.json`:
@@ -34,7 +35,7 @@ Provenance is recorded in `tools/branding/manifest.json`:
and redistribution, including commercially, as long as the font is not sold on its and redistribution, including commercially, as long as the font is not sold on its
own. SHA256 `cf4de751ada78ceac033dbe16a687742939995b77bc2a052ae17a4957958594d`. own. SHA256 `cf4de751ada78ceac033dbe16a687742939995b77bc2a052ae17a4957958594d`.
Only the final PNG lives under `assets/`, so the raw source and the font are not Only the final splash/icon PNGs live under `assets/`, so the raw source and the font are not
packed into the export (`tools/*` is already excluded by the export preset). packed into the export (`tools/*` is already excluded by the export preset).
## Composition and keying ## Composition and keying
@@ -49,14 +50,22 @@ packed into the export (`tools/*` is already excluded by the export preset).
4. crops to the subject, applies a 50 px fade at the bottom to soften the frame cut 4. crops to the subject, applies a 50 px fade at the bottom to soften the frame cut
of the generated bust, and scales to 1024 px wide with 40 px side padding; of the generated bust, and scales to 1024 px wide with 40 px side padding;
5. draws the title with VT323 in amber over a blurred glow layer, plus an optional 5. draws the title with VT323 in amber over a blurred glow layer, plus an optional
second line. Defaults are the one-word `MatGames` and the subtitle second line. Defaults are `Work-Death Balance` and the subtitle
`"...because he was bored..."`; `--title`, `--subtitle` (empty to omit) and `MatGames — "...because he was bored..."`; `--title`, `--subtitle` (empty to omit) and
`--subtitle-height` change them. A 30 px `--bottom-padding` band is left under the `--subtitle-height` change them. A 30 px `--bottom-padding` band is left under the
text so the shell progress bar does not cross the lettering; text so the shell progress bar does not cross the lettering;
6. quantizes to 256 colors (no dither) and writes the PNG plus the manifest. 6. quantizes to 256 colors (no dither) and writes the PNG plus the manifest;
7. invokes `tools/make_favicon.py` with the already keyed original 1024×1024 mascot.
A head-only polygon excludes the hand and bust, then draws the face inside a dark
rounded badge with an amber outline. No new AI generation or second chroma key.
The 512×512 RGBA master is `assets/branding/work_death_icon.png`; a 32×32 review
preview is kept in `tools/branding/favicon_preview_32.png`. Provenance and SHA256
are recorded under `favicon` in the same manifest.
```sh ```sh
python3 tools/make_boot_splash.py tools/branding/raw/agy_generate_20261010234423_0.jpg python3 tools/make_boot_splash.py tools/branding/raw/agy_edit_20261011000309_0.jpg \
--provenance tools/branding/raw/agy_generate_20261010234423_0.jpg \
--provenance tools/branding/raw/agy_edit_20261010235510_0.jpg
``` ```
`--colors 0` keeps 32-bit RGBA if a future artwork needs smoother gradients. `--colors 0` keeps 32-bit RGBA if a future artwork needs smoother gradients.
@@ -64,6 +73,8 @@ python3 tools/make_boot_splash.py tools/branding/raw/agy_generate_20261010234423
## Godot settings ## Godot settings
```ini ```ini
config/name="Work-Death Balance"
config/icon="res://assets/branding/work_death_icon.png"
boot_splash/bg_color=Color(0, 0, 0, 1) boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/image="res://assets/branding/boot_splash.png" boot_splash/image="res://assets/branding/boot_splash.png"
boot_splash/show_image=true boot_splash/show_image=true
@@ -77,16 +88,26 @@ ratio; the exported shell confirms the result with the classes
## Verification ## Verification
- Exported `index.png` has the same 1024x1315 dimensions as the master. It is - Exported `index.png` has the same 1024×1315 dimensions as the master. Godot
re-encoded by the exporter to 32-bit RGBA (about 528 KB), so the bytes are not re-encodes palette images to RGBA, so bytes need not match the source PNG.
identical; composited on black the two images differ by at most 5.8/255 on - Web preset `html/export_icon=true` uses the project icon through Godot's official
0.11% of pixels, all with alpha below 20, i.e. invisible. The release keeps the exporter. It creates `index.icon.png` (512×512) and `index.apple-touch-icon.png`
171 KB master in the repository and ships a gzip sidecar. (180×180) with the corresponding HTML links. No generated HTML patch or default
Godot favicon remains; both files are included in the immutable release/hash check.
Firefox's runtime favicon is a generated blob URL; decoded pixels were compared
with the exported PNG and match exactly (zero mean/max difference).
- The exported shell contains no "Game engine" text and the splash image has an - The exported shell contains no "Game engine" text and the splash image has an
empty `alt`. empty `alt`.
- `html/export_icon=false`, so no favicon is exported: the browser tab still shows - The legacy URL `/pub/zombie-fps/`, score API and `zombie_fps_*` localStorage keys
a default icon. Using the mascot as favicon is a possible follow-up. intentionally remain unchanged to preserve bookmarks and browser identity.
- Native `user://` moves with the project name. `player_profile.gd` imports the old
sibling `Zombie Room FPS/zombie_fps_profile.cfg` only when the new profile is
absent, never modifies the source and never replaces an existing new profile.
Name, ID, best score and name-lock flag are retained; migration has isolated tests.
The actual local migration was also verified byte-identical, old file unchanged.
- On a phone in landscape the splash is scaled to fit the height, so the mascot - On a phone in landscape the splash is scaled to fit the height, so the mascot
appears fairly small; a landscape variant (mascot beside the title) would fill appears fairly small; a landscape variant (mascot beside the title) would fill
more of the screen if that is wanted. more of the screen if that is wanted.
- All eleven test suites still pass; this change touches no gameplay code. - `test_rebalance_branding.gd` checks title, icon, export setting and exact damage
values; `test_player_profile.gd` includes five non-destructive migration checks.
Both suites also pass in the GDExtension-free staging project.
+11
View File
@@ -1,5 +1,16 @@
# Classic HUD, automatic reload, furniture navigation, death audio # Classic HUD, automatic reload, furniture navigation, death audio
## Work-Death Balance damage tuning
- Player rifle: **17.5 damage** per body hit (previously 35), using the float
`Player.BULLET_DAMAGE` constant. Head multipliers remain zombie ×2.5 / boss ×1.5.
- Grenade explosion: **320 maximum damage** (previously 160), same 5 m linear
falloff, wall occlusion, self-damage and 15 s cooldown. At 1 m it deals 256;
at 2.5 m it deals 160; outside 5 m it deals none.
- Alien Grunt hornet damage is **unchanged**, including its progression by rank.
- `tools/test_rebalance_branding.gd`: 14 checks, including real rifle body/head
hits and exact explosion/self-damage values. All previous gameplay suites pass.
## HUD ## HUD
`scripts/game_hud.gd` replaces the debug-style text block with translucent black `scripts/game_hud.gd` replaces the debug-style text block with translucent black
+1 -1
View File
@@ -17,7 +17,7 @@
not add environmental destruction (the existing zombie-entry glass shatter is unchanged). not add environmental destruction (the existing zombie-entry glass shatter is unchanged).
- **No 4-second fuse anymore**. A lost projectile is deleted after 15 seconds without - **No 4-second fuse anymore**. A lost projectile is deleted after 15 seconds without
an explosion, avoiding orphan nodes or delayed airborne blasts. an explosion, avoiding orphan nodes or delayed airborne blasts.
- Blast radius **5 m**, maximum damage **160**, linear falloff; a world-mask ray prevents - Blast radius **5 m**, maximum damage **320**, linear falloff; a world-mask ray prevents
damage through walls. The living thrower is still included. damage through walls. The living thrower is still included.
## Original Half-Life explosion ## Original Half-Life explosion
+3 -3
View File
@@ -1,4 +1,4 @@
# Classifica globale (punteggi) — Zombie Room FPS # Classifica globale (punteggi) — Work-Death Balance
Sistema di punteggi online: schermata iniziale con classifica e nome del giocatore, Sistema di punteggi online: schermata iniziale con classifica e nome del giocatore,
microservizio sul bastion, invio del punteggio alla morte. microservizio sul bastion, invio del punteggio alla morte.
@@ -31,7 +31,7 @@ File coinvolti:
| `scripts/start_screen.gd` | menu: nome, pulsante GIOCA, classifica | | `scripts/start_screen.gd` | menu: nome, pulsante GIOCA, classifica |
| `tools/test_scores_api.py` | 42 controlli sul servizio (funzionalità, validazione, limiti) | | `tools/test_scores_api.py` | 42 controlli sul servizio (funzionalità, validazione, limiti) |
| `tools/test_leaderboard.gd` + `.sh` | 14 controlli sul client, contro un'API locale usa e getta | | `tools/test_leaderboard.gd` + `.sh` | 14 controlli sul client, contro un'API locale usa e getta |
| `tools/test_player_profile.gd` | 21 controlli sul profilo (nome, id, riparazioni) | | `tools/test_player_profile.gd` | 26 controlli sul profilo (nome, id, riparazioni, migrazione dopo rinomina) |
| `tools/test_start_screen.gd` | 10 controlli sulle regole del menu | | `tools/test_start_screen.gd` | 10 controlli sulle regole del menu |
## 2. Contratto dell'API ## 2. Contratto dell'API
@@ -198,7 +198,7 @@ sh tools/test_leaderboard.sh # 14 controlli
# profilo e menu (menu: serve un display) # profilo e menu (menu: serve un display)
$HOME/.local/opt/godot-4.7.1/Godot_v4.7.1-stable_linux.x86_64 --headless --path . \ $HOME/.local/opt/godot-4.7.1/Godot_v4.7.1-stable_linux.x86_64 --headless --path . \
--script res://tools/test_player_profile.gd # 21 controlli --script res://tools/test_player_profile.gd # 26 controlli
$HOME/.local/opt/godot-4.7.1/Godot_v4.7.1-stable_linux.x86_64 --path . \ $HOME/.local/opt/godot-4.7.1/Godot_v4.7.1-stable_linux.x86_64 --path . \
--rendering-method gl_compatibility --script res://tools/test_start_screen.gd # 10 controlli --rendering-method gl_compatibility --script res://tools/test_start_screen.gd # 10 controlli
``` ```
+22
View File
@@ -1,5 +1,27 @@
# Web build and compressed deployment # Web build and compressed deployment
## Work-Death Balance / damage tuning: 118709d117376527
Renames the game in menu, native window, HTML title/description and loading screen;
MatGames remains the studio signature. New nerd-zombie dark/amber favicon and Apple
icon, exported through `html/export_icon=true`; see `docs/BRANDING.md`.
- Player rifle 35 -> 17.5 damage, grenade maximum 160 -> 320; alien hornet damage,
head multipliers, blast radius, occlusion and cooldown unchanged.
- Native rename migration copies the old profile only if the new one is absent;
old source remains unchanged. Actual local migration verified byte-identical.
- Browser name/ID/best/lock fingerprint unchanged before/after the rename.
- All 17 Godot suites + 42 API checks passed; 14 exact-damage/branding checks and
26 profile checks repeated in GDExtension-free staging.
- PCK 7,029,108 bytes (gzip 3,826,014); main gzip payload 13,975,158 bytes.
- 16 release files SHA256-verified; HTTPS PCK and favicon cmp-identical to local.
Favicon `index.icon.png` 512x512; `index.apple-touch-icon.png` 180x180.
- Browser: loading screen and menu reviewed, title/active script correct; the
runtime favicon's decoded pixels exactly match the exported icon (zero difference).
- Atomic root swap, backup `/home/debian/zombie-fps-backups/index-before-work-death-118709d117376527.html`.
- URL/API/storage keys unchanged; no DB/nginx/API change and no production test
submissions. Previous `86c32ea9f5a4470e` still HTTP 200; older releases retained.
## Alien Grunt boss release: 86c32ea9f5a4470e ## Alien Grunt boss release: 86c32ea9f5a4470e
Every tenth wave is a single teleporting Alien Grunt, with progressively increasing Every tenth wave is a single teleporting Alien Grunt, with progressively increasing
+2 -2
View File
@@ -21,9 +21,9 @@ variant/extensions_support=false
variant/thread_support=false variant/thread_support=false
vram_texture_compression/for_desktop=true vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=true vram_texture_compression/for_mobile=true
html/export_icon=false html/export_icon=true
html/custom_html_shell="" html/custom_html_shell=""
html/head_include="<meta name=\"description\" content=\"Zombie Room FPS — prototipo Godot. WASD, mouse, R ricarica.\"><style>/* La barra di progresso predefinita attraversa la scritta della splash: la rendo una linea ambra sottile in fondo allo schermo. */ #status-progress{appearance:none;-webkit-appearance:none;border:none;height:3px;width:22%;bottom:8px;background:rgba(255,196,64,.15);border-radius:2px} #status-progress::-moz-progress-bar{background:#ffc440} #status-progress::-webkit-progress-bar{background:rgba(255,196,64,.15)} #status-progress::-webkit-progress-value{background:#ffc440}</style>" html/head_include="<meta name=\"description\" content=\"Work-Death Balance — sopravvivi al turno in ufficio. Un gioco MatGames. WASD, mouse, R ricarica.\"><style>/* La barra di progresso predefinita attraversa la scritta della splash: la rendo una linea ambra sottile in fondo allo schermo. */ #status-progress{appearance:none;-webkit-appearance:none;border:none;height:3px;width:22%;bottom:8px;background:rgba(255,196,64,.15);border-radius:2px} #status-progress::-moz-progress-bar{background:#ffc440} #status-progress::-webkit-progress-bar{background:rgba(255,196,64,.15)} #status-progress::-webkit-progress-value{background:#ffc440}</style>"
html/canvas_resize_policy=2 html/canvas_resize_policy=2
html/focus_canvas_on_start=true html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=true html/experimental_virtual_keyboard=true
+3 -2
View File
@@ -10,8 +10,9 @@ config_version=5
[application] [application]
config/name="Zombie Room FPS" config/name="Work-Death Balance"
config/description="FPS survival: zombie di Half-Life in una stanza con finestre e nessuna porta." config/description="Work-Death Balance — sopravvivi al turno in ufficio. Un gioco MatGames."
config/icon="res://assets/branding/work_death_icon.png"
run/main_scene="res://scenes/main.tscn" run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.7", "Forward Plus") config/features=PackedStringArray("4.7", "Forward Plus")
+1 -1
View File
@@ -4,7 +4,7 @@ signal detonated
const MAX_LIFETIME := 15.0 const MAX_LIFETIME := 15.0
const Explosion = preload("res://scripts/grenade_explosion.gd") const Explosion = preload("res://scripts/grenade_explosion.gd")
const BLAST_RADIUS := 5.0 const BLAST_RADIUS := 5.0
const MAX_DAMAGE := 160.0 const MAX_DAMAGE := 320.0
const Audio = preload("res://scripts/hl_audio.gd") const Audio = preload("res://scripts/hl_audio.gd")
const Blood = preload("res://scripts/blood_effects.gd") const Blood = preload("res://scripts/blood_effects.gd")
var age := 0.0 var age := 0.0
+2 -1
View File
@@ -5,6 +5,7 @@ var damage_pivot: Node3D
var damage_feedback: CanvasLayer var damage_feedback: CanvasLayer
const DamageFeedback = preload("res://scripts/damage_feedback.gd") const DamageFeedback = preload("res://scripts/damage_feedback.gd")
const MAX_HP := 100.0 const MAX_HP := 100.0
const BULLET_DAMAGE := 17.5
var hp := MAX_HP var hp := MAX_HP
var invulnerable := false # only enabled by the explicit native boss simulation flag var invulnerable := false # only enabled by the explicit native boss simulation flag
var _regen_elapsed := 0.0 var _regen_elapsed := 0.0
@@ -189,7 +190,7 @@ func shoot() -> void:
var hit := get_world_3d().direct_space_state.intersect_ray(query) var hit := get_world_3d().direct_space_state.intersect_ray(query)
if hit and hit.collider.has_method("take_damage"): if hit and hit.collider.has_method("take_damage"):
Blood.impact(get_parent(), hit.position, -camera.global_basis.z) Blood.impact(get_parent(), hit.position, -camera.global_basis.z)
hit.collider.take_damage(35, hit.position.y) hit.collider.take_damage(BULLET_DAMAGE, hit.position.y)
if ammo <= 0: if ammo <= 0:
start_reload() start_reload()
+15 -2
View File
@@ -5,6 +5,7 @@ extends RefCounted
## IndexedDB di Godot puo' non essere sincronizzata). Chiavi: zombie_fps_*. ## IndexedDB di Godot puo' non essere sincronizzata). Chiavi: zombie_fps_*.
## Il nome, una volta scelto, resta bloccato: non viene piu' richiesto. ## Il nome, una volta scelto, resta bloccato: non viene piu' richiesto.
const PATH := "user://zombie_fps_profile.cfg" const PATH := "user://zombie_fps_profile.cfg"
const LEGACY_PROJECT_NAME := "Zombie Room FPS"
const DEFAULT_NAME := "Giocatore" const DEFAULT_NAME := "Giocatore"
const NAME_MAX := 16 const NAME_MAX := 16
const KEY_NAME := "zombie_fps_name" const KEY_NAME := "zombie_fps_name"
@@ -14,10 +15,19 @@ const KEY_LOCKED := "zombie_fps_locked"
## Legge il profilo (o i valori predefiniti) e lo riscrive, cosi' il primo avvio ## Legge il profilo (o i valori predefiniti) e lo riscrive, cosi' il primo avvio
## lascia sempre un id stabile e le chiavi del browser allineate. ## lascia sempre un id stabile e le chiavi del browser allineate.
static func load_profile(path := PATH) -> Dictionary: static func load_profile(path := PATH, legacy_path := "") -> Dictionary:
var data := {"name": DEFAULT_NAME, "player_id": "", "best": 0, "locked": false} var data := {"name": DEFAULT_NAME, "player_id": "", "best": 0, "locked": false}
var config := ConfigFile.new() var config := ConfigFile.new()
if config.load(path) == OK: var loaded := config.load(path)
# Renaming application/config/name moves native user://. Import the old file
# only when the new one does not exist; never change/delete the source profile.
# Explicit legacy_path enables isolated migration tests using temporary files.
if loaded != OK and not FileAccess.file_exists(path):
if legacy_path == "" and path == PATH and not OS.has_feature("web"):
legacy_path = legacy_profile_path()
if legacy_path != "" and legacy_path != ProjectSettings.globalize_path(path):
loaded = config.load(legacy_path)
if loaded == OK:
var raw_name := text_of(config.get_value("player", "name", DEFAULT_NAME)) var raw_name := text_of(config.get_value("player", "name", DEFAULT_NAME))
# Una versione precedente poteva salvare la stringa "null": in quel caso il # Una versione precedente poteva salvare la stringa "null": in quel caso il
# nome va considerato non scelto e il blocco rimosso (riparazione automatica). # nome va considerato non scelto e il blocco rimosso (riparazione automatica).
@@ -35,6 +45,9 @@ static func load_profile(path := PATH) -> Dictionary:
save_profile(data, path) save_profile(data, path)
return data return data
static func legacy_profile_path() -> String:
return OS.get_user_data_dir().get_base_dir().path_join(LEGACY_PROJECT_NAME).path_join(PATH.get_file())
static func save_profile(data: Dictionary, path := PATH) -> void: static func save_profile(data: Dictionary, path := PATH) -> void:
var raw_name := text_of(data.get("name")) var raw_name := text_of(data.get("name"))
var name := sanitize_name(raw_name) if is_stored_name_usable(raw_name) else DEFAULT_NAME var name := sanitize_name(raw_name) if is_stored_name_usable(raw_name) else DEFAULT_NAME
+1 -1
View File
@@ -49,7 +49,7 @@ func _build_ui() -> void:
column.add_theme_constant_override("separation", 10 if touch_mode else 14) column.add_theme_constant_override("separation", 10 if touch_mode else 14)
center.add_child(column) center.add_child(column)
var title := _label("ZOMBIE ROOM FPS", 34 if touch_mode else 44, AMBER, HORIZONTAL_ALIGNMENT_CENTER) var title := _label("Work-Death Balance", 34 if touch_mode else 44, AMBER, HORIZONTAL_ALIGNMENT_CENTER)
column.add_child(title) column.add_child(title)
column.add_child(_label("MatGames — classifica globale", 15, DIM, HORIZONTAL_ALIGNMENT_CENTER)) column.add_child(_label("MatGames — classifica globale", 15, DIM, HORIZONTAL_ALIGNMENT_CENTER))
Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://x2fduvd60l5o"
path="res://.godot/imported/favicon_preview_32.png-dd38476f0c8cf5ec4443f01536b2cbf2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://tools/branding/favicon_preview_32.png"
dest_files=["res://.godot/imported/favicon_preview_32.png-dd38476f0c8cf5ec4443f01536b2cbf2.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+14 -4
View File
@@ -7,7 +7,7 @@
], ],
"mode": "P", "mode": "P",
"palette_colors": 256, "palette_colors": 256,
"sha256": "715bd5f1dd3a651b1b5f6ee0560db232ddfdad676091f07ea34696787e27fbee" "sha256": "4996cbf31fdc1afb5de77a228dc7a6a5f54156dda62b3108d8f2f73a7e6f2c3e"
}, },
"mascot_source": { "mascot_source": {
"file": "tools/branding/raw/agy_edit_20261011000309_0.jpg", "file": "tools/branding/raw/agy_edit_20261011000309_0.jpg",
@@ -30,8 +30,8 @@
"opaque_above": 130 "opaque_above": 130
}, },
"title": { "title": {
"text": "MatGames", "text": "Work-Death Balance",
"subtitle": "\"...because he was bored...\"", "subtitle": "MatGames \u2014 \"...because he was bored...\"",
"font": "tools/branding/fonts/VT323-Regular.ttf", "font": "tools/branding/fonts/VT323-Regular.ttf",
"license": "SIL Open Font License 1.1 (tools/branding/fonts/OFL.txt)" "license": "SIL Open Font License 1.1 (tools/branding/fonts/OFL.txt)"
}, },
@@ -50,5 +50,15 @@
"sha256": "57bc1e46eb0876c02008038981c9b01a6bf4e02da78418de7b44f4fcbd93895e" "sha256": "57bc1e46eb0876c02008038981c9b01a6bf4e02da78418de7b44f4fcbd93895e"
} }
], ],
"bottom_padding_px": 30 "bottom_padding_px": 30,
"favicon": {
"file": "assets/branding/work_death_icon.png",
"size": [
512,
512
],
"sha256": "dc674000e9f3378f962aee5804b84ae292723f82a95b4a76405c9a70817528d6",
"method": "existing chroma-keyed mascot head, dark rounded badge, amber outline; Pillow",
"preview": "tools/branding/favicon_preview_32.png"
}
} }
+6 -3
View File
@@ -1,4 +1,4 @@
"""Compose the boot splash: chroma-keyed mascot plus VT323 "Mat Games" lettering. """Compose Work-Death Balance's splash/icon using the existing MatGames mascot.
The raw mascot comes from an image generator on a flat magenta background (generators The raw mascot comes from an image generator on a flat magenta background (generators
do not emit real alpha). This script keys that background to transparency, removes do not emit real alpha). This script keys that background to transparency, removes
@@ -10,11 +10,12 @@ import hashlib
import json import json
import pathlib import pathlib
from PIL import Image, ImageDraw, ImageFilter, ImageFont from PIL import Image, ImageDraw, ImageFilter, ImageFont
from make_favicon import build_favicon
parser = argparse.ArgumentParser() parser = argparse.ArgumentParser()
parser.add_argument('raw', type=pathlib.Path, help='raw generated image (magenta background)') parser.add_argument('raw', type=pathlib.Path, help='raw generated image (magenta background)')
parser.add_argument('--title', default='MatGames') parser.add_argument('--title', default='Work-Death Balance')
parser.add_argument('--subtitle', default='"...because he was bored..."', parser.add_argument('--subtitle', default='MatGames — "...because he was bored..."',
help='second line under the title; empty string for none') help='second line under the title; empty string for none')
parser.add_argument('--subtitle-height', type=int, default=100) parser.add_argument('--subtitle-height', type=int, default=100)
parser.add_argument('--bottom-padding', type=int, default=30, parser.add_argument('--bottom-padding', type=int, default=30,
@@ -63,6 +64,7 @@ for y in range(source.height):
fixed_pixels[x, y] = (max(0, r - amount), g, max(0, b - amount)) fixed_pixels[x, y] = (max(0, r - amount), g, max(0, b - amount))
mascot = fixed.convert('RGBA') mascot = fixed.convert('RGBA')
mascot.putalpha(mask) mascot.putalpha(mask)
favicon = build_favicon(mascot, root)
mascot = mascot.crop(mascot.getbbox()) mascot = mascot.crop(mascot.getbbox())
if args.bottom_fade > 0: if args.bottom_fade > 0:
fade = min(args.bottom_fade, mascot.height) fade = min(args.bottom_fade, mascot.height)
@@ -111,6 +113,7 @@ if args.colors > 0:
canvas.save(out, optimize=True) canvas.save(out, optimize=True)
manifest = json.loads((source_tools / 'manifest.json').read_text()) if (source_tools / 'manifest.json').exists() else {} manifest = json.loads((source_tools / 'manifest.json').read_text()) if (source_tools / 'manifest.json').exists() else {}
manifest.update({ manifest.update({
'favicon': favicon,
'boot_splash': {'file': str(out.relative_to(root)), 'size': list(canvas.size), 'mode': canvas.mode, 'boot_splash': {'file': str(out.relative_to(root)), 'size': list(canvas.size), 'mode': canvas.mode,
'palette_colors': args.colors, 'palette_colors': args.colors,
'sha256': hashlib.sha256(out.read_bytes()).hexdigest()}, 'sha256': hashlib.sha256(out.read_bytes()).hexdigest()},
+36
View File
@@ -0,0 +1,36 @@
"""Work-Death Balance icon: the existing nerd-zombie face in an amber badge.
Called by make_boot_splash.py with the already keyed full-resolution mascot, so
there is no second keying pass or new AI artwork. Reference coordinates are for
our original 1024x1024 mascot (not a generic automatic face detector).
"""
import hashlib
from pathlib import Path
from PIL import Image, ImageChops, ImageDraw
def build_favicon(mascot: Image.Image, root: Path) -> dict:
assert mascot.size == (1024, 1024), 'Update the head mask for a different source'
face = mascot.convert('RGBA').copy()
mask = Image.new('L', face.size)
ImageDraw.Draw(mask).polygon([
(235, 240), (280, 195), (320, 110), (512, 80), (700, 140),
(780, 245), (770, 385), (748, 460), (694, 610), (640, 710),
(530, 755), (420, 735), (328, 650), (277, 520), (228, 395),
], fill=255)
face.putalpha(ImageChops.multiply(face.getchannel('A'), mask))
face = face.crop((220, 80, 790, 755))
face.thumbnail((440, 460), Image.Resampling.LANCZOS)
icon = Image.new('RGBA', (512, 512))
ImageDraw.Draw(icon).rounded_rectangle((7, 7, 504, 504), radius=96,
fill=(13, 16, 15, 255),
outline=(255, 186, 48, 255), width=14)
icon.alpha_composite(face, ((512 - face.width) // 2, (512 - face.height) // 2))
output = root / 'assets/branding/work_death_icon.png'
icon.save(output, optimize=True)
preview = root / 'tools/branding/favicon_preview_32.png'
icon.resize((32, 32), Image.Resampling.LANCZOS).save(preview, optimize=True)
return {'file': str(output.relative_to(root)), 'size': [512, 512],
'sha256': hashlib.sha256(output.read_bytes()).hexdigest(),
'method': 'existing chroma-keyed mascot head, dark rounded badge, amber outline; Pillow',
'preview': str(preview.relative_to(root))}
+25
View File
@@ -139,6 +139,31 @@ func run_test() -> void:
str(junk_after.get_value("player", "locked", true))]) str(junk_after.get_value("player", "locked", true))])
DirAccess.remove_absolute(ProjectSettings.globalize_path(junk_path)) DirAccess.remove_absolute(ProjectSettings.globalize_path(junk_path))
# 12) Native rename migration: temporary files only, old source is read-only.
var legacy_path := "user://test_legacy_profile.cfg"
var migrated_path := "user://test_migrated_profile.cfg"
DirAccess.remove_absolute(ProjectSettings.globalize_path(migrated_path))
Profile.save_profile({"name": "Legacy", "player_id": "abcdef0123456789",
"best": 850, "locked": true}, legacy_path)
var old_hash := FileAccess.get_sha256(legacy_path)
var migrated := Profile.load_profile(migrated_path, legacy_path)
check("rinomina: nome, id, record e blocco migrati senza perdite",
migrated.name == "Legacy" and migrated.player_id == "abcdef0123456789"
and migrated.best == 850 and migrated.locked)
check("rinomina: il vecchio file rimane byte-identico",
FileAccess.get_sha256(legacy_path) == old_hash)
check("rinomina: il profilo viene scritto nella nuova posizione",
FileAccess.file_exists(migrated_path))
migrated.name = "Attuale"
migrated.best = 950
Profile.save_profile(migrated, migrated_path)
var preferred := Profile.load_profile(migrated_path, legacy_path)
check("rinomina: un profilo nuovo esistente prevale sul vecchio",
preferred.name == "Attuale" and preferred.best == 950)
check("rinomina: percorso legacy risolto accanto al nuovo user data",
Profile.legacy_profile_path().ends_with("/Zombie Room FPS/zombie_fps_profile.cfg"))
DirAccess.remove_absolute(ProjectSettings.globalize_path(legacy_path))
DirAccess.remove_absolute(ProjectSettings.globalize_path(migrated_path))
DirAccess.remove_absolute(ProjectSettings.globalize_path(TEST_PATH)) DirAccess.remove_absolute(ProjectSettings.globalize_path(TEST_PATH))
print("%d controlli superati, %d falliti" % [checks - failures, failures]) print("%d controlli superati, %d falliti" % [checks - failures, failures])
quit(1 if failures > 0 else 0) quit(1 if failures > 0 else 0)
+89
View File
@@ -0,0 +1,89 @@
extends SceneTree
## Exact damage regression + visible game identity, no public score submissions.
const Player = preload("res://scripts/player.gd")
const Grenade = preload("res://scripts/grenade.gd")
const Boss = preload("res://scripts/alien_grunt.gd")
const Target = preload("res://tools/grenade_test_target.gd")
var checks := 0
var failures := 0
func _initialize() -> void:
call_deferred("run_test")
func check(ok: bool, label: String) -> void:
checks += 1
if not ok:
failures += 1
print("PASS: " if ok else "FAIL: ", label)
func run_test() -> void:
check(Player.BULLET_DAMAGE == 17.5, "fucile: 35 -> 17,5 senza arrotondamento")
check(Grenade.MAX_DAMAGE == 320 and Grenade.BLAST_RADIUS == 5,
"granata: 160 -> 320, raggio invariato a 5m")
check(Boss.stats_for_wave(10).ranged == 8 and Boss.stats_for_wave(20).ranged == 10,
"proiettili alieni invariati a tutti i gradi")
check(ProjectSettings.get_setting("application/config/name") == "Work-Death Balance",
"titolo nativo del progetto aggiornato")
var icon: Texture2D = load(ProjectSettings.get_setting("application/config/icon"))
check(icon != null and icon.get_size() == Vector2(512, 512), "icona del progetto caricata, 512x512")
var preset := ConfigFile.new()
preset.load("res://export_presets.cfg")
check(preset.get_value("preset.0.options", "html/export_icon", false),
"favicon Web abilitata tramite esportazione icona ufficiale")
var world = load("res://scenes/main.tscn").instantiate()
root.add_child(world) # first real renamed startup also exercises profile migration
world.player.set_physics_process(false)
world.player.hp = 100000
world.player.position = Vector3(0, 0.1, 2)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
var title_found := false
for label in world.start_screen.find_children("*", "Label", true, false):
if label.text == "Work-Death Balance":
title_found = true
check(title_found, "menu mostra Work-Death Balance")
check(world.leaderboard.disabled, "build di prova non invia punteggi pubblici")
var zombie = load("res://scripts/zombie.gd").new()
zombie.player = world.player
zombie.position = Vector3(0, 0.05, -3)
world.add_child(zombie)
zombie.entering = false
zombie.set_physics_process(false)
world.player.camera.look_at(zombie.position + Vector3.UP)
await physics_frame
await physics_frame
world.player.shoot()
check(is_equal_approx(zombie.hp, 82.5), "colpo reale al corpo: esattamente 17,5 danni")
world.player.camera.look_at(zombie.position + Vector3.UP * 1.7)
world.player.shoot()
check(is_equal_approx(zombie.hp, 38.75), "headshot zombie: 43,75 danni, moltiplicatore 2,5 invariato")
zombie.queue_free()
await process_frame
var near := Target.new()
near.position = Vector3(0, 0, -1)
world.add_child(near)
var half := Target.new()
half.position = Vector3(0, 0, -2.5)
world.add_child(half)
var far := Target.new()
far.position = Vector3(0, 0, -6)
world.add_child(far)
var grenade := Grenade.new()
grenade.position = Vector3(0, 0.9, 0)
grenade.thrower = world.player
world.add_child(grenade)
grenade.freeze = true
var hp_before: float = world.player.hp
var player_distance: float = grenade.position.distance_to(world.player.position + Vector3.UP * 0.9)
var expected_self_damage := 320.0 * (1.0 - player_distance / 5.0)
grenade._request_detonation(grenade.position)
await process_frame
await process_frame
check(is_equal_approx(near.damage_taken, 256.0), "esplosione a 1m: 256 danni, decadimento lineare invariato")
check(is_equal_approx(half.damage_taken, 160.0), "esplosione a 2,5m: 160 danni, il doppio di prima")
check(far.damage_taken == 0, "nessun danno oltre il raggio originale")
check(is_equal_approx(hp_before - world.player.hp, expected_self_damage),
"danno dell'esplosione al tiratore raddoppiato con lo stesso decadimento")
world.queue_free()
await process_frame
print(checks - failures, " controlli superati, ", failures, " falliti")
quit(1 if failures else 0)
+1
View File
@@ -0,0 +1 @@
uid://dmlx8rbl8u4ub