Add scaling Alien Grunt boss waves and native simulation; publish Web release

This commit is contained in:
enne2
2026-10-15 15:08:52 +02:00
parent 5761e160c1
commit 2606fc5cc2
44 changed files with 1464 additions and 9 deletions
+145 -3
View File
@@ -1,6 +1,8 @@
extends Node3D
const PlayerScript = preload("res://scripts/player.gd")
const ZombieScript = preload("res://scripts/zombie.gd")
const BossScript = preload("res://scripts/alien_grunt.gd")
const BossTeleport = preload("res://scripts/boss_teleport.gd")
const RoomScript = preload("res://scripts/room.gd")
const LeaderboardScript = preload("res://scripts/leaderboard.gd")
const StartScreenScript = preload("res://scripts/start_screen.gd")
@@ -26,15 +28,28 @@ var leaderboard: Node
var start_screen: CanvasLayer
var profile := {}
var score_submitted := false
var boss: CharacterBody3D
var boss_simulation := false
var simulation_wave := 0
var simulation_god := false
var simulation_finished := false
var simulation_restarting := false
var simulation_label: Label
var simulation_retry: Button
func _ready() -> void:
smoke = "--smoke" in OS.get_cmdline_user_args()
profile = Profile.load_profile()
if not _configure_simulation():
return
# A simulation must never read/write the real player's profile or public scores.
profile = {"name": "SIMULAZIONE", "player_id": "boss-simulation", "best": 0} \
if boss_simulation else Profile.load_profile()
room = Node3D.new()
room.set_script(RoomScript)
add_child(room)
player = CharacterBody3D.new()
player.set_script(PlayerScript)
player.invulnerable = boss_simulation and simulation_god
player.position = Vector3(0, 0.1, 0)
add_child(player)
var envnode := WorldEnvironment.new()
@@ -89,6 +104,12 @@ func _ready() -> void:
leaderboard.score_submitted.connect(_on_score_submitted)
leaderboard.submit_failed.connect(_on_submit_failed)
player.died.connect(_on_player_died)
if boss_simulation:
leaderboard.disabled = true
leaderboard.base_url = ""
_setup_simulation_ui()
call_deferred("_start_simulation")
return
start_screen = CanvasLayer.new()
start_screen.set_script(StartScreenScript)
start_screen.player = player
@@ -112,7 +133,7 @@ func _on_start_pressed(player_name: String) -> void:
func start_game(player_name: String, save_profile := true) -> void:
profile["name"] = player_name
if save_profile:
if save_profile and not boss_simulation:
Profile.save_profile(profile)
if not player.touch_mode:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
@@ -126,6 +147,11 @@ func start_game(player_name: String, save_profile := true) -> void:
## Alla morte si invia UNA volta il punteggio finale con nome e id del giocatore.
func _on_player_died() -> void:
if boss_simulation:
simulation_finished = false
simulation_retry.hide()
player.set_death_note("SIMULAZIONE — R / RICOMINCIA per riprovare; nessun punteggio inviato")
return
if score_submitted:
return
score_submitted = true
@@ -199,9 +225,13 @@ func _restart_music() -> void:
func _process(_dt: float) -> void:
if hud:
hud.update_status(player, wave, score)
hud.update_boss(boss)
static func is_boss_wave(number: int) -> bool:
return number > 0 and number % 10 == 0
func zombies_for_wave(number: int) -> int:
return 4 + number * 2
return 0 if is_boss_wave(number) else 4 + number * 2
func _next_wave() -> void:
wave_pending = false
@@ -209,6 +239,12 @@ func _next_wave() -> void:
return
wave += 1
spawning = true
if is_boss_wave(wave):
_spawn_boss()
spawning = false
_check_wave()
return
boss = null
for i in zombies_for_wave(wave):
if player.hp <= 0:
break
@@ -265,4 +301,110 @@ func _spawn() -> void:
func _check_wave() -> void:
if alive == 0 and not spawning and not wave_pending and player.hp > 0:
wave_pending = true
if boss_simulation:
simulation_finished = true
simulation_label.text = "BOSS SCONFITTO — ondata %d | R o RIPROVA per ricominciare" % wave
simulation_retry.show()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
return
get_tree().create_timer(3).timeout.connect(_next_wave)
func _boss_spawn_position() -> Vector3:
var candidates := [Vector3(0, 0.05, -6), Vector3(6, 0.05, 0),
Vector3(0, 0.05, 6), Vector3(-6, 0.05, 0), Vector3(6, 0.05, 6),
Vector3(-6, 0.05, -6), Vector3(6, 0.05, -6), Vector3(-6, 0.05, 6)]
candidates.shuffle()
var capsule := CapsuleShape3D.new()
capsule.radius = 0.5
capsule.height = 2.5
for candidate: Vector3 in candidates:
if candidate.distance_to(player.global_position) < 5:
continue
var query := PhysicsShapeQueryParameters3D.new()
query.shape = capsule
query.transform = Transform3D(Basis.IDENTITY, candidate + Vector3.UP * 1.25)
query.collision_mask = 1 | 2 | 4
if get_world_3d().direct_space_state.intersect_shape(query, 1).is_empty() \
and navigation.route(candidate, player.global_position).size() > 1:
return candidate
# Fixed office layout has clear candidates; never silently spawn inside a prop.
return Vector3.INF
func _spawn_boss() -> void:
var at := _boss_spawn_position()
if not at.is_finite():
push_error("Nessun punto libero per il boss")
return
boss = BossScript.new()
boss.configure(wave)
boss.player = player
boss.navigation = navigation
boss.position = at
var instance := boss
alive += 1
boss.killed.connect(func(_headshot: bool):
score += instance.reward
alive -= 1
_check_wave())
add_child(boss)
var portal := BossTeleport.new()
portal.position = at
portal.materialized.connect(func():
if is_instance_valid(instance):
instance.materialize())
add_child(portal)
func _configure_simulation() -> bool:
if OS.has_feature("web"):
return true
for argument in OS.get_cmdline_user_args():
if argument.begins_with("--boss-wave="):
var value := argument.substr(12)
if not value.is_valid_int() or not is_boss_wave(int(value)):
push_error("--boss-wave richiede un multiplo positivo di 10: 10, 20, 30...")
get_tree().quit(2)
return false
simulation_wave = int(value)
boss_simulation = true
simulation_god = "--boss-god" in OS.get_cmdline_user_args()
return true
func _start_simulation() -> void:
# Wait for static physics shapes/navigation to be registered before choosing a portal.
await get_tree().physics_frame
wave = simulation_wave - 1
start_game("SIMULAZIONE", false)
print("BOSS SIMULATION: wave=", simulation_wave, " god=", simulation_god,
" | public scores/profile writes disabled")
func _setup_simulation_ui() -> void:
var canvas := CanvasLayer.new()
canvas.layer = 6
add_child(canvas)
simulation_label = Label.new()
simulation_label.text = "SIMULAZIONE BOSS — ONDATA %d%s | nessun punteggio online" % [
simulation_wave, " | INVULNERABILE" if simulation_god else ""]
simulation_label.position = Vector2(18, 125)
simulation_label.add_theme_font_size_override("font_size", 18)
simulation_label.add_theme_color_override("font_color", Color(0.2, 1, 0.7))
simulation_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
canvas.add_child(simulation_label)
simulation_retry = Button.new()
simulation_retry.text = "RIPROVA IL BOSS"
simulation_retry.position = Vector2(510, 520)
simulation_retry.size = Vector2(260, 60)
simulation_retry.pressed.connect(_restart_simulation)
simulation_retry.hide()
canvas.add_child(simulation_retry)
func _input(event: InputEvent) -> void:
# Only the completed native simulation has this shortcut. No menu click-to-start.
if boss_simulation and simulation_finished and event.is_action_pressed("reload"):
get_viewport().set_input_as_handled()
_restart_simulation()
func _restart_simulation() -> void:
if simulation_restarting:
return
simulation_restarting = true
get_tree().reload_current_scene()