Add classic HUD, auto reload, furniture pathfinding and death flatline

This commit is contained in:
enne2
2026-10-11 00:58:28 +02:00
parent d6d25fabaa
commit 8a0c441af6
14 changed files with 438 additions and 19 deletions
+3 -3
View File
@@ -3,8 +3,8 @@
`scripts/office_atmosphere.gd` adds two desks, three chairs and a metal fire barrel.
Props use low-poly primitives with simple static collisions on world layer 1.
Positions avoid the four cardinal entry corridors and the central combat space.
The zombies still use their existing direct pursuit, not a new pathfinding system;
props can obstruct arbitrary paths when the player hides behind them.
Zombies now route around furniture using the shared XZ grid described in
`GAMEPLAY-IMPROVEMENTS.md`; static collision bounds feed the navigation map.
The central ceiling OmniLight was removed. Ambient energy is 0.12 with a cool blue
color, preserving silhouette readability rather than total darkness. Two warm desk
@@ -40,4 +40,4 @@ Three screenshots `/tmp/zombie-office-{0,1,2}.png` inspected, including the barr
All seven prior suites pass: health/sky, music, grenade, waves, death, damage, touch.
Existing resource-in-use warnings at test shutdown remain. Actual smartphone
performance has not been measured; this is a small light/particle budget, not an
FPS guarantee. Keep testing arbitrary zombie routes around the new obstacles.
FPS guarantee. Physical furniture-pursuit tests are in `test_gameplay_improvements.gd`.