- project.godot: joypad events on the ten existing actions (left stick move,
A jump, right trigger/RB fire, X reload, B/LB grenade, Start pause, Back
fullscreen), four new look_* actions on the right stick (deadzone 0.2) and
ui_accept/ui_cancel redefined with the pad buttons A/B while keeping
Enter/KP Enter/Space/Esc: the 4.7.1 engine maps no pad button on those.
- scripts/player.gd: gamepad_mode turns on by itself on the first pad input;
_can_aim() replaces the "mouse captured" gate of shoot and grenade (the pad
never captures the pointer, same trap already fixed for touch);
_handle_gamepad_look() converts the right stick into equivalent relative
mouse pixels (900 px/s at full deflection, m^1.8 response) and still goes
through apply_look(); restart accepts A/X and the death text follows the
device in use.
- scripts/start_screen.gd: pad hint shown only when a controller is connected,
refreshed on Input.joy_connection_changed.
- tools/test_gamepad.gd: 33 checks on map structure, keyboard preservation,
real event pipeline, gamepad_mode and analog look.
- docs/GAMEPAD.md: mapping, code map, verification, known limit (kiosk name
entry still needs a keyboard: on-screen keyboard is the next step).
Verified: test_gamepad 33/33, test_fullscreen_shortcut 8/8, test_touch_controls
14/14 (--touch), test_grenade 24/24, test_boss 50/50, test_rebalance_branding
14/14, test_player_profile 30/30. test_start_screen keeps its 2 pre-existing
headless failures (identical on HEAD).
La classifica globale non dipende più da un argomento: sui build desktop il client
usa il servizio pubblico DEFAULT_API_BASE (https://enne2.net/api/zombie-fps).
- scripts/leaderboard.gd: resolve_base() statica con priorità --api=<url> (test)
→ --offline/--no-api (opt-out esplicito per le partite di prova) → origine della
pagina sul Web → servizio pubblico. Rimosso l'avviso "Classifica disattivata".
- Le suite di test (--script) restano spente a meno di un --api= esplicito, così
nessun test può scrivere nella classifica pubblica.
- tools/test_start_screen.gd: verifica default attivo, opt-out e override;
tools/test_rebalance_branding.gd: suite di test senza invii.
- docs/HIGHSCORES.md: nuova regola della base URL e diagnostica aggiornata.
Verifiche: test_start_screen 18/18 PASS con display; test_rebalance_branding
14/14 PASS; test_leaderboard.sh invariato (12 PASS, 2 FAIL preesistenti su questa
macchina anche prima della modifica).
New remappable action `toggle_fullscreen` (Alt+F) handled in main.gd::_input(),
so it works in the menu, during a match with the pointer captured and in the boss
sandbox; the event is marked handled so the key does not reach the rest of the game.
toggle_fullscreen() switches between WINDOW_MODE_FULLSCREEN and WINDOW_MODE_WINDOWED;
the state lives in main.fullscreen (initialised from the real window mode) instead of
querying the driver on every press, so the toggle is deterministic and testable. On
Web it is a no-op because fullscreen belongs to the page.
Desktop HUD hint updated. New tools/test_fullscreen_shortcut.gd: 8 checks (action and
key mapping, alternation, bare F inert, works mid-match without freeing the cursor).
Verified on a real display: window_get_mode 0 -> 3 -> 0.
Every game over unlocks the profile and frees the name, so the menu always asks
for a new player name: the field is empty at every boot, restart or game over and
the game does not start without a name (no anonymous scores). The player identity
is derived from the entered name (deterministic FNV-1a, 16 hex chars valid for the
public API) and the profile keeps the best score per name. Backend untouched.
Mouse: player._ready() captured the pointer before the menu existed, so the start
screen was not clickable. The cursor now always starts visible; the capture happens
only in player.begin_play(), called by start_game(). New `playing` flag gates Esc
and the Web click capture to the actual match.
Linux export preset: single-file x86_64 binary with the PCK embedded, no
libstdc++ dependency, official 4.7.1 template (glibc >= 2.28). Notes and the
export_presets.cfg `#`-is-not-a-comment trap documented in docs/KIOSK-ARCADE.md.
Tests: profile 30/30, start screen 15/15 (cursor free at menu, captured only in
game), boss 50/50, rebalance 14/14, touch 14 PASS, API 42/42, all other suites pass.
- services/scores-api: microservizio (solo stdlib) con SQLite WAL, idempotenza per
submission_id, limiti di frequenza e validazione; immagine Docker non-root.
- nginx: reverse proxy su /api/zombie-fps/ (stessa origine del gioco, niente CORS).
- scripts/leaderboard.gd: client HTTP con retry idempotente; su desktop la classifica
resta disattivata senza --api=, cosi' i test non sporcano la classifica pubblica.
- scripts/player_profile.gd: nome, id anonimo e miglior punteggio in user:// e in
window.localStorage; il nome scelto non viene piu' richiesto; riparazione dei
profili con la stringa "null".
- scripts/start_screen.gd: menu con nome, GIOCA e classifica; la partita parte solo
dal pulsante (via la rete di sicurezza sull'input, Invio nel campo non avvia).
- scripts/main.gd, player.gd: avvio esplicito, segnale died, nota dell'invio.
- tools: test_scores_api.py (42), test_leaderboard (14), test_player_profile (21),
test_start_screen (10); suite esistenti adeguate all'avvio manuale.
- docs/HIGHSCORES.md + docs/WEB-DEPLOY.md aggiornati.
- scripts/touch_controls.gd: full-screen layer routing multi-touch by touch
index: floating joystick on the left half (analog move_* actions), look area
on the right half, FIRE/GRENADE/RELOAD/JUMP buttons. Shown automatically on
web_android/web_ios or a touchscreen; overridable with --touch/--no-touch and
?touch=1/?touch=0. The root Control uses MOUSE_FILTER_IGNORE on purpose: a
STOP control swallows the first click and the Web start gate never fires.
- scripts/player.gd: touch_mode disables mouse look and pointer lock; view
rotation moved to apply_look() shared by mouse and touch; reload and grenade
are polled now (is_action_just_pressed) like shoot/jump, because an
InputEventAction synthesised inside another event's dispatch does not reach
_unhandled_input; start_reload() extracted; get_vector uses an explicit 0.2
dead zone so the joystick keeps its full travel.
- scripts/main.gd: creates the layer when needed, accepts a screen touch as the
start gesture (which also unlocks browser audio) and enables the layer only
afterwards.
- tools/test_touch_controls.gd: 11 assertions (joystick movement, look
rotation, simultaneous multi-touch, fire hold/release, reload, grenade, jump,
detection) runnable headless and on a real display.
- docs/TOUCH-CONTROLS.md: detection rules, input model, verification.
- assets/audio/music/zombie_industrial_loop.ogg: 57.60 s Ogg Vorbis loop
generated locally with YuE2-3B on the Tesla V100 (score written for this
track; vocals removed with HTDemucs). The loop is spliced at the track's
structural repeat with a 0.6 s crossfade: measured seam dip <= 1.6 dB.
- scripts/main.gd: "Music" AudioStreamPlayer at -11 dB, started at boot on
desktop and on the start click on Web (browser autoplay policy). It forces
stream.loop at runtime because the Web staging step re-imports the OGG with
loop=false.
- tools/test_music.gd: soundtrack test (loop, length, volume, playback,
still playing after player death).
- docs/MUSIC.md: source, loop construction, verification, licence.
- docs/WEB-DEPLOY.md: release ab6054111f5919a8 notes.
Initial commit of the project.