Files
enne2 4af402f8bf Add Alt+F to toggle fullscreen and window mode
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.
2026-10-24 12:55:15 +02:00

445 lines
16 KiB
GDScript

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")
const Profile = preload("res://scripts/player_profile.gd")
const MUSIC_PATH := "res://assets/audio/music/zombie_industrial_loop.ogg"
const MUSIC_VOLUME_DB := -11.0
const TouchControls = preload("res://scripts/touch_controls.gd")
var player: CharacterBody3D
var room: Node3D
var music: AudioStreamPlayer
var music_started := false
var touch: Node
var hud: CanvasLayer
var navigation: Node
var score := 0
var wave := 0
var alive := 0
var spawning := false
var wave_pending := false
var smoke := false
var last_window := -1
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
## Stato dello schermo intero, tenuto qui e non letto dal driver a ogni pressione:
## cosi' Alt+F alterna davvero e il comportamento e' verificabile anche in headless.
var fullscreen := false
func _ready() -> void:
smoke = "--smoke" in OS.get_cmdline_user_args()
fullscreen = DisplayServer.window_get_mode() != DisplayServer.WINDOW_MODE_WINDOWED
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()
var env := Environment.new()
env.background_mode = Environment.BG_SKY
var sky_material := PanoramaSkyMaterial.new()
sky_material.panorama = load("res://assets/textures/sky/space_panorama.png")
env.sky = Sky.new()
env.sky.sky_material = sky_material
# Solo sfondo: illuminazione e riflessi non dipendono dal cielo scuro.
env.reflected_light_source = Environment.REFLECTION_SOURCE_DISABLED
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.28, 0.36, 0.48)
env.ambient_light_energy = 0.12
# Glow compensates for the missing volumetric fog (unsupported in Compatibility):
# a high threshold so only the fire core blooms, keeping the amber HUD readable.
env.glow_enabled = true
env.glow_intensity = 0.45
env.glow_strength = 1.0
env.glow_bloom = 0.05
env.glow_mix = 0.05
env.glow_hdr_threshold = 1.3
env.glow_blend_mode = Environment.GLOW_BLEND_MODE_ADDITIVE
for level in [2, 3, 4]:
env.set("glow_levels/%d" % level, 1.0 if level == 3 else 0.4)
envnode.environment = env
add_child(envnode)
var office := Node3D.new()
office.set_script(preload("res://scripts/office_atmosphere.gd"))
add_child(office)
navigation = Node.new()
navigation.set_script(preload("res://scripts/room_navigation.gd"))
add_child(navigation)
var canvas := CanvasLayer.new()
add_child(canvas)
hud = CanvasLayer.new()
hud.set_script(preload("res://scripts/game_hud.gd"))
add_child(hud)
var cross := Label.new()
cross.text = "+"
cross.add_theme_font_size_override("font_size", 30)
canvas.add_child(cross)
cross.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
_setup_music()
_setup_touch()
leaderboard = Node.new()
leaderboard.set_script(LeaderboardScript)
leaderboard.player_id = profile["player_id"]
add_child(leaderboard)
leaderboard.leaderboard_ready.connect(_on_leaderboard_ready)
leaderboard.leaderboard_failed.connect(_on_leaderboard_failed)
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
start_screen.leaderboard = leaderboard
start_screen.profile = profile
add_child(start_screen)
start_screen.started.connect(_on_start_pressed)
if OS.has_feature("web"):
if touch != null:
touch.enabled = false # i tocchi servono alla schermata iniziale
if smoke:
get_tree().create_timer(12).timeout.connect(func():
print("SMOKE: wave=", wave, " alive=", alive, " player_hp=", player.hp)
get_tree().quit())
## Il pulsante GIOCA della schermata iniziale delega qui: sblocca l'audio (policy dei
## browser: serve un gesto dell'utente) e avvia la prima ondata. I test headless
## chiamano la stessa funzione con save_profile=false per non toccare il profilo reale.
func _on_start_pressed(player_name: String) -> void:
start_game(player_name, true)
func start_game(player_name: String, save_profile := true) -> void:
# Modalita' arcade/kiosk: l'identita' nasce dal nome scritto in questo momento,
# non dal profilo precedente. Stesso nome = stesso id (quindi stessa persona anche
# dopo un riavvio); nome diverso = identita' diversa.
profile["name"] = Profile.sanitize_name(player_name)
profile["player_id"] = Profile.player_id_for_name(profile["name"])
profile["best"] = Profile.best_for_name(profile, profile["name"])
if leaderboard != null:
leaderboard.player_id = profile["player_id"]
if save_profile and not boss_simulation:
Profile.save_profile(profile)
player.begin_play()
if touch != null:
touch.enabled = true
if start_screen != null:
start_screen.queue_free()
start_screen = null
_start_music()
_next_wave()
## 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
var played_name := str(profile.get("name", ""))
if int(score) > int(profile.get("best", 0)):
Profile.record_best(profile, played_name, int(score))
# Game over: profilo sbloccato e nome liberato. Al ritorno al menu (R o pulsante
# Ricomincia) il campo e' vuoto e viene richiesto il nome della partita successiva.
Profile.unlock_name(profile)
if not boss_simulation:
Profile.save_profile(profile)
if start_screen != null:
start_screen.reset_for_new_player()
player.set_death_note("invio del punteggio in corso...")
# Il nome della partita appena conclusa, non quello liberato per la partita nuova.
leaderboard.submit(played_name, score)
func _on_score_submitted(info: Dictionary) -> void:
var total := int(info.get("total", 0))
player.set_death_note("PUNTEGGIO %d — %d° su %d partite" % [score, int(info.get("rank", 0)), total])
leaderboard.fetch()
func _on_submit_failed(reason: String) -> void:
player.set_death_note("punteggio non inviato (%s)" % reason)
func _on_leaderboard_ready(rows: Array, total: int, me: Dictionary) -> void:
if start_screen != null:
start_screen.show_leaderboard(rows, total, me)
func _on_leaderboard_failed(reason: String) -> void:
if start_screen != null:
start_screen.show_leaderboard_error(reason)
## Nota: qui non c'e' piu' nessuna rete di sicurezza sull'input. La partita parte
## solo dal pulsante GIOCA della schermata iniziale (segnale `started`): un click o un
## tocco sullo sfondo del menu non deve avviare nulla.
## Controlli on-screen: attivi su browser mobile o touchscreen, forzabili con
## --touch / --no-touch sulla riga di comando e con ?touch=1 / ?touch=0 sul Web.
func _setup_touch() -> void:
var forced := TouchControls.force_mode()
if not (forced > 0 or (forced == 0 and TouchControls.should_auto_enable())):
return
player.touch_mode = true
# Su un dispositivo touch il pointer lock non serve e su desktop forzato
# ruberebbe il cursore: nessuna cattura del mouse in modalita' touch.
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
touch = CanvasLayer.new()
touch.set_script(TouchControls)
touch.player = player
# Su desktop forzato con --touch i drag del mouse valgono come tocchi,
# cosi' la UI e' provabile anche senza dispositivo touch.
touch.mouse_fallback = forced > 0 and not DisplayServer.is_touchscreen_available()
add_child(touch)
## Colonna sonora: industrial metal strumentale su loop senza giunzione udibile.
func _setup_music() -> void:
music = AudioStreamPlayer.new()
music.name = "Music"
music.stream = load(MUSIC_PATH)
music.volume_db = MUSIC_VOLUME_DB
if music.stream is AudioStreamOggVorbis:
music.stream.loop = true
add_child(music)
music.add_to_group("music")
# Rete di sicurezza: se il flag di loop mancasse, il brano riparte a fine coda.
music.finished.connect(_restart_music)
func _start_music() -> void:
if music_started or music == null:
return
music_started = true
music.play()
func _restart_music() -> void:
if music_started and is_instance_valid(music):
music.play()
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 0 if is_boss_wave(number) else 4 + number * 2
func _next_wave() -> void:
wave_pending = false
if player.hp <= 0 or spawning:
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
_spawn()
await get_tree().create_timer(0.8).timeout
spawning = false
_check_wave()
## Sceglie una finestra a caso fra quelle disponibili, evitando di ripetere
## l'ultima usata: gli zombie entrano da aperture diverse invece che sempre dalle
## stesse quattro posizioni fisse.
func _pick_window() -> int:
var count: int = room.windows.size()
if count == 0:
return -1
if count == 1:
return 0
var index: int = randi() % count
if index == last_window:
index = (last_window + 1 + randi() % (count - 1)) % count
return index
func _spawn() -> void:
var chosen := _pick_window()
if chosen < 0:
return
last_window = chosen
var window: Dictionary = room.windows[chosen]
var slots: Array = window.slots
var start: Vector3 = slots[randi() % slots.size()] # slot casuale nella finestra
var face: Vector3 = window.center
var inward: Vector3 = window.normal
var zombie := CharacterBody3D.new()
zombie.set_script(ZombieScript)
zombie.player = player
zombie.navigation = navigation
zombie.position = start
add_child(zombie)
alive += 1
zombie.killed.connect(func(headshot: bool):
score += 150 if headshot else 100
alive -= 1
_check_wave())
var tween := zombie.create_tween()
zombie.entry_tween = tween
tween.tween_property(zombie, "position", face + Vector3(0, 1.55, 0), 1.2)
tween.tween_callback(func():
var glass = window.glass
if is_instance_valid(glass):
room.shatter_glass(glass)) # solo la finestra usata
tween.tween_property(zombie, "position", face + inward * 1.4 + Vector3(0, 0.1, 0), 0.8)
tween.tween_callback(func(): zombie.entering = false)
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:
# Alt+F: finestra <-> schermo intero. Vale sempre (menu, partita, simulazione),
# anche a cursore catturato, perche' _input arriva prima della UI.
if event.is_action_pressed("toggle_fullscreen"):
get_viewport().set_input_as_handled()
toggle_fullscreen()
return
# 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()
## Alterna finestra e schermo intero. Restituisce il nuovo stato (true = schermo intero).
## Nel browser il fullscreen e' della pagina, non della finestra Godot: li' non si tocca.
func toggle_fullscreen() -> bool:
if OS.has_feature("web"):
return fullscreen
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED if fullscreen
else DisplayServer.WINDOW_MODE_FULLSCREEN)
fullscreen = not fullscreen
return fullscreen
func _restart_simulation() -> void:
if simulation_restarting:
return
simulation_restarting = true
get_tree().reload_current_scene()