Files
zombie-fps/scripts/player.gd
T
Matteo Benedetto 2c39d6235f Add gamepad support: stick look, trigger fire, pad menu confirm
- 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).
2026-10-24 17:42:26 +02:00

355 lines
14 KiB
GDScript

extends CharacterBody3D
signal died
var camera: Camera3D
var damage_pivot: Node3D
var damage_feedback: CanvasLayer
const DamageFeedback = preload("res://scripts/damage_feedback.gd")
const MAX_HP := 100.0
const BULLET_DAMAGE := 17.5
var hp := MAX_HP
var invulnerable := false # only enabled by the explicit native boss simulation flag
var _regen_elapsed := 0.0
## Discreto: +1 HP per secondo di gioco, mai oltre il massimo o dopo morte.
func _regenerate_health(dt: float) -> void:
if hp <= 0 or death_started or hp >= MAX_HP:
_regen_elapsed = 0.0
return
_regen_elapsed += dt
while _regen_elapsed >= 1.0:
_regen_elapsed -= 1.0
hp = minf(MAX_HP, hp + 1.0)
var ammo := 30
var cooldown := 0.0
var grenade_cooldown := 0.0
const GRENADE_COOLDOWN := 15.0
const Grenade = preload("res://scripts/grenade.gd")
var reloading := false
var gun: Node3D
var flash: OmniLight3D
var weapon_anim: AnimationPlayer
var step_timer := 0.0
var death_started := false
var death_overlay: ColorRect
## True quando la partita e' guidata dai controlli on-screen (touch): il mouse
## emulato dai tocchi non deve muovere la visuale ne' sparare al posto del dito.
var touch_mode := false
## True quando l'ultimo input utile arriva da un gamepad. Il pad non cattura il
## puntatore, quindi serve un flag esplicito: senza, sparo e granata resterebbero
## bloccati dal gate "mouse catturato" (la stessa trappola gia' corretta per il touch).
var gamepad_mode := false
## Punti-equivalenti di mouse al secondo con lo stick destro a fondo corsa: 900 px/s
## per gli 0.0025 rad/px di apply_look danno 2.25 rad/s (~129 gradi/s).
const GAMEPAD_LOOK_SPEED := 900.0
## Risposta dello stick: con 1.8 i piccoli spostamenti restano fini per mirare e il
## fondo corsa continua a girare veloce.
const GAMEPAD_LOOK_EXPONENT := 1.8
## Oltre questa ampiezza un movimento di stick conta come "sto usando il pad".
const GAMEPAD_ACTIVITY := 0.3
## Vero solo dopo l'inizio della partita: al menu il cursore deve restare libero,
## altrimenti la schermata iniziale non e' cliccabile.
var playing := false
const Blood = preload("res://scripts/blood_effects.gd")
const Audio = preload("res://scripts/hl_audio.gd")
func _ready() -> void:
collision_layer = 2
collision_mask = 1 | 4
var cs := CollisionShape3D.new()
var cap := CapsuleShape3D.new()
cap.height = 1.8
cap.radius = 0.35
cs.shape = cap
cs.position.y = 0.9
add_child(cs)
camera = Camera3D.new()
camera.position.y = 1.65
camera.current = true
camera.fov = 80
damage_pivot = Node3D.new()
damage_pivot.name = "DamagePivot"
add_child(damage_pivot)
damage_pivot.add_child(camera)
damage_feedback = CanvasLayer.new()
damage_feedback.set_script(DamageFeedback)
damage_feedback.pivot = damage_pivot
add_child(damage_feedback)
gun = Node3D.new()
camera.add_child(gun)
var viewmodel: Node3D = load("res://assets/weapons/v_9mmar.scn").instantiate()
gun.add_child(viewmodel)
for area in viewmodel.find_children("*", "Area3D", true, false):
area.collision_layer = 0
area.collision_mask = 0
for mesh in viewmodel.find_children("*", "MeshInstance3D", true, false):
mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
mesh.layers = 2
weapon_anim = viewmodel.get_node("AnimationPlayer")
weapon_anim.animation_finished.connect(func(_name: StringName):
if not reloading and not death_started:
weapon_anim.play("idle1"))
weapon_anim.play("deploy")
flash = OmniLight3D.new()
flash.position = Vector3(0.28, -0.2, -1.1)
flash.light_color = Color(1, 0.7, 0.25)
flash.omni_range = 7
flash.light_energy = 0
camera.add_child(flash)
# Al menu il cursore deve essere visibile e libero: la cattura avviene solo quando
# la partita inizia (begin_play(), chiamata da main.gd::start_game()).
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
var restart_button: Button
var death_note: Label
## Inizio partita: qui, e solo qui, il pointer viene catturato. In modalita' touch il
## cursore serve ai controlli on-screen e il mirino e' emulato dal dito, quindi non
## viene mai catturato.
func begin_play() -> void:
playing = true
if not touch_mode and not gamepad_mode and DisplayServer.get_name() != "headless":
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
## Riga sotto il messaggio di morte: punteggio inviato, posizione in classifica o
## motivo del fallimento. Richiamata da main.gd a conclusione dell'invio.
func set_death_note(text: String) -> void:
if is_instance_valid(death_note):
death_note.text = text
death_note.modulate.a = 1.0
func _input(event: InputEvent) -> void:
# Touch nativo: funziona anche con emulate_mouse_from_touch disattivato.
if event is InputEventScreenTouch and event.pressed and is_instance_valid(restart_button):
if not restart_button.disabled and restart_button.get_global_rect().has_point(event.position):
restart_button.disabled = true
get_viewport().set_input_as_handled()
get_tree().call_deferred("reload_current_scene")
## Riconosce l'attivita' del pad (pulsante premuto o stick fuori dalla zona morta):
## cosi' il gioco passa da mouse a gamepad senza nessuna configurazione.
func _is_gamepad_activity(event: InputEvent) -> bool:
if event is InputEventJoypadButton:
return event.pressed
if event is InputEventJoypadMotion:
return absf(event.axis_value) > GAMEPAD_ACTIVITY
return false
## Il giocatore puo' mirare/sparare quando il puntatore e' catturato, oppure con touch
## o gamepad, che non catturano nulla.
func _can_aim() -> bool:
return touch_mode or gamepad_mode or Input.mouse_mode == Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event: InputEvent) -> void:
if _is_gamepad_activity(event):
gamepad_mode = true
if playing and OS.has_feature("web") and not touch_mode and event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and not death_started:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if event is InputEventMouseMotion and not touch_mode and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
apply_look(event.relative)
# Con il pad il puntatore non viene catturato: il toggle del mouse non ha senso.
if playing and event.is_action_pressed("pause") and not death_started and not gamepad_mode:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED else Input.MOUSE_MODE_CAPTURED
## Ricarica: tempi invariati, riusata da tastiera (R) e dal pulsante on-screen.
func start_reload() -> void:
if reloading or death_started or hp <= 0 or ammo >= 30:
return
reloading = true
weapon_anim.play("reload")
Audio.play(self, "items/cliprelease1.wav")
get_tree().create_timer(0.8).timeout.connect(func():
if not death_started:
Audio.play(self, "items/clipinsert1.wav"))
get_tree().create_timer(1.57).timeout.connect(func():
if not death_started:
ammo = 30
reloading = false
weapon_anim.play("idle1"))
## Azioni a pressione singola lette a polling: stesso percorso per tastiera,
## joypad e pulsanti on-screen. Gli InputEventAction sintetici, generati dentro
## il dispatch di un altro evento (come fa un tocco), non arrivano affidabilmente
## a _unhandled_input; lo stato delle azioni invece si'.
func _handle_actions() -> void:
if Input.is_action_just_pressed("reload") and not reloading and ammo < 30:
start_reload()
if Input.is_action_just_pressed("grenade") and not death_started and _can_aim():
throw_grenade()
## Rotazione della visuale. Unico punto in cui vivono sensibilita' e limiti di
## inclinazione, condiviso da mouse e controlli touch.
func apply_look(relative: Vector2) -> void:
if hp <= 0 or death_started:
return
rotate_y(-relative.x * 0.0025)
camera.rotation.x = clampf(camera.rotation.x - relative.y * 0.0025, -1.4, 1.4)
## Visuale analogica: il mouse arriva come InputEventMouseMotion relativo, lo stick
## destro come azioni. Qui lo stick diventa "pixel relativi equivalenti" e passa ad
## apply_look(), che resta l'unico posto con sensibilita' e limiti di inclinazione.
## La curva viene applicata sulla sola ampiezza, quindi la direzione resta esatta.
func _handle_gamepad_look(dt: float) -> void:
if not gamepad_mode or not playing or touch_mode:
return
if hp <= 0 or death_started:
return
# Deadzone esplicita 0.2, la stessa del movimento.
var look := Input.get_vector("look_left", "look_right", "look_up", "look_down", 0.2)
if look == Vector2.ZERO:
return
var magnitude := clampf(look.length(), 0.0, 1.0)
var shaped := look.normalized() * pow(magnitude, GAMEPAD_LOOK_EXPONENT)
apply_look(shaped * GAMEPAD_LOOK_SPEED * dt)
func _physics_process(dt: float) -> void:
cooldown -= dt
grenade_cooldown = maxf(0, grenade_cooldown - dt)
flash.light_energy = maxf(0, flash.light_energy - dt * 60)
gun.position.z = lerpf(gun.position.z, 0, dt * 15)
if hp <= 0:
# R (tastiera) oppure X/A del pad: stessi tempi, nessun menu da navigare.
if Input.is_action_just_pressed("reload") or Input.is_action_just_pressed("jump"):
get_tree().reload_current_scene() # R, X/A del pad o pulsante Ricarica a partita finita
return
_regenerate_health(dt)
if ammo <= 0 and not reloading:
start_reload()
_handle_actions()
_handle_gamepad_look(dt)
# Deadzone esplicita piccola (0.2): con la 0.5 delle azioni la corsa utile del
# joystick touch si dimezzerebbe, mentre per tastiera/joypad nulla cambia.
var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back", 0.2)
var direction := transform.basis * Vector3(input.x, 0, input.y)
velocity.x = direction.x * 5
velocity.z = direction.z * 5
velocity.y -= 20 * dt
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y = 7
move_and_slide()
step_timer -= dt
if is_on_floor() and direction.length() > 0.1 and step_timer <= 0:
step_timer = 0.42
Audio.play(self, "player/pl_metal%d.wav" % randi_range(1, 4), false, -18)
if Input.is_action_just_pressed("shoot") and ammo <= 0 and not reloading:
Audio.play(self, "weapons/dryfire1.wav")
if Input.is_action_pressed("shoot") and cooldown <= 0 and ammo > 0 and not reloading and _can_aim():
shoot()
func shoot() -> void:
if ammo <= 0 or reloading or hp <= 0:
return
weapon_anim.stop()
weapon_anim.play("shoot")
Audio.play(self, "weapons/hks%d.wav" % randi_range(1, 3), false, -13)
ammo -= 1
cooldown = 0.13
flash.light_energy = 3
gun.position.z = 0.06
var start := camera.global_position
var query := PhysicsRayQueryParameters3D.create(start, start - camera.global_basis.z * 80, 1 | 4)
var hit := get_world_3d().direct_space_state.intersect_ray(query)
if hit and hit.collider.has_method("take_damage"):
Blood.impact(get_parent(), hit.position, -camera.global_basis.z)
hit.collider.take_damage(BULLET_DAMAGE, hit.position.y)
if ammo <= 0:
start_reload()
func throw_grenade() -> RigidBody3D:
if death_started or hp <= 0 or grenade_cooldown > 0:
return null
var world := get_parent() as Node3D
var forward := -camera.global_basis.z
var start := camera.global_position
var destination := start + forward * 0.55
# Do not spawn through the wall when the camera is close to it.
var query := PhysicsRayQueryParameters3D.create(start, destination, 1)
var hit := get_world_3d().direct_space_state.intersect_ray(query)
if not hit.is_empty():
destination = start + forward * maxf(0, start.distance_to(hit.position) - 0.16)
var grenade := RigidBody3D.new()
grenade.set_script(Grenade)
grenade.thrower = self
grenade.position = world.to_local(destination)
world.add_child(grenade)
grenade.linear_velocity = forward * 12 + Vector3.UP * 3 + velocity
grenade.angular_velocity = Vector3(5, 3, 2)
grenade_cooldown = GRENADE_COOLDOWN
return grenade
func take_damage(amount: float) -> void:
if death_started or invulnerable or amount <= 0:
return
hp = maxf(0, hp - amount)
if hp <= 0:
_die()
else:
damage_feedback.hit(amount)
func _die() -> void:
death_started = true
damage_feedback.stop()
velocity = Vector3.ZERO
reloading = false
gun.hide()
flash.light_energy = 0
weapon_anim.stop()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
# Original Half-Life player pain sample used as the death event vocal.
Audio.play(self, "player/pl_pain7.wav", false, -8)
Audio.play(self, "fvox/flatline.wav", false, -9)
var layer := CanvasLayer.new()
layer.layer = 5
add_child(layer)
death_overlay = ColorRect.new()
death_overlay.color = Color(0, 0, 0, 0)
death_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
layer.add_child(death_overlay)
death_overlay.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(camera, "position:y", 0.22, 0.9).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
tween.tween_property(camera, "rotation:z", deg_to_rad(-75), 0.9)
tween.tween_property(camera, "rotation:x", 0.08, 0.9)
tween.tween_property(death_overlay, "color:a", 1.0, 1.8).set_delay(0.7)
var message := Label.new()
message.text = "SEI MORTO" if touch_mode else (
"SEI MORTO\nPremi A o X per ricominciare" if gamepad_mode
else "SEI MORTO\nPremi R per ricominciare")
message.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
message.add_theme_font_size_override("font_size", 36)
message.modulate.a = 0
layer.add_child(message)
message.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
tween.tween_property(message, "modulate:a", 1.0, 0.5).set_delay(2.2)
death_note = Label.new()
death_note.text = ""
death_note.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
death_note.add_theme_font_size_override("font_size", 22)
death_note.add_theme_color_override("font_color", Color(1.0, 0.66, 0.16))
death_note.modulate.a = 0
layer.add_child(death_note)
death_note.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
death_note.offset_top = 60
death_note.offset_bottom = 100
death_note.offset_left = -420
death_note.offset_right = 420
tween.tween_property(death_note, "modulate:a", 1.0, 0.5).set_delay(2.6)
died.emit()
if touch_mode:
var restart := Button.new()
restart_button = restart
restart.name = "RestartButton"
restart.text = "RICOMINCIA"
restart.add_theme_font_size_override("font_size", 28)
layer.add_child(restart)
restart.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
restart.offset_left = -150
restart.offset_right = 150
restart.offset_top = 90
restart.offset_bottom = 162
restart.disabled = true
get_tree().create_timer(0.6).timeout.connect(func(): restart.disabled = false)
restart.pressed.connect(func():
restart.disabled = true
get_tree().reload_current_scene())