Files
zombie-fps/scripts/main.gd
T

205 lines
7.2 KiB
GDScript

extends Node3D
const PlayerScript = preload("res://scripts/player.gd")
const ZombieScript = preload("res://scripts/zombie.gd")
const RoomScript = preload("res://scripts/room.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 awaiting_web_start := false
var start_label: Label
func _ready() -> void:
smoke = "--smoke" in OS.get_cmdline_user_args()
room = Node3D.new()
room.set_script(RoomScript)
add_child(room)
player = CharacterBody3D.new()
player.set_script(PlayerScript)
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()
if OS.has_feature("web"):
awaiting_web_start = true
if touch != null:
touch.enabled = false # il primo tocco/click avvia la partita
start_label = Label.new()
var howto := "trascina a sinistra: muovi · destra: guarda · pulsanti: fuoco/granata/ricarica/salto" if player.touch_mode else "WASD: movimento · clic sinistro: spara · destro: granata · R: ricarica"
start_label.text = ("TOCCA PER INIZIARE" if player.touch_mode else "CLICCA PER INIZIARE") + "\n" + howto
start_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
start_label.add_theme_font_size_override("font_size", 24)
start_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
canvas.add_child(start_label)
start_label.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
else:
_start_music()
_next_wave()
if smoke:
get_tree().create_timer(12).timeout.connect(func():
print("SMOKE: wave=", wave, " alive=", alive, " player_hp=", player.hp)
get_tree().quit())
func _unhandled_input(event: InputEvent) -> void:
if not awaiting_web_start:
return
var started := false
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
started = true
elif event is InputEventScreenTouch and event.pressed:
started = true # primo tocco su mobile
if started:
awaiting_web_start = false
start_label.queue_free()
if not player.touch_mode:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if touch != null:
touch.enabled = true
# Il browser concede l'audio solo dopo un gesto dell'utente: qui il click/tocco.
_start_music()
_next_wave()
## 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)
func zombies_for_wave(number: int) -> int:
return 4 + number * 2
func _next_wave() -> void:
wave_pending = false
if player.hp <= 0 or spawning:
return
wave += 1
spawning = true
for i in zombies_for_wave(wave):
if player.hp <= 0:
break
_spawn(i % 4)
await get_tree().create_timer(0.8).timeout
spawning = false
_check_wave()
func _spawn(index: int) -> void:
var centers := [Vector3(0, 0, -9), Vector3(0, 0, 9), Vector3(-9, 0, 0), Vector3(9, 0, 0)]
var inward: Vector3 = -centers[index].normalized()
var zombie := CharacterBody3D.new()
zombie.set_script(ZombieScript)
zombie.player = player
zombie.navigation = navigation
zombie.position = centers[index] - inward * 1.2
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", centers[index] + Vector3(0, 1.55, 0), 1.2)
tween.tween_callback(func():
for glass in room.glass_panes.duplicate():
if is_instance_valid(glass) and Vector2(glass.position.x - centers[index].x, glass.position.z - centers[index].z).length() < 2:
room.shatter_glass(glass))
tween.tween_property(zombie, "position", centers[index] + 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
get_tree().create_timer(3).timeout.connect(_next_wave)