Files
zombie-fps/scripts/zombie.gd
T
enne2 956a15a525 Add industrial metal soundtrack with seamless loop
- 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.
2026-10-10 23:11:13 +02:00

94 lines
3.1 KiB
GDScript

extends CharacterBody3D
signal killed(headshot: bool)
var player: CharacterBody3D
var hp := 100.0
var speed := 2.0
var cooldown := 0.0
var dead := false
var entering := true
var anim: AnimationPlayer
var voice_timer := 4.0
var entry_tween: Tween
const Audio = preload("res://scripts/hl_audio.gd")
func _ready() -> void:
add_to_group("live_zombies")
collision_layer = 4
collision_mask = 1 | 4
var shape := CollisionShape3D.new()
var cap := CapsuleShape3D.new()
cap.radius = 0.35
cap.height = 1.8
shape.shape = cap
shape.position.y = 0.9
add_child(shape)
var model: Node3D = load("res://assets/zombies/zombie_textured.scn").instantiate()
add_child(model)
anim = model.get_node("AnimationPlayer")
for mesh in model.find_children("*", "MeshInstance3D", true, false):
mesh.layers = 2
for area in model.find_children("*", "Area3D", true, false):
area.collision_layer = 0
speed = randf_range(1.6, 2.8)
anim.play("walk")
Audio.play(self, "zombie/zo_alert%d0.wav" % randi_range(1, 3), true, -15)
func _physics_process(dt: float) -> void:
if dead or entering or not is_instance_valid(player) or player.hp <= 0:
return
cooldown -= dt
voice_timer -= dt
if voice_timer <= 0:
voice_timer = randf_range(5, 10)
Audio.play(self, "zombie/zo_idle%d.wav" % randi_range(1, 4), true, -19)
var dir := player.global_position - global_position
dir.y = 0
var distance := dir.length()
if distance > 0.01:
rotation.y = atan2(-dir.x, -dir.z)
var walking := distance > 1.7
var motion := dir.normalized() * speed if walking else Vector3.ZERO
velocity.x = motion.x
velocity.z = motion.z
velocity.y = -1.0 if is_on_floor() else velocity.y - 20.0 * dt
move_and_slide()
if walking and cooldown <= 0 and anim.current_animation != "walk":
anim.play("walk", 0.15)
if not walking and cooldown <= 0:
cooldown = 1.5
anim.play("attack2", 0.1)
Audio.play(self, "zombie/zo_attack%d.wav" % randi_range(1, 2), true, -15)
get_tree().create_timer(0.5).timeout.connect(_attack)
func _attack() -> void:
if not dead and is_instance_valid(player) and player.hp > 0 and global_position.distance_to(player.global_position) < 2.3:
player.take_damage(12)
Audio.play(self, "zombie/claw_strike%d.wav" % randi_range(1, 3), true, -12)
func take_damage(amount: float, hit_y: float) -> void:
if dead:
return
var headshot := hit_y - global_position.y > 1.45
hp -= amount * (2.5 if headshot else 1.0)
if hp <= 0:
dead = true
remove_from_group("live_zombies")
velocity = Vector3.ZERO
if entry_tween and entry_tween.is_running():
entry_tween.kill()
collision_layer = 0
collision_mask = 0
for speaker in get_children():
if speaker is AudioStreamPlayer3D:
speaker.stop()
speaker.queue_free()
# The original zombie has no dedicated death WAV: use its pain grunt only at death.
Audio.play(self, "zombie/zo_pain2.wav", true, -11)
anim.play("dieheadshot" if headshot else "diesimple", 0.1)
var settle := create_tween()
settle.tween_property(self, "position:y", 0.0, 0.45)
add_to_group("zombie_corpses")
killed.emit(headshot)
else:
Audio.play(self, "zombie/zo_pain1.wav", true, -15)