Files
zombie-fps/scripts/player.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

199 lines
7.4 KiB
GDScript

extends CharacterBody3D
var camera: Camera3D
var damage_pivot: Node3D
var damage_feedback: CanvasLayer
const DamageFeedback = preload("res://scripts/damage_feedback.gd")
var hp := 100.0
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
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)
if DisplayServer.get_name() != "headless" and not OS.has_feature("web"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event: InputEvent) -> void:
if OS.has_feature("web") 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 Input.mouse_mode == Input.MOUSE_MODE_CAPTURED and hp > 0:
rotate_y(-event.relative.x * 0.0025)
camera.rotation.x = clampf(camera.rotation.x - event.relative.y * 0.0025, -1.4, 1.4)
if event.is_action_pressed("pause") and not death_started:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED else Input.MOUSE_MODE_CAPTURED
if event.is_action_pressed("grenade") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED and not death_started:
throw_grenade()
if event.is_action_pressed("reload"):
if hp <= 0:
get_tree().reload_current_scene()
elif not reloading and ammo < 30:
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"))
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:
return
var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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 Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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(35, hit.position.y)
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 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)
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\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)