Files
zombie-fps/tools/test_wave_growth.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

25 lines
935 B
GDScript

extends SceneTree
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
var world = load("res://scenes/main.tscn").instantiate()
root.add_child(world)
world.player.hp = 100000
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
await create_timer(5.2).timeout
assert(world.wave == 1 and world.alive == 6 and not world.spawning)
for zombie in get_nodes_in_group("live_zombies"):
zombie.take_damage(1000, zombie.global_position.y + 0.9)
assert(world.alive == 0 and world.wave_pending)
world._check_wave()
world._check_wave() # no duplicate next-wave scheduling
await create_timer(3.2).timeout
assert(world.wave == 2)
await create_timer(6.4).timeout
assert(world.wave == 2 and world.alive == 8 and not world.spawning)
assert(get_nodes_in_group("zombie_corpses").size() == 6)
print("PASS: wave1=6, clear -> wave2=8, single transition, corpses retained")
world.queue_free()
await process_frame
quit()