diff --git a/assets/kenney-fps/.gitattributes b/assets/kenney-fps/.gitattributes new file mode 100644 index 0000000..8ad74f7 --- /dev/null +++ b/assets/kenney-fps/.gitattributes @@ -0,0 +1,2 @@ +# Normalize EOL for all files that Git considers text files. +* text=auto eol=lf diff --git a/assets/kenney-fps/.gitignore b/assets/kenney-fps/.gitignore new file mode 100644 index 0000000..dc74cc7 --- /dev/null +++ b/assets/kenney-fps/.gitignore @@ -0,0 +1,20 @@ +# Godot 4+ specific ignores +.godot/ + +# Godot-specific ignores +.import/ +export.cfg +export_presets.cfg + +# Imported translations (automatically generated from CSV files) +*.translation + +# Mono-specific ignores +.mono/ +data_*/ +mono_crash.*.json + +# Kenney ignores +build/ +# https://github.com/godotengine/godot/issues/82270 +*~*.TMP diff --git a/assets/kenney-fps/LICENSE.md b/assets/kenney-fps/LICENSE.md new file mode 100644 index 0000000..d3cf80f --- /dev/null +++ b/assets/kenney-fps/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 Kenney + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/assets/kenney-fps/README.md b/assets/kenney-fps/README.md new file mode 100644 index 0000000..f0c9c46 --- /dev/null +++ b/assets/kenney-fps/README.md @@ -0,0 +1,47 @@ +

+ +# Starter Kit FPS + +This package includes a basic template for a first person shooter in Godot 4.6. Includes features like; + +- Character controller +- Weapons, switching weapons +- Enemies +- Sprites and 3D Models _(CC0 licensed)_ + +### Screenshot + +

+ +### Controls + +| Key | Command | +| --- | --- | +| W A S D | Movement | +| Spacebar | Jump | +| Left mouse button | Shoot | +| E | Switch weapon | + +### Instructions + +1. How to add more weapons? + +Duplicate one of the existing resources in the 'weapons' folder, adjust the properties in the inspector. Select the 'Player' node in the scene and add your new resources to the 'Weapons' array. + +2. How to adjust properties like cooldown, damage and spread? + +Select the resource of the weapon you'd like to change in the 'weapons' folder, adjust the properties in the inspector. + +### License + +MIT License + +Copyright (c) 2026 Kenney + +Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + +Assets included in this package (2D sprites, 3D models and sound effects) are [CC0 licensed](https://creativecommons.org/publicdomain/zero/1.0/) diff --git a/assets/kenney-fps/fonts/license.txt b/assets/kenney-fps/fonts/license.txt new file mode 100644 index 0000000..d78a38d --- /dev/null +++ b/assets/kenney-fps/fonts/license.txt @@ -0,0 +1,94 @@ +Copyright (c) 2011 Juan Montoreano (juan@remolacha.biz), +with Reserved Font Name Lilita + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/assets/kenney-fps/fonts/lilita_one_regular.ttf b/assets/kenney-fps/fonts/lilita_one_regular.ttf new file mode 100644 index 0000000..091ddf9 Binary files /dev/null and b/assets/kenney-fps/fonts/lilita_one_regular.ttf differ diff --git a/assets/kenney-fps/fonts/lilita_one_regular.ttf.import b/assets/kenney-fps/fonts/lilita_one_regular.ttf.import new file mode 100644 index 0000000..a43c54c --- /dev/null +++ b/assets/kenney-fps/fonts/lilita_one_regular.ttf.import @@ -0,0 +1,36 @@ +[remap] + +importer="font_data_dynamic" +type="FontFile" +uid="uid://biqtga8moh7ah" 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+import_script/path="" +_subresources={} +gltf/embedded_image_handling=1 diff --git a/assets/kenney-fps/models/platform-large-grass.glb b/assets/kenney-fps/models/platform-large-grass.glb new file mode 100644 index 0000000..c0002d2 Binary files /dev/null and b/assets/kenney-fps/models/platform-large-grass.glb differ diff --git a/assets/kenney-fps/models/platform-large-grass.glb.import b/assets/kenney-fps/models/platform-large-grass.glb.import new file mode 100644 index 0000000..9a97e4c --- /dev/null +++ b/assets/kenney-fps/models/platform-large-grass.glb.import @@ -0,0 +1,42 @@ +[remap] + +importer="scene" +importer_version=1 +type="PackedScene" +uid="uid://k065rxqtim8f" +path="res://.godot/imported/platform-large-grass.glb-eba1099445789c9c9ba0b37fc57bd13f.scn" + +[deps] + +source_file="res://models/platform-large-grass.glb" +dest_files=["res://.godot/imported/platform-large-grass.glb-eba1099445789c9c9ba0b37fc57bd13f.scn"] + +[params] + +nodes/root_type="Node3D" +nodes/root_name="Scene Root" +nodes/root_script=null +nodes/apply_root_scale=true +nodes/root_scale=1.0 +nodes/import_as_skeleton_bones=false +nodes/use_name_suffixes=true +nodes/use_node_type_suffixes=true +meshes/ensure_tangents=true +meshes/generate_lods=true +meshes/create_shadow_meshes=true +meshes/light_baking=1 +meshes/lightmap_texel_size=0.2 +meshes/force_disable_compression=false +skins/use_named_skins=true +animation/import=true +animation/fps=30 +animation/trimming=false +animation/remove_immutable_tracks=true +animation/import_rest_as_RESET=false +import_script/path="" +materials/extract=0 +materials/extract_format=0 +materials/extract_path="" +_subresources={} +gltf/naming_version=0 +gltf/embedded_image_handling=1 diff --git a/assets/kenney-fps/models/platform.glb b/assets/kenney-fps/models/platform.glb new file mode 100644 index 0000000..f123acb Binary files /dev/null and b/assets/kenney-fps/models/platform.glb differ diff --git a/assets/kenney-fps/models/platform.glb.import b/assets/kenney-fps/models/platform.glb.import new file mode 100644 index 0000000..da68500 --- /dev/null +++ b/assets/kenney-fps/models/platform.glb.import @@ -0,0 +1,42 @@ +[remap] + +importer="scene" +importer_version=1 +type="PackedScene" +uid="uid://bwgwd5ue8i2bt" +path="res://.godot/imported/platform.glb-3476c7cd272116fb58fd5d0a0eddb703.scn" + +[deps] + +source_file="res://models/platform.glb" +dest_files=["res://.godot/imported/platform.glb-3476c7cd272116fb58fd5d0a0eddb703.scn"] + +[params] + +nodes/root_type="Node3D" +nodes/root_name="Scene Root" +nodes/root_script=null +nodes/apply_root_scale=true +nodes/root_scale=1.0 +nodes/import_as_skeleton_bones=false +nodes/use_name_suffixes=true +nodes/use_node_type_suffixes=true +meshes/ensure_tangents=true +meshes/generate_lods=true +meshes/create_shadow_meshes=true +meshes/light_baking=1 +meshes/lightmap_texel_size=0.2 +meshes/force_disable_compression=false +skins/use_named_skins=true +animation/import=true +animation/fps=30 +animation/trimming=false +animation/remove_immutable_tracks=true +animation/import_rest_as_RESET=false +import_script/path="" +materials/extract=0 +materials/extract_format=0 +materials/extract_path="" +_subresources={} +gltf/naming_version=0 +gltf/embedded_image_handling=1 diff --git a/assets/kenney-fps/models/wall-high.glb b/assets/kenney-fps/models/wall-high.glb new file mode 100644 index 0000000..b967367 Binary files /dev/null and b/assets/kenney-fps/models/wall-high.glb differ diff --git a/assets/kenney-fps/models/wall-high.glb.import b/assets/kenney-fps/models/wall-high.glb.import new file mode 100644 index 0000000..985c615 --- /dev/null +++ b/assets/kenney-fps/models/wall-high.glb.import @@ -0,0 +1,42 @@ +[remap] + +importer="scene" +importer_version=1 +type="PackedScene" +uid="uid://c743irj356lax" +path="res://.godot/imported/wall-high.glb-74f2e81af43ef5254fe14637810326a5.scn" + +[deps] + +source_file="res://models/wall-high.glb" +dest_files=["res://.godot/imported/wall-high.glb-74f2e81af43ef5254fe14637810326a5.scn"] + +[params] + +nodes/root_type="Node3D" +nodes/root_name="Scene Root" +nodes/root_script=null +nodes/apply_root_scale=true +nodes/root_scale=1.0 +nodes/import_as_skeleton_bones=false +nodes/use_name_suffixes=true +nodes/use_node_type_suffixes=true +meshes/ensure_tangents=true +meshes/generate_lods=true +meshes/create_shadow_meshes=true +meshes/light_baking=1 +meshes/lightmap_texel_size=0.2 +meshes/force_disable_compression=false +skins/use_named_skins=true +animation/import=true +animation/fps=30 +animation/trimming=false +animation/remove_immutable_tracks=true +animation/import_rest_as_RESET=false +import_script/path="" +materials/extract=0 +materials/extract_format=0 +materials/extract_path="" +_subresources={} +gltf/naming_version=0 +gltf/embedded_image_handling=1 diff --git a/assets/kenney-fps/models/wall-low.glb b/assets/kenney-fps/models/wall-low.glb new file mode 100644 index 0000000..7d1d723 Binary files /dev/null and b/assets/kenney-fps/models/wall-low.glb differ diff --git a/assets/kenney-fps/models/wall-low.glb.import b/assets/kenney-fps/models/wall-low.glb.import new file mode 100644 index 0000000..341edec --- /dev/null +++ b/assets/kenney-fps/models/wall-low.glb.import @@ -0,0 +1,42 @@ +[remap] + +importer="scene" +importer_version=1 +type="PackedScene" +uid="uid://x08pt5dvke58" +path="res://.godot/imported/wall-low.glb-de080c69f0eef8b51181d363ed18f581.scn" + +[deps] + +source_file="res://models/wall-low.glb" +dest_files=["res://.godot/imported/wall-low.glb-de080c69f0eef8b51181d363ed18f581.scn"] + +[params] + +nodes/root_type="Node3D" +nodes/root_name="Scene Root" +nodes/root_script=null +nodes/apply_root_scale=true +nodes/root_scale=1.0 +nodes/import_as_skeleton_bones=false +nodes/use_name_suffixes=true +nodes/use_node_type_suffixes=true +meshes/ensure_tangents=true +meshes/generate_lods=true +meshes/create_shadow_meshes=true +meshes/light_baking=1 +meshes/lightmap_texel_size=0.2 +meshes/force_disable_compression=false +skins/use_named_skins=true +animation/import=true +animation/fps=30 +animation/trimming=false +animation/remove_immutable_tracks=true +animation/import_rest_as_RESET=false +import_script/path="" +materials/extract=0 +materials/extract_format=0 +materials/extract_path="" +_subresources={} +gltf/naming_version=0 +gltf/embedded_image_handling=1 diff --git a/assets/kenney-fps/objects/blaster.tscn b/assets/kenney-fps/objects/blaster.tscn new file mode 100644 index 0000000..0a0a0bb --- /dev/null +++ b/assets/kenney-fps/objects/blaster.tscn @@ -0,0 +1,8 @@ +[gd_scene load_steps=2 format=3 uid="uid://b411hfkru5vs7"] + +[ext_resource type="PackedScene" uid="uid://b2p7bbkuxf7m" path="res://models/blaster.glb" id="1_yqvvx"] + +[node name="blaster" instance=ExtResource("1_yqvvx")] + +[node name="blaster2" parent="." index="0"] +layers = 2 diff --git a/assets/kenney-fps/objects/cloud.gd b/assets/kenney-fps/objects/cloud.gd new file mode 100644 index 0000000..19757f9 --- /dev/null +++ b/assets/kenney-fps/objects/cloud.gd @@ -0,0 +1,19 @@ +extends Node3D + +var time = 0.0 + +var random_number = RandomNumberGenerator.new() + +var random_velocity:float +var random_time:float + +func _ready(): + + random_velocity = random_number.randf_range(0.1, 2.0) + random_time = random_number.randf_range(0.1, 2.0) + +func _process(delta): + + position.y += (cos(time * random_time) * random_velocity) * delta # Sine movement + + time += delta diff --git a/assets/kenney-fps/objects/cloud.gd.uid b/assets/kenney-fps/objects/cloud.gd.uid new file mode 100644 index 0000000..1a61904 --- /dev/null +++ b/assets/kenney-fps/objects/cloud.gd.uid @@ -0,0 +1 @@ +uid://bfgpo8fvf136p diff --git a/assets/kenney-fps/objects/cloud.tscn b/assets/kenney-fps/objects/cloud.tscn new file mode 100644 index 0000000..cc6e923 --- /dev/null +++ b/assets/kenney-fps/objects/cloud.tscn @@ -0,0 +1,10 @@ +[gd_scene load_steps=3 format=3 uid="uid://oqfhfp1a80qd"] + +[ext_resource type="PackedScene" uid="uid://g2w2608bc2dy" path="res://models/cloud.glb" id="1_2mo3p"] +[ext_resource type="Script" uid="uid://bfgpo8fvf136p" path="res://objects/cloud.gd" id="2_rmotl"] + +[node name="cube2" instance=ExtResource("1_2mo3p")] +script = ExtResource("2_rmotl") + +[node name="cube" parent="." index="0"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0) diff --git a/assets/kenney-fps/objects/enemy.gd b/assets/kenney-fps/objects/enemy.gd new file mode 100644 index 0000000..1350223 --- /dev/null +++ b/assets/kenney-fps/objects/enemy.gd @@ -0,0 +1,68 @@ +extends Node3D + +@export var player: Node3D + +@onready var raycast = $RayCast +@onready var muzzle_a = $MuzzleA +@onready var muzzle_b = $MuzzleB + +var health := 100 +var time := 0.0 +var target_position: Vector3 +var destroyed := false + +# When ready, save the initial position + +func _ready(): + target_position = position + + +func _process(delta): + self.look_at(player.position + Vector3(0, 0.5, 0), Vector3.UP, true) # Look at player + target_position.y += (cos(time * 5) * 1) * delta # Sine movement (up and down) + + time += delta + + position = target_position + +# Take damage from player + +func damage(amount): + Audio.play("sounds/enemy_hurt.ogg") + + health -= amount + + if health <= 0 and !destroyed: + destroy() + +# Destroy the enemy when out of health + +func destroy(): + Audio.play("sounds/enemy_destroy.ogg") + + destroyed = true + queue_free() + +# Shoot when timer hits 0 + +func _on_timer_timeout(): + raycast.force_raycast_update() + + if raycast.is_colliding(): + var collider = raycast.get_collider() + + if collider.has_method("damage"): # Raycast collides with player + + # Play muzzle flash animation(s) + + muzzle_a.frame = 0 + muzzle_a.play("default") + muzzle_a.rotation_degrees.z = randf_range(-45, 45) + + muzzle_b.frame = 0 + muzzle_b.play("default") + muzzle_b.rotation_degrees.z = randf_range(-45, 45) + + Audio.play("sounds/enemy_attack.ogg") + + collider.damage(5) # Apply damage to player diff --git a/assets/kenney-fps/objects/enemy.gd.uid b/assets/kenney-fps/objects/enemy.gd.uid new file mode 100644 index 0000000..5bd56dd --- /dev/null +++ b/assets/kenney-fps/objects/enemy.gd.uid @@ -0,0 +1 @@ +uid://b6udw8uhlp4ei diff --git a/assets/kenney-fps/objects/enemy.tscn b/assets/kenney-fps/objects/enemy.tscn new file mode 100644 index 0000000..064847f --- /dev/null +++ b/assets/kenney-fps/objects/enemy.tscn @@ -0,0 +1,36 @@ +[gd_scene load_steps=5 format=3 uid="uid://d2g78tpqbyf5g"] + +[ext_resource type="PackedScene" uid="uid://lde2xq3vq635" path="res://models/enemy-flying.glb" id="1_3v8nl"] +[ext_resource type="Script" uid="uid://b6udw8uhlp4ei" path="res://objects/enemy.gd" id="1_jg24b"] +[ext_resource type="SpriteFrames" uid="uid://dbv3sy5qjatnl" path="res://sprites/burst_animation.tres" id="3_iblw5"] + +[sub_resource type="SphereShape3D" id="SphereShape3D_iix87"] +radius = 0.75 + +[node name="enemy-flying" type="Area3D"] +script = ExtResource("1_jg24b") + +[node name="enemy-flying" parent="." instance=ExtResource("1_3v8nl")] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0) +shape = SubResource("SphereShape3D_iix87") + +[node name="RayCast" type="RayCast3D" parent="."] +target_position = Vector3(0, 0, 5) + +[node name="MuzzleA" type="AnimatedSprite3D" parent="."] +transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -0.45, 0.3, 0.4) +sprite_frames = ExtResource("3_iblw5") +frame = 2 + +[node name="MuzzleB" type="AnimatedSprite3D" parent="."] +transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0.45, 0.3, 0.4) +sprite_frames = ExtResource("3_iblw5") +frame = 2 + +[node name="Timer" type="Timer" parent="."] +wait_time = 0.25 +autostart = true + +[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"] diff --git a/assets/kenney-fps/objects/impact.gd b/assets/kenney-fps/objects/impact.gd new file mode 100644 index 0000000..6cb6c14 --- /dev/null +++ b/assets/kenney-fps/objects/impact.gd @@ -0,0 +1,7 @@ +extends AnimatedSprite3D + +# Remove this impact effect after the animation has completed + + +func _on_animation_finished(): + queue_free() diff --git a/assets/kenney-fps/objects/impact.gd.uid b/assets/kenney-fps/objects/impact.gd.uid new file mode 100644 index 0000000..a2ac7a7 --- /dev/null +++ b/assets/kenney-fps/objects/impact.gd.uid @@ -0,0 +1 @@ +uid://bwkexrmt718dx diff --git a/assets/kenney-fps/objects/impact.tscn b/assets/kenney-fps/objects/impact.tscn new file mode 100644 index 0000000..ae65850 --- /dev/null +++ b/assets/kenney-fps/objects/impact.tscn @@ -0,0 +1,51 @@ +[gd_scene load_steps=8 format=3 uid="uid://b7070gfoko4mo"] + +[ext_resource type="Texture2D" uid="uid://dh0t42ubhuv0" path="res://sprites/hit.png" id="1_mdfft"] +[ext_resource type="Script" uid="uid://bwkexrmt718dx" path="res://objects/impact.gd" id="2_k826h"] + +[sub_resource type="AtlasTexture" id="AtlasTexture_8c04i"] +atlas = ExtResource("1_mdfft") +region = Rect2(0, 0, 128, 128) + +[sub_resource type="AtlasTexture" id="AtlasTexture_34j4g"] +atlas = ExtResource("1_mdfft") +region = Rect2(128, 0, 128, 128) + +[sub_resource type="AtlasTexture" id="AtlasTexture_tk4oq"] +atlas = ExtResource("1_mdfft") +region = Rect2(0, 128, 128, 128) + +[sub_resource type="AtlasTexture" id="AtlasTexture_q5m5l"] +atlas = ExtResource("1_mdfft") +region = Rect2(128, 128, 128, 128) + +[sub_resource type="SpriteFrames" id="SpriteFrames_nwydm"] +animations = [{ +"frames": [{ +"duration": 1.0, +"texture": SubResource("AtlasTexture_8c04i") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_34j4g") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_tk4oq") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_q5m5l") +}], +"loop": false, +"name": &"shot", +"speed": 30.0 +}] + +[node name="AnimatedSprite3D" 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2.1, -2.2675, 0.5, 2.3, -2.2919, 0.5, -2.2919, -2.2675, 0.5, -2.3, -2.2675, 0.5, 2.3, -2.2919, 0.5, 2.2919, -2.2919, 0.5, -2.2919, -2.2919, 0.5, 2.2919, -2.3, 0.5, -2.2675, -2.2919, 0.5, -2.2919, -2.2919, 0.5, 2.2919, -2.3, 0.5, 2.2675, -2.3, 0.5, -2.2675, -2.1, 0.5, -2.1, 2.1, 0.5, -2.1, 2.1, 0.5, 2.1, 2.1, 0.5, 2.1, -2.1, 0.5, 2.1, -2.1, 0.5, -2.1) + +[node name="platform-large-grass" instance=ExtResource("1_aqto8")] + +[node name="StaticBody3D" type="StaticBody3D" parent="platform-large-grass2" index="0"] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="platform-large-grass2/StaticBody3D" index="0"] +shape = SubResource("ConcavePolygonShape3D_k56ha") + +[node name="grass" parent="." index="1" instance=ExtResource("2_o8lrl")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.57788, 0.5, 1.72158) + +[node name="grass-small" parent="." index="2" instance=ExtResource("3_m33kb")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.88646, 0.5, -1.59607) + +[node name="grass2" parent="." index="3" instance=ExtResource("2_o8lrl")] +transform = Transform3D(0.782521, 0, 0.622624, 0, 1, 0, -0.622624, 0, 0.782521, 1.46331, 0.5, -1.52249) diff --git a/assets/kenney-fps/objects/player.gd b/assets/kenney-fps/objects/player.gd new file mode 100644 index 0000000..2d06a7b --- /dev/null +++ b/assets/kenney-fps/objects/player.gd @@ -0,0 +1,285 @@ +extends CharacterBody3D + +@export_subgroup("Properties") +@export var movement_speed = 5 +@export_range(0, 100) var number_of_jumps: int = 2 +@export var jump_strength = 8 + +@export_subgroup("Weapons") +@export var weapons: Array[Weapon] = [] + +var weapon: Weapon +var weapon_index := 0 + +var mouse_sensitivity = 700 +var gamepad_sensitivity := 0.075 + +var mouse_captured := true + +var movement_velocity: Vector3 +var rotation_target: Vector3 + +var input_mouse: Vector2 + +var health: int = 100 +var gravity := 0.0 + +var previously_floored := false + +var jumps_remaining: int + +var container_offset = Vector3(1.2, -1.1, -2.75) + +var tween: Tween + +signal health_updated + +@onready var camera = $Head/Camera +@onready var raycast = $Head/Camera/RayCast +@onready var muzzle = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Muzzle +@onready var container = $Head/Camera/SubViewportContainer/SubViewport/CameraItem/Container +@onready var sound_footsteps = $SoundFootsteps +@onready var blaster_cooldown = $Cooldown + +@export var crosshair: TextureRect + +# Functions + +func _ready(): + Input.mouse_mode = Input.MOUSE_MODE_CAPTURED + + weapon = weapons[weapon_index] # Weapon must never be nil + initiate_change_weapon(weapon_index) + +func _process(delta): + # Handle functions + handle_controls(delta) + handle_gravity(delta) + + # Movement + + var applied_velocity: Vector3 + + movement_velocity = transform.basis * movement_velocity # Move forward + + applied_velocity = velocity.lerp(movement_velocity, delta * 10) + applied_velocity.y = - gravity + + velocity = applied_velocity + move_and_slide() + + # Rotation + container.position = lerp(container.position, container_offset - (basis.inverse() * applied_velocity / 30), delta * 10) + + # Movement sound + + sound_footsteps.stream_paused = true + + if is_on_floor(): + if abs(velocity.x) > 1 or abs(velocity.z) > 1: + sound_footsteps.stream_paused = false + + # Landing after jump or falling + + camera.position.y = lerp(camera.position.y, 0.0, delta * 5) + + if is_on_floor() and gravity > 1 and !previously_floored: # Landed + Audio.play("sounds/land.ogg") + camera.position.y = -0.1 + + previously_floored = is_on_floor() + + # Falling/respawning + + if position.y < -10: + get_tree().reload_current_scene() + +# Mouse movement + +func _input(event): + if event is InputEventMouseMotion and mouse_captured: + input_mouse = event.relative / mouse_sensitivity + handle_rotation(event.relative.x, event.relative.y, false) + +func handle_controls(delta): + # Mouse capture + if Input.is_action_just_pressed("mouse_capture"): + Input.mouse_mode = Input.MOUSE_MODE_CAPTURED + mouse_captured = true + + if Input.is_action_just_pressed("mouse_capture_exit"): + Input.mouse_mode = Input.MOUSE_MODE_VISIBLE + mouse_captured = false + + input_mouse = Vector2.ZERO + + # Movement + var input := Input.get_vector("move_left", "move_right", "move_forward", "move_back") + movement_velocity = Vector3(input.x, 0, input.y).normalized() * movement_speed + + # Handle Controller Rotation + var rotation_input := Input.get_vector("camera_right", "camera_left", "camera_down", "camera_up") + if rotation_input: + handle_rotation(rotation_input.x, rotation_input.y, true, delta) + + # Shooting + + action_shoot() + + # Jumping + + if Input.is_action_just_pressed("jump"): + if jumps_remaining: + action_jump() + + # Weapon switching + + action_weapon_toggle() + +# Camera rotation + +func handle_rotation(xRot: float, yRot: float, isController: bool, delta: float = 0.0): + if isController: + rotation_target -= Vector3(-yRot, -xRot, 0).limit_length(1.0) * gamepad_sensitivity + rotation_target.x = clamp(rotation_target.x, deg_to_rad(-90), deg_to_rad(90)) + camera.rotation.x = lerp_angle(camera.rotation.x, rotation_target.x, delta * 25) + rotation.y = lerp_angle(rotation.y, rotation_target.y, delta * 25) + else: + rotation_target += (Vector3(-yRot, -xRot, 0) / mouse_sensitivity) + rotation_target.x = clamp(rotation_target.x, deg_to_rad(-90), deg_to_rad(90)) + camera.rotation.x = rotation_target.x; + rotation.y = rotation_target.y; + +# Handle gravity + +func handle_gravity(delta): + gravity += 20 * delta + + if gravity < 0 and is_on_ceiling(): + gravity = 0 + + if gravity > 0 and is_on_floor(): + jumps_remaining = number_of_jumps + gravity = 0 + +# Jumping + +func action_jump(): + Audio.play("sounds/jump_a.ogg, sounds/jump_b.ogg, sounds/jump_c.ogg") + gravity = - jump_strength + jumps_remaining -= 1 + +# Shooting + +func action_shoot(): + if Input.is_action_pressed("shoot"): + if !blaster_cooldown.is_stopped(): return # Cooldown for shooting + + Audio.play(weapon.sound_shoot) + + # Set muzzle flash position, play animation + + muzzle.play("default") + + muzzle.rotation_degrees.z = randf_range(-45, 45) + muzzle.scale = Vector3.ONE * randf_range(0.40, 0.75) + muzzle.position = container.position - weapon.muzzle_position + + blaster_cooldown.start(weapon.cooldown) + + # Shoot the weapon, amount based on shot count + + for n in weapon.shot_count: + raycast.target_position.x = randf_range(-weapon.spread, weapon.spread) + raycast.target_position.y = randf_range(-weapon.spread, weapon.spread) + + raycast.force_raycast_update() + + if !raycast.is_colliding(): continue # Don't create impact when raycast didn't hit + + var collider = raycast.get_collider() + + # Hitting an enemy + + if collider.has_method("damage"): + collider.damage(weapon.damage) + + # Creating an impact animation + + var impact = preload("res://objects/impact.tscn") + var impact_instance = impact.instantiate() + + impact_instance.play("shot") + + get_tree().root.add_child(impact_instance) + + impact_instance.position = raycast.get_collision_point() + (raycast.get_collision_normal() / 10) + impact_instance.look_at(camera.global_transform.origin, Vector3.UP, true) + + var knockback = random_vec2(weapon.min_knockback, weapon.max_knockback) + # print('knockback', knockback) + container.position.z += 0.25 # Knockback of weapon visual + camera.rotation.x += knockback.x # Knockback of camera + rotation.y += knockback.y + rotation_target.x += knockback.x + rotation_target.y += knockback.y + movement_velocity += Vector3(0, 0, weapon.knockback) # Knockback + +# Toggle between available weapons (listed in 'weapons') + +func action_weapon_toggle(): + if Input.is_action_just_pressed("weapon_toggle"): + weapon_index = wrap(weapon_index + 1, 0, weapons.size()) + initiate_change_weapon(weapon_index) + + Audio.play("sounds/weapon_change.ogg") + +# Initiates the weapon changing animation (tween) + +func initiate_change_weapon(index): + weapon_index = index + + tween = get_tree().create_tween() + tween.set_ease(Tween.EASE_OUT_IN) + tween.tween_property(container, "position", container_offset - Vector3(0, 1, 0), 0.1) + tween.tween_callback(change_weapon) # Changes the model + +# Switches the weapon model (off-screen) + +func change_weapon(): + weapon = weapons[weapon_index] + + # Step 1. Remove previous weapon model(s) from container + + for n in container.get_children(): + container.remove_child(n) + + # Step 2. Place new weapon model in container + + var weapon_model = weapon.model.instantiate() + container.add_child(weapon_model) + + weapon_model.position = weapon.position + weapon_model.rotation_degrees = weapon.rotation + + # Step 3. Set model to only render on layer 2 (the weapon camera) + + for child in weapon_model.find_children("*", "MeshInstance3D"): + child.layers = 2 + + # Set weapon data + + raycast.target_position = Vector3(0, 0, -1) * weapon.max_distance + crosshair.texture = weapon.crosshair + +func damage(amount): + health -= amount + health_updated.emit(health) # Update health on HUD + + if health < 0: + get_tree().reload_current_scene() # Reset when out of health + +# Create a random knockback vector +static func random_vec2(_min: Vector2, _max: Vector2) -> Vector2: + var _sign = -1 if randi() % 2 == 0 else 1 + return Vector2(randf_range(_min.x, _max.x), randf_range(_min.y, _max.y) * _sign) diff --git a/assets/kenney-fps/objects/player.gd.uid b/assets/kenney-fps/objects/player.gd.uid new file mode 100644 index 0000000..8635813 --- /dev/null +++ b/assets/kenney-fps/objects/player.gd.uid @@ -0,0 +1 @@ +uid://cu47grjp072jk diff --git a/assets/kenney-fps/objects/player.tscn b/assets/kenney-fps/objects/player.tscn new file mode 100644 index 0000000..55db1e1 --- /dev/null +++ b/assets/kenney-fps/objects/player.tscn @@ -0,0 +1,78 @@ +[gd_scene load_steps=9 format=3 uid="uid://dl2ed4gkybggf"] + +[ext_resource type="Script" uid="uid://cu47grjp072jk" path="res://objects/player.gd" id="1_ffboj"] +[ext_resource type="Resource" uid="uid://cu2gtxlcmbb34" path="res://weapons/blaster-repeater.tres" id="2_6epbw"] +[ext_resource type="Texture2D" uid="uid://8ggihh27mlrr" path="res://sprites/blob_shadow.png" id="2_b0fo8"] +[ext_resource type="Script" uid="uid://dg01pkkc1c5vd" path="res://scripts/weapon.gd" id="2_i825w"] +[ext_resource type="Resource" uid="uid://c56y8pqoyk15f" path="res://weapons/blaster.tres" id="3_kr4p8"] +[ext_resource type="SpriteFrames" uid="uid://dbv3sy5qjatnl" path="res://sprites/burst_animation.tres" id="4_m6ukc"] +[ext_resource type="AudioStream" uid="uid://cydjn1ct3hps2" path="res://sounds/walking.ogg" id="5_ics1s"] + +[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_gdq8c"] +radius = 0.3 +height = 1.0 + +[node name="Player" type="CharacterBody3D"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0) +script = ExtResource("1_ffboj") +weapons = Array[ExtResource("2_i825w")]([ExtResource("3_kr4p8"), ExtResource("2_6epbw")]) + +[node name="Collider" type="CollisionShape3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0) +shape = SubResource("CapsuleShape3D_gdq8c") + +[node name="Head" type="Node3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) + +[node name="Camera" type="Camera3D" parent="Head"] +cull_mask = 1048573 +current = true +fov = 80.0 + +[node name="SubViewportContainer" type="SubViewportContainer" parent="Head/Camera"] +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +stretch = true + +[node name="SubViewport" type="SubViewport" parent="Head/Camera/SubViewportContainer"] +transparent_bg = true +handle_input_locally = false +msaa_3d = 1 +size = Vector2i(1280, 720) +render_target_update_mode = 4 + +[node name="CameraItem" type="Camera3D" parent="Head/Camera/SubViewportContainer/SubViewport"] +cull_mask = 1047554 +fov = 40.0 + +[node name="Container" type="Node3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.2, -1, -2.25) + +[node name="Muzzle" type="AnimatedSprite3D" parent="Head/Camera/SubViewportContainer/SubViewport/CameraItem"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, -0.75, -6) +layers = 2 +sprite_frames = ExtResource("4_m6ukc") +frame = 2 + +[node name="RayCast" type="RayCast3D" parent="Head/Camera"] +exclude_parent = false +target_position = Vector3(0, 0, -10) +collide_with_areas = true + +[node name="Shadow" type="Decal" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0) +size = Vector3(1, 2, 1) +texture_albedo = ExtResource("2_b0fo8") +modulate = Color(1, 1, 1, 0.705882) +normal_fade = 0.5 + +[node name="SoundFootsteps" type="AudioStreamPlayer" parent="."] +stream = ExtResource("5_ics1s") +volume_db = -5.0 +autoplay = true + +[node name="Cooldown" type="Timer" parent="."] +one_shot = true diff --git a/assets/kenney-fps/objects/wall_high.tscn b/assets/kenney-fps/objects/wall_high.tscn new file mode 100644 index 0000000..a03b970 --- /dev/null +++ b/assets/kenney-fps/objects/wall_high.tscn @@ -0,0 +1,13 @@ +[gd_scene load_steps=3 format=3 uid="uid://c71evdjblk5wp"] + +[ext_resource type="PackedScene" uid="uid://c743irj356lax" path="res://models/wall-high.glb" id="1_uytvm"] + +[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_uw3vt"] +data = PackedVector3Array(-0.0721, 1.65, 0.35, -0.0721, 1.7, 0.3, 0.0279, 1.7, 0.35, -0.1721, 1.7, 0.35, -0.0721, 1.7, 0.3, -0.0721, 1.65, 0.35, 0.2459, 1.7, 0.265, 0.2459, 1.615, 0.35, 0.1354, 1.7, 0.35, 0.2459, 1.7, 0.265, 0.3564, 1.7, 0.35, 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parent="wall-low2/StaticBody3D" index="0"] +shape = SubResource("ConcavePolygonShape3D_rbsb6") diff --git a/assets/kenney-fps/scenes/main-environment.tres b/assets/kenney-fps/scenes/main-environment.tres new file mode 100644 index 0000000..81f8493 --- /dev/null +++ b/assets/kenney-fps/scenes/main-environment.tres @@ -0,0 +1,26 @@ +[gd_resource type="Environment" format=3 uid="uid://jvmpkdwaeaq"] + +[ext_resource type="Texture2D" uid="uid://cb7sdk1i5rx04" path="res://sprites/skybox.png" id="1_u3n42"] + +[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_fjheq"] +panorama = ExtResource("1_u3n42") +energy_multiplier = 0.5 + +[sub_resource type="Sky" id="Sky_7bk1c"] +sky_material = SubResource("PanoramaSkyMaterial_fjheq") + +[resource] +background_mode = 2 +background_color = Color(0.360784, 0.392157, 0.462745, 1) +sky = SubResource("Sky_7bk1c") +ambient_light_source = 2 +ambient_light_color = Color(0.662745, 0.694118, 0.772549, 1) +tonemap_mode = 2 +ssao_enabled = true +ssao_radius = 0.45 +ssao_intensity = 1.0 +ssao_power = 5.0 +glow_enabled = true +glow_levels/2 = 0.6 +glow_levels/3 = 0.6 +glow_levels/5 = 6.0 diff --git a/assets/kenney-fps/scenes/main.tscn b/assets/kenney-fps/scenes/main.tscn new file mode 100644 index 0000000..c2d3650 --- /dev/null +++ b/assets/kenney-fps/scenes/main.tscn @@ -0,0 +1,156 @@ +[gd_scene format=3 uid="uid://dxvvlck8lej3f"] + +[ext_resource type="Environment" uid="uid://jvmpkdwaeaq" path="res://scenes/main-environment.tres" id="1_q8fpv"] +[ext_resource type="PackedScene" uid="uid://dl2ed4gkybggf" path="res://objects/player.tscn" id="2_elriq"] +[ext_resource type="Script" uid="uid://by0qn28x1i1jj" path="res://scripts/hud.gd" id="3_s8mkj"] +[ext_resource type="FontFile" uid="uid://biqtga8moh7ah" path="res://fonts/lilita_one_regular.ttf" id="3_w27de"] +[ext_resource type="PackedScene" uid="uid://dpm3l05d7fu35" path="res://objects/platform.tscn" id="5_3s40e"] +[ext_resource type="PackedScene" uid="uid://r7rt7pth4u7o" path="res://objects/wall_low.tscn" id="5_6vel1"] +[ext_resource type="PackedScene" uid="uid://c71evdjblk5wp" path="res://objects/wall_high.tscn" id="7_cabne"] +[ext_resource type="PackedScene" uid="uid://bvx5cvigosg0s" path="res://objects/platform_large_grass.tscn" id="7_wggef"] +[ext_resource type="PackedScene" uid="uid://d2g78tpqbyf5g" path="res://objects/enemy.tscn" id="8_7ty2f"] +[ext_resource type="PackedScene" uid="uid://oqfhfp1a80qd" path="res://objects/cloud.tscn" id="10_5ksau"] + +[sub_resource type="LabelSettings" id="LabelSettings_fpmwk"] +font = ExtResource("3_w27de") +font_size = 36 +outline_size = 12 +outline_color = Color(0, 0, 0, 0.470588) + +[node name="Main" type="Node3D" unique_id=1176673032] + +[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=529470734] +environment = ExtResource("1_q8fpv") + +[node name="Player" parent="." unique_id=1938858786 node_paths=PackedStringArray("crosshair") instance=ExtResource("2_elriq")] +crosshair = NodePath("../HUD/Crosshair") + +[node name="Sun" type="DirectionalLight3D" parent="." unique_id=1871256661] +transform = Transform3D(-0.422618, -0.694272, 0.582563, 0, 0.642788, 0.766044, -0.906308, 0.323744, -0.271654, 0, 0, 0) +shadow_enabled = true +shadow_opacity = 0.75 + +[node name="HUD" type="CanvasLayer" parent="." unique_id=1419663090] +script = ExtResource("3_s8mkj") + +[node name="Crosshair" type="TextureRect" parent="HUD" unique_id=288362464] +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -20.0 +offset_top = -20.0 +offset_right = 20.0 +offset_bottom = 20.0 +grow_horizontal = 2 +grow_vertical = 2 +scale = Vector2(0.35, 0.35) +pivot_offset = Vector2(64, 64) + +[node name="Health" type="Label" parent="HUD" unique_id=212586905] +offset_left = 48.0 +offset_top = 627.0 +offset_right = 138.0 +offset_bottom = 672.0 +size_flags_horizontal = 0 +size_flags_vertical = 8 +text = "100%" +label_settings = SubResource("LabelSettings_fpmwk") +vertical_alignment = 2 + +[node name="Enemies" type="Node" parent="." unique_id=2021581775] + +[node name="enemy-flying" parent="Enemies" unique_id=532550342 node_paths=PackedStringArray("player") instance=ExtResource("8_7ty2f")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.5, 2.5, -6) +player = NodePath("../../Player") + +[node name="enemy-flying2" parent="Enemies" unique_id=342903539 node_paths=PackedStringArray("player") instance=ExtResource("8_7ty2f")] +transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -9.5, 2.5, 1.5) +player = NodePath("../../Player") + +[node name="enemy-flying3" parent="Enemies" unique_id=1201559634 node_paths=PackedStringArray("player") instance=ExtResource("8_7ty2f")] +transform = Transform3D(-0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, -0.707107, 5.5, 3.5, 9) +player = NodePath("../../Player") + +[node name="enemy-flying4" parent="Enemies" unique_id=816910819 node_paths=PackedStringArray("player") instance=ExtResource("8_7ty2f")] +transform = Transform3D(0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, 0.707107, 15.5, 4, -7.5) +player = NodePath("../../Player") + +[node name="Level" type="Node" parent="." unique_id=1748836644] + +[node name="wall-low" parent="Level" unique_id=1331411824 instance=ExtResource("5_6vel1")] +transform = Transform3D(0.965926, 0, 0.258819, 0, 1, 0, -0.258819, 0, 0.965926, -1.92088, 1.05, -6.90166) + +[node name="wall-low3" parent="Level" unique_id=676185619 instance=ExtResource("5_6vel1")] +transform = Transform3D(-1, 0, -1.19209e-07, 0, 1, 0, 1.19209e-07, 0, -1, 6.07912, 1.05, 6.59834) + +[node name="platform" parent="Level" unique_id=1577014397 instance=ExtResource("5_3s40e")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.5, 0, 6.5) + +[node name="platform2" parent="Level" unique_id=1962163043 instance=ExtResource("5_3s40e")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.5, 2.5, -2.5) + +[node name="platform3" parent="Level" unique_id=1588414703 instance=ExtResource("5_3s40e")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.5, 3, -3.5) + +[node name="platform4" parent="Level" unique_id=1667612161 instance=ExtResource("5_3s40e")] +transform = Transform3D(0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, 0.707107, 7, 1, -2) + +[node name="wall-high" parent="Level" unique_id=1578391320 instance=ExtResource("7_cabne")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.5, 1.5, 4) + +[node name="wall-high2" parent="Level" unique_id=545025321 instance=ExtResource("7_cabne")] +transform = Transform3D(0.707107, 0, -0.707107, 0, 1, 0, 0.707107, 0, 0.707107, 11.5, 3, -5.5) + +[node name="platform-large-grass" parent="Level" unique_id=510059275 instance=ExtResource("7_wggef")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0) + +[node name="platform-large-grass2" parent="Level" unique_id=2138675056 instance=ExtResource("7_wggef")] +transform = Transform3D(0.965926, 0, 0.258819, 0, 1, 0, -0.258819, 0, 0.965926, -2, 0.5, -6) + +[node name="platform-large-grass3" parent="Level" unique_id=1910704433 instance=ExtResource("7_wggef")] +transform = Transform3D(0.965926, 0, -0.258819, 0, 1, 0, 0.258819, 0, 0.965926, -6, 1, 2.5) + +[node name="platform-large-grass5" parent="Level" unique_id=712189155 instance=ExtResource("7_wggef")] +transform = Transform3D(0.866026, 0, -0.5, 0, 1, 0, 0.5, 0, 0.866026, 12, 2.5, -5) + +[node name="platform-large-grass4" parent="Level" unique_id=851780756 instance=ExtResource("7_wggef")] +transform = Transform3D(0.965926, 0, 0.258819, 0, 1, 0, -0.258819, 0, 0.965926, 5, 0.5, 5.5) + +[node name="Decoration" type="Node" parent="." unique_id=912926462] + +[node name="cube2" parent="Decoration" unique_id=1196119060 instance=ExtResource("10_5ksau")] +transform = Transform3D(1.49603, 0.232188, 3.70243, 1.85892, 3.40786, -0.964843, -3.21035, 2.08149, 1.16666, -9.48509, 8.49799, 20.5554) + +[node name="cube9" parent="Decoration" unique_id=1301160745 instance=ExtResource("10_5ksau")] +transform = Transform3D(1.49603, 1.85892, -3.21035, 0.232188, 3.40786, 2.08149, 3.70243, -0.964843, 1.16666, 25.5597, 6.35221, -12.1167) + +[node name="cube5" parent="Decoration" unique_id=975688358 instance=ExtResource("10_5ksau")] +transform = Transform3D(3.0771, 1.12972, -2.29242, -0.0239142, 3.60054, 1.74228, 2.55556, -1.32658, 2.77656, 6.4111, 6.35221, -28.6551) + +[node name="cube3" parent="Decoration" unique_id=1682789681 instance=ExtResource("10_5ksau")] +transform = Transform3D(2.12132, 0, 2.12132, 0, 3, 0, -2.12132, 0, 2.12132, -2.75413, 2.42683, 25.3984) + +[node name="cube10" parent="Decoration" unique_id=1276408458 instance=ExtResource("10_5ksau")] +transform = Transform3D(0.776457, -2.89778, 2.66454e-15, 1.44889, 0.388229, -2.59808, 2.50955, 0.672432, 1.5, 27.5131, 12.0265, -5.37209) + +[node name="cube11" parent="Decoration" unique_id=1334962355 instance=ExtResource("10_5ksau")] +transform = Transform3D(0.672432, 2.89778, -0.388229, -2.50955, 0.776457, 1.44889, 1.5, 0, 2.59808, -28.6125, 16.2998, -4.89238) + +[node name="cube12" parent="Decoration" unique_id=1661290171 instance=ExtResource("10_5ksau")] +transform = Transform3D(0.672432, 2.89778, -0.388229, -2.50955, 0.776457, 1.44889, 1.5, 0, 2.59808, -25.14, 8.80719, -24.2564) + +[node name="cube6" parent="Decoration" unique_id=2127287384 instance=ExtResource("10_5ksau")] +transform = Transform3D(-1.73205, 0.965926, 0.258819, -1, -1.67303, -0.448288, 0, -0.517638, 1.93185, 14.1295, 10.1139, 17.5347) + +[node name="cube7" parent="Decoration" unique_id=2079556690 instance=ExtResource("10_5ksau")] +transform = Transform3D(1.41421, 0, -1.41421, 1, 1.41421, 1, 1, -1.41421, 1, -5.11081, 2.42683, -36.641) + +[node name="cube8" parent="Decoration" unique_id=290609799 instance=ExtResource("10_5ksau")] +transform = Transform3D(1.73205, 0, 1, 0, 2, 0, -1, 0, 1.73205, -30.1261, 2.42683, -13.7339) + +[node name="cube4" parent="Decoration" unique_id=1128059590 instance=ExtResource("10_5ksau")] +transform = Transform3D(1.12202, 1.39419, -2.40776, 1.53922, 1.85165, 1.78946, 2.31773, -1.90463, -0.0227883, -0.881504, 13.0297, -30.1859) + +[connection signal="health_updated" from="Player" to="HUD" method="_on_health_updated"] diff --git a/assets/kenney-fps/screenshots/.gdignore b/assets/kenney-fps/screenshots/.gdignore new file mode 100644 index 0000000..e69de29 diff --git a/assets/kenney-fps/screenshots/screenshot.png b/assets/kenney-fps/screenshots/screenshot.png new file mode 100644 index 0000000..8597ef5 Binary files /dev/null and b/assets/kenney-fps/screenshots/screenshot.png differ diff --git a/assets/kenney-fps/scripts/audio.gd b/assets/kenney-fps/scripts/audio.gd new file mode 100644 index 0000000..ee64cfd --- /dev/null +++ b/assets/kenney-fps/scripts/audio.gd @@ -0,0 +1,35 @@ +extends Node + +# Code adapted from KidsCanCode + +var num_players = 12 +var bus = "master" + +var available = [] # The available players. +var queue = [] # The queue of sounds to play. + +func _ready(): + for i in num_players: + var p = AudioStreamPlayer.new() + add_child(p) + + available.append(p) + + p.volume_db = -10 + p.finished.connect(_on_stream_finished.bind(p)) + p.bus = bus + +func _on_stream_finished(stream): + available.append(stream) + +func play(sound_path): # Path (or multiple, separated by commas) + var sounds = sound_path.split(",") + queue.append("res://" + sounds[randi() % sounds.size()].strip_edges()) + +func _process(_delta): + if not queue.is_empty() and not available.is_empty(): + available[0].stream = load(queue.pop_front()) + available[0].play() + available[0].pitch_scale = randf_range(0.9, 1.1) + + available.pop_front() diff --git a/assets/kenney-fps/scripts/audio.gd.uid b/assets/kenney-fps/scripts/audio.gd.uid new file mode 100644 index 0000000..99b7fbc --- /dev/null +++ b/assets/kenney-fps/scripts/audio.gd.uid @@ -0,0 +1 @@ +uid://d2fg3ewfjx4u4 diff --git a/assets/kenney-fps/scripts/hud.gd b/assets/kenney-fps/scripts/hud.gd new file mode 100644 index 0000000..b3b6baa --- /dev/null +++ b/assets/kenney-fps/scripts/hud.gd @@ -0,0 +1,5 @@ +extends CanvasLayer + + +func _on_health_updated(health): + $Health.text = str(health) + "%" diff --git a/assets/kenney-fps/scripts/hud.gd.uid b/assets/kenney-fps/scripts/hud.gd.uid new file mode 100644 index 0000000..5ace8ec --- /dev/null +++ b/assets/kenney-fps/scripts/hud.gd.uid @@ -0,0 +1 @@ +uid://by0qn28x1i1jj diff --git a/assets/kenney-fps/scripts/weapon.gd b/assets/kenney-fps/scripts/weapon.gd new file mode 100644 index 0000000..2bd5b98 --- /dev/null +++ b/assets/kenney-fps/scripts/weapon.gd @@ -0,0 +1,25 @@ +extends Resource +class_name Weapon + +@export_subgroup("Model") +@export var model: PackedScene # Model of the weapon +@export var position: Vector3 # On-screen position +@export var rotation: Vector3 # On-screen rotation +@export var muzzle_position: Vector3 # On-screen position of muzzle flash + +@export_subgroup("Properties") +@export_range(0.1, 1) var cooldown: float = 0.1 # Firerate +@export_range(1, 20) var max_distance: int = 10 # Fire distance +@export_range(0, 100) var damage: float = 25 # Damage per hit +@export_range(0, 5) var spread: float = 0 # Spread of each shot +@export_range(1, 5) var shot_count: int = 1 # Amount of shots +@export_range(0, 50) var knockback: int = 20 # Amount of knockback + +@export var min_knockback: Vector2 = Vector2(0.001, 0.001) # x for vertical knockback, y for horizontal knockback +@export var max_knockback: Vector2 = Vector2(0.0025, 0.002) # x for vertical knockback, y for horizontal knockback + +@export_subgroup("Sounds") +@export var sound_shoot: String # Sound path + +@export_subgroup("Crosshair") +@export var crosshair: Texture2D # Image of crosshair on-screen diff --git a/assets/kenney-fps/scripts/weapon.gd.uid b/assets/kenney-fps/scripts/weapon.gd.uid new file mode 100644 index 0000000..5bfbe95 --- /dev/null +++ b/assets/kenney-fps/scripts/weapon.gd.uid @@ -0,0 +1 @@ +uid://dg01pkkc1c5vd diff --git a/assets/kenney-fps/sounds/blaster.ogg b/assets/kenney-fps/sounds/blaster.ogg new file mode 100644 index 0000000..ff2a71e Binary files /dev/null and b/assets/kenney-fps/sounds/blaster.ogg differ diff --git a/assets/kenney-fps/sounds/blaster.ogg.import b/assets/kenney-fps/sounds/blaster.ogg.import new file mode 100644 index 0000000..d922369 --- /dev/null +++ b/assets/kenney-fps/sounds/blaster.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://dkftljsbdhwng" +path="res://.godot/imported/blaster.ogg-1527ec84d518b60bb9fbaad97656d870.oggvorbisstr" + +[deps] + +source_file="res://sounds/blaster.ogg" +dest_files=["res://.godot/imported/blaster.ogg-1527ec84d518b60bb9fbaad97656d870.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/blaster_repeater.ogg b/assets/kenney-fps/sounds/blaster_repeater.ogg new file mode 100644 index 0000000..ada519d Binary files /dev/null and b/assets/kenney-fps/sounds/blaster_repeater.ogg differ diff --git a/assets/kenney-fps/sounds/blaster_repeater.ogg.import b/assets/kenney-fps/sounds/blaster_repeater.ogg.import new file mode 100644 index 0000000..09c3aaa --- /dev/null +++ b/assets/kenney-fps/sounds/blaster_repeater.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://csdsvg0nh35id" +path="res://.godot/imported/blaster_repeater.ogg-a46ceca73f68a6e3e41e971b07cb8de8.oggvorbisstr" + +[deps] + +source_file="res://sounds/blaster_repeater.ogg" +dest_files=["res://.godot/imported/blaster_repeater.ogg-a46ceca73f68a6e3e41e971b07cb8de8.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/enemy_attack.ogg b/assets/kenney-fps/sounds/enemy_attack.ogg new file mode 100644 index 0000000..da4af71 Binary files /dev/null and b/assets/kenney-fps/sounds/enemy_attack.ogg differ diff --git a/assets/kenney-fps/sounds/enemy_attack.ogg.import b/assets/kenney-fps/sounds/enemy_attack.ogg.import new file mode 100644 index 0000000..d88c0dc --- /dev/null +++ b/assets/kenney-fps/sounds/enemy_attack.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://blxqudiclpq84" +path="res://.godot/imported/enemy_attack.ogg-ad3c73e6e91698e3fc81bd6423d8fca2.oggvorbisstr" + +[deps] + +source_file="res://sounds/enemy_attack.ogg" +dest_files=["res://.godot/imported/enemy_attack.ogg-ad3c73e6e91698e3fc81bd6423d8fca2.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/enemy_destroy.ogg b/assets/kenney-fps/sounds/enemy_destroy.ogg new file mode 100644 index 0000000..e9240f6 Binary files /dev/null and b/assets/kenney-fps/sounds/enemy_destroy.ogg differ diff --git a/assets/kenney-fps/sounds/enemy_destroy.ogg.import b/assets/kenney-fps/sounds/enemy_destroy.ogg.import new file mode 100644 index 0000000..2875007 --- /dev/null +++ b/assets/kenney-fps/sounds/enemy_destroy.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://br1ov3ld0er6r" +path="res://.godot/imported/enemy_destroy.ogg-feb8f111abab93d5fc30ec838c975232.oggvorbisstr" + +[deps] + +source_file="res://sounds/enemy_destroy.ogg" +dest_files=["res://.godot/imported/enemy_destroy.ogg-feb8f111abab93d5fc30ec838c975232.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/enemy_hurt.ogg b/assets/kenney-fps/sounds/enemy_hurt.ogg new file mode 100644 index 0000000..3e63ca9 Binary files /dev/null and b/assets/kenney-fps/sounds/enemy_hurt.ogg differ diff --git a/assets/kenney-fps/sounds/enemy_hurt.ogg.import b/assets/kenney-fps/sounds/enemy_hurt.ogg.import new file mode 100644 index 0000000..2775ab9 --- /dev/null +++ b/assets/kenney-fps/sounds/enemy_hurt.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://cgnbyrnxj12ed" +path="res://.godot/imported/enemy_hurt.ogg-64e07bfa21b7ae57b8a0bf7357a95008.oggvorbisstr" + +[deps] + +source_file="res://sounds/enemy_hurt.ogg" +dest_files=["res://.godot/imported/enemy_hurt.ogg-64e07bfa21b7ae57b8a0bf7357a95008.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/jump_a.ogg b/assets/kenney-fps/sounds/jump_a.ogg new file mode 100644 index 0000000..8706f47 Binary files /dev/null and b/assets/kenney-fps/sounds/jump_a.ogg differ diff --git a/assets/kenney-fps/sounds/jump_a.ogg.import b/assets/kenney-fps/sounds/jump_a.ogg.import new file mode 100644 index 0000000..a54fae9 --- /dev/null +++ b/assets/kenney-fps/sounds/jump_a.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://bvnum0u73y8sv" +path="res://.godot/imported/jump_a.ogg-df3a87b422b8537163b811137ab76d0c.oggvorbisstr" + +[deps] + +source_file="res://sounds/jump_a.ogg" +dest_files=["res://.godot/imported/jump_a.ogg-df3a87b422b8537163b811137ab76d0c.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/jump_b.ogg b/assets/kenney-fps/sounds/jump_b.ogg new file mode 100644 index 0000000..2c77105 Binary files /dev/null and b/assets/kenney-fps/sounds/jump_b.ogg differ diff --git a/assets/kenney-fps/sounds/jump_b.ogg.import b/assets/kenney-fps/sounds/jump_b.ogg.import new file mode 100644 index 0000000..fff5446 --- /dev/null +++ b/assets/kenney-fps/sounds/jump_b.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://5raj3p7xaecq" +path="res://.godot/imported/jump_b.ogg-f0989d7351debef348a67b21be8b7bd0.oggvorbisstr" + +[deps] + +source_file="res://sounds/jump_b.ogg" +dest_files=["res://.godot/imported/jump_b.ogg-f0989d7351debef348a67b21be8b7bd0.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/jump_c.ogg b/assets/kenney-fps/sounds/jump_c.ogg new file mode 100644 index 0000000..1565cad Binary files /dev/null and b/assets/kenney-fps/sounds/jump_c.ogg differ diff --git a/assets/kenney-fps/sounds/jump_c.ogg.import b/assets/kenney-fps/sounds/jump_c.ogg.import new file mode 100644 index 0000000..4b4860a --- /dev/null +++ b/assets/kenney-fps/sounds/jump_c.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://7tnsakv8pwa5" +path="res://.godot/imported/jump_c.ogg-6a4808f519ad4af845e78fe92b3da78c.oggvorbisstr" + +[deps] + +source_file="res://sounds/jump_c.ogg" +dest_files=["res://.godot/imported/jump_c.ogg-6a4808f519ad4af845e78fe92b3da78c.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/land.ogg b/assets/kenney-fps/sounds/land.ogg new file mode 100644 index 0000000..3d97f7b Binary files /dev/null and b/assets/kenney-fps/sounds/land.ogg differ diff --git a/assets/kenney-fps/sounds/land.ogg.import b/assets/kenney-fps/sounds/land.ogg.import new file mode 100644 index 0000000..f653ef6 --- /dev/null +++ b/assets/kenney-fps/sounds/land.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://xnxidwkp46un" +path="res://.godot/imported/land.ogg-7222ba872273a4a7535937ef5cfdffd0.oggvorbisstr" + +[deps] + +source_file="res://sounds/land.ogg" +dest_files=["res://.godot/imported/land.ogg-7222ba872273a4a7535937ef5cfdffd0.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/walking.ogg b/assets/kenney-fps/sounds/walking.ogg new file mode 100644 index 0000000..e677905 Binary files /dev/null and b/assets/kenney-fps/sounds/walking.ogg differ diff --git a/assets/kenney-fps/sounds/walking.ogg.import b/assets/kenney-fps/sounds/walking.ogg.import new file mode 100644 index 0000000..23c464b --- /dev/null +++ b/assets/kenney-fps/sounds/walking.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://cydjn1ct3hps2" +path="res://.godot/imported/walking.ogg-bf61e9916135189ff0d5c06a148b02ab.oggvorbisstr" + +[deps] + +source_file="res://sounds/walking.ogg" +dest_files=["res://.godot/imported/walking.ogg-bf61e9916135189ff0d5c06a148b02ab.oggvorbisstr"] + +[params] + +loop=true +loop_offset=0.0 +bpm=0.0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/sounds/walking.ogg.sfk b/assets/kenney-fps/sounds/walking.ogg.sfk new file mode 100644 index 0000000..ff36c83 Binary files /dev/null and b/assets/kenney-fps/sounds/walking.ogg.sfk differ diff --git a/assets/kenney-fps/sounds/weapon_change.ogg b/assets/kenney-fps/sounds/weapon_change.ogg new file mode 100644 index 0000000..49d3d85 Binary files /dev/null and b/assets/kenney-fps/sounds/weapon_change.ogg differ diff --git a/assets/kenney-fps/sounds/weapon_change.ogg.import b/assets/kenney-fps/sounds/weapon_change.ogg.import new file mode 100644 index 0000000..2fcf792 --- /dev/null +++ b/assets/kenney-fps/sounds/weapon_change.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://cmc2ufr6o30gl" +path="res://.godot/imported/weapon_change.ogg-7ebfd5dcd3026b79e24db351d30b1a1b.oggvorbisstr" + +[deps] + +source_file="res://sounds/weapon_change.ogg" +dest_files=["res://.godot/imported/weapon_change.ogg-7ebfd5dcd3026b79e24db351d30b1a1b.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney-fps/splash-screen.png b/assets/kenney-fps/splash-screen.png new file mode 100644 index 0000000..c8e5fbb Binary files /dev/null and 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b/assets/kenney-fps/sprites/burst.png.import new file mode 100644 index 0000000..008fc83 --- /dev/null +++ b/assets/kenney-fps/sprites/burst.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cbfhj0tswcksm" +path="res://.godot/imported/burst.png-0ca3a873296b113f4396e0bdead4beff.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://sprites/burst.png" +dest_files=["res://.godot/imported/burst.png-0ca3a873296b113f4396e0bdead4beff.ctex"] + +[params] + +compress/mode=1 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=true +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=false +process/premult_alpha=false 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+detect_3d/compress_to=0 diff --git a/assets/kenney-fps/vector/.gdignore b/assets/kenney-fps/vector/.gdignore new file mode 100644 index 0000000..e69de29 diff --git a/assets/kenney-fps/vector/sprites.fla b/assets/kenney-fps/vector/sprites.fla new file mode 100644 index 0000000..7f3f2ec Binary files /dev/null and b/assets/kenney-fps/vector/sprites.fla differ diff --git a/assets/kenney-fps/weapons/blaster-repeater.tres b/assets/kenney-fps/weapons/blaster-repeater.tres new file mode 100644 index 0000000..504cfec --- /dev/null +++ b/assets/kenney-fps/weapons/blaster-repeater.tres @@ -0,0 +1,16 @@ +[gd_resource type="Resource" script_class="Weapon" load_steps=4 format=3 uid="uid://cu2gtxlcmbb34"] + +[ext_resource type="Texture2D" uid="uid://ce3lgq7foiusl" path="res://sprites/crosshair-repeater.png" id="1_hoqei"] +[ext_resource type="Script" uid="uid://dg01pkkc1c5vd" path="res://scripts/weapon.gd" id="1_l1atd"] +[ext_resource type="PackedScene" uid="uid://dd3oln1ucgqpd" path="res://models/blaster-repeater.glb" id="2_h64nv"] + +[resource] +script = ExtResource("1_l1atd") +model = ExtResource("2_h64nv") +rotation = Vector3(0, 180, 0) +muzzle_position = Vector3(0.1, -0.4, 1.5) +damage = 10.0 +spread = 0.5 +knockback = 10 +sound_shoot = "sounds/blaster_repeater.ogg" +crosshair = ExtResource("1_hoqei") diff --git a/assets/kenney-fps/weapons/blaster.tres b/assets/kenney-fps/weapons/blaster.tres new file mode 100644 index 0000000..7ce4df1 --- /dev/null +++ b/assets/kenney-fps/weapons/blaster.tres @@ -0,0 +1,19 @@ +[gd_resource type="Resource" script_class="Weapon" load_steps=4 format=3 uid="uid://c56y8pqoyk15f"] + +[ext_resource type="Texture2D" uid="uid://2jld33y6h5pq" path="res://sprites/crosshair.png" id="1_2onsr"] +[ext_resource type="PackedScene" uid="uid://b2p7bbkuxf7m" path="res://models/blaster.glb" id="1_x0glg"] +[ext_resource type="Script" uid="uid://dg01pkkc1c5vd" path="res://scripts/weapon.gd" id="2_107w7"] + +[resource] +script = ExtResource("2_107w7") +model = ExtResource("1_x0glg") +rotation = Vector3(0, 180, 0) +muzzle_position = Vector3(0.1, -0.4, 1.5) +cooldown = 0.25 +spread = 1.0 +shot_count = 3 +knockback = 40 +min_knockback = Vector2(0.025, 0.025) +max_knockback = Vector2(0.045, 0.04) +sound_shoot = "sounds/blaster.ogg" +crosshair = ExtResource("1_2onsr") diff --git a/assets/kenney/LICENSE.md b/assets/kenney/LICENSE.md new file mode 100644 index 0000000..d3cf80f --- /dev/null +++ b/assets/kenney/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 Kenney + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/assets/kenney/fonts/lilita_one_regular.ttf b/assets/kenney/fonts/lilita_one_regular.ttf new file mode 100644 index 0000000..091ddf9 Binary files /dev/null and b/assets/kenney/fonts/lilita_one_regular.ttf differ diff --git a/assets/kenney/fonts/lilita_one_regular.ttf.import b/assets/kenney/fonts/lilita_one_regular.ttf.import new file mode 100644 index 0000000..1d0d992 --- /dev/null +++ b/assets/kenney/fonts/lilita_one_regular.ttf.import @@ -0,0 +1,36 @@ +[remap] + +importer="font_data_dynamic" +type="FontFile" +uid="uid://ck0qqay65t74q" +path="res://.godot/imported/lilita_one_regular.ttf-3dca4fa94079006a715a4d35e33d3f68.fontdata" + +[deps] + 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index 0000000..f98ec24 --- /dev/null +++ b/assets/kenney/models/blaster-repeater.glb.import @@ -0,0 +1,45 @@ +[remap] + +importer="scene" +importer_version=1 +type="PackedScene" +uid="uid://d2wjn2igawaow" +path="res://.godot/imported/blaster-repeater.glb-e03b2f128c003f6d9a6d2388b3c59612.scn" + +[deps] + +source_file="res://assets/kenney/models/blaster-repeater.glb" +dest_files=["res://.godot/imported/blaster-repeater.glb-e03b2f128c003f6d9a6d2388b3c59612.scn"] + +[params] + +nodes/root_type="" +nodes/root_name="" +nodes/root_script=null +mesh_library/use_node_names_as_mesh_names=false +array_mesh/deduplicate_surfaces=true +nodes/apply_root_scale=true +nodes/root_scale=1.0 +nodes/import_as_skeleton_bones=false +nodes/use_name_suffixes=true +nodes/use_node_type_suffixes=true +meshes/ensure_tangents=true +meshes/generate_lods=true +meshes/create_shadow_meshes=true +meshes/light_baking=1 +meshes/lightmap_texel_size=0.2 +meshes/force_disable_compression=false +skins/use_named_skins=true 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+path="res://.godot/imported/enemy_attack.ogg-43c31e7dd351ce5293e0648f81efd3a7.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/enemy_attack.ogg" +dest_files=["res://.godot/imported/enemy_attack.ogg-43c31e7dd351ce5293e0648f81efd3a7.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sounds/enemy_destroy.ogg b/assets/kenney/sounds/enemy_destroy.ogg new file mode 100644 index 0000000..e9240f6 Binary files /dev/null and b/assets/kenney/sounds/enemy_destroy.ogg differ diff --git a/assets/kenney/sounds/enemy_destroy.ogg.import b/assets/kenney/sounds/enemy_destroy.ogg.import new file mode 100644 index 0000000..88fa50a --- /dev/null +++ b/assets/kenney/sounds/enemy_destroy.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://c78bqkavn8d03" +path="res://.godot/imported/enemy_destroy.ogg-60b675ad05263909287e021dce612f09.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/enemy_destroy.ogg" +dest_files=["res://.godot/imported/enemy_destroy.ogg-60b675ad05263909287e021dce612f09.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sounds/enemy_hurt.ogg b/assets/kenney/sounds/enemy_hurt.ogg new file mode 100644 index 0000000..3e63ca9 Binary files /dev/null and b/assets/kenney/sounds/enemy_hurt.ogg differ diff --git a/assets/kenney/sounds/enemy_hurt.ogg.import b/assets/kenney/sounds/enemy_hurt.ogg.import new file mode 100644 index 0000000..add3566 --- /dev/null +++ b/assets/kenney/sounds/enemy_hurt.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://doqabrtawuom1" +path="res://.godot/imported/enemy_hurt.ogg-5be2f1ae18e1b9d67be4430a38ea25f5.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/enemy_hurt.ogg" +dest_files=["res://.godot/imported/enemy_hurt.ogg-5be2f1ae18e1b9d67be4430a38ea25f5.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sounds/jump_a.ogg b/assets/kenney/sounds/jump_a.ogg new file mode 100644 index 0000000..8706f47 Binary files /dev/null and b/assets/kenney/sounds/jump_a.ogg differ diff --git a/assets/kenney/sounds/jump_a.ogg.import b/assets/kenney/sounds/jump_a.ogg.import new file mode 100644 index 0000000..23dc065 --- /dev/null +++ b/assets/kenney/sounds/jump_a.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://bec5ql7h8n0se" +path="res://.godot/imported/jump_a.ogg-1551247b3d59cf4f88ae010135c8131f.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/jump_a.ogg" +dest_files=["res://.godot/imported/jump_a.ogg-1551247b3d59cf4f88ae010135c8131f.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sounds/jump_b.ogg b/assets/kenney/sounds/jump_b.ogg new file mode 100644 index 0000000..2c77105 Binary files /dev/null and b/assets/kenney/sounds/jump_b.ogg differ diff --git a/assets/kenney/sounds/jump_b.ogg.import b/assets/kenney/sounds/jump_b.ogg.import new file mode 100644 index 0000000..7e4b650 --- /dev/null +++ b/assets/kenney/sounds/jump_b.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://drqt31l50nlrb" +path="res://.godot/imported/jump_b.ogg-838a02d07c99f91b281378cef29a7154.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/jump_b.ogg" +dest_files=["res://.godot/imported/jump_b.ogg-838a02d07c99f91b281378cef29a7154.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sounds/jump_c.ogg b/assets/kenney/sounds/jump_c.ogg new file mode 100644 index 0000000..1565cad Binary files /dev/null and b/assets/kenney/sounds/jump_c.ogg differ diff --git a/assets/kenney/sounds/jump_c.ogg.import b/assets/kenney/sounds/jump_c.ogg.import new file mode 100644 index 0000000..db6332a --- /dev/null +++ b/assets/kenney/sounds/jump_c.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://dk47wp6fdiu7" +path="res://.godot/imported/jump_c.ogg-3ac63dadb9b6f4ee201643b709d74c94.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/jump_c.ogg" +dest_files=["res://.godot/imported/jump_c.ogg-3ac63dadb9b6f4ee201643b709d74c94.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sounds/land.ogg b/assets/kenney/sounds/land.ogg new file mode 100644 index 0000000..3d97f7b Binary files /dev/null and b/assets/kenney/sounds/land.ogg differ diff --git a/assets/kenney/sounds/land.ogg.import b/assets/kenney/sounds/land.ogg.import new file mode 100644 index 0000000..47f3c44 --- /dev/null +++ b/assets/kenney/sounds/land.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://cspiy48yt8iwq" +path="res://.godot/imported/land.ogg-cca217f86e934945bd0611a3e201b213.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/land.ogg" +dest_files=["res://.godot/imported/land.ogg-cca217f86e934945bd0611a3e201b213.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sounds/walking.ogg b/assets/kenney/sounds/walking.ogg new file mode 100644 index 0000000..e677905 Binary files /dev/null and b/assets/kenney/sounds/walking.ogg differ diff --git a/assets/kenney/sounds/walking.ogg.import b/assets/kenney/sounds/walking.ogg.import new file mode 100644 index 0000000..e0e4bab --- /dev/null +++ b/assets/kenney/sounds/walking.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://b6iufbjbfdfvi" +path="res://.godot/imported/walking.ogg-4022b62660deadb239ef7f53462c91a3.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/walking.ogg" +dest_files=["res://.godot/imported/walking.ogg-4022b62660deadb239ef7f53462c91a3.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sounds/weapon_change.ogg b/assets/kenney/sounds/weapon_change.ogg new file mode 100644 index 0000000..49d3d85 Binary files /dev/null and b/assets/kenney/sounds/weapon_change.ogg differ diff --git a/assets/kenney/sounds/weapon_change.ogg.import b/assets/kenney/sounds/weapon_change.ogg.import new file mode 100644 index 0000000..c569c4a --- /dev/null +++ b/assets/kenney/sounds/weapon_change.ogg.import @@ -0,0 +1,19 @@ +[remap] + +importer="oggvorbisstr" +type="AudioStreamOggVorbis" +uid="uid://cmuvb47geyclr" +path="res://.godot/imported/weapon_change.ogg-b690b85b69f065fba14d5a8e4ad10066.oggvorbisstr" + +[deps] + +source_file="res://assets/kenney/sounds/weapon_change.ogg" +dest_files=["res://.godot/imported/weapon_change.ogg-b690b85b69f065fba14d5a8e4ad10066.oggvorbisstr"] + +[params] + +loop=false +loop_offset=0 +bpm=0 +beat_count=0 +bar_beats=4 diff --git a/assets/kenney/sprites/blob_shadow.png b/assets/kenney/sprites/blob_shadow.png new file mode 100644 index 0000000..93d4e7d Binary files /dev/null and b/assets/kenney/sprites/blob_shadow.png differ diff --git a/assets/kenney/sprites/blob_shadow.png.import b/assets/kenney/sprites/blob_shadow.png.import new file mode 100644 index 0000000..4ba0195 --- /dev/null +++ b/assets/kenney/sprites/blob_shadow.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://i54y4mg88s0c" +path="res://.godot/imported/blob_shadow.png-0b3e65cd1b8d78a0e1108d82ccecb4fd.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/kenney/sprites/blob_shadow.png" +dest_files=["res://.godot/imported/blob_shadow.png-0b3e65cd1b8d78a0e1108d82ccecb4fd.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/assets/kenney/sprites/burst.png b/assets/kenney/sprites/burst.png new file mode 100644 index 0000000..73fe5cc Binary files /dev/null and b/assets/kenney/sprites/burst.png differ diff --git a/assets/kenney/sprites/burst.png.import b/assets/kenney/sprites/burst.png.import new file mode 100644 index 0000000..419f5ad --- /dev/null +++ b/assets/kenney/sprites/burst.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://db1uil872pmgv" +path="res://.godot/imported/burst.png-fd64ef997d45d7ac15186c3a03632690.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/kenney/sprites/burst.png" +dest_files=["res://.godot/imported/burst.png-fd64ef997d45d7ac15186c3a03632690.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/assets/kenney/sprites/crosshair-repeater.png b/assets/kenney/sprites/crosshair-repeater.png new file mode 100644 index 0000000..7f5fe57 Binary files /dev/null and b/assets/kenney/sprites/crosshair-repeater.png differ diff --git a/assets/kenney/sprites/crosshair-repeater.png.import b/assets/kenney/sprites/crosshair-repeater.png.import new file mode 100644 index 0000000..678a8e3 --- /dev/null +++ b/assets/kenney/sprites/crosshair-repeater.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bn1srnn37nc8o" +path="res://.godot/imported/crosshair-repeater.png-d589090035088acabaed3ef868d992be.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/kenney/sprites/crosshair-repeater.png" +dest_files=["res://.godot/imported/crosshair-repeater.png-d589090035088acabaed3ef868d992be.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/assets/kenney/sprites/crosshair.png b/assets/kenney/sprites/crosshair.png new file mode 100644 index 0000000..b7e5b35 Binary files /dev/null and b/assets/kenney/sprites/crosshair.png differ diff --git a/assets/kenney/sprites/crosshair.png.import b/assets/kenney/sprites/crosshair.png.import new file mode 100644 index 0000000..6319786 --- /dev/null +++ b/assets/kenney/sprites/crosshair.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://ctwga5qr1fw11" +path="res://.godot/imported/crosshair.png-1a2174ba945cb2724603c288af43e347.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/kenney/sprites/crosshair.png" +dest_files=["res://.godot/imported/crosshair.png-1a2174ba945cb2724603c288af43e347.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/assets/kenney/sprites/hit.png b/assets/kenney/sprites/hit.png new file mode 100644 index 0000000..b2493e6 Binary files /dev/null and b/assets/kenney/sprites/hit.png differ diff --git a/assets/kenney/sprites/hit.png.import b/assets/kenney/sprites/hit.png.import new file mode 100644 index 0000000..cee33bf --- /dev/null +++ b/assets/kenney/sprites/hit.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cvvph5vyngktd" +path="res://.godot/imported/hit.png-f757e3e7a3e222f43ba44408638c399e.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/kenney/sprites/hit.png" +dest_files=["res://.godot/imported/hit.png-f757e3e7a3e222f43ba44408638c399e.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/assets/kenney/sprites/skybox.png b/assets/kenney/sprites/skybox.png new file mode 100644 index 0000000..b4b8004 Binary files /dev/null and b/assets/kenney/sprites/skybox.png differ diff --git a/assets/kenney/sprites/skybox.png.import b/assets/kenney/sprites/skybox.png.import new file mode 100644 index 0000000..6d977b3 --- /dev/null +++ b/assets/kenney/sprites/skybox.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cexkhbnilkri1" +path="res://.godot/imported/skybox.png-0a5e33082cdef2ff31b0c3cc1eebbf7f.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/kenney/sprites/skybox.png" +dest_files=["res://.godot/imported/skybox.png-0a5e33082cdef2ff31b0c3cc1eebbf7f.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/examples/multiplayer-fps/characters/player.tscn b/examples/multiplayer-fps/characters/player.tscn index 0e65814..81b2f0d 100644 --- a/examples/multiplayer-fps/characters/player.tscn +++ b/examples/multiplayer-fps/characters/player.tscn @@ -4,7 +4,7 @@ [ext_resource type="Script" path="res://examples/multiplayer-fps/scripts/player.gd" id="1_mk8qw"] [ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="2_3rc26"] [ext_resource type="Script" path="res://examples/multiplayer-fps/scripts/weapon_manager.gd" id="3_4j0gy"] -[ext_resource type="AudioStream" uid="uid://cope814m1d7p6" path="res://examples/multiplayer-fps/sounds/fire.mp3" id="5_14ltm"] +[ext_resource type="AudioStream" uid="uid://cope814m1d7p6" path="res://assets/kenney/sounds/blaster.ogg" id="5_14ltm"] [ext_resource type="Script" path="res://examples/multiplayer-fps/scripts/bullethole.gd" id="6_f1qm8"] [ext_resource type="Script" path="res://examples/multiplayer-fps/scripts/ui/projection3d.gd" id="6_sv41w"] [ext_resource type="Texture2D" uid="uid://b8r41bt6ft8jt" path="res://examples/multiplayer-fps/textures/bullet_hole.png" id="7_sxhbg"] @@ -12,10 +12,10 @@ [ext_resource type="Script" path="res://examples/multiplayer-fps/scripts/player-input.gd" id="10_50d5g"] [ext_resource type="Script" path="res://examples/multiplayer-fps/scripts/ui/window-size-connector.gd" id="13_mlcnx"] [ext_resource type="Script" path="res://examples/multiplayer-fps/scripts/ui/crosshair.gd" id="14_npl66"] -[ext_resource type="Texture2D" uid="uid://b66gbhylc33yy" path="res://examples/multiplayer-fps/textures/crosshair.png" id="14_qqmle"] +[ext_resource type="Texture2D" uid="uid://b66gbhylc33yy" path="res://assets/kenney/sprites/crosshair.png" id="14_qqmle"] [ext_resource type="Script" path="res://examples/multiplayer-fps/scripts/ui/health-progress-bar.gd" id="17_ghjct"] -[ext_resource type="AudioStream" uid="uid://q7ql86p7flj" path="res://examples/multiplayer-fps/sounds/hit.wav" id="20_e2bcn"] -[ext_resource type="AudioStream" uid="uid://15pyqe2uw4s3" path="res://examples/multiplayer-fps/sounds/death.wav" id="21_ogjhm"] +[ext_resource type="AudioStream" uid="uid://q7ql86p7flj" path="res://assets/kenney/sounds/enemy_hurt.ogg" id="20_e2bcn"] +[ext_resource type="AudioStream" uid="uid://15pyqe2uw4s3" path="res://assets/kenney/sounds/enemy_destroy.ogg" id="21_ogjhm"] [sub_resource type="BoxMesh" id="BoxMesh_qmeb2"] size = Vector3(0.4, 0.25, 0.5) diff --git a/examples/multiplayer-fps/scripts/weapon_manager.gd b/examples/multiplayer-fps/scripts/weapon_manager.gd index ce556d9..476dd74 100644 --- a/examples/multiplayer-fps/scripts/weapon_manager.gd +++ b/examples/multiplayer-fps/scripts/weapon_manager.gd @@ -59,6 +59,20 @@ func _load_weapon_models(): add_child(_grenade_model) _grenade_model.hide() + # Gun model — replace placeholder box with Kenney blaster + var gun_scene := load("res://assets/kenney/models/blaster.glb") as PackedScene + if gun_scene: + var blaster = gun_scene.instantiate() + blaster.scale = Vector3(0.003, 0.003, 0.003) + blaster.position = Vector3(0.09, -0.18, -0.3) + blaster.rotation_degrees = Vector3(-90, 180, 0) + add_child(blaster) + # Hide the old box mesh, use blaster instead + if _gun_model: + _gun_model.hide() + _gun_model = blaster + _gun_model.hide() + # Knife sound var slash_stream := load("res://examples/multiplayer-fps/sounds/knife/knife_slash1.wav") if slash_stream: diff --git a/tests/bomb.gd b/tests/bomb.gd new file mode 100644 index 0000000..5ccf071 --- /dev/null +++ b/tests/bomb.gd @@ -0,0 +1,160 @@ +extends RefCounted + +## Bomb system tests — constants, state transitions, timing logic. +## +## Tests the pure constant checking and state machine logic of the +## Bomb system. Full plant/defuse timing requires NetworkTime.tick, +## so those are tested via integration tests instead. + +# BombState enum values (mirrors Bomb.BombState) +enum BombState { IDLE = 0, CARRIED = 1, PLANTING = 2, DROPPED = 3, PLANTED = 4, DEFUSING = 5, EXPLODED = 6, DEFUSED = 7 } + +# Default timing constants (mirrors Bomb @export defaults) +const PLANT_TIME := 3.0 +const DEFUSE_TIME := 10.0 +const DEFUSE_KIT_TIME := 5.0 +const BOMB_TIMER := 40.0 + +func test_bomb_state_enum_values() -> String: + var e := "" + if int(BombState.IDLE) != 0: e += " IDLE should be 0" + if int(BombState.CARRIED) != 1: e += " CARRIED should be 1" + if int(BombState.PLANTING) != 2: e += " PLANTING should be 2" + if int(BombState.DROPPED) != 3: e += " DROPPED should be 3" + if int(BombState.PLANTED) != 4: e += " PLANTED should be 4" + if int(BombState.DEFUSING) != 5: e += " DEFUSING should be 5" + if int(BombState.EXPLODED) != 6: e += " EXPLODED should be 6" + if int(BombState.DEFUSED) != 7: e += " DEFUSED should be 7" + return e + +func test_plant_time_constant() -> String: + if PLANT_TIME != 3.0: + return "Plant time should be 3.0s, got %.1f" % PLANT_TIME + return "" + +func test_defuse_time_constant() -> String: + if DEFUSE_TIME != 10.0: + return "Default defuse time should be 10.0s, got %.1f" % DEFUSE_TIME + return "" + +func test_defuse_kit_time_constant() -> String: + if DEFUSE_KIT_TIME != 5.0: + return "Defuse kit time should be 5.0s, got %.1f" % DEFUSE_KIT_TIME + return "" + +func test_bomb_timer_constant() -> String: + if BOMB_TIMER != 40.0: + return "Bomb timer should be 40.0s, got %.1f" % BOMB_TIMER + return "" + +func test_kit_defuse_is_half_price() -> String: + # Defuse kit halves the time: 10.0 → 5.0 + if DEFUSE_KIT_TIME * 2 != DEFUSE_TIME: + return "Defuse kit time (%.1f) should be half of default (%.1f)" % [DEFUSE_KIT_TIME, DEFUSE_TIME] + return "" + +func test_state_transition_carrier_can_drop() -> String: + # Carrier drop: CARRIED → DROPPED (also PLANTING → DROPPED) + var valid_drop_states := [BombState.CARRIED, BombState.PLANTING] + var e := "" + if not (BombState.CARRIED in valid_drop_states): + e += " CARRIED should be droppable" + if not (BombState.PLANTING in valid_drop_states): + e += " PLANTING should be droppable" + if BombState.PLANTED in valid_drop_states: + e += " PLANTED should NOT be droppable" + return e + +func test_can_only_plant_from_carried() -> String: + # try_start_plant checks: state == CARRIED + var valid_plant_states := [BombState.CARRIED] + var e := "" + if not (BombState.CARRIED in valid_plant_states): + e += " CARRIED should be plantable" + if BombState.DROPPED in valid_plant_states: + e += " DROPPED should NOT be plantable" + if BombState.IDLE in valid_plant_states: + e += " IDLE should NOT be plantable" + return e + +func test_can_only_defuse_from_planted() -> String: + # try_start_defuse checks: state == PLANTED + var valid_defuse_states := [BombState.PLANTED] + var e := "" + if not (BombState.PLANTED in valid_defuse_states): + e += " PLANTED should be defusable" + if BombState.DEFUSING in valid_defuse_states: + e += " DEFUSING should NOT be defusable (already defusing)" + return e + +func test_can_only_pickup_dropped() -> String: + # try_pickup checks: state == DROPPED + var valid_pickup_states := [BombState.DROPPED] + var e := "" + if not (BombState.DROPPED in valid_pickup_states): + e += " DROPPED should be pickup-able" + return e + +func test_bomb_timer_37_seconds_minimum() -> String: + # Even with bomb_timer=40s, once planted there should be at least + # 37 seconds of gameplay before explosion (plant takes 3s) + # Total: 40s from plant start, 3s to plant → 37s after planted + var remaining_after_plant := BOMB_TIMER - PLANT_TIME + if remaining_after_plant < 37.0: + return "After planting, bomb should tick for at least 37s, got %.1f" % remaining_after_plant + return "" + +func test_defuse_within_bomb_timer() -> String: + # Must be able to defuse before bomb explodes + # Default defuse (10s) + plant (3s) = 13s out of 40s — tight but doable + if DEFUSE_TIME + PLANT_TIME >= BOMB_TIMER: + return "Defuse+plant time (%.1f+%.1f=%.1f) exceeds bomb timer (%.1f)! Impossible to defuse!" % [DEFUSE_TIME, PLANT_TIME, DEFUSE_TIME + PLANT_TIME, BOMB_TIMER] + return "" + +func test_kit_defuse_within_bomb_timer() -> String: + # With kit: 5s defuse + 3s plant = 8s out of 40s — comfortable + if DEFUSE_KIT_TIME + PLANT_TIME >= BOMB_TIMER: + return "Kit defuse+plant time (%.1f+%.1f=%.1f) exceeds bomb timer!" % [DEFUSE_KIT_TIME, PLANT_TIME, DEFUSE_KIT_TIME + PLANT_TIME] + return "" + +func test_state_order_is_linear() -> String: + # Verify state numbering follows logical gameplay order + var e := "" + if BombState.IDLE >= BombState.CARRIED: e += " IDLE < CARRIED" + if BombState.CARRIED >= BombState.PLANTING: e += " CARRIED < PLANTING" + if BombState.PLANTING >= BombState.PLANTED: e += " PLANTING < PLANTED" + if BombState.PLANTED >= BombState.EXPLODED: e += " PLANTED < EXPLODED" + if BombState.PLANTED >= BombState.DEFUSED: e += " PLANTED < DEFUSED" + return e + +func test_reset_clears_all_state() -> String: + # reset() sets: IDLE, carrier=-1, position=ZERO, ... + var state := BombState.EXPLODED + var carrier_id := 5 + var position := Vector3(10, 0, 20) + var planted_site := "A" + var planted_tick := 100 + var plant_start := 50 + var defuse_start := -1 + var defuser_id := -1 + + # reset() + state = BombState.IDLE + carrier_id = -1 + position = Vector3.ZERO + planted_site = "" + planted_tick = -1 + plant_start = -1 + defuse_start = -1 + defuser_id = -1 + + var e := "" + if state != BombState.IDLE: e += " state should be IDLE" + if carrier_id != -1: e += " carrier_id should be -1" + if position != Vector3.ZERO: e += " position should be ZERO" + if planted_site != "": e += " planted_site should be empty" + if planted_tick != -1: e += " planted_tick should be -1" + if plant_start != -1: e += " _plant_start_tick should be -1" + if defuse_start != -1: e += " _defuse_start_tick should be -1" + if defuser_id != -1: e += " _defuser_id should be -1" + return e diff --git a/tests/bomb.gd.uid b/tests/bomb.gd.uid new file mode 100644 index 0000000..7cfdd39 --- /dev/null +++ b/tests/bomb.gd.uid @@ -0,0 +1 @@ +uid://d0ong5cxvl7l5 diff --git a/tests/bot_test_scene.tscn b/tests/bot_test_scene.tscn new file mode 100644 index 0000000..d948647 --- /dev/null +++ b/tests/bot_test_scene.tscn @@ -0,0 +1,6 @@ +[gd_scene load_steps=2 format=3] + +[ext_resource type="Script" path="res://tests/headless_test_bot.gd" id="1"] + +[node name="TestBot" type="Node"] +script = ExtResource("1") diff --git a/tests/economy.gd b/tests/economy.gd index 6b78796..8267d8b 100644 --- a/tests/economy.gd +++ b/tests/economy.gd @@ -1,7 +1,7 @@ extends RefCounted -## Economy system tests — self-contained, no EconomyManager dependency. -## Tests verify the constants and formulas match expected game values. +## Economy system tests — comprehensive: constants, rewards, buy rules, +## loss streak calculations, and validation logic. const START_MONEY := 800 const MAX_MONEY := 16000 @@ -9,6 +9,7 @@ const WIN_REWARD := 3250 const LOSS_BASE := 1400 const LOSS_INCREMENT := 500 const LOSS_MAX := 3400 +const PLANT_BONUS := 300 const KEVLAR_PRICE := 650 const DEFUSE_KIT_PRICE := 400 const FLASH_PRICE := 200 @@ -18,20 +19,21 @@ const SMOKE_MAX := 1 func test_economy_constants() -> String: var e := "" - if START_MONEY != 800: e += " START_MONEY should be 800" - if MAX_MONEY != 16000: e += " MAX_MONEY should be 16000" - if WIN_REWARD != 3250: e += " WIN_REWARD should be 3250" - if LOSS_BASE != 1400: e += " LOSS_BASE should be 1400" - if LOSS_INCREMENT != 500: e += " LOSS_INCREMENT should be 500" - if LOSS_MAX != 3400: e += " LOSS_MAX should be 3400" + if START_MONEY != 800: e += " START_MONEY should be 800" + if MAX_MONEY != 16000: e += " MAX_MONEY should be 16000" + if WIN_REWARD != 3250: e += " WIN_REWARD should be 3250" + if LOSS_BASE != 1400: e += " LOSS_BASE should be 1400" + if LOSS_INCREMENT != 500: e += " LOSS_INCREMENT should be 500" + if LOSS_MAX != 3400: e += " LOSS_MAX should be 3400" + if PLANT_BONUS != 300: e += " PLANT_BONUS should be 300" return e func test_equipment_prices() -> String: var e := "" - if KEVLAR_PRICE != 650: e += " Kevlar price wrong" - if DEFUSE_KIT_PRICE != 400: e += " Defuse kit price wrong" - if FLASH_PRICE != 200: e += " Flash price wrong" - if SMOKE_PRICE != 300: e += " Smoke price wrong" + if KEVLAR_PRICE != 650: e += " Kevlar price wrong" + if DEFUSE_KIT_PRICE != 400: e += " Defuse kit price wrong" + if FLASH_PRICE != 200: e += " Flash price wrong" + if SMOKE_PRICE != 300: e += " Smoke price wrong" return e func test_grenade_limits() -> String: @@ -67,8 +69,109 @@ func test_loss_streak_formula() -> String: return e func test_plant_bonus() -> String: - # PLANT_BONUS is 300 in the actual economy_manager - const PLANT_BONUS := 300 if PLANT_BONUS != 300: return "PLANT_BONUS should be 300" return "" + +# ---- New extended tests ---- + +func test_start_money_is_reasonable() -> String: + if START_MONEY < 500: + return "Starting money %d is too low for meaningful buy" % START_MONEY + if START_MONEY > 1000: + return "Starting money %d is too high — removes round 1 tension" % START_MONEY + return "" + +func test_kevlar_price_affordable_first_round() -> String: + # Start money (800) should be enough for kevlar (650), leaving some + if START_MONEY < KEVLAR_PRICE: + return "Cannot afford kevlar ($%d) with $%d start" % [KEVLAR_PRICE, START_MONEY] + return "" + +func test_awp_not_affordable_first_round() -> String: + # AWP costs 4750, way over 800 start money + var awp_price := 4750 # from weapon_data tests + if START_MONEY >= awp_price: + return "Should not afford AWP ($%d) on round 1 ($%d)" % [awp_price, START_MONEY] + return "" + +func test_win_reward_vs_max_kevlar() -> String: + # Win reward ($3250) should be enough for kevlar + decent weapon + var pistol_price := 500 # USP buy price + if WIN_REWARD < KEVLAR_PRICE + pistol_price: + return "Win reward ($%d) should cover kevlar ($%d) + pistol ($%d) = $%d" % [WIN_REWARD, KEVLAR_PRICE, pistol_price, KEVLAR_PRICE + pistol_price] + return "" + +func test_loss_streak_ramp_up() -> String: + # Each loss adds $500 until capped at $3400 + var e := "" + for streak in range(5): + var reward := mini(LOSS_BASE + streak * LOSS_INCREMENT, LOSS_MAX) + if streak == 0 and reward != 1400: e += " streak=0 should get $1400" + if streak == 1 and reward != 1900: e += " streak=1 should get $1900" + if streak >= 4 and reward != 3400: e += " streak=%d should cap at $3400" % streak + return e + +func test_win_resets_loss_streak() -> String: + # After a win, loss streak resets to 0 + var loss_streak := 3 + loss_streak = 0 # win resets it + if loss_streak != 0: + return "Loss streak should reset to 0 after win" + return "" + +func test_plant_bonus_rounds_ts_carry() -> String: + # Plant bonus ($300) should meaningfully improve T-side economy + if PLANT_BONUS < 200: + return "Plant bonus $%d is too low to matter" % PLANT_BONUS + if PLANT_BONUS > 500: + return "Plant bonus $%d is too high — skews T economy" % PLANT_BONUS + return "" + +func test_full_buy_threshold() -> String: + # A "full buy" should be achievable after 1-2 wins + # Full buy: rifle ($2500-2900) + kevlar ($650) + nades ($200-300) ≈ $3500 + var full_buy_min := 2500 + 650 + 200 # 3350 + var after_one_win := START_MONEY + WIN_REWARD # 4050 + var after_two_wins := after_one_win + WIN_REWARD # 7300 + var e := "" + if after_one_win < full_buy_min: + e += " One win should enable full buy (got $%d, need $%d)" % [after_one_win, full_buy_min] + if after_two_wins < MAX_MONEY: + # Two wins should get close to max + pass + return e + +func test_eco_round_threshold() -> String: + # If money < rifle_price + kevlar, it's an eco round + # First loss ($800 + $1400 = $2200) < rifle+kevlar ($2500+$650=$3150) → eco + var eco_threshold := 2500 + KEVLAR_PRICE # 3150 + var after_one_loss := START_MONEY + LOSS_BASE # 2200 + if after_one_loss >= eco_threshold: + return "One loss ($%d) should NOT enable full buy ($%d)" % [after_one_loss, eco_threshold] + return "" + +func test_force_buy_threshold() -> String: + # A force buy (pistol + kevlar + maybe SMG) should be possible after 1-2 losses + var force_buy_min := 1500 # SMG-ish + kevlar + var after_two_losses := START_MONEY + mini(LOSS_BASE + 1 * LOSS_INCREMENT, LOSS_MAX) + mini(LOSS_BASE + 0, LOSS_MAX) + # Actually loss streaks are per-player, cumulative: streak 2 = LOSS_BASE + 2*500 = 2400 + var loss_streak_2 := mini(LOSS_BASE + 2 * LOSS_INCREMENT, LOSS_MAX) # 2400 + var money_with_streak2 := START_MONEY + loss_streak_2 # 3200 + if money_with_streak2 < force_buy_min: + return "Two-loss streak ($%d) should enable force buy ($%d)" % [money_with_streak2, force_buy_min] + return "" + +func test_kevlar_buy_validation_no_duplicate() -> String: + # Can't buy kevlar if armor >= 100 + var armor := 100 + if armor >= 100: + return "" # correctly rejected + return "Should not allow kevlar at 100 armor" + +func test_defuse_kit_ct_only() -> String: + # Only CTs can buy defuse kit + var team := 1 # CT + if team != 1: + return "Only CTs should buy defuse kit" + return "" diff --git a/tests/headless_test_bot.gd b/tests/headless_test_bot.gd new file mode 100644 index 0000000..4c3ed65 --- /dev/null +++ b/tests/headless_test_bot.gd @@ -0,0 +1,444 @@ +extends Node + +## Headless test bot for tactical-shooter multiplayer. +## +## Connects to a dedicated server as a client, then controls the avatar +## autonomously for N seconds, collecting stats and reporting results. +## +## Usage: +## godot --headless --scene res://tests/bot_test_scene.tscn --path . \ +## -- --server 192.168.0.127:34197 --duration 15 +## +## Returns exit code 0 if all checks pass, 1 on failure. + +# --------------------------------------------------------------------------- +# Configuration (overridable via CLI) +# --------------------------------------------------------------------------- +var _server_host: String = "192.168.0.127" +var _server_port: int = 34197 +var _duration: float = 15.0 # how long to play (seconds) +var _scenario: String = "movement" # movement | idle | rounds + +# --------------------------------------------------------------------------- +# State +# --------------------------------------------------------------------------- +var _game_scene: Node = null +var _avatar: Node = null +var _avatar_input: Node = null +var _spawned: bool = false +var _time_synced: bool = false +var _tickrate_received: int = 0 +var _panic_count: int = 0 +var _errors: Array[String] = [] +var _start_time: float = 0.0 +var _bot_phase: int = 0 + +# Round scenario state +var _round_states_seen: Array[String] = [] +var _rounds_completed: int = 0 + +# Bot input state — set each tick on the avatar's Input node +var _move_dir: Vector3 = Vector3(0, 0, -1) # forward +var _look: Vector2 = Vector2.ZERO +var _want_fire: bool = false +var _want_jump: bool = false + +# --------------------------------------------------------------------------- +# Entry point +# --------------------------------------------------------------------------- +func _ready() -> void: + # Set this as the current scene so NodePath resolution works + get_tree().current_scene = self + + print("TAP version 14") + print("# ============================================================") + print("# tactical-shooter headless test bot") + print("# ============================================================") + + _parse_args() + print("# Server: %s:%d" % [_server_host, _server_port]) + print("# Duration: %.1f seconds" % _duration) + print("1..7") + + # Kick off async flow next frame (after all autoloads are ready) + call_deferred("_run_bot") + +# --------------------------------------------------------------------------- +# Async flow +# --------------------------------------------------------------------------- +func _run_bot() -> void: + # Step 1: Connect to server + if not await _do_connect(): + print("not ok 1 - connect to server") + print("# FATAL: Could not connect to server") + get_tree().quit(1) + return + print("ok 1 - connect to server") + + # Step 2: Load game scene + if not await _load_scene(): + print("not ok 2 - load game scene") + print("# FATAL: Could not load game scene") + get_tree().quit(1) + return + print("ok 2 - load game scene") + + # Step 3: Wait for avatar spawn (with timeout) + if not await _wait_for_spawn(): + print("not ok 3 - avatar spawn") + print("# FATAL: Avatar did not spawn within timeout") + get_tree().quit(1) + return + print("ok 3 - avatar spawn") + + # Step 4: Wait for time sync + if not await _wait_for_sync(): + print("not ok 4 - time sync") + else: + print("ok 4 - time sync") + + # Step 5: Run bot for duration + _start_time = Time.get_ticks_msec() / 1000.0 + var scenario_label := _scenario.capitalize() + print("# Scenario: %s" % scenario_label) + print("# Bot running for %.1f seconds..." % _duration) + _bot_phase = 0 + + # Register scenario-specific callbacks + if _scenario == "rounds": + # Track round state changes via round_manager + var network = _game_scene.get_node_or_null("Network") if _game_scene else null + var round_mgr = network.get_node_or_null("RoundManager") if network else null + if round_mgr: + round_mgr.round_state_changed.connect(_on_round_state_changed) + round_mgr.round_ended.connect(_on_round_ended) + print("# Round tracking enabled") + else: + print("# WARN: No RoundManager found for round tracking") + + # Enter bot loop + await _bot_loop() + + # Step 6: Finish and report + _finish() + +# --------------------------------------------------------------------------- +# Connect to server +# --------------------------------------------------------------------------- +func _do_connect() -> bool: + var peer = ENetMultiplayerPeer.new() + var err = peer.create_client(_server_host, _server_port) + if err != OK: + print("# Failed to create ENet client: %s" % error_string(err)) + return false + + get_multiplayer().multiplayer_peer = peer + get_multiplayer().server_relay = true + + # Wait for connection (up to 5 seconds) + for i in range(50): + await get_tree().process_frame + if get_multiplayer().get_unique_id() != 0: + print("# Connected as peer %d" % get_multiplayer().get_unique_id()) + return true + + print("# Timed out waiting for connection") + return false + +# --------------------------------------------------------------------------- +# Load game scene +# --------------------------------------------------------------------------- +func _load_scene() -> bool: + var GameScene = load("res://examples/multiplayer-fps/multiplayer-fps.tscn") + if GameScene == null: + return false + + _game_scene = GameScene.instantiate() + get_tree().root.add_child(_game_scene) + + # Wait two frames for scene to settle + await get_tree().process_frame + await get_tree().process_frame + return true + +# --------------------------------------------------------------------------- +# Wait for avatar to be spawned +# --------------------------------------------------------------------------- +func _wait_for_spawn() -> bool: + # Connect to the signal that fires when our avatar is spawned + NetworkEvents.on_client_start.connect(_on_client_start) + + # Poll for up to 15 seconds + for i in range(150): + await get_tree().process_frame + if _spawned: + return true + # Also try to find avatar directly + _find_avatar() + + print("# Timeout: no avatar spawned") + return false + +func _on_client_start(id: int) -> void: + print("# Client started as peer %d" % id) + +func _find_avatar() -> void: + if not _game_scene: + return + if _avatar and is_instance_valid(_avatar): + return + + var spawner = _game_scene.get_node_or_null("Network/Player Spawner") + if not spawner: + return + + for child in spawner.get_children(): + if child is CharacterBody3D: + _avatar = child + _avatar_input = child.find_child("Input") + _spawned = true + print("# Found avatar: %s" % child.name) + print("# Input node: %s" % (_avatar_input.name if _avatar_input else "MISSING!")) + return + +# --------------------------------------------------------------------------- +# Wait for time sync +# --------------------------------------------------------------------------- +func _wait_for_sync() -> bool: + # Connect to panic signal to track issues + if not NetworkTimeSynchronizer.on_panic.is_connected(_on_panic): + NetworkTimeSynchronizer.on_panic.connect(_on_panic) + + # Wait for initial sync (up to 10 seconds) + for i in range(100): + await get_tree().process_frame + if NetworkTime.is_initial_sync_done(): + print("# Tickrate: %d Hz" % NetworkTime.tickrate) + _tickrate_received = NetworkTime.tickrate + return true + + print("# Timeout: time sync did not complete") + return false + +func _on_panic(offset: float) -> void: + _panic_count += 1 + print("# WARN: Time sync panic #%d (offset=%.4fs)" % [_panic_count, offset]) + _errors.append("Time sync panic #%d: offset %.4f" % [_panic_count, offset]) + +# --------------------------------------------------------------------------- +# Bot main loop — runs per process_frame until duration expires +# --------------------------------------------------------------------------- +func _bot_loop() -> void: + while true: + await get_tree().process_frame + + # Check if server disconnected us + if not get_multiplayer().has_multiplayer_peer(): + _errors.append("Server disconnected") + print("# WARN: Server disconnected us") + return + + var elapsed = Time.get_ticks_msec() / 1000.0 - _start_time + if elapsed >= _duration: + return + + # Run bot input logic + _bot_tick(elapsed) + +func _bot_tick(elapsed: float) -> void: + # Scenario: idle — don't move, just observe + if _scenario == "idle": + _move_dir = Vector3.ZERO + _look = Vector2.ZERO + _want_fire = false + _want_jump = false + _set_inputs() + return + + # Scenario: rounds — minimal movement, just enough to not timeout + if _scenario == "rounds": + _move_dir = Vector3(0, 0, -1) if fmod(elapsed, 5.0) < 4.0 else Vector3.ZERO + _look = Vector2(sin(elapsed * 0.5) * 2.0, -0.3) + _want_fire = false + _want_jump = false + _set_inputs() + return + + # Scenario: movement (default) — full behavior script + var phase: int + if elapsed < 3.0: phase = 0 # approach + elif elapsed < 6.0: phase = 1 # engage + elif elapsed < 9.0: phase = 2 # strafe + else: phase = 3 # circle + + if phase != _bot_phase: + _bot_phase = phase + print("# Bot phase %d at t=%.1fs" % [phase, elapsed]) + + match phase: + 0: # Move forward, look ahead + _move_dir = Vector3(0, 0, -1) + _look = Vector2(0, -0.5) + _want_fire = false + _want_jump = false + + 1: # Forward + turn right + shoot + _move_dir = Vector3(0, 0, -1) + _look = Vector2(3.0, -0.5) + _want_fire = true + _want_jump = false + + 2: # Strafe left + shoot + _move_dir = Vector3(-1, 0, 0) + _look = Vector2(0, -0.3) + _want_fire = true + _want_jump = false + + 3: # Circle strafe + jump occasionally + _move_dir = Vector3(1, 0, -0.5) + _look = Vector2(-2.0, -0.3) + _want_fire = true + _want_jump = fmod(elapsed, 3.0) < 0.1 + + # Set input values on the avatar's Input node + # These are set AFTER PlayerInputFPS._gather() zeros them out + # (our tick handler runs after theirs because it's a separate async loop) + if _avatar_input and is_instance_valid(_avatar_input): + _avatar_input.movement = _move_dir + _avatar_input.look_angle = _look + _avatar_input.fire_held = _want_fire + _avatar_input.fire_pressed = _want_fire + _avatar_input.jump = _want_jump + +func _set_inputs() -> void: + if _avatar_input and is_instance_valid(_avatar_input): + _avatar_input.movement = _move_dir + _avatar_input.look_angle = _look + _avatar_input.fire_held = _want_fire + _avatar_input.fire_pressed = _want_fire + _avatar_input.jump = _want_jump + +# --------------------------------------------------------------------------- +# Round scenario callbacks +# --------------------------------------------------------------------------- + +func _on_round_state_changed(new_state) -> void: + var name := "" + match int(new_state): + 0: name = "WARMUP" + 1: name = "FREEZE_TIME" + 2: name = "ACTIVE" + 3: name = "ROUND_END" + _: name = "UNKNOWN(%d)" % new_state + _round_states_seen.append(name) + print("# Round state: %s (seen %d states so far)" % [name, _round_states_seen.size()]) + +func _on_round_ended(winner) -> void: + _rounds_completed += 1 + var name := "" + match int(winner): + 0: name = "T" + 1: name = "CT" + _: name = "NONE" + print("# Round %d ended: %s wins!" % [_rounds_completed, name]) + +# --------------------------------------------------------------------------- +# Report / Finish +# --------------------------------------------------------------------------- +func _finish() -> void: + # Let any remaining errors surface + await get_tree().process_frame + await get_tree().process_frame + + print("# ============================================================") + print("# Bot finished. Collecting stats...") + print("# ============================================================") + + var elapsed = Time.get_ticks_msec() / 1000.0 - _start_time + print("# Duration: %.2fs" % elapsed) + + var tr = NetworkTime.tickrate if NetworkTime.is_initial_sync_done() else 0 + print("# Tickrate: %d Hz" % tr) + print("# Time sync panics: %d" % _panic_count) + print("# Errors: %d" % _errors.size()) + for e in _errors: + print("# - %s" % e) + + var all_pass = _spawned and _panic_count == 0 and _errors.is_empty() + + # Scenario-specific checks + if _scenario == "rounds": + var saw_transitions := _round_states_seen.size() >= 2 + var saw_round_end := _rounds_completed > 0 + if saw_transitions: + print("ok 8 - round state transitions observed") + else: + print("not ok 8 - round state transitions observed (only saw: %s)" % _round_states_seen) + all_pass = false + if saw_round_end: + print("ok 9 - at least one round ended") + else: + print("not ok 9 - at least one round ended") + all_pass = false + + if _spawned: + print("ok 5 - player character spawned") + else: + print("not ok 5 - player character spawned") + all_pass = false + + if _panic_count == 0: + print("ok 6 - no time sync panics") + else: + print("not ok 6 - %d time sync panic(s)" % _panic_count) + all_pass = false + + if _errors.is_empty(): + print("ok 7 - no errors") + else: + print("not ok 7 - %d error(s)" % _errors.size()) + all_pass = false + + if all_pass: + print("# ============================================================") + print("# ALL CHECKS PASSED") + print("# ============================================================") + else: + print("# ============================================================") + print("# SOME CHECKS FAILED") + print("# ============================================================") + + _do_disconnect() + get_tree().quit(0 if all_pass else 1) + +func _do_disconnect() -> void: + var mp = get_multiplayer() + if mp and mp.multiplayer_peer: + mp.multiplayer_peer.close() + mp.multiplayer_peer = null + print("# Disconnected") + +# --------------------------------------------------------------------------- +# Argument parsing +# --------------------------------------------------------------------------- +func _parse_args() -> void: + var args = OS.get_cmdline_user_args() + OS.get_cmdline_args() + for i in range(args.size()): + match args[i]: + "--server": + if i + 1 < args.size(): + var addr = args[i + 1] + var parts = addr.split(":") + _server_host = parts[0] + if parts.size() > 1: + _server_port = parts[1].to_int() + "--duration": + if i + 1 < args.size(): + _duration = maxf(1.0, args[i + 1].to_float()) + "--scenario": + if i + 1 < args.size(): + var val := args[i + 1].to_lower() + if val in ["movement", "idle", "rounds"]: + _scenario = val + else: + print("# Unknown scenario '%s', using 'movement'" % val) diff --git a/tests/headless_test_bot.gd.uid b/tests/headless_test_bot.gd.uid new file mode 100644 index 0000000..e560277 --- /dev/null +++ b/tests/headless_test_bot.gd.uid @@ -0,0 +1 @@ +uid://ckgnjrcodunke diff --git a/tests/round_manager.gd b/tests/round_manager.gd new file mode 100644 index 0000000..c5e4877 --- /dev/null +++ b/tests/round_manager.gd @@ -0,0 +1,176 @@ +extends RefCounted + +## Round manager tests — state machine logic, constants, win conditions. +## +## Tests pure logic functions and constants. The state machine itself +## requires NetworkTime.tick and a multiplayer peer for server checks, +## so we test the isolated decision functions here. + +const ROUNDS_TO_WIN := 13 +const MAX_ROUNDS := 24 + +# RoundState enum values (mirrors RoundManager.RoundState) +enum RoundState { WARMUP = 0, FREEZE_TIME = 1, ACTIVE = 2, ROUND_END = 3 } + +func test_round_state_enum_values() -> String: + var e := "" + var w = RoundState.WARMUP + if w != 0: e += " WARMUP should be 0" + if int(RoundState.FREEZE_TIME) != 1: e += " FREEZE_TIME should be 1" + if int(RoundState.ACTIVE) != 2: e += " ACTIVE should be 2" + if int(RoundState.ROUND_END) != 3: e += " ROUND_END should be 3" + return e + +func test_check_match_over_by_score() -> String: + # _check_match_over() returns true if any team reaches rounds_to_win + var e := "" + + # Scenario: T has 13, CT has 5 → match over + var t_score := ROUNDS_TO_WIN + var ct_score := 5 + if not (t_score >= ROUNDS_TO_WIN): + e += " T should win at %d rounds" % ROUNDS_TO_WIN + + # Scenario: CT has 13, T has 7 → match over + t_score = 7 + ct_score = ROUNDS_TO_WIN + if not (ct_score >= ROUNDS_TO_WIN): + e += " CT should win at %d rounds" % ROUNDS_TO_WIN + + # Scenario: Both below threshold → match not over + t_score = 8 + ct_score = 9 + if (t_score >= ROUNDS_TO_WIN) or (ct_score >= ROUNDS_TO_WIN): + e += " Neither team should have won yet" + return e + +func test_check_match_over_by_round_limit() -> String: + # If round_number >= max_rounds → match over + var e := "" + + # Round 24 of 24 → over + var round_num := MAX_ROUNDS + if not (round_num >= MAX_ROUNDS): + e += " Round %d should end the match" % MAX_ROUNDS + + # Round 12 of 24 → not over + round_num = 12 + if round_num >= MAX_ROUNDS: + e += " Round 12 should not end the match" + return e + +func test_check_match_over_8_8_tie() -> String: + # 8-8 at round 16 → match not over (no one hit 13) + var t_score := 8 + var ct_score := 8 + var round_num := 16 + var over := (t_score >= ROUNDS_TO_WIN) or (ct_score >= ROUNDS_TO_WIN) or (round_num >= MAX_ROUNDS) + if over: + return "8-8 at round 16 should not end the match" + return "" + +func test_check_match_over_12_12_overtime_possible() -> String: + # 12-12 at round 24 → match over (max_rounds reached) + var t_score := 12 + var ct_score := 12 + var round_num := 24 + var over := (t_score >= ROUNDS_TO_WIN) or (ct_score >= ROUNDS_TO_WIN) or (round_num >= MAX_ROUNDS) + if not over: + return "12-12 at round 24 should end the match (max rounds)" + return "" + +func test_count_alive_basic() -> String: + # Simulate alive tracking + var alive := { 101: true, 102: true, 103: false, 104: true } + var team_assignments := { 101: 0, 102: 0, 103: 0, 104: 1 } + + var t_count := 0 + var ct_count := 0 + for pid in team_assignments: + var is_alive = alive.get(pid, false) + if is_alive: + if team_assignments[pid] == 0: # T + t_count += 1 + elif team_assignments[pid] == 1: # CT + ct_count += 1 + + var e := "" + if t_count != 2: e += " T should have 2 alive, got %d" % t_count + if ct_count != 1: e += " CT should have 1 alive, got %d" % ct_count + return e + +func test_count_alive_all_dead() -> String: + var alive := { 101: false, 102: false } + var team_assignments := { 101: 0, 102: 1 } + + var t_count := 0 + var ct_count := 0 + for pid in team_assignments: + var is_alive = alive.get(pid, false) + if is_alive: + if team_assignments[pid] == 0: + t_count += 1 + elif team_assignments[pid] == 1: + ct_count += 1 + + var e := "" + if t_count != 0: e += " T alive should be 0" + if ct_count != 0: e += " CT alive should be 0" + return e + +func test_elimination_win() -> String: + # CT all dead → T wins by elimination + var alive := { 101: true, 102: true, 103: false, 104: false } + var team_assignments := { 101: 0, 102: 0, 103: 1, 104: 1 } + + var t_alive := 0 + var ct_alive := 0 + for pid in team_assignments: + var is_alive = alive.get(pid, false) + if is_alive: + if team_assignments[pid] == 0: t_alive += 1 + elif team_assignments[pid] == 1: ct_alive += 1 + + # T wins if CT alive == 0 + if ct_alive != 0: + return "CT should be eliminated" + if t_alive <= 0: + return "T should have survivors" + + return "" + +func test_bomb_prevents_elimination_win() -> String: + # All Ts dead BUT bomb is planted → round continues (T can still win via explosion) + var alive := { 101: false, 102: false, 103: true, 104: true } + var team_assignments := { 101: 0, 102: 0, 103: 1, 104: 1 } + var bomb_planted := true + + var t_alive := 0 + var ct_alive := 0 + for pid in team_assignments: + var is_alive = alive.get(pid, false) + if is_alive: + if team_assignments[pid] == 0: t_alive += 1 + elif team_assignments[pid] == 1: ct_alive += 1 + + # Logic from round-manager.gd:108 + var should_end := false + if ct_alive == 0: + should_end = true # T wins + elif t_alive == 0 and not bomb_planted: + should_end = true # CT wins + + if should_end: + return "Round should NOT end — bomb is planted" + return "" + +func test_timeout_win() -> String: + # Bomb not planted, time runs out → CT win + var bomb_planted := false + var time_expired := true + + if time_expired and not bomb_planted: + # CT wins + return "" # pass + + return "CT should win on timeout if bomb not planted" diff --git a/tests/round_manager.gd.uid b/tests/round_manager.gd.uid new file mode 100644 index 0000000..35f23a1 --- /dev/null +++ b/tests/round_manager.gd.uid @@ -0,0 +1 @@ +uid://csxd12uf7rbc4 diff --git a/tests/run_multi_bot.sh b/tests/run_multi_bot.sh new file mode 100644 index 0000000..70dde2b --- /dev/null +++ b/tests/run_multi_bot.sh @@ -0,0 +1,53 @@ +#!/bin/bash +# Multi-bot launcher for tactical-shooter headless testing. +# Launches N bot instances simultaneously, each connecting to the server. +# +# Usage: ./tests/run_multi_bot.sh [count] [server] [duration] +# count - number of bots (default: 2) +# server - server address (default: 192.168.0.127:34197) +# duration - seconds per bot (default: 10) + +COUNT=${1:-2} +SERVER=${2:-192.168.0.127:34197} +DURATION=${3:-10} + +SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)" +PROJECT_DIR="$(cd "$SCRIPT_DIR/.." && pwd)" + +echo "# ============================================================" +echo "# Multi-bot launcher: $COUNT bots → $SERVER for ${DURATION}s" +echo "# ============================================================" + +# Launch N bots in background, each gets a unique stdout color tag +PIDS=() +for i in $(seq 1 $COUNT); do + PORT=$((34197 + i)) # unique but unused — just for identification + echo "# Starting bot $i..." + cd "$PROJECT_DIR" && \ + timeout $((DURATION + 15)) \ + ~/.local/bin/godot --headless --scene res://tests/bot_test_scene.tscn \ + --path . -- --server "$SERVER" --duration "$DURATION" --scenario idle \ + --peer-id 2>&1 | sed "s/^/[Bot $i] /" & + PIDS+=($!) + sleep 0.5 # stagger spawns to avoid connection thundering herd +done + +# Wait for all bots to finish +echo "# Waiting for $COUNT bots..." +ALL_OK=true +for PID in "${PIDS[@]}"; do + wait $PID + EXIT=$? + if [ $EXIT -ne 0 ]; then + ALL_OK=false + echo "# Bot PID $PID exited with code $EXIT" + fi +done + +if $ALL_OK; then + echo "# ALL $COUNT BOTS PASSED" + exit 0 +else + echo "# SOME BOTS FAILED" + exit 1 +fi diff --git a/tests/runner.gd b/tests/runner.gd index 1cba1a2..25e4b28 100644 --- a/tests/runner.gd +++ b/tests/runner.gd @@ -15,7 +15,7 @@ func _init(): print("1..0 # Starting test discovery") print("# _init reached") - var files := _find_files("res://tests", "*.gd", ["runner.gd"]) + var files := _find_files("res://tests", "*.gd", ["runner.gd", "headless_test_bot.gd", "bot_test_scene.gd"]) print("# Found %d test file(s)" % files.size()) var total := 0 diff --git a/tests/team_manager.gd b/tests/team_manager.gd new file mode 100644 index 0000000..23492c5 --- /dev/null +++ b/tests/team_manager.gd @@ -0,0 +1,117 @@ +extends RefCounted + +## Team manager tests — team assignment, balancing, and queries. +## +## Tests the pure logic of TeamManager without needing a scene tree. +## Uses a mock-like approach: instantiate TeamManager and test its methods +## by directly calling them (requires understanding TeamManager's internal +## data structure for assertions). + +# We can't easily instantiate TeamManager without a scene, so we test +# the assignment logic by replicating its algorithm here. + +const TEAM_T := 0 +const TEAM_CT := 1 +const TEAM_NONE := -1 + +func test_enum_values() -> String: + var e := "" + # Verify we have the right enum interpretation + if TEAM_T != 0: e += " T should be 0" + if TEAM_CT != 1: e += " CT should be 1" + if TEAM_NONE != -1: e += " NONE should be -1" + return e + +func test_auto_assign_balances_to_t() -> String: + # auto_assign fills the smaller team. + # Both teams empty → assigns to T (T count ≤ CT count) + var t_count := 0 + var ct_count := 0 + var team := TEAM_T if t_count <= ct_count else TEAM_CT + if team != TEAM_T: + return "First player should be assigned to T" + return "" + +func test_auto_assign_second_player_to_ct() -> String: + # After T has 1, CT has 0 → assigns to CT + var t_count := 1 + var ct_count := 0 + var team := TEAM_T if t_count <= ct_count else TEAM_CT + if team != TEAM_CT: + return "Second player should be assigned to CT (1 vs 0)" + return "" + +func test_auto_assign_balances_3_players() -> String: + # T:1, CT:1 → assign to T (t ≤ ct) + var t_count := 1 + var ct_count := 1 + var team := TEAM_T if t_count <= ct_count else TEAM_CT + if team != TEAM_T: + return "3rd player should be T (T count ≤ CT count)" + return "" + +func test_team_names() -> String: + var team_names := { + TEAM_T: "Terrorists", + TEAM_CT: "Counter-Terrorists", + TEAM_NONE: "Unassigned", + -2: "Unassigned", + 99: "Unassigned", + } + # Just verify our lookup table is correct + var e := "" + if team_names[TEAM_T] != "Terrorists": e += " T name wrong" + if team_names[TEAM_CT] != "Counter-Terrorists": e += " CT name wrong" + if team_names[TEAM_NONE] != "Unassigned": e += " NONE name wrong" + return e + +func test_team_membership_counting() -> String: + # Simulate team assignments like TeamManager.assignments + var assignments := { + 101: TEAM_T, + 102: TEAM_T, + 103: TEAM_CT, + 104: TEAM_T, + 105: TEAM_CT, + } + + var t_members: Array[int] = [] + var ct_members: Array[int] = [] + for pid in assignments: + match assignments[pid]: + TEAM_T: t_members.append(pid) + TEAM_CT: ct_members.append(pid) + + var e := "" + if t_members.size() != 3: e += " T should have 3 members, got %d" % t_members.size() + if ct_members.size() != 2: e += " CT should have 2 members, got %d" % ct_members.size() + if not (101 in t_members): e += " peer 101 should be T" + if not (105 in ct_members): e += " peer 105 should be CT" + return e + +func test_team_count_balance_formula() -> String: + # Test that auto_assign keeps teams within 1 difference + var assignments := {} + var team_counts := { TEAM_T: 0, TEAM_CT: 0 } + + var peers := [201, 202, 203, 204, 205] + for pid in peers: + var team := TEAM_T if team_counts[TEAM_T] <= team_counts[TEAM_CT] else TEAM_CT + assignments[pid] = team + team_counts[team] += 1 + + var e := "" + var diff = abs(team_counts[TEAM_T] - team_counts[TEAM_CT]) + if diff > 1: + e += " Team balance diff should be ≤1, got %d" % diff + if team_counts[TEAM_T] != 3: e += " T should have 3, got %d" % team_counts[TEAM_T] + if team_counts[TEAM_CT] != 2: e += " CT should have 2, got %d" % team_counts[TEAM_CT] + return e + +func test_get_team_returns_none_for_unknown() -> String: + # get_team() should return NONE for unassigned peers + var assignments := { 301: TEAM_T } + var team = assignments.get(999, TEAM_NONE) + if team != TEAM_NONE: + return "Unknown peer should return NONE, got %d" % team + return "" diff --git a/tests/team_manager.gd.uid b/tests/team_manager.gd.uid new file mode 100644 index 0000000..f4ef4f4 --- /dev/null +++ b/tests/team_manager.gd.uid @@ -0,0 +1 @@ +uid://baptv12df22pq diff --git a/tests/weapon_data.gd b/tests/weapon_data.gd new file mode 100644 index 0000000..c8e49cf --- /dev/null +++ b/tests/weapon_data.gd @@ -0,0 +1,373 @@ +extends RefCounted + +## Weapon data tests — verifies all 6 weapon resources have correct stats. +## +## These tests load the .tres resource files directly and check every +## exported property matches the expected game balance values. + +# Weapon IDs (mirrors WeaponRegistry) +const NONE := 0 +const KNIFE := 1 +const GLOCK := 2 +const USP := 3 +const AK47 := 4 +const M4A1 := 5 +const AWP := 6 + +# Expected weapon stats — single source of truth for balance verification +const WEAPON_EXPECTED := { + KNIFE: { + "name": "Knife", + "slot": 0, + "damage": 50, + "fire_rate": 0.4, + "fire_mode": 2, # MELEE + "magazine_size": 0, + "reserve_size": 0, + "move_speed": 6.0, + "recoil_per_shot": 0.0, + "recoil_recovery": 0.0, + "kill_reward": 1500, + "armor_penetration": 1.0, + "price": 0, + "team": -1, + "max_distance": 2.0, + "reload_time": 0.0, + }, + GLOCK: { + "name": "Glock", + "slot": 1, + "damage": 25, + "fire_rate": 0.15, + "fire_mode": 0, # SEMI + "magazine_size": 20, + "reserve_size": 120, + "move_speed": 5.5, + "recoil_per_shot": 1.5, + "recoil_recovery": 10.0, + "kill_reward": 300, + "armor_penetration": 0.47, + "price": 400, + "team": 0, + "max_distance": 1000.0, + "reload_time": 2.2, + }, + USP: { + "name": "USP", + "slot": 1, + "damage": 34, + "fire_rate": 0.17, + "fire_mode": 0, # SEMI + "magazine_size": 12, + "reserve_size": 48, + "move_speed": 5.5, + "recoil_per_shot": 1.2, + "recoil_recovery": 10.0, + "kill_reward": 300, + "armor_penetration": 0.5, + "price": 500, + "team": 1, # CT only + "max_distance": 1000.0, + "reload_time": 2.7, + }, + AK47: { + "name": "AK-47", + "slot": 2, + "damage": 36, + "fire_rate": 0.1, + "fire_mode": 1, # AUTO + "magazine_size": 30, + "reserve_size": 90, + "move_speed": 4.5, + "recoil_per_shot": 2.5, + "recoil_recovery": 10.0, + "kill_reward": 300, + "armor_penetration": 0.77, + "price": 2500, + "team": 0, # T only + "max_distance": 1000.0, + "reload_time": 2.5, + }, + M4A1: { + "name": "M4A1", + "slot": 2, + "damage": 33, + "fire_rate": 0.09, + "fire_mode": 1, # AUTO + "magazine_size": 30, + "reserve_size": 90, + "move_speed": 4.7, + "recoil_per_shot": 2.0, + "recoil_recovery": 10.0, + "kill_reward": 300, + "armor_penetration": 0.7, + "price": 3100, + "team": 1, # CT only + "max_distance": 1000.0, + "reload_time": 3.1, + }, + AWP: { + "name": "AWP", + "slot": 2, + "damage": 110, + "fire_rate": 1.5, + "fire_mode": 0, # SEMI + "magazine_size": 10, + "reserve_size": 30, + "move_speed": 4.0, + "recoil_per_shot": 0.0, + "recoil_recovery": 0.0, + "kill_reward": 50, + "armor_penetration": 0.97, + "price": 4750, + "team": -1, # both teams + "max_distance": 1000.0, + "reload_time": 3.7, + }, +} + +# All weapon resource paths +const WEAPON_PATHS := { + KNIFE: "res://examples/multiplayer-fps/scripts/data/weapons/knife.tres", + GLOCK: "res://examples/multiplayer-fps/scripts/data/weapons/glock.tres", + USP: "res://examples/multiplayer-fps/scripts/data/weapons/usp.tres", + AK47: "res://examples/multiplayer-fps/scripts/data/weapons/ak47.tres", + M4A1: "res://examples/multiplayer-fps/scripts/data/weapons/m4a1.tres", + AWP: "res://examples/multiplayer-fps/scripts/data/weapons/awp.tres", +} + +func test_all_weapons_loadable() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + if w == null: + e += " Weapon %d failed to load" % wid + return e + +func test_weapon_ids() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + if w.weapon_id != wid: + e += " %s: weapon_id should be %d, got %d" % [w.weapon_name, wid, w.weapon_id] + return e + +func test_weapon_names() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["name"] + if w.weapon_name != exp: + e += " Weapon %d: name should be '%s', got '%s'" % [wid, exp, w.weapon_name] + return e + +func test_all_damage_values() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["damage"] + if w.damage != exp: + e += " %s: damage should be %d, got %d" % [w.weapon_name, exp, w.damage] + return e + +func test_all_fire_rates() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["fire_rate"] + if absf(w.fire_rate - exp) > 0.001: + e += " %s: fire_rate should be %.3f, got %.3f" % [w.weapon_name, exp, w.fire_rate] + return e + +func test_all_fire_modes() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["fire_mode"] + if w.fire_mode != exp: + e += " %s: fire_mode should be %d, got %d" % [w.weapon_name, exp, w.fire_mode] + return e + +func test_all_magazine_sizes() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["magazine_size"] + if w.magazine_size != exp: + e += " %s: magazine_size should be %d, got %d" % [w.weapon_name, exp, w.magazine_size] + return e + +func test_all_reserve_sizes() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["reserve_size"] + if w.reserve_size != exp: + e += " %s: reserve_size should be %d, got %d" % [w.weapon_name, exp, w.reserve_size] + return e + +func test_all_move_speeds() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["move_speed"] + if absf(w.move_speed - exp) > 0.01: + e += " %s: move_speed should be %.1f, got %.1f" % [w.weapon_name, exp, w.move_speed] + return e + +func test_all_recoils() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["recoil_per_shot"] + if absf(w.recoil_per_shot - exp) > 0.01: + e += " %s: recoil_per_shot should be %.1f, got %.1f" % [w.weapon_name, exp, w.recoil_per_shot] + return e + +func test_all_recoil_recovery() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["recoil_recovery"] + if absf(w.recoil_recovery - exp) > 0.01: + e += " %s: recoil_recovery should be %.1f, got %.1f" % [w.weapon_name, exp, w.recoil_recovery] + return e + +func test_all_kill_rewards() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["kill_reward"] + if w.kill_reward != exp: + e += " %s: kill_reward should be %d, got %d" % [w.weapon_name, exp, w.kill_reward] + return e + +func test_all_armor_penetration() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["armor_penetration"] + if absf(w.armor_penetration - exp) > 0.01: + e += " %s: armor_penetration should be %.2f, got %.2f" % [w.weapon_name, exp, w.armor_penetration] + return e + +func test_all_prices() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["price"] + if w.price != exp: + e += " %s: price should be %d, got %d" % [w.weapon_name, exp, w.price] + return e + +func test_all_team_restrictions() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["team"] + if w.team != exp: + e += " %s: team restriction should be %d, got %d" % [w.weapon_name, exp, w.team] + return e + +func test_all_max_distances() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["max_distance"] + if absf(w.max_distance - exp) > 0.1: + e += " %s: max_distance should be %.1f, got %.1f" % [w.weapon_name, exp, w.max_distance] + return e + +func test_all_reload_times() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["reload_time"] + if absf(w.reload_time - exp) > 0.01: + e += " %s: reload_time should be %.1f, got %.1f" % [w.weapon_name, exp, w.reload_time] + return e + +func test_all_slots() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + var exp = WEAPON_EXPECTED[wid]["slot"] + if w.slot != exp: + e += " %s: slot should be %d, got %d" % [w.weapon_name, exp, w.slot] + return e + +func test_ak47_damage_balance() -> String: + # AK-47: 3 hits should kill (3*36=108 > 100) + var ak = load(WEAPON_PATHS[AK47]) + if ak.damage * 3 <= 100: + return "AK-47 3-hit kill should exceed 100 HP (3*%d=%d)" % [ak.damage, ak.damage * 3] + if ak.damage * 2 >= 100: + return "AK-47 should NOT 2-hit kill (2*%d=%d)" % [ak.damage, ak.damage * 2] + return "" + +func test_m4a1_damage_balance() -> String: + # M4A1: 4 hits should kill (4*33=132 > 100) + var m4 = load(WEAPON_PATHS[M4A1]) + if m4.damage * 4 <= 100: + return "M4A1 4-hit kill should exceed 100 HP (4*%d=%d)" % [m4.damage, m4.damage * 4] + return "" + +func test_awp_one_shot_kill() -> String: + # AWP: 1 shot should kill (115 > 100) + var awp = load(WEAPON_PATHS[AWP]) + if awp.damage <= 100: + return "AWP should one-shot kill (damage=%d)" % awp.damage + return "" + +func test_knife_one_shot_kill() -> String: + # Knife does 50 damage, 2 hits = 100 = exactly max HP + var knife = load(WEAPON_PATHS[KNIFE]) + if knife.damage * 2 < 100: + return "Knife should 2-hit kill (2*%d=%d)" % [knife.damage, knife.damage * 2] + return "" + +func test_t_side_default_weapon() -> String: + # Terrorists start with Glock (team=0), costs 400 + var glock = load(WEAPON_PATHS[GLOCK]) + if glock.team != 0: + return "Glock should be T-only (team=0), got %d" % glock.team + if glock.price > 500: + return "Glock should be affordable first round ($400), price=%d" % glock.price + return "" + +func test_ct_side_default_weapon() -> String: + # CTs start with USP (team=1), costs 500 + var usp = load(WEAPON_PATHS[USP]) + if usp.team != 1: + return "USP should be CT-only (team=1), got %d" % usp.team + if usp.price > 800: + return "USP ($500) should be affordable with start money ($800)" + return "" + +func test_weapon_registry_team_default() -> String: + var Glock := load("res://examples/multiplayer-fps/scripts/data/weapons/glock.tres") + var USP := load("res://examples/multiplayer-fps/scripts/data/weapons/usp.tres") + var e := "" + # T should get Glock as default + if Glock.team != 0: + e += " Glock team should be 0 (T)" + # CT should get USP as default + if USP.team != 1: + e += " USP team should be 1 (CT)" + return e + +func test_no_negative_prices() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + if w.price < 0: + e += " %s has negative price %d" % [w.weapon_name, w.price] + return e + +func test_no_zero_damage_weapons() -> String: + var e := "" + for wid in WEAPON_PATHS: + var w = load(WEAPON_PATHS[wid]) + if w.damage <= 0: + e += " %s has zero/negative damage %d" % [w.weapon_name, w.damage] + return e diff --git a/tests/weapon_data.gd.uid b/tests/weapon_data.gd.uid new file mode 100644 index 0000000..482f1f4 --- /dev/null +++ b/tests/weapon_data.gd.uid @@ -0,0 +1 @@ +uid://cmel7nakpsdlh