Integrate Kenney Starter Kit FPS assets + comprehensive test suite
Assets (CC0 license): - 3D models: Blaster gun, walls, platforms, grass, clouds, enemy - Sounds: blaster fire, impacts, footsteps, jumps, weapon change - Sprites: crosshair, hit marker, muzzle flash, skybox, blob shadow - Font: Lilita One Code changes: - weapon_manager.gd: load blaster.glb as gun model (replaces box mesh) - player.tscn: use Kenney sounds (blaster.ogg, enemy_hurt/destroy) and crosshair Test suite (100 unit tests + 4 integration scenarios): - weapon_data.gd: 27 tests — all 6 weapons every stat verified - economy.gd: 19 tests — constants, loss streak, buy thresholds - bomb.gd: 15 tests — state machine, timing constants - round_manager.gd: 10 tests — win conditions, elimination logic - team_manager.gd: 8 tests — auto-balance, team assignment - headless_test_bot.gd: integration bot with movement/idle/rounds scenarios - run_multi_bot.sh: multi-client launcher
This commit is contained in:
@@ -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()
|
||||
@@ -0,0 +1 @@
|
||||
uid://d2fg3ewfjx4u4
|
||||
@@ -0,0 +1,5 @@
|
||||
extends CanvasLayer
|
||||
|
||||
|
||||
func _on_health_updated(health):
|
||||
$Health.text = str(health) + "%"
|
||||
@@ -0,0 +1 @@
|
||||
uid://by0qn28x1i1jj
|
||||
@@ -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
|
||||
@@ -0,0 +1 @@
|
||||
uid://dg01pkkc1c5vd
|
||||
Reference in New Issue
Block a user