Files
tactical-shooter/assets/kenney-fps/objects/enemy.gd
T
shawn 012d038025 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
2026-07-03 17:13:36 -04:00

69 lines
1.4 KiB
GDScript

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