Darstellung und Hauptszene

Die Hauptszene verbindet Kern, Karte, Figur, Anzeige und Dateien:
fester Takt, Laufen, Stein schlagen in Reichweite, Speichern mit F5,
Laden mit F9, Pause mit Esc, automatisches Speichern alle zwei Minuten
und beim Schließen. Die Karte erscheint in Platzhalterfarben, bis in
M1d ein Stil gewählt ist. Ein Werkzeug macht Bildschirmfotos ohne
Handarbeit.

Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
This commit is contained in:
Steven Wroblewski
2026-10-01 11:53:51 +02:00
parent 3761966303
commit 68483c648e
14 changed files with 416 additions and 0 deletions
+50
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extends SceneTree
## Starts the game in a temporary storage folder, walks the figure toward the
## rock beside the clearing, hits it once and saves a screenshot. Lets a
## change to the look be checked without playing by hand. The player's real
## key and save stay untouched.
##
## From the repository root (opens a window for a moment):
## godot --path game -s res://tools/screenshot.gd -- <path of the PNG>
const STORAGE := "user://screenshot-run"
const FRAMES_AFTER_HIT := 30
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
var arguments := OS.get_cmdline_user_args()
var output := arguments[0] if arguments.size() > 0 else "user://screenshot.png"
DirAccess.make_dir_recursive_absolute(STORAGE)
var main: Node = load("res://main.tscn").instantiate()
main.storage_dir = STORAGE
root.add_child(main)
await process_frame
# Four tiles to the right, toward the rock outcrop beside the clearing.
for frame in 48:
main.avatar.walk(Vector2.RIGHT, 1.0 / 60.0)
await process_frame
var session: GwSession = main.session
var rock := session.spawn_point() + Vector2i(7, 0)
main.dig_at(rock)
for frame in FRAMES_AFTER_HIT:
await process_frame
var image := root.get_texture().get_image()
var error := image.save_png(output)
print("screenshot %s: %s" % ["saved" if error == OK else "failed", ProjectSettings.globalize_path(output)])
root.remove_child(main)
main.free()
for file in DirAccess.get_files_at(STORAGE):
DirAccess.remove_absolute(STORAGE.path_join(file))
for directory in DirAccess.get_directories_at(STORAGE):
var path := STORAGE.path_join(directory)
for file in DirAccess.get_files_at(path):
DirAccess.remove_absolute(path.path_join(file))
DirAccess.remove_absolute(path)
DirAccess.remove_absolute(STORAGE)
quit(0 if error == OK else 1)