Modes: Cruise / Crash Mode (60s damage dollars) / Race (3 laps, rubber-banded rivals). Burnout loop: boost earned by drift, near miss, smash; takedowns refill and grow the meter to 4x; hard crashes shed det_* panels and trigger Impact Time slow-mo. Traffic follows the level RacePath frozen-kinematic and goes dynamic when whacked. tools/build_cars.py builds six Aussie shitbox GLBs (profile extrusion + detachable doors/mirrors/bumpers/bonnet/boot). Smoke test covers all three modes headless. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
28 lines
1.0 KiB
GDScript
28 lines
1.0 KiB
GDScript
extends SceneTree
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## Boot straight into the game and save a viewport screenshot (needs a window, not --headless):
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## Godot --path . --script tests/screenshot.gd -- car=datto_120y mode=cruise out=shot.png frames=90 throttle=1
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## Defaults: first car, cruise, screenshot.png, 90 physics frames, throttle held.
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func _initialize() -> void:
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_run()
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func _run() -> void:
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var opts := {}
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for a in OS.get_cmdline_user_args():
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var kv := a.split("=")
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if kv.size() == 2:
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opts[kv[0]] = kv[1]
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var cars := Registry.cars()
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Game.car_path = cars.get(opts.get("car", ""), cars.values()[0])
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Game.level_path = Registry.levels().values()[0]
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Game.mode = opts.get("mode", "cruise")
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root.add_child((load("res://src/game.tscn") as PackedScene).instantiate())
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await process_frame
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if opts.get("throttle", "1") == "1":
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Input.action_press("throttle")
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for i in int(opts.get("frames", "90")):
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await physics_frame
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root.get_texture().get_image().save_png("res://" + opts.get("out", "screenshot.png"))
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print("screenshot saved")
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quit(0)
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