Add scaling Alien Grunt boss waves and native simulation; publish Web release
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extends SceneTree
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## Deterministic visual review in the real Compatibility renderer.
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const Boss = preload("res://scripts/alien_grunt.gd")
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func _initialize() -> void:
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call_deferred("run_test")
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func run_test() -> void:
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root.size = Vector2i(1280, 720)
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var world = load("res://scenes/main.tscn").instantiate()
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root.add_child(world)
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world.start_screen.hide()
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world.spawning = true
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world.player.set_physics_process(false)
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world.player.position = Vector3(0, 0.1, 3.5)
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world.player.camera.look_at(Vector3(0, 1.2, -3))
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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await physics_frame
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var actor := Boss.new()
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actor.configure(10)
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actor.player = world.player
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actor.navigation = world.navigation
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actor.position = Vector3(0, 0.05, -3)
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actor.rotation.y = PI
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world.add_child(actor)
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actor.set_physics_process(false)
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world.boss = actor
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world.wave = 10
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var portal = load("res://scripts/boss_teleport.gd").new()
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portal.position = actor.position
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portal.materialized.connect(actor.materialize)
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world.add_child(portal)
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await create_timer(1.0).timeout
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await RenderingServer.frame_post_draw
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root.get_texture().get_image().save_png("/tmp/zombie-boss-portal.png")
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await create_timer(0.8).timeout
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await RenderingServer.frame_post_draw
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root.get_texture().get_image().save_png("/tmp/zombie-boss-arrival.png")
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await create_timer(1.8).timeout
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actor.anim.play("hornetattack")
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await create_timer(0.3).timeout
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actor._fire_hornet()
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await RenderingServer.frame_post_draw
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root.get_texture().get_image().save_png("/tmp/zombie-boss-combat.png")
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print("SHOT: /tmp/zombie-boss-{portal,arrival,combat}.png")
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world.queue_free()
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await process_frame
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quit()
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