Eight windows per room and random zombie entry from different windows
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extends SceneTree
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## Cattura la stanza con le otto finestre: le quattro pareti dal centro, una vista
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## d'angolo e un ingresso in corso dalla finestra effettivamente scelta dallo spawn.
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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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var world = load("res://scenes/main.tscn").instantiate()
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root.add_child(world)
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world.player.hp = 100000
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world.player.set_physics_process(false)
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await create_timer(0.35).timeout # la prima ondata parte in _ready
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var chosen: int = world.last_window
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var window: Dictionary = world.room.windows[chosen]
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# Ingresso in corso: il tween dura 1,2 s salendo verso il davanzale.
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world.player.position = Vector3(window.center) + Vector3(window.normal) * -0.5 + Vector3(0, 0.1, 0)
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world.player.look_at(Vector3(window.center) + Vector3(0, 1.8, 0))
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await create_timer(0.7).timeout
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await RenderingServer.frame_post_draw
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root.get_texture().get_image().save_png("/tmp/zombie-windows-ingresso.png")
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print("SHOT ingresso: finestra %d da %s" % [chosen, window.center])
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# Le quattro pareti dal centro.
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var views := [
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["nord", Vector3(0, 2.2, -9)],
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["est", Vector3(9, 2.2, 0)],
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["sud", Vector3(0, 2.2, 9)],
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["ovest", Vector3(-9, 2.2, 0)],
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]
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for view in views:
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world.player.position = Vector3(0, 0.1, 0)
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world.player.look_at(view[1])
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await create_timer(0.4).timeout
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await RenderingServer.frame_post_draw
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root.get_texture().get_image().save_png("/tmp/zombie-windows-%s.png" % view[0])
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# Vista d'angolo: due pareti insieme.
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world.player.position = Vector3(-7, 0.1, -7)
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world.player.look_at(Vector3(6, 1.5, 6))
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await create_timer(0.4).timeout
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await RenderingServer.frame_post_draw
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root.get_texture().get_image().save_png("/tmp/zombie-windows-angolo.png")
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print("SHOT: immagini in /tmp/zombie-windows-*.png")
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world.queue_free()
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await process_frame
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quit()
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