Release 0.2.0: device-aware controls, spear, settings, shaders
Show touch controls only on touch platforms and keyboard hints only on desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -243,9 +243,21 @@ func _check_game_over_wiring(scene: Node) -> void:
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_assert_true(spawners.is_empty() or spawners[0].has_signal(&"all_defeated"),
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"spawner exposes an all_defeated signal (win route)")
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# The bull now soaks bull_max_hp hits. Zero the i-frame window so the test can
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# land consecutive blades, then confirm it survives every hit but the last.
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var dp: Node = root.get_node_or_null("/root/DP")
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if dp != null:
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dp.set_value("bull_hit_iframes", 0.0)
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var max_hp: int = player.call(&"get_max_hp")
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for i: int in max_hp - 1:
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player.take_sword_hit()
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await create_timer(0.05).timeout
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_assert_true(not hud._game_over, "hit %d of %d does not end the run" % [i + 1, max_hp])
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_assert_true(player.call(&"get_hp") == 1, "bull sits at 1 HP before the killing blow")
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player.take_sword_hit()
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await create_timer(0.05).timeout
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_assert_true(hud._game_over, "a single sword hit raises the game-over screen")
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_assert_true(hud._game_over, "draining the last HP raises the game-over screen")
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_assert_true(not hud._result_win, "a bull hit is a loss, not a win")
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