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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extends SceneTree
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## Top-down + angled aerial of the arena with the crowd, plus axis markers, to locate
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## the ruined section and any billboards left floating over it.
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## godot --script tools/preview_topdown.gd
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## Output: tools/preview/top.png (ortho top-down), tools/preview/aerial.png
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const OUT := "res://tools/preview"
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func _init() -> void:
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_run.call_deferred()
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func _run() -> void:
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DirAccess.make_dir_recursive_absolute(OUT)
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var scene := (load("res://scene.tscn") as PackedScene).instantiate()
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root.add_child(scene)
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current_scene = scene
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# Axis markers: red pillar at +X (east), green at +Z (south), so directions read.
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_marker(scene, Vector3(18, 5, 0), Color(1, 0.2, 0.2))
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_marker(scene, Vector3(0, 5, 18), Color(0.2, 1, 0.2))
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await create_timer(0.4).timeout
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var crowd := scene.get_node_or_null(^"CrowdBillboards") as MultiMeshInstance3D
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if crowd != null and crowd.multimesh != null:
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print("crowd instances = ", crowd.multimesh.instance_count)
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var top := Camera3D.new()
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top.projection = Camera3D.PROJECTION_ORTHOGONAL
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top.size = 46.0
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scene.add_child(top)
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top.look_at_from_position(Vector3(0, 60, 0.01), Vector3.ZERO, Vector3(0, 0, -1))
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top.current = true
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await create_timer(0.2).timeout
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_shot("top.png")
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var air := Camera3D.new()
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air.fov = 60.0
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scene.add_child(air)
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air.look_at_from_position(Vector3(0, 26, 34), Vector3(0, 3, 0), Vector3.UP)
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air.current = true
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await create_timer(0.2).timeout
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_shot("aerial.png")
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quit(0)
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func _marker(scene: Node, pos: Vector3, col: Color) -> void:
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var m := MeshInstance3D.new()
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var box := BoxMesh.new()
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box.size = Vector3(1.5, 10.0, 1.5)
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.albedo_color = col
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box.material = mat
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m.mesh = box
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scene.add_child(m)
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m.global_position = pos
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func _shot(name: String) -> void:
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var img := root.get_viewport().get_texture().get_image()
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if img != null:
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img.save_png(OUT + "/" + name)
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print("captured ", name)
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