Win, lose screen. Game version info. Matador a lot more aggressive/wins easier (tweaks needed). No more score/combo/waves

This commit is contained in:
2026-07-30 12:39:51 +03:00
parent ebb6ec6335
commit bf7a454ad0
28 changed files with 1229 additions and 451 deletions
+22
View File
@@ -47,11 +47,23 @@ func _run() -> void:
root.add_child(scene_inst)
current_scene = scene_inst # match runtime: game code (sword throw, overlays) uses current_scene
# The matadors now stab the (idle) player; drop the HUD so a resulting player
# death doesn't raise the game-over screen and pause the tree mid-measurement.
var hud := _find_hud(scene_inst)
if hud != null:
hud.queue_free()
await create_timer(WARMUP_SEC).timeout
var matadors := get_nodes_in_group(&"matador")
print(" matadors alive: %d" % matadors.size())
# The mass-ragdoll below kills every matador; hold the spawner's alive count high
# so that doesn't trip the win screen (which pauses the tree) mid-measurement.
var spawners := get_nodes_in_group(&"matador_spawn")
if not spawners.is_empty():
spawners[0]._alive = 100000
var normal := await _sample_frames(SAMPLE_FRAMES)
_report_phase("normal play", normal)
@@ -99,6 +111,16 @@ func _report_phase(label: String, sample: Array) -> void:
"%s: peak %.2f ms under %.0f ms budget" % [label, max_ms, MAX_BUDGET_MS])
func _find_hud(n: Node) -> Node:
if n is CanvasLayer and n.has_method(&"_show_game_over"):
return n
for c: Node in n.get_children():
var r := _find_hud(c)
if r != null:
return r
return null
func _assert_true(condition: bool, desc: String) -> void:
if condition:
_passed += 1