Visual polish pass (v0.2.0): phase lighting, street lamps, marquee, dressing, night screenshots
- Phase-based lighting: sun direction/energy/color, ProceduralSkyMaterial gradient, and ambient per shift phase (GameManager.PHASE_LIGHTING), applied on phase transitions and shift start - WorldBuilder: street lamp poles with emissive bulbs + OmniLights, set_night_mode(), glowing STEP LINE marquee (Label3D + emissive bars), crosswalk stripes, planters, low-poly street trees - NPC avatars: per-seed height/brightness variation (deterministic LCG) - Denser routine traffic probabilities - capture_screenshots.gd: fast-forward to LATE phase and capture night set; README gallery is now 2x3 day+night; docs/screenshots regenerated - Version bumped to 0.2.0; build/ artifacts rebuilt; Linux binary smoke-tested - New headless tests for phased lighting config and street dressing (56 total)
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@@ -1,10 +1,11 @@
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extends SceneTree
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## Dev helper: run the game windowed and capture staged screenshots for the
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## README. Saves 1600x900 PNGs to user://screenshots/.
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## README (day set + LATE-night set with street lamps and flashlight).
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## Saves 1280x720 PNGs to user://screenshots/.
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## Usage: godot --path . --script res://src/test/capture_screenshots.gd
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const OUT_DIR := "user://screenshots"
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const MAX_FRAMES := 2400 # hard cap (~40s)
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const MAX_FRAMES := 3600 # hard cap (~60s)
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var frames := 0
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var gm: Node = null
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@@ -39,7 +40,7 @@ func _advance() -> void:
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state_frames += 1
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match state:
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0:
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# 2s overview from the guard post.
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# 2s overview from the guard post (early morning light).
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if state_frames >= 120:
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_shoot("01-venue-overview.png")
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state = 1
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@@ -52,7 +53,6 @@ func _advance() -> void:
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state = 2
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state_frames = 0
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2:
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# Give the HUD a moment, then shoot the interaction shot.
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if state_frames >= 30:
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_shoot("02-targeting-npc.png")
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if targeted and gm != null:
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@@ -64,7 +64,6 @@ func _advance() -> void:
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_shoot("03-access-inspection.png")
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if gm != null:
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gm.hud.hide_inspection()
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# Re-target (target may have moved) before opening the radio form.
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if gm.npcs.size() > 0:
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gm.call("_cycle_nearby_target")
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gm.call("_open_radio", false)
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@@ -73,7 +72,25 @@ func _advance() -> void:
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4:
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if state_frames >= 30:
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_shoot("04-radio-report.png")
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# Close the radio form, then jump the shift to the LATE phase.
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if gm != null:
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gm.radio_panel.hide()
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gm.coordinator.elapsed_s = 750.0
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state = 5
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state_frames = 0
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5:
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# Let the phase transition (and street lamps / marquee) settle, then
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# take the night avenue shot.
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if state_frames >= 90:
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_shoot("05-late-night-avenue.png")
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if gm != null:
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gm.call("_toggle_flashlight")
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state = 6
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state_frames = 0
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6:
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if state_frames >= 40:
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_shoot("06-night-flashlight.png")
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state = 7
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quit(0)
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func _shoot(file_name: String) -> void:
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@@ -1,7 +1,9 @@
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extends RefCounted
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## Headless tests for the procedural world and navigation mesh.
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## Headless tests for the procedural world, navigation mesh, and phase lighting.
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const WorldBuilder := preload("res://src/game/world_builder.gd")
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const Rules := preload("res://src/core/rules.gd")
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const GameManager := preload("res://src/game/game_manager.gd")
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func test_navmesh_built() -> bool:
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var root := Node3D.new()
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@@ -17,6 +19,32 @@ func test_navmesh_built() -> bool:
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root.free()
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return a and b
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func test_phase_lighting_config_covered() -> bool:
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var ok := true
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for phase in [Rules.Phase.EARLY, Rules.Phase.MIDDAY, Rules.Phase.EVENING, Rules.Phase.LATE]:
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var cfg: Variant = GameManager.PHASE_LIGHTING.get(phase, null)
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if not (cfg is Dictionary):
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ok = false
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continue
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for key in ["sun_energy", "sun_angle", "sun_color", "sky_top", "sky_horizon", "ambient", "night"]:
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if not (cfg as Dictionary).has(key):
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ok = false
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return TestUtils.check(ok, "all four phases have a full lighting config")
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func test_street_lamps_and_marquee_built() -> bool:
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var root := Node3D.new()
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var builder := WorldBuilder.new(root)
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builder.build()
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var a := TestUtils.check(builder._street_lamps.size() >= 2, "street lamps built")
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var b := TestUtils.check(builder.marquee_label != null, "marquee label built")
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# Night mode raises bulb emission; day mode drops it.
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builder.set_night_mode(true)
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var night_on := builder._lamp_bulb_mats[0].emission_energy_multiplier > 1.0
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builder.set_night_mode(false)
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var day_off := builder._lamp_bulb_mats[0].emission_energy_multiplier <= 0.5
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root.free()
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return a and b and TestUtils.check(night_on, "lamps brighten at night") and TestUtils.check(day_off, "lamps dim in daylight")
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func test_door_indicator_built() -> bool:
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var root := Node3D.new()
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var builder := WorldBuilder.new(root)
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