Add README screenshots: staged in-game captures between description and Downloads
CI / headless-tests (push) Successful in 2m22s

- New capture tool src/test/capture_screenshots.gd (windowed, staged:
  venue overview, targeting an NPC, access inspection, radio report)
- Generated shots saved to docs/screenshots/ and embedded as a 2x2 gallery
  in README above the Downloads section
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zwitschi committed 2026-10-31 13:01:40 +01:00
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@@ -25,7 +25,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Newly added: LATE shift phase (start 700s) with a reachability test; PROTESTER archetype + events + colors; CALL_SOMEONE reaction; `DoorState` core class + `L` binding + visual indicator; flashlight (`G`, SpotLight3D, perception bonus at evening/late); persistence wired (`Save.save_shift_result` on shift end, history + best score on the review screen); `NavigationRegion3D` flat navmesh + `NavigationAgent3D` NPC paths (steps now visual-only); strings moved to `res://content/strings.en.json` (41 keys, loader keeps `lookup`/`fmt`); `export_presets.cfg` (Linux/Windows/macOS) + `tools/build_releases.sh` + `docs/RELEASING.md`; README Downloads section.
- Run tests: `godot --headless --path . --script res://src/test/test_runner.gd`
- Boot check: `godot --headless --path . --quit-after 120`
- Screenshot tool: `godot --path . --script res://src/test/take_screenshot.gd` (writes to `user://screenshot.png`).
- Screenshot tools: `godot --path . -s res://src/test/take_screenshot.gd` (single shot to `user://screenshot.png`); `godot --path . -s res://src/test/capture_screenshots.gd` (staged README gallery shots to `user://screenshots/`, copied to `docs/screenshots/`).
- Release build verified locally: export templates for 4.3 installed at `~/.local/share/godot/export_templates/4.3.stable/`; `./tools/build_releases.sh` produced Linux/Windows/macOS artifacts for 0.1.0 in `build/` and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (see `tools/publish_release.sh`, `docs/RELEASING.md`).
## Known Issues / Notes
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@@ -6,6 +6,15 @@ The central design goal is simple:
> The player wins by choosing the lowest level of escalation that keeps everyone safe.
## Screenshots
| | |
|---|---|
| ![Venue overview: the Hollywood Boulevard entrance with steps, sidewalk, and restricted door](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) |
| ![Access inspection: wristband/credential check with allow/deny prompt](docs/screenshots/03-access-inspection.png) | ![Radio report form: emergency dispatch panel](docs/screenshots/04-radio-report.png) |
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) from the current build.*
## ⬇️ Downloads
| Platform | Package |
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extends SceneTree
## Dev helper: run the game windowed and capture staged screenshots for the
## README. Saves 1600x900 PNGs to user://screenshots/.
## Usage: godot --path . --script res://src/test/capture_screenshots.gd
const OUT_DIR := "user://screenshots"
const MAX_FRAMES := 2400 # hard cap (~40s)
var frames := 0
var gm: Node = null
var state := 0
var state_frames := 0
var targeted := false
func _initialize() -> void:
root.size = Vector2i(1600, 900)
var packed: PackedScene = load("res://scenes/main.tscn")
var inst: Node = packed.instantiate()
root.add_child(inst)
func _process(_delta: float) -> bool:
frames += 1
# The main scene's _ready may not have run when _initialize added it;
# look for GameManager lazily each frame until it exists.
if gm == null:
gm = root.find_child("GameManager", true, false)
if gm == null and frames > 120:
push_error("GameManager not found")
quit(1)
return true
if frames > MAX_FRAMES:
print("timeout reached")
quit(0)
return true
_advance()
return false
func _advance() -> void:
state_frames += 1
match state:
0:
# 2s overview from the guard post.
if state_frames >= 120:
_shoot("01-venue-overview.png")
state = 1
state_frames = 0
1:
# Wait for a nearby NPC so the interaction HUD has a target.
if gm != null and gm.npcs.size() > 0:
gm.call("_cycle_nearby_target")
targeted = true
state = 2
state_frames = 0
2:
# Give the HUD a moment, then shoot the interaction shot.
if state_frames >= 30:
_shoot("02-targeting-npc.png")
if targeted and gm != null:
gm.call("_toggle_inspection")
state = 3
state_frames = 0
3:
if state_frames >= 30:
_shoot("03-access-inspection.png")
if gm != null:
gm.hud.hide_inspection()
# Re-target (target may have moved) before opening the radio form.
if gm.npcs.size() > 0:
gm.call("_cycle_nearby_target")
gm.call("_open_radio", false)
state = 4
state_frames = 0
4:
if state_frames >= 30:
_shoot("04-radio-report.png")
state = 5
quit(0)
func _shoot(file_name: String) -> void:
var dir := DirAccess.open("user://")
if dir == null or not dir.dir_exists("screenshots"):
dir.make_dir_recursive("screenshots")
var img: Image = root.get_texture().get_image()
var err := img.save_png(OUT_DIR.path_join(file_name))
print("%s -> err=%d (%dx%d)" % [file_name, err, img.get_width(), img.get_height()])