extends Node ## Baseline captures of the phase-13 menu before phase 20A (kept for comparison). ## Run: godot --path . res://tools/menu_before_capture.tscn -- --size=1920x1080 var main: Node3D var captures := "res://docs/screenshots/phase20/before" func _ready() -> void: call_deferred("run") func shot(name: String) -> void: for n: int in range(12): await get_tree().process_frame await RenderingServer.frame_post_draw get_viewport().get_texture().get_image().save_png(captures + "/" + name + ".png") print("BEFORE_SHOT: ", name, " ", get_viewport().get_texture().get_size()) func run() -> void: var size := Vector2i(1920, 1080) for arg: String in OS.get_cmdline_user_args(): if arg.begins_with("--size="): var parts: PackedStringArray = arg.substr(7).split("x") size = Vector2i(int(parts[0]), int(parts[1])) get_window().size = size Soundscape.enabled = false WaveManager.set_physics_process(false) main = preload("res://scenes/main.tscn").instantiate() add_child(main) var tag := "%dx%d" % [size.x, size.y] await shot("menu-" + tag) GameState.select_faction(0, "glutpakt") GameState.select_faction(1, "wurzelbund") main.hud._phase_changed(GameState.phase) await shot("menu-glutpakt-" + tag) main.hud.toggle_settings() await shot("options-" + tag) main.hud.toggle_settings() print("BEFORE_CAPTURE_PASS") await Soundscape.quit_game()