WIP checkpoint: PC2: Basic visible player character representation

This commit is contained in:
2026-08-21 00:09:44 +00:00
parent 5966fa9044
commit e2a77b055f
+11 -10
View File
@@ -20,18 +20,19 @@ func _run() -> void:
await process_frame await process_frame
print("SMOKE: loading test level scene") print("SMOKE: loading test level scene")
# Load the test level scene (which includes the player). # Load the test level scene (which includes the player). Use the same
# SceneTree API as the real game so `current_scene` is populated before
# the scene is added and its _ready() callbacks fire. That ordering is
# what the player's spawn lookup (get_tree().current_scene) depends on.
var packed: PackedScene = load("res://scenes/worlds/test_level.tscn") var packed: PackedScene = load("res://scenes/worlds/test_level.tscn")
var level: Node3D = packed.instantiate() var result := change_scene_to_packed(packed)
if result != OK:
printerr("SMOKE: failed to change scene, error ", result)
quit(1)
return
# Order matters: set_current_scene() requires the node's parent to already await scene_changed
# be root, so add_child() must come first. This mirrors what a real var level: Node3D = current_scene as Node3D
# change_scene_to_packed() does at runtime.
root.add_child(level)
current_scene = level
print("SMOKE: level instantiated, waiting for ready")
await level.ready
print("SMOKE: level ready") print("SMOKE: level ready")
# 1. Verify the player node exists in the scene tree. # 1. Verify the player node exists in the scene tree.