spaceship/tests/_lab_planet_visual_preview.gd

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Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
extends Node2D
# Preview, not a test - the research lab planet's own art, so the NeonPiece
# rebuild can be compared against what it replaced.
#
# bash tests/screenshot.sh res://tests/_lab_planet_visual_preview.tscn shots/lab_planet.png 20 720x720
func _ready() -> void:
# Both planet visuals that were rebuilt out of NeonPiece children, side by
# side, wound forward so their moving parts are off their rest positions -
# the dish turned, the lights mid-blink, the disc rings spun apart.
var lab: Node2D = load("res://planets/ResearchLabPlanetVisual.gd").new()
lab.position = Vector2(200.0, 360.0)
add_child(lab)
lab.configure(1)
lab.phase = 1.1
lab._process(0.0)
var hole: Node2D = load("res://planets/BlackHoleVisual.gd").new()
hole.position = Vector2(540.0, 360.0)
add_child(hole)
hole.configure(1)
hole.disc_phase = 6.0
hole._process(0.0)
var gas: Node2D = load("res://planets/GasGiantVisual.gd").new()
gas.position = Vector2(360.0, 620.0)
add_child(gas)
gas.configure(1)
gas.gas_phase = 2.0
gas._process(0.0)