34 lines
1.5 KiB
GDScript3
34 lines
1.5 KiB
GDScript3
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extends Node2D
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# Preview, not a test - #220's upkeep readout with a fleet worth reading:
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# several berths of different hulls, so the per-berth lines, the compounding
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# multiplier and the per-minute total all have something to show.
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#
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# bash tests/screenshot.sh res://tests/_fleet_upkeep_preview.tscn shots/fleet_upkeep.png 3 720x1280
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func _ready() -> void:
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.transporters.clear()
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GameState.reset_progression()
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GameState.intro_active = false
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GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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var office_ids: Array = []
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for i in range(5):
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office_ids.append(GameState.add_building(GameState.BUILDING_FLEET_OFFICE,
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Vector2(400.0 * float(i + 1), 300.0)))
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var main: Node = load("res://world/Main.tscn").instantiate()
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add_child(main)
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main.get_node("AsteroidField").set_process(false)
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main.get_node("EnemySpawner").set_process(false)
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# Spawned for real rather than by writing fleet_vessel_types directly: the
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# Fleet rewrites that from what is actually flying the moment it composes
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# itself, so a value set beforehand is discarded.
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main.get_node("Fleet").spawn_ships(6, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER,
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GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_DISTORDER,
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GameState.VESSEL_LASER, GameState.VESSEL_SHIELD]))
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# One office left unsupplied, so the unpaid marker is visible too.
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GameState.find_building(int(office_ids[3])).starved = true
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main.get_node("UI/FleetUpkeepMenu").open_for(int(office_ids[0]))
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