spaceship/tests/_boss_approach_preview.gd

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GDScript3
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2026-09-03 22:00:26 +02:00
extends Node2D
# Stable portrait view of #189's pre-fight state: the landed fleet is still
# below the unseen Warden, combat HUD is absent, and only the edge indicator
# gives away what is pulling the fleet upward.
func _ready() -> void:
GameState.reset_new_game()
GameState.intro_active = false
GameState.reset_quests(false)
GameState.planet_name = "Many-Eyed Deep"
GameState.planet_id = "preview:boss:approach"
GameState.planet_definition_id = "boss"
GameState.surviving_ship_count = 3
GameState.surviving_vessel_types = PackedStringArray([
GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_GAS_BOMBER,
GameState.VESSEL_LASER,
])
var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
add_child(surface)
surface.get_node("FadeOverlay/FadeRect").visible = false
# Four screenshot frames are nowhere near enough for the automatic
# approach to cover 950 world units, so the signal remains off-screen.