spaceship/MainMenu.tscn

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[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://MainMenu.gd" id="1"]
[ext_resource type="Script" path="res://IconButton.gd" id="2"]
[ext_resource type="Shader" path="res://starfield.gdshader" id="3"]
[sub_resource type="ShaderMaterial" id="1"]
shader = ExtResource("3")
shader_parameter/camera_cell = Vector2(0, 0)
shader_parameter/camera_frac = Vector2(0, 0)
shader_parameter/camera_zoom = 1.0
shader_parameter/viewport_size = Vector2(720, 1280)
shader_parameter/cell_size = 60.0
shader_parameter/bg_color = Color(0.02, 0.02, 0.08, 1)
[node name="MainMenu" type="Node2D"]
script = ExtResource("1")
[node name="BackgroundLayer" type="CanvasLayer" parent="."]
layer = -10
[node name="Starfield" type="ColorRect" parent="BackgroundLayer"]
material = SubResource("1")
mouse_filter = 2
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="UI" type="CanvasLayer" parent="."]
[node name="TitleLabel" type="Label" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -300
offset_right = 300
offset_top = -560
offset_bottom = -460
theme_override_font_sizes/font_size = 60
horizontal_alignment = 1
text = "SPACESHIP TEST"
[node name="PlayButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = -300
offset_bottom = -172
script = ExtResource("2")
icon = 2
glow_color = Color(0.35, 0.95, 0.55, 1)
[node name="PlayLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -160
offset_right = 160
offset_top = -160
offset_bottom = -94
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Play"
[node name="EditorButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = -20
offset_bottom = 108
script = ExtResource("2")
icon = 0
glow_color = Color(0.5, 0.75, 1, 1)
[node name="EditorLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -200
offset_right = 200
offset_top = 120
offset_bottom = 186
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Map Editor"
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
[node name="DevModeButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = 190
offset_bottom = 318
script = ExtResource("2")
icon = 29
glow_color = Color(1, 0.7, 0.25, 1)
[node name="DevModeLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -200
offset_right = 200
offset_top = 324
offset_bottom = 380
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Dev Mode"
[node name="StatusLabel" type="Label" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -260
offset_right = 260
offset_top = 200
offset_bottom = 260
theme_override_font_sizes/font_size = 26
horizontal_alignment = 1
autowrap_mode = 2
text = ""
[node name="QuitButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = 320
offset_bottom = 448
script = ExtResource("2")
icon = 1
glow_color = Color(0.9, 0.35, 0.35, 1)
[node name="QuitLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -160
offset_right = 160
offset_top = 460
offset_bottom = 526
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Quit"