Add research lab planets and research points (#63)
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43 changed files with 459 additions and 30 deletions
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@ -8,7 +8,13 @@ extends Node2D
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# ... and again at 720x960 to check a shorter screen format.
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func _ready() -> void:
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var configured: bool = false
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func _process(_delta: float) -> void:
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if configured:
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return
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configured = true
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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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@ -16,9 +22,12 @@ func _ready() -> void:
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GameState.gas = 36
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GameState.fleet_cargo = 24
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GameState.fleet_gas_cargo = 12
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GameState.unlocked = ["shipyards", "logistics", "freight"]
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GameState.research_points = 0
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GameState.unlocked = ["shipyards"]
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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main.get_node("EnemySpawner").set_process(false)
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main.get_node("AsteroidField").set_process(false)
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main.get_node("BuildingField").place(GameState.BUILDING_MOTHERSHIP, Vector2(400.0, 0.0))
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var mothership_id: int = int(GameState.buildings[-1].id)
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var bc: Node = main.get_node("BuildController")
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@ -27,5 +36,5 @@ func _ready() -> void:
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main.get_node("UI/SkillMenu").visible = true
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# Select a node so the description, price and status all have text - an
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# empty description cannot collide with anything.
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bc.skill_tree.selected_id = "freight"
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bc._refresh_skill_menu("freight")
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bc.skill_tree.selected_id = "coordination"
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bc._refresh_skill_menu("coordination")
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