Add research lab planets and research points (#63)

This commit is contained in:
Loïc Wisniewski 2026-08-16 20:14:29 +02:00
commit 3f3a22227d
43 changed files with 459 additions and 30 deletions

View file

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