#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.

What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.

#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.

The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.

#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.

#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.

#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.

#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.

Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.

Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-30 02:27:44 +02:00
commit 3fcc26c8bc
18 changed files with 645 additions and 173 deletions

View file

@ -1,22 +1,22 @@
extends Node2D
# Preview, not a test. Opens the build menu itself, so the three-row layout
# added for the Transport Hub (#18) can be checked for fit on the real phone
# viewport - every button, label and price moved, and a bad offset is
# invisible to a headless test.
# Preview, not a test - the build menu with every structure unlocked, so the
# long captions and the three-resource prices are on screen together.
#
# bash tests/screenshot.sh res://tests/_build_menu_preview.tscn /tmp/menu.png 20 720x1280
# bash tests/screenshot.sh res://tests/_build_menu_preview.tscn /tmp/b.png 25 720x1280
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.rocks = 500
# Everything researched, so nothing is greyed out and the whole menu is
# legible at full strength.
# Partly researched, to show the menu repacking around what is hidden.
GameState.unlocked = ["shipyards", "logistics"]
GameState.reset_progression()
for node in GameState.SKILL_TREE:
if not GameState.is_unlocked(String(node.id)):
GameState.unlocked.append(String(node.id))
for resource_type in GameState.resource_types():
GameState.bank_inventory.set_amount(resource_type, 1500)
var main: Node = load("res://world/Main.tscn").instantiate()
add_child(main)
main.get_node("UI/BuildMenu").visible = true
main.get_node("BuildController")._refresh_build_status()
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
var build: Node = main.get_node("BuildController")
build.build_menu.visible = true
build._refresh_build_status()