SpeedFader was missing anchor_top/anchor_bottom = 1.0 in both Main.tscn and PlanetSurface.tscn, so it rendered TOP-anchored at a fixed y while its siblings (LaserStatus, GasBombStatus) are bottom-anchored - on a 720x1280 viewport both landed in the same screen region, directly on top of each other. Properly bottom-anchored SpeedFader now, positioned above both status labels instead. Separately, the ship lab's 7 vessel-name labels (#57-#59 grew the roster from 4 to 7 without widening their row) were laid out 120px wide on only a 90px pitch - a fixed 30px overlap between adjacent labels regardless of text length, worse for genuinely long names like "Interceptor"/"Transporter". Narrowed each label to fit its own lane with real gaps, dropped the font size, and enabled word-wrap; shifted the upgrade-card rows below down to give the now-taller label row room.
This commit is contained in:
parent
eaeb6bf7a9
commit
42535c7320
3 changed files with 74 additions and 71 deletions
|
|
@ -1,37 +1,29 @@
|
|||
extends Node2D
|
||||
|
||||
# Preview, not a test. The ship lab's upgrade screen (#5), so its layout can
|
||||
# be checked on a real viewport - headless draws no pixels.
|
||||
# Preview, not a test - #71's ship lab layout with all 7 vessels present,
|
||||
# checking the vessel-name row no longer overlaps itself.
|
||||
#
|
||||
# bash tests/screenshot.sh res://tests/_lab_menu_preview.tscn /tmp/lab.png 20 720x1280
|
||||
|
||||
var configured: bool = false
|
||||
|
||||
func _ready() -> void:
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if configured:
|
||||
return
|
||||
configured = true
|
||||
GameState.buildings.clear()
|
||||
GameState.extractors.clear()
|
||||
GameState.transporters.clear()
|
||||
GameState.reset_progression()
|
||||
GameState.rocks = 240
|
||||
GameState.gas = 36
|
||||
GameState.unlocked = ["shipyards", "vessel_science"]
|
||||
GameState.rocks = 500
|
||||
GameState.research_points = 5
|
||||
var main: Node = load("res://Main.tscn").instantiate()
|
||||
add_child(main)
|
||||
main.get_node("BackgroundLayer").visible = false
|
||||
main.get_node("Fleet").visible = false
|
||||
main.get_node("AsteroidField").visible = false
|
||||
main.get_node("PlanetField").visible = false
|
||||
main.get_node("BuildingField").visible = false
|
||||
main.get_node("EnemySpawner").set_process(false)
|
||||
main.get_node("AsteroidField").set_process(false)
|
||||
main.get_node("BuildingField").place(GameState.BUILDING_SHIP_LAB, Vector2(400.0, 0.0))
|
||||
var lab_id: int = int(GameState.buildings[-1].id)
|
||||
GameState.deposit_to_building(lab_id, 18)
|
||||
GameState.fleet_cargo = 12
|
||||
GameState.fleet_gas_cargo = 8
|
||||
var bc: Node = main.get_node("BuildController")
|
||||
# The shared header (#24) hides its HERE column when it has no building,
|
||||
# so bind it the way opening the panel from the building does.
|
||||
for bar in bc.resource_bars:
|
||||
bar.building_id = lab_id
|
||||
bc.lab_building_id = lab_id
|
||||
main.get_node("UI/LabMenu").visible = true
|
||||
bc.lab_vessel = GameState.VESSEL_GAS_BOMBER
|
||||
bc._refresh_lab()
|
||||
|
|
|
|||
Loading…
Reference in a new issue