Draw capture points behind fleet vessels (#50)
CapturePoint.gd left z_index at its default 0, the same layer Ship draws on, so a ship parked inside a ring was partly swallowed by the ring fill - exactly where the player most needs to see their own vessels. Set z_index = -1, matching the convention every other world object already follows (Planet, Rock, Building, Hauler, Transporter, VesselDelivery). Verified with a ship placed directly on a capture point in the preview screenshot, and asserted in test_capture_points.gd.
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3 changed files with 12 additions and 1 deletions
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@ -28,6 +28,12 @@ var state: int = State.NEUTRAL
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func _ready() -> void:
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# Behind the fleet and enemies, same convention as every other world
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# object that must never occlude them (Planet.gd, Rock.gd, Building.gd,
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# Hauler.gd, Transporter.gd, VesselDelivery.gd all set this in _ready()).
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# "Is an enemy inside my capture radius" is the core read of this
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# mechanic, so a ship or enemy sitting in the ring must stay fully visible.
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z_index = -1
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queue_redraw()
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