Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that already crosses the screen; beam width becomes a per-shot vessel stat. #205 the Energy Propulser gains three upgrades - dash recharge, dash reach, and boosted-cruise drain - which turns three constants into vessel stats. #206 three further doctrines carry the fleet from ten to twenty. #207 the prologue's World Ship gets a marker, through the scanner's own guidance arrow rather than a second one. #208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo reaching the hold, a rock breaking, and a gas bomb blooming. #215 building health bars are larger, plated and framed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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tests/_intro_marker_preview.gd
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tests/_intro_marker_preview.gd
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extends Node2D
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# Preview, not a test - #207's destination marker during the prologue. The
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# convoy is flying north toward a World Ship 16000 units away that is never
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# on screen, so this renders the RUN beat, where the player is flying and
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# the marker is the only thing saying where.
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#
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# bash tests/screenshot.sh res://tests/_intro_marker_preview.tscn shots/intro_marker.png 3 720x1280
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func _ready() -> void:
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GameState.reset_new_game()
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var main: Node = load("res://world/Main.tscn").instantiate()
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add_child(main)
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main.get_node("AsteroidField").set_process(false)
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main.get_node("EnemySpawner").set_process(false)
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# BRIEF has already run inside Main's _ready(), which is what spawns the
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# convoy and names the destination; step on to the beat where the convoy
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# is actually under way.
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var director: Node = main.get_node("IntroDirector")
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director._begin(1)
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