Refactor gameplay menus into owned scenes
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50 changed files with 3449 additions and 3619 deletions
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@ -125,19 +125,19 @@ func _process(delta: float) -> bool:
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return true
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# The tree is a tall, vertically scrolling canvas. A branch keeps a
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# stable lane as it rises, and dragging exposes higher depths.
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var freight: Vector2 = controller.skill_tree.node_screen_pos(game_state.skill_node("freight"))
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var yards: Vector2 = controller.skill_tree.node_screen_pos(game_state.skill_node("freight_yards"))
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var freight: Vector2 = controller.skill_menu.tree.node_screen_pos(game_state.skill_node("freight"))
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var yards: Vector2 = controller.skill_menu.tree.node_screen_pos(game_state.skill_node("freight_yards"))
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if absf(freight.x - yards.x) > 1.0 or yards.y >= freight.y:
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print("TEST_SKILL_TREE: FAIL (freight branch does not rise vertically)")
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quit(1)
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return true
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var before_scroll: float = controller.skill_tree.scroll_y
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var before_scroll: float = controller.skill_menu.tree.scroll_y
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var drag: InputEventScreenDrag = InputEventScreenDrag.new()
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# Start at the root at the bottom; pull the canvas down to reveal
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# the branches rising above it.
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drag.relative = Vector2(0.0, 180.0)
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controller.skill_tree.handle_drag(drag)
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if controller.skill_tree.scroll_y >= before_scroll:
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controller.skill_menu.tree.handle_drag(drag)
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if controller.skill_menu.tree.scroll_y >= before_scroll:
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print("TEST_SKILL_TREE: FAIL (tree did not scroll upward)")
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quit(1)
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return true
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