Show gas icons in resource displays
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4c82155cf3
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4 changed files with 25 additions and 0 deletions
10
Main.tscn
10
Main.tscn
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@ -114,6 +114,16 @@ offset_bottom = 92
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script = ExtResource("25")
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script = ExtResource("25")
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digit_height = 60.0
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digit_height = 60.0
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[node name="GasIcon" type="Control" parent="UI"]
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mouse_filter = 2
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offset_left = 640
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offset_top = 24
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offset_right = 696
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offset_bottom = 80
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script = ExtResource("10")
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icon = 25
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glow_color = Color(0.85, 0.52, 1, 1)
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[node name="GasCaption" type="Label" parent="UI"]
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[node name="GasCaption" type="Label" parent="UI"]
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mouse_filter = 2
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mouse_filter = 2
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offset_left = 336
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offset_left = 336
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@ -42,6 +42,7 @@ const RULE_COLOR: Color = Color(0.25, 0.55, 0.7)
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var _numbers: Array[NeonNumber] = []
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var _numbers: Array[NeonNumber] = []
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var _captions: Array[Label] = []
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var _captions: Array[Label] = []
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var _gas_caption: Label
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var _gas_caption: Label
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var _gas_icon: IconButton
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func _ready() -> void:
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func _ready() -> void:
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@ -75,6 +76,11 @@ func _ready() -> void:
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_gas_caption.add_theme_font_size_override("font_size", 20)
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_gas_caption.add_theme_font_size_override("font_size", 20)
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_gas_caption.add_theme_color_override("font_color", Color(0.85, 0.52, 1.0))
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_gas_caption.add_theme_color_override("font_color", Color(0.85, 0.52, 1.0))
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add_child(_gas_caption)
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add_child(_gas_caption)
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_gas_icon = IconButton.new()
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_gas_icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_gas_icon.icon = IconButton.Icon.GAS
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_gas_icon.glow_color = Color(0.85, 0.52, 1.0)
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add_child(_gas_icon)
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func _layout() -> void:
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func _layout() -> void:
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@ -90,6 +96,10 @@ func _layout() -> void:
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_gas_caption.position = Vector2(size.x - 110.0, 2.0)
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_gas_caption.position = Vector2(size.x - 110.0, 2.0)
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_gas_caption.size = Vector2(106.0, CAPTION_HEIGHT)
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_gas_caption.size = Vector2(106.0, CAPTION_HEIGHT)
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_gas_caption.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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_gas_caption.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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if _gas_icon != null:
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_gas_icon.position = Vector2(size.x - 34.0, 0.0)
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_gas_icon.size = Vector2(32.0, 32.0)
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_gas_caption.size.x = maxf(0.0, _gas_caption.size.x - 36.0)
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func _process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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@ -12,6 +12,7 @@ func _ready() -> void:
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GameState.transporters.clear()
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GameState.transporters.clear()
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GameState.reset_progression()
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GameState.reset_progression()
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GameState.rocks = 240
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GameState.rocks = 240
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GameState.gas = 36
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GameState.unlocked = ["shipyards", "vessel_science"]
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GameState.unlocked = ["shipyards", "vessel_science"]
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var main: Node = load("res://Main.tscn").instantiate()
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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add_child(main)
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@ -19,6 +20,7 @@ func _ready() -> void:
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var lab_id: int = int(GameState.buildings[-1].id)
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var lab_id: int = int(GameState.buildings[-1].id)
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GameState.deposit_to_building(lab_id, 18)
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GameState.deposit_to_building(lab_id, 18)
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GameState.fleet_cargo = 12
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GameState.fleet_cargo = 12
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GameState.fleet_gas_cargo = 8
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# A level already bought, so the list shows both a researched and an
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# A level already bought, so the list shows both a researched and an
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# unresearched line rather than a uniform page of zeroes.
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# unresearched line rather than a uniform page of zeroes.
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GameState.vessel_levels["int_damage"] = 1
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GameState.vessel_levels["int_damage"] = 1
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@ -13,13 +13,16 @@ func _ready() -> void:
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GameState.extractors.clear()
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GameState.extractors.clear()
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GameState.transporters.clear()
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GameState.transporters.clear()
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GameState.rocks = 180
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GameState.rocks = 180
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GameState.gas = 36
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GameState.fleet_cargo = 24
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GameState.fleet_cargo = 24
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GameState.fleet_gas_cargo = 12
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GameState.unlocked = ["shipyards", "logistics", "freight"]
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GameState.unlocked = ["shipyards", "logistics", "freight"]
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var main: Node = load("res://Main.tscn").instantiate()
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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add_child(main)
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main.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(400.0, 0.0))
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main.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(400.0, 0.0))
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var crafter_id: int = int(GameState.buildings[-1].id)
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var crafter_id: int = int(GameState.buildings[-1].id)
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GameState.deposit_to_building(crafter_id, 42)
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GameState.deposit_to_building(crafter_id, 42)
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GameState.find_building(crafter_id).gas_stock = 18
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var bc: Node = main.get_node("BuildController")
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var bc: Node = main.get_node("BuildController")
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bc.transfer_building_id = crafter_id
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bc.transfer_building_id = crafter_id
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main.get_node("UI/TransferMenu").visible = true
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main.get_node("UI/TransferMenu").visible = true
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