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. # # bash tests/screenshot.sh res://tests/_lab_menu_preview.tscn /tmp/lab.png 20 720x1280 func _ready() -> void: GameState.buildings.clear() GameState.extractors.clear() GameState.transporters.clear() GameState.reset_progression() GameState.rocks = 240 GameState.gas = 36 GameState.unlocked = ["shipyards", "vessel_science"] 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("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 main.get_node("UI/LabMenu").visible = true bc.lab_vessel = GameState.VESSEL_GAS_BOMBER bc._refresh_lab()