extends Node2D # Preview, not a test - the full combat HUD with every ability control # visible, so the arrangement around the fire stick can be looked at. # # bash tests/screenshot.sh res://tests/_hud_preview.tscn /tmp/hud.png 30 720x1280 func _ready() -> void: GameState.buildings.clear() GameState.extractors.clear() GameState.vessel_levels["unlock_laser"] = 1 GameState.vessel_levels["unlock_gas_bomber"] = 1 GameState.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 200) GameState.deposit_fleet_resource(GameState.RESOURCE_GAS, 200) var main: Node = load("res://Main.tscn").instantiate() add_child(main) main.get_node("EnemySpawner").set_process(false) main.get_node("AsteroidField").set_process(false) var fleet: Node = main.get_node("Fleet") fleet.spawn_ships(3, Vector2.ZERO, PackedStringArray([ GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER, GameState.VESSEL_GAS_BOMBER])) main.get_node("LaserController")._process(0.0) main.get_node("GasBombController")._process(0.0) # Push the fire stick, so its knob shows deflected the way it looks in use. var stick: Control = main.get_node("UI/FireStick") var press := InputEventScreenTouch.new() press.index = 4 press.pressed = true press.position = stick.global_position + stick.size * 0.5 stick.handle_touch(press) var drag := InputEventScreenDrag.new() drag.index = 4 drag.position = press.position + Vector2(46.0, -52.0) stick.handle_drag(drag)