extends Node2D # Stable portrait view of #189's pre-fight state: the landed fleet is still # below the unseen Warden, combat HUD is absent, and only the edge indicator # gives away what is pulling the fleet upward. func _ready() -> void: GameState.reset_new_game() GameState.intro_active = false GameState.reset_quests(false) GameState.planet_name = "Many-Eyed Deep" GameState.planet_id = "preview:boss:approach" GameState.planet_definition_id = "boss" GameState.surviving_ship_count = 3 GameState.surviving_vessel_types = PackedStringArray([ GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_LASER, ]) var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate() add_child(surface) surface.get_node("FadeOverlay/FadeRect").visible = false # Four screenshot frames are nowhere near enough for the automatic # approach to cover 950 world units, so the signal remains off-screen.