extends Node2D # Preview, not a test - #220's upkeep readout with a fleet worth reading: # several berths of different hulls, so the per-berth lines, the compounding # multiplier and the per-minute total all have something to show. # # bash tests/screenshot.sh res://tests/_fleet_upkeep_preview.tscn shots/fleet_upkeep.png 3 720x1280 func _ready() -> void: GameState.buildings.clear() GameState.extractors.clear() GameState.transporters.clear() GameState.reset_progression() GameState.intro_active = false GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO) var office_ids: Array = [] for i in range(5): office_ids.append(GameState.add_building(GameState.BUILDING_FLEET_OFFICE, Vector2(400.0 * float(i + 1), 300.0))) var main: Node = load("res://world/Main.tscn").instantiate() add_child(main) main.get_node("AsteroidField").set_process(false) main.get_node("EnemySpawner").set_process(false) # Spawned for real rather than by writing fleet_vessel_types directly: the # Fleet rewrites that from what is actually flying the moment it composes # itself, so a value set beforehand is discarded. main.get_node("Fleet").spawn_ships(6, Vector2.ZERO, PackedStringArray([ GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER, GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_DISTORDER, GameState.VESSEL_LASER, GameState.VESSEL_SHIELD])) # One office left unsupplied, so the unpaid marker is visible too. GameState.find_building(int(office_ids[3])).starved = true main.get_node("UI/FleetUpkeepMenu").open_for(int(office_ids[0]))