extends Node2D # Preview, not a test. Opens the CraftMenu so its layout can be checked on a # real viewport - label collisions and things falling off the bottom of # shorter screens are what no headless test can see. # # bash tests/screenshot.sh res://tests/_craft_menu_preview.tscn /tmp/m.png 20 720x1280 # ... and again at 720x960 to check a shorter screen format. func _ready() -> void: GameState.buildings.clear() GameState.extractors.clear() GameState.transporters.clear() GameState.rocks = 180 GameState.gas = 36 GameState.fleet_cargo = 24 GameState.fleet_gas_cargo = 12 GameState.unlocked = ["shipyards", "logistics", "freight"] GameState.vessel_levels["unlock_gas_bomber"] = 1 var main: Node = load("res://world/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_CRAFTER, Vector2(400.0, 0.0)) var crafter_id: int = int(GameState.buildings[-1].id) GameState.deposit_to_building(crafter_id, 42) GameState.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 18) var bc: Node = main.get_node("BuildController") bc.craft_building_id = crafter_id # The shared header (#24) is the thing worth eyeballing here, so give it # a building to report on - otherwise its HERE column hides itself. for bar in bc.resource_bars: bar.building_id = crafter_id main.get_node("UI/CraftMenu").visible = true bc._refresh_craft_status()