extends Node2D # Preview, not a test. Opens the SkillMenu so its layout can be checked on a # real viewport - the tree lost vertical room to the shared resource header # (#24), and whether it still fits is a thing only pixels can answer. # # bash tests/screenshot.sh res://tests/_skill_menu_preview.tscn /tmp/m.png 20 720x1280 # ... and again at 720x960 to check a shorter screen format. var configured: bool = false func _process(_delta: float) -> void: if configured: return configured = true 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.research_points = 0 GameState.unlocked = ["shipyards"] 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) main.get_node("BuildingField").place(GameState.BUILDING_MOTHERSHIP, Vector2(400.0, 0.0)) var mothership_id: int = int(GameState.buildings[-1].id) var bc: Node = main.get_node("BuildController") for bar in bc.resource_bars: bar.building_id = mothership_id main.get_node("UI/SkillMenu").visible = true # Select a node so the description, price and status all have text - an # empty description cannot collide with anything. bc.skill_tree.selected_id = "coordination" bc._refresh_skill_menu("coordination")