extends Node2D # Preview, not a test - #53's "telegraph visible mid-countdown" screenshot. # Freezes an EnemyBigLaserBeam partway through its charge, aimed across the # fleet, so the widening beam-line telegraph is clearly visible. # # bash tests/screenshot.sh res://tests/_mothership_beam_preview.tscn /tmp/beam.png 20 720x1280 var main: Node func _ready() -> void: GameState.buildings.clear() GameState.extractors.clear() main = load("res://Main.tscn").instantiate() add_child(main) main.get_node("BackgroundLayer").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("AsteroidField").set_process(false) var fleet: Node = main.get_node("Fleet") for ship in fleet.ships: if is_instance_valid(ship): ship.set_physics_process(false) var mothership: Node = load("res://Enemy.tscn").instantiate() mothership.enemy_id = "enemy_mothership" mothership.position = Vector2(-500, -300) main.add_child(mothership) var beam: Node2D = load("res://EnemyBigLaserBeam.tscn").instantiate() beam.charge_time = 10.0 # frozen mid-countdown for the screenshot beam.beam_range = 1400.0 beam.beam_half_width = 35.0 main.add_child(beam) beam.launch(mothership.position, fleet.get_centroid() - mothership.position) beam.charge_left = beam.charge_time * 0.55 beam.set_process(false) beam.queue_redraw() var camera: Camera2D = main.get_node("Camera2D") camera.position = (mothership.position + fleet.get_centroid()) * 0.5 camera.zoom = Vector2(0.7, 0.7) get_tree().paused = true