extends Node2D # Preview, not a test. Opens the TransferMenu (#24) so its layout can be # checked on a real viewport - four buttons, two captions and the shared # header have to coexist without collisions, which no headless test can see. # # bash tests/screenshot.sh res://tests/_transfer_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"] var main: Node = load("res://Main.tscn").instantiate() add_child(main) 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.find_building(crafter_id).gas_stock = 18 var bc: Node = main.get_node("BuildController") bc.transfer_building_id = crafter_id main.get_node("UI/TransferMenu").visible = true bc._refresh_transfer() bc.transfer_list._change_amount(GameState.RESOURCE_ORE, -1) bc.transfer_status.text = "Moved 25 ore into this building"