extends Node2D # Preview, not a test - #58's aim-state screenshot: two laser ships (one # ready, one rearming), aiming with the beam preview drawn and enemies # placed along its line. # # bash tests/screenshot.sh res://tests/_laser_aim_preview.tscn /tmp/laser.png 20 720x1280 func _ready() -> void: GameState.buildings.clear() GameState.extractors.clear() GameState.transporters.clear() GameState.vessel_levels["unlock_laser"] = 1 var main: Node = 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") fleet.spawn_ships(4, Vector2.ZERO, PackedStringArray([ GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD, GameState.VESSEL_LASER, GameState.VESSEL_LASER])) var skill: Node = main.get_node("LaserController") skill._process(0.0) # Show both per-ship states in one frame: one laser ship rearming, the # other ready and supplying the shot. var rearming: Node = fleet.ships[2].get_component("laser") rearming.consume_shot() rearming.tick(rearming.cooldown_duration * 0.5) main.get_node("Camera2D").zoom = Vector2(1.8, 1.8) var button: Control = main.get_node("UI/LaserButton") var press := InputEventScreenTouch.new() press.index = 9 press.position = button.global_position + button.size * 0.5 press.pressed = true skill.handle_touch(press) var drag := InputEventScreenDrag.new() drag.index = 9 drag.position = press.position + Vector2(-245.0, -235.0) skill.handle_drag(drag) for t in [0.35, 0.6]: var enemy: Node = load("res://Enemy.tscn").instantiate() enemy.position = fleet.get_centroid().lerp(skill.aim_target, t) main.add_child(enemy) enemy.speed = 0.0 # after add_child - _ready() sets it from the definition