extends Node2D # Preview, not a test. A transporter mid-run between the mothership and a # building it is supplying, so the #19 vessel can actually be looked at # alongside the hub that stations it. Headless draws no pixels. # # bash tests/screenshot.sh res://tests/_transporter_preview.tscn /tmp/t.png 25 1280x720 func _ready() -> void: GameState.buildings.clear() GameState.extractors.clear() GameState.transporters.clear() GameState.rocks = 200 GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(-420.0, 0.0)) GameState.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(420.0, 0.0)) # The hub already provisioned these two. Put one laden mid-leg and one on # its way home empty so both visual states show. var laden: Dictionary = GameState.transporters[0] laden.state = GameState.TRANSPORTER_TO_BUILDING laden.target_id = 2 laden.carrying = 8 laden.progress = 0.45 laden.from = Vector2(-420.0, 0.0) laden.to = Vector2(420.0, 0.0) var returning: Dictionary = GameState.transporters[1] returning.state = GameState.TRANSPORTER_RETURNING returning.progress = 0.5 returning.from = Vector2(-380.0, 150.0) returning.to = Vector2(420.0, 150.0) var main: Node = load("res://world/Main.tscn").instantiate() add_child(main) main.get_node("AsteroidField").set_process(false) main.get_node("EnemySpawner").set_process(false) # Freeze the simulation so the vessels stay where they were placed. GameState.set_process(false) main.get_node("Fleet").move_to(Vector2(0.0, 260.0)) var cam: Camera2D = main.get_node("Camera2D") cam.zoom = Vector2(0.85, 0.85)