33 lines
1.3 KiB
GDScript
33 lines
1.3 KiB
GDScript
extends Node2D
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# Preview, not a test. Opens the CraftMenu so its layout can be checked on a
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# real viewport - label collisions and things falling off the bottom of
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# shorter screens are what no headless test can see.
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#
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# bash tests/screenshot.sh res://tests/_craft_menu_preview.tscn /tmp/m.png 20 720x1280
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# ... and again at 720x960 to check a shorter screen format.
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func _ready() -> void:
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.transporters.clear()
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GameState.rocks = 180
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GameState.gas = 36
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GameState.fleet_cargo = 24
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GameState.fleet_gas_cargo = 12
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GameState.unlocked = ["shipyards", "logistics", "freight"]
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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main.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(400.0, 0.0))
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var crafter_id: int = int(GameState.buildings[-1].id)
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GameState.deposit_to_building(crafter_id, 42)
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GameState.find_building(crafter_id).gas_stock = 18
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var bc: Node = main.get_node("BuildController")
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bc.craft_building_id = crafter_id
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# The shared header (#24) is the thing worth eyeballing here, so give it
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# a building to report on - otherwise its HERE column hides itself.
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for bar in bc.resource_bars:
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bar.building_id = crafter_id
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main.get_node("UI/CraftMenu").visible = true
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bc._refresh_craft_status()
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