spaceship/tests/_skill_menu_preview.gd
Loïc Wisniewski 78836882af Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that
already crosses the screen; beam width becomes a per-shot vessel stat.
#205 the Energy Propulser gains three upgrades - dash recharge, dash reach,
and boosted-cruise drain - which turns three constants into vessel stats.
#206 three further doctrines carry the fleet from ten to twenty.
#207 the prologue's World Ship gets a marker, through the scanner's own
guidance arrow rather than a second one.
#208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo
reaching the hold, a rock breaking, and a gas bomb blooming.
#215 building health bars are larger, plated and framed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 12:16:17 +02:00

28 lines
1.2 KiB
GDScript

extends Node2D
# Preview, not a test - the research screen with a node selected, so the tree's
# share of the screen and the resource table's spacing can actually be looked
# at rather than reasoned about from offsets.
#
# bash tests/screenshot.sh res://tests/_skill_menu_preview.tscn /tmp/skills.png 20 720x1280
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
GameState.reset_progression()
GameState.bank_inventory.set_amount(GameState.RESOURCE_ORE, 240)
GameState.bank_inventory.set_amount(GameState.RESOURCE_GAS, 85)
GameState.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 17)
GameState.research_points = 6
var main: Node = load("res://world/Main.tscn").instantiate()
add_child(main)
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
var build: Node = main.get_node("BuildController")
# The tree lives on the menu, not on the controller - reaching through
# build.skill_tree stopped resolving at some point and this preview had
# been rendering an unopened menu ever since.
build.skill_menu.visible = true
build.skill_menu.refresh("shipyards")