SpeedFader was missing anchor_top/anchor_bottom = 1.0 in both Main.tscn and PlanetSurface.tscn, so it rendered TOP-anchored at a fixed y while its siblings (LaserStatus, GasBombStatus) are bottom-anchored - on a 720x1280 viewport both landed in the same screen region, directly on top of each other. Properly bottom-anchored SpeedFader now, positioned above both status labels instead. Separately, the ship lab's 7 vessel-name labels (#57-#59 grew the roster from 4 to 7 without widening their row) were laid out 120px wide on only a 90px pitch - a fixed 30px overlap between adjacent labels regardless of text length, worse for genuinely long names like "Interceptor"/"Transporter". Narrowed each label to fit its own lane with real gaps, dropped the font size, and enabled word-wrap; shifted the upgrade-card rows below down to give the now-taller label row room.
29 lines
952 B
GDScript
29 lines
952 B
GDScript
extends Node2D
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# Preview, not a test - #71's ship lab layout with all 7 vessels present,
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# checking the vessel-name row no longer overlaps itself.
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#
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# bash tests/screenshot.sh res://tests/_lab_menu_preview.tscn /tmp/lab.png 20 720x1280
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var configured: bool = false
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func _process(_delta: float) -> void:
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if configured:
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return
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configured = true
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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 = 500
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GameState.research_points = 5
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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("EnemySpawner").set_process(false)
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main.get_node("AsteroidField").set_process(false)
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main.get_node("BuildingField").place(GameState.BUILDING_SHIP_LAB, Vector2(400.0, 0.0))
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var lab_id: int = int(GameState.buildings[-1].id)
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var bc: Node = main.get_node("BuildController")
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bc.lab_building_id = lab_id
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main.get_node("UI/LabMenu").visible = true
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bc._refresh_lab()
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