39 lines
1.6 KiB
GDScript
39 lines
1.6 KiB
GDScript
extends Node2D
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# Preview, not a test - the full combat HUD with every ability control
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# visible, so the arrangement around the fire stick can be looked at.
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#
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# bash tests/screenshot.sh res://tests/_hud_preview.tscn /tmp/hud.png 30 720x1280
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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.vessel_levels["unlock_laser"] = 1
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GameState.vessel_levels["unlock_gas_bomber"] = 1
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GameState.vessel_levels["unlock_distorder"] = 1
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GameState.unlocked.append("wing")
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GameState.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 200)
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GameState.deposit_fleet_resource(GameState.RESOURCE_GAS, 200)
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var main: Node = load("res://world/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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var fleet: Node = main.get_node("Fleet")
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fleet.spawn_ships(4, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER,
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GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_DISTORDER]))
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main.get_node("LaserController")._process(0.0)
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main.get_node("GasBombController")._process(0.0)
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main.get_node("DashController")._process(0.0)
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# Push the fire stick, so its knob shows deflected the way it looks in use.
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var stick: Control = main.get_node("UI/FireStick")
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var press := InputEventScreenTouch.new()
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press.index = 4
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press.pressed = true
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press.position = stick.global_position + stick.size * 0.5
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stick.handle_touch(press)
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var drag := InputEventScreenDrag.new()
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drag.index = 4
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drag.position = press.position + Vector2(46.0, -52.0)
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stick.handle_drag(drag)
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