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