extends Node func _ready() -> void: GameState.start_new_run() GameState.captain.credits = 12540 GameState.captain.experience = 75 var game := preload("res://scenes/game/game.tscn").instantiate() add_child(game) game.set_physics_process(false) game.player.set_physics_process(false) for enemy in get_tree().get_nodes_in_group("enemies"): enemy.set_physics_process(false) for frame in 15: await get_tree().process_frame var panel = game.get_node("HUD")._captain_panel assert(panel.size.y <= 95) assert(panel.xp_bar.value == 75) assert(panel.credits_label.text == "Kredyty: 12540") assert(panel.size.x > 317) var equipped := [false] panel.equipment_requested.connect(func(): equipped[0] = true) var click := InputEventMouseButton.new() click.button_index = MOUSE_BUTTON_LEFT click.pressed = true panel._gui_input(click) assert(equipped[0]) await RenderingServer.frame_post_draw get_viewport().get_texture().get_image().get_region(Rect2i(panel.get_global_rect().grow(4))).save_png("res://artifacts/captain_ring_panel.png") get_viewport().get_texture().get_image().save_png("res://artifacts/captain_ring_hud.png") var cockpit = game.get_node("HUD")._cockpit get_viewport().get_texture().get_image().get_region(Rect2i(cockpit.get_global_rect().grow(4))).save_png("res://artifacts/cockpit_frame_review.png") GameState.captain.learning_points = 1 GameState.captain.emit_changed() for frame in 5: await get_tree().process_frame assert(panel._level_up_button.visible) assert(panel.size.y <= 95) panel._level_up_button.pressed.emit() assert(game.get_node("HUD/CaptainSkills")._screen.visible) print("CAPTAIN_RING_REVIEW_OK: compact panel, live XP and credits, equipment click, level-up access") get_tree().quit()