Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
extends SceneTree
|
|
|
|
|
|
|
|
|
|
# Diagnostic - NOT run by run_tests.sh (underscore prefix). Prints what the
|
|
|
|
|
# project's font settings actually resolve to at runtime, and measures real
|
|
|
|
|
# string widths, so UI boxes can be sized from measurements instead of
|
|
|
|
|
# guessed character widths.
|
|
|
|
|
#
|
|
|
|
|
# godot --headless -s res://tests/_font_probe.gd
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _initialize() -> void:
|
|
|
|
|
print("gui/theme/default_font_size setting = %s" % ProjectSettings.get_setting("gui/theme/default_font_size", "<unset>"))
|
|
|
|
|
print("gui/theme/custom = '%s'" % ProjectSettings.get_setting("gui/theme/custom", ""))
|
|
|
|
|
print("gui/theme/custom_font = '%s'" % ProjectSettings.get_setting("gui/theme/custom_font", ""))
|
|
|
|
|
|
|
|
|
|
var scene: Node = load("res://Main.tscn").instantiate()
|
|
|
|
|
root.add_child(scene)
|
|
|
|
|
|
|
|
|
|
for path in ["UI/BuildMenu/InfoPopup/Panel/TitleLabel",
|
|
|
|
|
"UI/BuildMenu/InfoPopup/Panel/MessageLabel",
|
|
|
|
|
"UI/BuildMenu/MothershipLabel",
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
|
|
|
"UI/BuildMenu/TitleLabel"]:
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
var label: Label = scene.get_node_or_null(path)
|
|
|
|
|
if label == null:
|
|
|
|
|
print("%s: MISSING" % path)
|
|
|
|
|
continue
|
|
|
|
|
# The theme item is "font_size"; "font" is the typeface item. Asking
|
|
|
|
|
# for the wrong one silently returns the engine fallback (16) and
|
|
|
|
|
# hides both the project setting and any per-node override.
|
|
|
|
|
var size: int = label.get_theme_font_size("font_size")
|
|
|
|
|
var font: Font = label.get_theme_font("font")
|
|
|
|
|
var sample: String = "Fleet home port. A wiped-out fleet rebuilds here."
|
|
|
|
|
var width: float = font.get_string_size(sample, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x
|
|
|
|
|
print("%-46s effective size=%d box=%s 48-char sample is %.0fpx wide (%.1f px/char), line height %.0f" % [
|
|
|
|
|
path, size, label.size, width, width / float(sample.length()), font.get_height(size)
|
|
|
|
|
])
|
|
|
|
|
|
|
|
|
|
quit(0)
|