2026-08-16 17:59:04 +02:00
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[gd_scene load_steps=29 format=3]
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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
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[ext_resource type="Script" path="res://Starfield.gd" id="1"]
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[ext_resource type="Script" path="res://Fleet.gd" id="2"]
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[ext_resource type="Script" path="res://GameController.gd" id="3"]
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[ext_resource type="Script" path="res://EnemySpawner.gd" id="4"]
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[ext_resource type="Shader" path="res://starfield.gdshader" id="5"]
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[ext_resource type="Script" path="res://ExplorationTracker.gd" id="6"]
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[ext_resource type="Script" path="res://AsteroidField.gd" id="7"]
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[ext_resource type="Script" path="res://WorldMap.gd" id="8"]
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[ext_resource type="Script" path="res://WorldMapContent.gd" id="9"]
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[ext_resource type="Script" path="res://IconButton.gd" id="10"]
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[ext_resource type="Script" path="res://PlanetField.gd" id="11"]
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[ext_resource type="Script" path="res://PlanetAtmosphereController.gd" id="12"]
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[ext_resource type="Script" path="res://TouchJoystick.gd" id="13"]
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[ext_resource type="Script" path="res://BuildingField.gd" id="14"]
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[ext_resource type="Script" path="res://BuildController.gd" id="15"]
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Generalize the resource HUD readouts (#49)
Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
hardcoded node plus one script per resource, times two scenes - with a
single ResourceReadout.gd that builds one banked + one fleet-hold row
per GameState.resource_types() entry at _ready(). A new resource added
to ResourceDefinitions gets a HUD row with no scene edit and no new
script, matching how ResourceBar and ResourceTransferList already
generalize over resources.
Preserves the existing visual layout (BANKED left, FLEET HOLD right),
the ore-on-bright-surface contrast (via a bright_background flag
replacing PlanetSurface's per-node color overrides), and the amber
fleet-in-transit color convention. Reuses the already-generic
ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon.
Uncovered and fixed a second bug along the way: test_cargo_readout.gd
looked up its NeonNumber nodes immediately after add_child() in
_initialize(), but ResourceReadout builds its rows in _ready(), which
for a -s entry-point script does not fire synchronously during that
add_child() - it's deferred to the first frame. Moved the lookup to
after the existing elapsed wait in _process(), which is also what
tests/test_resource_readout.gd's setup does from the start.
Repo notes for the next agent, confirmed empirically this session:
- A -s entry-point script can only reach an autoload's CONSTANTS via
the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling
any of its METHODS that way (GameState.resource_types()) fails to
compile with "Identifier not found: GameState", even from
_initialize(). Route method calls through the actual instance
(root.get_node("GameState")) instead, as the rest of the suite already
does.
- `git status --short | awk '{print $2}' | xargs touch` recreates
deleted files as empty stubs, since touch on a missing path creates
it. Filter out D-status paths before touching, or touch only the
paths you know still exist.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
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[ext_resource type="Script" path="res://ResourceReadout.gd" id="16"]
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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
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[ext_resource type="Script" path="res://FormationEditor.gd" id="17"]
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[ext_resource type="Script" path="res://NeonNumber.gd" id="19"]
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[ext_resource type="Script" path="res://NeonPanel.gd" id="20"]
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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
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[ext_resource type="Script" path="res://SkillTreeView.gd" id="21"]
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Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
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[ext_resource type="Script" path="res://TransporterField.gd" id="23"]
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2026-08-12 13:07:52 +02:00
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[ext_resource type="Script" path="res://ResourceBar.gd" id="24"]
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2026-08-13 21:39:05 +02:00
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[ext_resource type="Script" path="res://VesselDeliveryField.gd" id="26"]
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2026-08-14 11:54:31 +02:00
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[ext_resource type="Script" path="res://ResourceTransferList.gd" id="27"]
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2026-08-15 04:45:15 +02:00
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[ext_resource type="Script" path="res://GasBombController.gd" id="29"]
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Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
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[ext_resource type="Script" path="res://LaserController.gd" id="30"]
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2026-08-16 17:59:04 +02:00
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[ext_resource type="Script" path="res://SpeedFader.gd" id="31"]
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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
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[sub_resource type="ShaderMaterial" id="1"]
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shader = ExtResource("5")
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shader_parameter/camera_pos = Vector2(0, 0)
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shader_parameter/camera_zoom = 1.0
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shader_parameter/viewport_size = Vector2(720, 1280)
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shader_parameter/cell_size = 60.0
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shader_parameter/bg_color = Color(0.02, 0.02, 0.08, 1)
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[node name="Main" type="Node2D"]
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script = ExtResource("3")
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[node name="BackgroundLayer" type="CanvasLayer" parent="."]
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layer = -10
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[node name="Starfield" type="ColorRect" parent="BackgroundLayer"]
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material = SubResource("1")
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mouse_filter = 2
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1")
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[node name="Fleet" type="Node2D" parent="."]
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script = ExtResource("2")
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2026-08-15 04:45:15 +02:00
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[node name="GasBombController" type="Node2D" parent="."]
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script = ExtResource("29")
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Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
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[node name="LaserController" type="Node2D" parent="."]
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script = ExtResource("30")
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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
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[node name="Camera2D" type="Camera2D" parent="."]
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position = Vector2(0, 0)
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zoom = Vector2(1, 1)
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[node name="EnemySpawner" type="Node2D" parent="."]
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script = ExtResource("4")
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[node name="ExplorationTracker" type="Node2D" parent="."]
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script = ExtResource("6")
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[node name="AsteroidField" type="Node2D" parent="."]
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script = ExtResource("7")
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[node name="PlanetField" type="Node2D" parent="."]
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script = ExtResource("11")
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[node name="BuildingField" type="Node2D" parent="."]
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script = ExtResource("14")
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Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
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[node name="TransporterField" type="Node2D" parent="."]
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script = ExtResource("23")
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2026-08-13 21:39:05 +02:00
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[node name="VesselDeliveryField" type="Node2D" parent="."]
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script = ExtResource("26")
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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
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[node name="BuildController" type="Node2D" parent="."]
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script = ExtResource("15")
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[node name="LandingController" type="Node2D" parent="."]
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script = ExtResource("12")
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[node name="UI" type="CanvasLayer" parent="."]
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layer = 1
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Generalize the resource HUD readouts (#49)
Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
hardcoded node plus one script per resource, times two scenes - with a
single ResourceReadout.gd that builds one banked + one fleet-hold row
per GameState.resource_types() entry at _ready(). A new resource added
to ResourceDefinitions gets a HUD row with no scene edit and no new
script, matching how ResourceBar and ResourceTransferList already
generalize over resources.
Preserves the existing visual layout (BANKED left, FLEET HOLD right),
the ore-on-bright-surface contrast (via a bright_background flag
replacing PlanetSurface's per-node color overrides), and the amber
fleet-in-transit color convention. Reuses the already-generic
ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon.
Uncovered and fixed a second bug along the way: test_cargo_readout.gd
looked up its NeonNumber nodes immediately after add_child() in
_initialize(), but ResourceReadout builds its rows in _ready(), which
for a -s entry-point script does not fire synchronously during that
add_child() - it's deferred to the first frame. Moved the lookup to
after the existing elapsed wait in _process(), which is also what
tests/test_resource_readout.gd's setup does from the start.
Repo notes for the next agent, confirmed empirically this session:
- A -s entry-point script can only reach an autoload's CONSTANTS via
the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling
any of its METHODS that way (GameState.resource_types()) fails to
compile with "Identifier not found: GameState", even from
_initialize(). Route method calls through the actual instance
(root.get_node("GameState")) instead, as the rest of the suite already
does.
- `git status --short | awk '{print $2}' | xargs touch` recreates
deleted files as empty stubs, since touch on a missing path creates
it. Filter out D-status paths before touching, or touch only the
paths you know still exist.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
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[node name="ResourceReadout" type="Control" parent="UI"]
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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
|
|
|
mouse_filter = 2
|
|
|
|
|
offset_left = 28
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_top = 38
|
Generalize the resource HUD readouts (#49)
Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
hardcoded node plus one script per resource, times two scenes - with a
single ResourceReadout.gd that builds one banked + one fleet-hold row
per GameState.resource_types() entry at _ready(). A new resource added
to ResourceDefinitions gets a HUD row with no scene edit and no new
script, matching how ResourceBar and ResourceTransferList already
generalize over resources.
Preserves the existing visual layout (BANKED left, FLEET HOLD right),
the ore-on-bright-surface contrast (via a bright_background flag
replacing PlanetSurface's per-node color overrides), and the amber
fleet-in-transit color convention. Reuses the already-generic
ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon.
Uncovered and fixed a second bug along the way: test_cargo_readout.gd
looked up its NeonNumber nodes immediately after add_child() in
_initialize(), but ResourceReadout builds its rows in _ready(), which
for a -s entry-point script does not fire synchronously during that
add_child() - it's deferred to the first frame. Moved the lookup to
after the existing elapsed wait in _process(), which is also what
tests/test_resource_readout.gd's setup does from the start.
Repo notes for the next agent, confirmed empirically this session:
- A -s entry-point script can only reach an autoload's CONSTANTS via
the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling
any of its METHODS that way (GameState.resource_types()) fails to
compile with "Identifier not found: GameState", even from
_initialize(). Route method calls through the actual instance
(root.get_node("GameState")) instead, as the rest of the suite already
does.
- `git status --short | awk '{print $2}' | xargs touch` recreates
deleted files as empty stubs, since touch on a missing path creates
it. Filter out D-status paths before touching, or touch only the
paths you know still exist.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
|
|
|
offset_right = 696
|
|
|
|
|
offset_bottom = 154
|
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
|
|
|
script = ExtResource("16")
|
2026-08-14 11:54:31 +02:00
|
|
|
digit_height = 38.0
|
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
|
|
|
|
Generalize the resource HUD readouts (#49)
Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
hardcoded node plus one script per resource, times two scenes - with a
single ResourceReadout.gd that builds one banked + one fleet-hold row
per GameState.resource_types() entry at _ready(). A new resource added
to ResourceDefinitions gets a HUD row with no scene edit and no new
script, matching how ResourceBar and ResourceTransferList already
generalize over resources.
Preserves the existing visual layout (BANKED left, FLEET HOLD right),
the ore-on-bright-surface contrast (via a bright_background flag
replacing PlanetSurface's per-node color overrides), and the amber
fleet-in-transit color convention. Reuses the already-generic
ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon.
Uncovered and fixed a second bug along the way: test_cargo_readout.gd
looked up its NeonNumber nodes immediately after add_child() in
_initialize(), but ResourceReadout builds its rows in _ready(), which
for a -s entry-point script does not fire synchronously during that
add_child() - it's deferred to the first frame. Moved the lookup to
after the existing elapsed wait in _process(), which is also what
tests/test_resource_readout.gd's setup does from the start.
Repo notes for the next agent, confirmed empirically this session:
- A -s entry-point script can only reach an autoload's CONSTANTS via
the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling
any of its METHODS that way (GameState.resource_types()) fails to
compile with "Identifier not found: GameState", even from
_initialize(). Route method calls through the actual instance
(root.get_node("GameState")) instead, as the rest of the suite already
does.
- `git status --short | awk '{print $2}' | xargs touch` recreates
deleted files as empty stubs, since touch on a missing path creates
it. Filter out D-status paths before touching, or touch only the
paths you know still exist.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
|
|
|
[node name="BankCaption" type="Label" parent="UI"]
|
2026-08-13 21:07:35 +02:00
|
|
|
mouse_filter = 2
|
|
|
|
|
offset_left = 28
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_top = 6
|
|
|
|
|
offset_right = 220
|
|
|
|
|
offset_bottom = 34
|
2026-08-13 21:07:35 +02:00
|
|
|
theme_override_font_sizes/font_size = 18
|
2026-08-14 11:54:31 +02:00
|
|
|
theme_override_colors/font_color = Color(0.55, 0.78, 0.86, 1)
|
|
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|
|
text = "BANKED"
|
2026-08-13 21:07:35 +02:00
|
|
|
|
Generalize the resource HUD readouts (#49)
Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
hardcoded node plus one script per resource, times two scenes - with a
single ResourceReadout.gd that builds one banked + one fleet-hold row
per GameState.resource_types() entry at _ready(). A new resource added
to ResourceDefinitions gets a HUD row with no scene edit and no new
script, matching how ResourceBar and ResourceTransferList already
generalize over resources.
Preserves the existing visual layout (BANKED left, FLEET HOLD right),
the ore-on-bright-surface contrast (via a bright_background flag
replacing PlanetSurface's per-node color overrides), and the amber
fleet-in-transit color convention. Reuses the already-generic
ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon.
Uncovered and fixed a second bug along the way: test_cargo_readout.gd
looked up its NeonNumber nodes immediately after add_child() in
_initialize(), but ResourceReadout builds its rows in _ready(), which
for a -s entry-point script does not fire synchronously during that
add_child() - it's deferred to the first frame. Moved the lookup to
after the existing elapsed wait in _process(), which is also what
tests/test_resource_readout.gd's setup does from the start.
Repo notes for the next agent, confirmed empirically this session:
- A -s entry-point script can only reach an autoload's CONSTANTS via
the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling
any of its METHODS that way (GameState.resource_types()) fails to
compile with "Identifier not found: GameState", even from
_initialize(). Route method calls through the actual instance
(root.get_node("GameState")) instead, as the rest of the suite already
does.
- `git status --short | awk '{print $2}' | xargs touch` recreates
deleted files as empty stubs, since touch on a missing path creates
it. Filter out D-status paths before touching, or touch only the
paths you know still exist.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
|
|
|
[node name="FleetCaption" type="Label" parent="UI"]
|
2026-08-13 21:07:35 +02:00
|
|
|
mouse_filter = 2
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_left = 356
|
|
|
|
|
offset_top = 6
|
|
|
|
|
offset_right = 620
|
|
|
|
|
offset_bottom = 34
|
2026-08-13 21:07:35 +02:00
|
|
|
theme_override_font_sizes/font_size = 18
|
2026-08-14 11:54:31 +02:00
|
|
|
theme_override_colors/font_color = Color(1, 0.78, 0.25, 1)
|
|
|
|
|
text = "FLEET HOLD"
|
2026-08-13 21:07:35 +02:00
|
|
|
|
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
|
|
|
[node name="PlanetNameLabel" type="Label" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
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|
offset_left = 24
|
2026-08-14 23:15:12 +02:00
|
|
|
offset_top = 480
|
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
|
|
|
offset_right = 696
|
2026-08-14 23:15:12 +02:00
|
|
|
offset_bottom = 532
|
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
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
2026-08-14 23:15:12 +02:00
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
|
|
|
|
|
[node name="EnterAtmosphereButton" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
2026-08-14 23:15:12 +02:00
|
|
|
offset_left = 188
|
|
|
|
|
offset_top = 324
|
|
|
|
|
offset_right = 336
|
|
|
|
|
offset_bottom = 472
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 3
|
|
|
|
|
|
|
|
|
|
[node name="BuildButton" type="Control" parent="UI"]
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 172
|
2026-08-13 20:49:15 +02:00
|
|
|
offset_top = 160
|
|
|
|
|
offset_bottom = 308
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 5
|
|
|
|
|
|
|
|
|
|
[node name="BuildActionButton" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 172
|
2026-08-13 20:49:15 +02:00
|
|
|
offset_top = 324
|
|
|
|
|
offset_bottom = 472
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
|
|
|
|
[node name="BuildingActionButton" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 172
|
|
|
|
|
offset_top = 488
|
|
|
|
|
offset_bottom = 636
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
2026-08-12 22:47:46 +02:00
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|
[node name="HangarButton" type="Control" parent="UI"]
|
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|
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|
visible = false
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 172
|
2026-08-13 20:49:15 +02:00
|
|
|
offset_top = 488
|
|
|
|
|
offset_bottom = 636
|
2026-08-12 22:47:46 +02:00
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
2026-08-12 13:07:52 +02:00
|
|
|
[node name="TransferButton" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
2026-08-14 23:15:12 +02:00
|
|
|
offset_left = 188
|
|
|
|
|
offset_top = 160
|
|
|
|
|
offset_right = 336
|
|
|
|
|
offset_bottom = 308
|
2026-08-12 13:07:52 +02:00
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 14
|
|
|
|
|
glow_color = Color(1, 0.78, 0.25, 1)
|
|
|
|
|
|
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
|
|
|
[node name="MapButton" type="Control" parent="UI"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 0
|
|
|
|
|
|
|
|
|
|
[node name="KeyboardHintLabel" type="Label" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 28
|
|
|
|
|
offset_right = 360
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = -120
|
|
|
|
|
theme_override_font_sizes/font_size = 36
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "WASD / arrows move Q / E pivot wheel zoom"
|
|
|
|
|
|
|
|
|
|
[node name="Joystick" type="Control" parent="UI"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 424
|
|
|
|
|
offset_top = -424
|
|
|
|
|
offset_bottom = -24
|
|
|
|
|
script = ExtResource("13")
|
|
|
|
|
|
2026-08-16 17:59:04 +02:00
|
|
|
[node name="SpeedFader" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -94
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 740
|
|
|
|
|
offset_bottom = 920
|
|
|
|
|
script = ExtResource("31")
|
|
|
|
|
|
|
|
|
|
[node name="Label" type="Label" parent="UI/SpeedFader"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
offset_left = -20
|
|
|
|
|
offset_right = 90
|
|
|
|
|
offset_top = -32
|
|
|
|
|
offset_bottom = -4
|
|
|
|
|
theme_override_font_sizes/font_size = 20
|
|
|
|
|
theme_override_colors/font_color = Color(0.7, 0.3, 1, 1)
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "x1.0"
|
|
|
|
|
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
[node name="LaserButton" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -344
|
|
|
|
|
offset_right = -196
|
|
|
|
|
offset_top = -344
|
|
|
|
|
offset_bottom = -196
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 36
|
|
|
|
|
glow_color = Color(0.3, 0.9, 1, 1)
|
|
|
|
|
|
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
|
|
|
[node name="PivotCCWButton" type="Control" parent="UI"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -344
|
|
|
|
|
offset_right = -196
|
|
|
|
|
offset_top = -172
|
|
|
|
|
offset_bottom = -24
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 7
|
|
|
|
|
|
2026-08-15 04:45:15 +02:00
|
|
|
[node name="GasBombButton" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = -344
|
|
|
|
|
offset_bottom = -196
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 32
|
|
|
|
|
glow_color = Color(0.96, 0.22, 0.72, 1)
|
|
|
|
|
|
2026-08-16 18:54:44 +02:00
|
|
|
[node name="GasBombStatus" type="Label" parent="UI"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -344
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = -480
|
|
|
|
|
offset_bottom = -430
|
|
|
|
|
theme_override_font_sizes/font_size = 18
|
|
|
|
|
theme_override_colors/font_color = Color(0.96, 0.22, 0.72, 1)
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
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
|
|
|
[node name="PivotCWButton" type="Control" parent="UI"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = -172
|
|
|
|
|
offset_bottom = -24
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 6
|
|
|
|
|
|
2026-08-11 20:17:58 +02:00
|
|
|
[node name="WorldMap" type="Control" parent="UI" groups=["modal_menus"]]
|
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
|
|
|
visible = false
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
script = ExtResource("8")
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/WorldMap"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.96)
|
|
|
|
|
|
|
|
|
|
[node name="MapContent" type="Node2D" parent="UI/WorldMap"]
|
|
|
|
|
script = ExtResource("9")
|
|
|
|
|
|
|
|
|
|
[node name="RecenterButton" type="Control" parent="UI/WorldMap"]
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 172
|
|
|
|
|
offset_top = -620
|
|
|
|
|
offset_bottom = -472
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
|
|
|
|
[node name="CloseButton" type="Control" parent="UI/WorldMap"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
|
2026-08-11 20:17:58 +02:00
|
|
|
[node name="BuildMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
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
|
|
|
visible = false
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 70
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 196
|
|
|
|
|
text = "Build"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="StatusLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 206
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 330
|
|
|
|
|
theme_override_font_sizes/font_size = 40
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="MothershipButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = -204
|
|
|
|
|
offset_right = -76
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = -172
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 8
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
|
|
|
|
[node name="MothershipLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -290
|
|
|
|
|
offset_right = 10
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_top = -166
|
|
|
|
|
offset_bottom = -100
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Mothership"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="MothershipCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = -200
|
|
|
|
|
offset_right = -80
|
|
|
|
|
offset_top = -96
|
|
|
|
|
offset_bottom = -44
|
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
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 20
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
digit_height = 40.0
|
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
|
|
|
|
|
|
|
|
[node name="CrafterButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = 76
|
|
|
|
|
offset_right = 204
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = -172
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 9
|
|
|
|
|
glow_color = Color(1, 0.72, 0.25, 1)
|
|
|
|
|
|
|
|
|
|
[node name="CrafterLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -10
|
|
|
|
|
offset_right = 290
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_top = -166
|
|
|
|
|
offset_bottom = -100
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Ship Crafter"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="CrafterCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = 80
|
|
|
|
|
offset_right = 200
|
|
|
|
|
offset_top = -96
|
|
|
|
|
offset_bottom = -44
|
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
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 12
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
digit_height = 40.0
|
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
|
|
|
|
|
|
|
|
[node name="CommandButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = -204
|
|
|
|
|
offset_right = -76
|
|
|
|
|
offset_top = -10
|
|
|
|
|
offset_bottom = 118
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 10
|
|
|
|
|
glow_color = Color(0.55, 0.6, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="CommandLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -290
|
|
|
|
|
offset_right = 10
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_top = 124
|
|
|
|
|
offset_bottom = 190
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Command Center"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="CommandCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = -200
|
|
|
|
|
offset_right = -80
|
|
|
|
|
offset_top = 194
|
|
|
|
|
offset_bottom = 246
|
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
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 15
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
digit_height = 40.0
|
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
|
|
|
|
|
|
|
|
[node name="ExtractorButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = 76
|
|
|
|
|
offset_right = 204
|
|
|
|
|
offset_top = -10
|
|
|
|
|
offset_bottom = 118
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 11
|
|
|
|
|
glow_color = Color(0, 0.62, 0.7, 1)
|
|
|
|
|
|
|
|
|
|
[node name="ExtractorLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -10
|
|
|
|
|
offset_right = 290
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_top = 124
|
|
|
|
|
offset_bottom = 190
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Extractor"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="ExtractorCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = 80
|
|
|
|
|
offset_right = 200
|
|
|
|
|
offset_top = 194
|
|
|
|
|
offset_bottom = 246
|
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
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 25
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
digit_height = 40.0
|
|
|
|
|
|
|
|
|
|
[node name="TransportHubButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -64
|
|
|
|
|
offset_right = 64
|
|
|
|
|
offset_top = 280
|
|
|
|
|
offset_bottom = 408
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 12
|
|
|
|
|
glow_color = Color(0.95, 0.55, 0.85, 1)
|
|
|
|
|
|
|
|
|
|
[node name="TransportHubLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -150
|
|
|
|
|
offset_right = 150
|
|
|
|
|
offset_top = 414
|
|
|
|
|
offset_bottom = 480
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Transport Hub"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="TransportHubCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -60
|
|
|
|
|
offset_right = 60
|
|
|
|
|
offset_top = 484
|
|
|
|
|
offset_bottom = 536
|
|
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 30
|
|
|
|
|
digit_height = 40.0
|
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
|
|
|
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
[node name="ShipLabButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = 76
|
|
|
|
|
offset_right = 204
|
|
|
|
|
offset_top = 280
|
|
|
|
|
offset_bottom = 408
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 13
|
|
|
|
|
glow_color = Color(0.55, 0.95, 0.9, 1)
|
|
|
|
|
|
|
|
|
|
[node name="ShipLabLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -10
|
|
|
|
|
offset_right = 290
|
|
|
|
|
offset_top = 414
|
|
|
|
|
offset_bottom = 480
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Ship Lab"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="ShipLabCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = 80
|
|
|
|
|
offset_right = 200
|
|
|
|
|
offset_top = 484
|
|
|
|
|
offset_bottom = 536
|
|
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 35
|
|
|
|
|
digit_height = 40.0
|
|
|
|
|
|
Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.
The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.
The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.
Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.
Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.
Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.
Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
matching target_id, regardless of purpose. Once pickup states shared
target_id with delivery states (both address a building, not an
extractor), a transporter delivering gas made the SAME building look
"busy" to the unrelated energy-pickup dispatch, starving it even
with a second, genuinely free transporter sitting idle at the hub.
Split into _transporter_inbound_to() (delivery states only) and a
new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
sizing) had no room for a 7th building - despite the ticket's own
note that no layout changes should be needed. A naive 4th row ran
off the bottom of a 720x1280 viewport; fitting one meant both adding
a 4th row top AND shrinking the shared button/label/cost sizing so
each row's content no longer taller than the compressed row spacing.
Caught only by actually screenshotting it - a real build menu, not
headless, since --headless renders nothing.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
|
|
|
[node name="GasBurnerButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -64
|
|
|
|
|
offset_right = 64
|
|
|
|
|
offset_top = 570
|
|
|
|
|
offset_bottom = 698
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 33
|
|
|
|
|
glow_color = Color(0.95, 0.35, 0.15, 1)
|
|
|
|
|
|
|
|
|
|
[node name="GasBurnerLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -150
|
|
|
|
|
offset_right = 150
|
|
|
|
|
offset_top = 704
|
|
|
|
|
offset_bottom = 770
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Gas Burner"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="GasBurnerCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -60
|
|
|
|
|
offset_right = 60
|
|
|
|
|
offset_top = 774
|
|
|
|
|
offset_bottom = 826
|
|
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 30
|
|
|
|
|
digit_height = 40.0
|
|
|
|
|
|
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
|
|
|
[node name="CloseButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
|
2026-08-11 20:17:58 +02:00
|
|
|
[node name="InfoPopup" type="Control" parent="UI/BuildMenu" groups=["modal_menus"]]
|
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
|
|
|
visible = false
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Dim" type="ColorRect" parent="UI/BuildMenu/InfoPopup"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.01, 0.01, 0.03, 0.55)
|
|
|
|
|
|
|
|
|
|
[node name="Panel" type="Control" parent="UI/BuildMenu/InfoPopup"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -352
|
|
|
|
|
offset_right = 352
|
|
|
|
|
offset_top = -600
|
|
|
|
|
offset_bottom = 600
|
|
|
|
|
script = ExtResource("20")
|
|
|
|
|
glow_color = Color(0, 0.62, 0.7, 1)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/BuildMenu/InfoPopup/Panel"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 44
|
|
|
|
|
offset_right = -44
|
|
|
|
|
offset_top = 30
|
|
|
|
|
offset_bottom = 150
|
|
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="MessageLabel" type="Label" parent="UI/BuildMenu/InfoPopup/Panel"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 44
|
|
|
|
|
offset_right = -44
|
|
|
|
|
offset_top = 160
|
|
|
|
|
offset_bottom = -440
|
|
|
|
|
theme_override_font_sizes/font_size = 48
|
|
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
vertical_alignment = 1
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
|
|
|
|
|
[node name="CostNumber" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -70
|
|
|
|
|
offset_right = 90
|
|
|
|
|
offset_top = -424
|
|
|
|
|
offset_bottom = -334
|
|
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 0
|
|
|
|
|
digit_height = 78.0
|
|
|
|
|
|
|
|
|
|
[node name="BuildButton" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -200
|
|
|
|
|
offset_right = -40
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = -140
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 5
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
|
|
|
|
[node name="CloseButton" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 40
|
|
|
|
|
offset_right = 200
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = -140
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
glow_color = Color(0, 0.62, 0.7, 1)
|
|
|
|
|
|
2026-08-12 22:47:46 +02:00
|
|
|
[node name="HangarMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 60
|
|
|
|
|
offset_right = -210
|
|
|
|
|
offset_bottom = 170
|
|
|
|
|
text = "Hangar"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="ListLabel" type="Label" parent="UI/HangarMenu"]
|
2026-08-12 23:08:43 +02:00
|
|
|
visible = false
|
2026-08-12 22:47:46 +02:00
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 32
|
|
|
|
|
offset_top = 200
|
|
|
|
|
offset_right = -32
|
|
|
|
|
offset_bottom = -420
|
|
|
|
|
theme_override_font_sizes/font_size = 30
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="StatusLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 32
|
|
|
|
|
offset_top = -410
|
|
|
|
|
offset_right = -32
|
|
|
|
|
offset_bottom = -300
|
|
|
|
|
theme_override_font_sizes/font_size = 30
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="NextButton" type="Control" parent="UI/HangarMenu"]
|
2026-08-12 23:08:43 +02:00
|
|
|
visible = false
|
2026-08-12 22:47:46 +02:00
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -230
|
|
|
|
|
offset_right = -110
|
|
|
|
|
offset_top = -280
|
|
|
|
|
offset_bottom = -160
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 6
|
|
|
|
|
glow_color = Color(0.55, 0.95, 0.9, 1)
|
|
|
|
|
|
|
|
|
|
[node name="CrewButton" type="Control" parent="UI/HangarMenu"]
|
2026-08-12 23:08:43 +02:00
|
|
|
visible = false
|
2026-08-12 22:47:46 +02:00
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 110
|
|
|
|
|
offset_right = 230
|
|
|
|
|
offset_top = -280
|
|
|
|
|
offset_bottom = -160
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
|
|
|
|
[node name="HintLabel" type="Label" parent="UI/HangarMenu"]
|
2026-08-12 23:08:43 +02:00
|
|
|
visible = false
|
2026-08-12 22:47:46 +02:00
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = -150
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = -60
|
|
|
|
|
theme_override_font_sizes/font_size = 28
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Next Crew"
|
|
|
|
|
|
2026-08-12 23:08:43 +02:00
|
|
|
[node name="AvailableTitle" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_top = 190
|
|
|
|
|
offset_bottom = 240
|
|
|
|
|
theme_override_font_sizes/font_size = 28
|
|
|
|
|
text = "AVAILABLE — TAP TO CREW"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="AvailableInterceptor" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_left = -290
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_right = -215
|
2026-08-12 23:08:43 +02:00
|
|
|
offset_top = 255
|
|
|
|
|
offset_bottom = 375
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
|
|
|
|
[node name="AvailableInterceptorLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_left = -330
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_right = -175
|
2026-08-12 23:08:43 +02:00
|
|
|
offset_top = 380
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="AvailableShield" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -189
|
|
|
|
|
offset_right = -114
|
2026-08-12 23:08:43 +02:00
|
|
|
offset_top = 255
|
|
|
|
|
offset_bottom = 375
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.45, 0.8, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="AvailableShieldLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -229
|
|
|
|
|
offset_right = -74
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_top = 380
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="AvailableGasBomber" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -88
|
|
|
|
|
offset_right = -13
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_top = 255
|
|
|
|
|
offset_bottom = 375
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 31
|
|
|
|
|
glow_color = Color(0.96, 0.32, 0.78, 1)
|
|
|
|
|
|
|
|
|
|
[node name="AvailableGasBomberLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -128
|
|
|
|
|
offset_right = 27
|
2026-08-16 16:20:39 +02:00
|
|
|
offset_top = 380
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="AvailableCarrier" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 13
|
|
|
|
|
offset_right = 88
|
2026-08-16 16:20:39 +02:00
|
|
|
offset_top = 255
|
|
|
|
|
offset_bottom = 375
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 34
|
|
|
|
|
glow_color = Color(1, 0.78, 0.3, 1)
|
|
|
|
|
|
|
|
|
|
[node name="AvailableCarrierLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -27
|
|
|
|
|
offset_right = 128
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
offset_top = 380
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="AvailableLaser" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 114
|
|
|
|
|
offset_right = 189
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
offset_top = 255
|
|
|
|
|
offset_bottom = 375
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 35
|
|
|
|
|
glow_color = Color(0.3, 0.9, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="AvailableLaserLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 74
|
|
|
|
|
offset_right = 229
|
|
|
|
|
offset_top = 380
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="AvailableDistorder" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 215
|
|
|
|
|
offset_right = 290
|
|
|
|
|
offset_top = 255
|
|
|
|
|
offset_bottom = 375
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 37
|
|
|
|
|
glow_color = Color(0.7, 0.3, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="AvailableDistorderLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 175
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_right = 330
|
2026-08-12 23:08:43 +02:00
|
|
|
offset_top = 380
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="FleetTitle" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_top = 500
|
|
|
|
|
offset_bottom = 550
|
|
|
|
|
theme_override_font_sizes/font_size = 28
|
|
|
|
|
text = "FLEET — TAP TO STORE"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="FleetInterceptor" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_left = -290
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_right = -215
|
2026-08-12 23:08:43 +02:00
|
|
|
offset_top = 565
|
|
|
|
|
offset_bottom = 685
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
|
|
|
|
[node name="FleetInterceptorLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_left = -330
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_right = -175
|
2026-08-12 23:08:43 +02:00
|
|
|
offset_top = 690
|
|
|
|
|
offset_bottom = 770
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="FleetShield" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -189
|
|
|
|
|
offset_right = -114
|
2026-08-12 23:08:43 +02:00
|
|
|
offset_top = 565
|
|
|
|
|
offset_bottom = 685
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.45, 0.8, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="FleetShieldLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -229
|
|
|
|
|
offset_right = -74
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_top = 690
|
|
|
|
|
offset_bottom = 770
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="FleetGasBomber" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -88
|
|
|
|
|
offset_right = -13
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_top = 565
|
|
|
|
|
offset_bottom = 685
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 31
|
|
|
|
|
glow_color = Color(0.96, 0.32, 0.78, 1)
|
|
|
|
|
|
|
|
|
|
[node name="FleetGasBomberLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -128
|
|
|
|
|
offset_right = 27
|
2026-08-16 16:20:39 +02:00
|
|
|
offset_top = 690
|
|
|
|
|
offset_bottom = 770
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="FleetCarrier" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 13
|
|
|
|
|
offset_right = 88
|
2026-08-16 16:20:39 +02:00
|
|
|
offset_top = 565
|
|
|
|
|
offset_bottom = 685
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 34
|
|
|
|
|
glow_color = Color(1, 0.78, 0.3, 1)
|
|
|
|
|
|
|
|
|
|
[node name="FleetCarrierLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -27
|
|
|
|
|
offset_right = 128
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
offset_top = 690
|
|
|
|
|
offset_bottom = 770
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="FleetLaser" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 114
|
|
|
|
|
offset_right = 189
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
offset_top = 565
|
|
|
|
|
offset_bottom = 685
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 35
|
|
|
|
|
glow_color = Color(0.3, 0.9, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="FleetLaserLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 74
|
|
|
|
|
offset_right = 229
|
|
|
|
|
offset_top = 690
|
|
|
|
|
offset_bottom = 770
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="FleetDistorder" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 215
|
|
|
|
|
offset_right = 290
|
|
|
|
|
offset_top = 565
|
|
|
|
|
offset_bottom = 685
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 37
|
|
|
|
|
glow_color = Color(0.7, 0.3, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="FleetDistorderLabel" type="Label" parent="UI/HangarMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 175
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_right = 330
|
2026-08-12 23:08:43 +02:00
|
|
|
offset_top = 690
|
|
|
|
|
offset_bottom = 770
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-12 22:47:46 +02:00
|
|
|
[node name="CloseButton" type="Control" parent="UI/HangarMenu"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
[node name="LabMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/LabMenu"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 36
|
|
|
|
|
offset_right = -200
|
|
|
|
|
offset_bottom = 166
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
text = "Ship Lab"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-12 13:07:52 +02:00
|
|
|
[node name="Bar" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
2026-08-14 11:54:31 +02:00
|
|
|
anchor_right = 1.0
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 180
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 264
|
2026-08-12 13:07:52 +02:00
|
|
|
script = ExtResource("24")
|
|
|
|
|
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
[node name="VesselA" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_left = -300
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_right = -240
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 274
|
|
|
|
|
offset_bottom = 394
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="VesselB" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -210
|
|
|
|
|
offset_right = -150
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 274
|
|
|
|
|
offset_bottom = 394
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.45, 0.8, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="VesselC" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -120
|
|
|
|
|
offset_right = -60
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_top = 274
|
|
|
|
|
offset_bottom = 394
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 31
|
|
|
|
|
glow_color = Color(0.96, 0.32, 0.78, 1)
|
|
|
|
|
|
|
|
|
|
[node name="VesselD" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -30
|
|
|
|
|
offset_right = 30
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 274
|
|
|
|
|
offset_bottom = 394
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 12
|
|
|
|
|
glow_color = Color(0.95, 0.55, 0.85, 1)
|
|
|
|
|
|
2026-08-16 16:20:39 +02:00
|
|
|
[node name="VesselE" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 60
|
|
|
|
|
offset_right = 120
|
2026-08-16 16:20:39 +02:00
|
|
|
offset_top = 274
|
|
|
|
|
offset_bottom = 394
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 34
|
|
|
|
|
glow_color = Color(1, 0.78, 0.3, 1)
|
|
|
|
|
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
[node name="VesselF" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 150
|
|
|
|
|
offset_right = 210
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
offset_top = 274
|
|
|
|
|
offset_bottom = 394
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 35
|
|
|
|
|
glow_color = Color(0.3, 0.9, 1, 1)
|
|
|
|
|
|
2026-08-16 17:59:04 +02:00
|
|
|
[node name="VesselG" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 240
|
|
|
|
|
offset_right = 300
|
|
|
|
|
offset_top = 274
|
|
|
|
|
offset_bottom = 394
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 37
|
|
|
|
|
glow_color = Color(0.7, 0.3, 1, 1)
|
|
|
|
|
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
[node name="VesselLabel" type="Label" parent="UI/LabMenu"]
|
2026-08-13 16:45:08 +02:00
|
|
|
visible = false
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 402
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
offset_right = -24
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_bottom = 460
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
theme_override_font_sizes/font_size = 34
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
2026-08-13 16:45:08 +02:00
|
|
|
[node name="VesselALabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = -330
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_right = -210
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_top = 400
|
2026-08-13 16:45:08 +02:00
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Interceptor"
|
|
|
|
|
|
|
|
|
|
[node name="VesselBLabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -240
|
|
|
|
|
offset_right = -120
|
2026-08-13 16:45:08 +02:00
|
|
|
offset_top = 400
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Shield"
|
|
|
|
|
|
|
|
|
|
[node name="VesselCLabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -150
|
|
|
|
|
offset_right = -30
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_top = 400
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Gas Bomber"
|
|
|
|
|
|
|
|
|
|
[node name="VesselDLabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -60
|
|
|
|
|
offset_right = 60
|
2026-08-13 16:45:08 +02:00
|
|
|
offset_top = 400
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Transporter"
|
|
|
|
|
|
2026-08-16 16:20:39 +02:00
|
|
|
[node name="VesselELabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 30
|
|
|
|
|
offset_right = 150
|
2026-08-16 16:20:39 +02:00
|
|
|
offset_top = 400
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Carrier"
|
|
|
|
|
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
[node name="VesselFLabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 120
|
|
|
|
|
offset_right = 240
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
offset_top = 400
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Laser Ship"
|
|
|
|
|
|
2026-08-16 17:59:04 +02:00
|
|
|
[node name="VesselGLabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 210
|
|
|
|
|
offset_right = 330
|
|
|
|
|
offset_top = 400
|
|
|
|
|
offset_bottom = 460
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Distorder"
|
|
|
|
|
|
2026-08-13 20:13:32 +02:00
|
|
|
[node name="VesselUpgradeSeparator" type="ColorRect" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 48
|
|
|
|
|
offset_top = 462
|
|
|
|
|
offset_right = -48
|
|
|
|
|
offset_bottom = 466
|
|
|
|
|
color = Color(0.25, 0.85, 1, 0.6)
|
|
|
|
|
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
[node name="UpgradeList" type="Label" parent="UI/LabMenu"]
|
2026-08-13 16:45:08 +02:00
|
|
|
visible = false
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 32
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 470
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
offset_right = -32
|
|
|
|
|
offset_bottom = -470
|
|
|
|
|
theme_override_font_sizes/font_size = 30
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="DetailLabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 32
|
|
|
|
|
offset_top = -460
|
|
|
|
|
offset_right = -32
|
|
|
|
|
offset_bottom = -330
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="StatusLabel" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 32
|
|
|
|
|
offset_top = -324
|
|
|
|
|
offset_right = -32
|
|
|
|
|
offset_bottom = -256
|
|
|
|
|
theme_override_font_sizes/font_size = 30
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="NextButton" type="Control" parent="UI/LabMenu"]
|
2026-08-13 16:45:08 +02:00
|
|
|
visible = false
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -230
|
|
|
|
|
offset_right = -110
|
|
|
|
|
offset_top = -240
|
|
|
|
|
offset_bottom = -120
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 6
|
|
|
|
|
glow_color = Color(0.55, 0.95, 0.9, 1)
|
|
|
|
|
|
|
|
|
|
[node name="BuyButton" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 110
|
|
|
|
|
offset_right = 230
|
|
|
|
|
offset_top = -240
|
|
|
|
|
offset_bottom = -120
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 4
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
|
|
|
|
[node name="HintLabel" type="Label" parent="UI/LabMenu"]
|
2026-08-13 16:45:08 +02:00
|
|
|
visible = false
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = -110
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = -20
|
|
|
|
|
theme_override_font_sizes/font_size = 28
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Next upgrade Buy"
|
|
|
|
|
|
2026-08-13 16:45:08 +02:00
|
|
|
[node name="Upgrade0" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = -240
|
|
|
|
|
offset_right = -120
|
|
|
|
|
offset_top = 470
|
|
|
|
|
offset_bottom = 580
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 13
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="Upgrade0Label" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = -310
|
|
|
|
|
offset_right = -50
|
|
|
|
|
offset_top = 585
|
|
|
|
|
offset_bottom = 655
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="Upgrade1" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 120
|
|
|
|
|
offset_right = 240
|
|
|
|
|
offset_top = 470
|
|
|
|
|
offset_bottom = 580
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 13
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="Upgrade1Label" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 50
|
|
|
|
|
offset_right = 310
|
|
|
|
|
offset_top = 585
|
|
|
|
|
offset_bottom = 655
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="Upgrade2" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = -240
|
|
|
|
|
offset_right = -120
|
|
|
|
|
offset_top = 660
|
|
|
|
|
offset_bottom = 765
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 13
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="Upgrade2Label" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = -310
|
|
|
|
|
offset_right = -50
|
|
|
|
|
offset_top = 770
|
|
|
|
|
offset_bottom = 815
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="Upgrade3" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 120
|
|
|
|
|
offset_right = 240
|
|
|
|
|
offset_top = 660
|
|
|
|
|
offset_bottom = 765
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 13
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="Upgrade3Label" type="Label" parent="UI/LabMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = 50
|
|
|
|
|
offset_right = 310
|
|
|
|
|
offset_top = 770
|
|
|
|
|
offset_bottom = 815
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
[node name="CloseButton" type="Control" parent="UI/LabMenu"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
glow_color = Color(0.55, 0.95, 0.9, 1)
|
|
|
|
|
|
2026-08-11 20:17:58 +02:00
|
|
|
[node name="CraftMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
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
|
|
|
visible = false
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 36
|
|
|
|
|
offset_right = -200
|
|
|
|
|
offset_bottom = 166
|
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
|
|
|
text = "Build a ship"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-12 13:07:52 +02:00
|
|
|
[node name="Bar" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 180
|
|
|
|
|
offset_right = 520
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_bottom = 264
|
2026-08-12 13:07:52 +02:00
|
|
|
script = ExtResource("24")
|
|
|
|
|
|
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
|
|
|
[node name="StatusLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 274
|
2026-08-12 22:47:46 +02:00
|
|
|
offset_right = -200
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_bottom = 420
|
|
|
|
|
theme_override_font_sizes/font_size = 36
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="InterceptorButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_left = -310
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_right = -245
|
2026-08-15 00:09:10 +02:00
|
|
|
offset_top = -100
|
|
|
|
|
offset_bottom = 48
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
|
|
|
|
[node name="InterceptorLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_left = -330
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_right = -225
|
2026-08-15 00:09:10 +02:00
|
|
|
offset_top = 56
|
|
|
|
|
offset_bottom = 136
|
2026-08-15 04:45:15 +02:00
|
|
|
theme_override_font_sizes/font_size = 24
|
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
|
|
|
text = "Interceptor"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
[node name="ShieldButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -221
|
|
|
|
|
offset_right = -156
|
2026-08-15 00:09:10 +02:00
|
|
|
offset_top = -100
|
|
|
|
|
offset_bottom = 48
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.45, 0.8, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="ShieldLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -241
|
|
|
|
|
offset_right = -136
|
2026-08-15 00:09:10 +02:00
|
|
|
offset_top = 56
|
|
|
|
|
offset_bottom = 136
|
2026-08-15 04:45:15 +02:00
|
|
|
theme_override_font_sizes/font_size = 24
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Shield Vessel"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-15 04:45:15 +02:00
|
|
|
[node name="GasBomberButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -132
|
|
|
|
|
offset_right = -67
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_top = -100
|
|
|
|
|
offset_bottom = 28
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 31
|
|
|
|
|
glow_color = Color(0.96, 0.32, 0.78, 1)
|
|
|
|
|
|
|
|
|
|
[node name="GasBomberLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -152
|
|
|
|
|
offset_right = -47
|
2026-08-15 04:45:15 +02:00
|
|
|
offset_top = 56
|
|
|
|
|
offset_bottom = 150
|
|
|
|
|
theme_override_font_sizes/font_size = 24
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Gas Bomber"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-16 16:20:39 +02:00
|
|
|
[node name="CarrierButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -43
|
|
|
|
|
offset_right = 22
|
2026-08-16 16:20:39 +02:00
|
|
|
offset_top = -100
|
|
|
|
|
offset_bottom = 48
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 34
|
|
|
|
|
glow_color = Color(1, 0.78, 0.3, 1)
|
|
|
|
|
|
|
|
|
|
[node name="CarrierLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = -63
|
|
|
|
|
offset_right = 42
|
2026-08-16 16:20:39 +02:00
|
|
|
offset_top = 56
|
|
|
|
|
offset_bottom = 136
|
|
|
|
|
theme_override_font_sizes/font_size = 24
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Carrier"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
[node name="LaserButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 46
|
|
|
|
|
offset_right = 111
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
offset_top = -100
|
|
|
|
|
offset_bottom = 48
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 35
|
|
|
|
|
glow_color = Color(0.3, 0.9, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="LaserLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
2026-08-16 17:59:04 +02:00
|
|
|
offset_left = 26
|
|
|
|
|
offset_right = 131
|
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
|
|
|
offset_top = 56
|
|
|
|
|
offset_bottom = 136
|
|
|
|
|
theme_override_font_sizes/font_size = 24
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Laser Ship"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-16 17:59:04 +02:00
|
|
|
[node name="DistorderButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = 135
|
|
|
|
|
offset_right = 200
|
|
|
|
|
offset_top = -100
|
|
|
|
|
offset_bottom = 48
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 37
|
|
|
|
|
glow_color = Color(0.7, 0.3, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="DistorderLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = 115
|
|
|
|
|
offset_right = 220
|
|
|
|
|
offset_top = 56
|
|
|
|
|
offset_bottom = 136
|
|
|
|
|
theme_override_font_sizes/font_size = 24
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Distorder"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-12 22:47:46 +02:00
|
|
|
[node name="QueueLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -200
|
|
|
|
|
offset_right = -10
|
|
|
|
|
offset_top = -450
|
|
|
|
|
offset_bottom = -390
|
|
|
|
|
theme_override_font_sizes/font_size = 26
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Queue"
|
|
|
|
|
|
|
|
|
|
[node name="QueueDetail" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = -150
|
|
|
|
|
offset_bottom = -30
|
|
|
|
|
theme_override_font_sizes/font_size = 26
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = ""
|
|
|
|
|
|
|
|
|
|
[node name="QueueSlot0" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
visible = false
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -140
|
|
|
|
|
offset_right = -30
|
|
|
|
|
offset_top = -380
|
|
|
|
|
offset_bottom = -270
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="QueueSlot1" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
visible = false
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -140
|
|
|
|
|
offset_right = -30
|
|
|
|
|
offset_top = -262
|
|
|
|
|
offset_bottom = -152
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="QueueSlot2" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
visible = false
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -140
|
|
|
|
|
offset_right = -30
|
|
|
|
|
offset_top = -144
|
|
|
|
|
offset_bottom = -34
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="QueueSlot3" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
visible = false
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -140
|
|
|
|
|
offset_right = -30
|
|
|
|
|
offset_top = -26
|
|
|
|
|
offset_bottom = 84
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
glow_color = Color(0.25, 0.85, 1, 1)
|
|
|
|
|
|
2026-08-12 13:07:52 +02:00
|
|
|
[node name="CloseButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
|
|
|
|
|
[node name="TransferMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
|
|
|
|
visible = false
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/TransferMenu"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/TransferMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 36
|
|
|
|
|
offset_right = -200
|
|
|
|
|
offset_bottom = 166
|
2026-08-14 11:54:31 +02:00
|
|
|
text = "Transfer cargo"
|
2026-08-12 13:07:52 +02:00
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="StatusLabel" type="Label" parent="UI/TransferMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_top = 184
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_right = -24
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_bottom = 284
|
2026-08-14 15:45:08 +02:00
|
|
|
theme_override_font_sizes/font_size = 32
|
2026-08-12 13:07:52 +02:00
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-14 11:54:31 +02:00
|
|
|
[node name="ResourceList" type="Control" parent="UI/TransferMenu"]
|
2026-08-12 13:07:52 +02:00
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
2026-08-14 15:45:08 +02:00
|
|
|
offset_left = 16
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_top = 294
|
2026-08-14 15:45:08 +02:00
|
|
|
offset_right = -16
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_bottom = 1080
|
|
|
|
|
script = ExtResource("27")
|
2026-08-12 13:07:52 +02:00
|
|
|
|
|
|
|
|
[node name="CloseButton" type="Control" parent="UI/TransferMenu"]
|
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
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
2026-08-12 13:07:52 +02:00
|
|
|
glow_color = Color(1, 0.78, 0.25, 1)
|
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
|
|
|
|
2026-08-14 11:54:31 +02:00
|
|
|
[node name="HintLabel" type="Label" parent="UI/TransferMenu"]
|
2026-08-13 22:17:24 +02:00
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 1092
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 1150
|
2026-08-14 13:44:10 +02:00
|
|
|
text = "Arrows move the selected amount from that side"
|
2026-08-13 22:17:24 +02:00
|
|
|
horizontal_alignment = 1
|
2026-08-14 11:54:31 +02:00
|
|
|
theme_override_colors/font_color = Color(0.55, 0.7, 0.78, 1)
|
2026-08-14 15:45:08 +02:00
|
|
|
theme_override_font_sizes/font_size = 23
|
2026-08-13 22:17:24 +02:00
|
|
|
|
2026-08-11 20:17:58 +02:00
|
|
|
[node name="FormationMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
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
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/FormationMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/FormationMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 70
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 220
|
|
|
|
|
theme_override_font_sizes/font_size = 44
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Fleet formation - drag to arrange"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="Editor" type="Control" parent="UI/FormationMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -300
|
|
|
|
|
offset_right = 300
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = 300
|
|
|
|
|
script = ExtResource("17")
|
|
|
|
|
|
|
|
|
|
[node name="ResetButton" type="Control" parent="UI/FormationMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -74
|
|
|
|
|
offset_right = 74
|
|
|
|
|
offset_top = -270
|
|
|
|
|
offset_bottom = -122
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 3
|
|
|
|
|
|
|
|
|
|
[node name="ResetLabel" type="Label" parent="UI/FormationMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -180
|
|
|
|
|
offset_right = 180
|
|
|
|
|
offset_top = -114
|
|
|
|
|
offset_bottom = -8
|
|
|
|
|
theme_override_font_sizes/font_size = 60
|
|
|
|
|
text = "Reset"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="CloseButton" type="Control" parent="UI/FormationMenu"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
|
|
|
|
|
[node name="FadeOverlay" type="CanvasLayer" parent="."]
|
|
|
|
|
layer = 10
|
|
|
|
|
|
|
|
|
|
[node name="FadeRect" type="ColorRect" parent="FadeOverlay"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchors_preset = 15
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
grow_horizontal = 2
|
|
|
|
|
grow_vertical = 2
|
|
|
|
|
color = Color(0, 0, 0, 0)
|
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
|
|
|
|
2026-08-11 20:17:58 +02:00
|
|
|
[node name="SkillMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
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
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24.0
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 36.0
|
|
|
|
|
offset_right = -200.0
|
|
|
|
|
offset_bottom = 166.0
|
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
|
|
|
text = "Research"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
2026-08-12 13:07:52 +02:00
|
|
|
[node name="Bar" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
2026-08-14 11:54:31 +02:00
|
|
|
anchor_right = 1.0
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_left = 24.0
|
|
|
|
|
offset_top = 180.0
|
2026-08-14 11:54:31 +02:00
|
|
|
offset_right = -24.0
|
|
|
|
|
offset_bottom = 264.0
|
2026-08-12 13:07:52 +02:00
|
|
|
script = ExtResource("24")
|
|
|
|
|
|
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
|
|
|
[node name="Tree" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
2026-08-13 16:25:41 +02:00
|
|
|
clip_contents = true
|
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
|
|
|
anchor_right = 1.0
|
2026-08-11 20:17:58 +02:00
|
|
|
anchor_bottom = 1.0
|
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
|
|
|
offset_left = 24.0
|
2026-08-12 13:07:52 +02:00
|
|
|
offset_top = 274.0
|
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
|
|
|
offset_right = -24.0
|
2026-08-11 20:17:58 +02:00
|
|
|
offset_bottom = -620.0
|
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
|
|
|
script = ExtResource("21")
|
|
|
|
|
|
|
|
|
|
[node name="DetailLabel" type="Label" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
2026-08-11 20:17:58 +02:00
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
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
|
|
|
offset_left = 32.0
|
2026-08-11 20:17:58 +02:00
|
|
|
offset_top = -610.0
|
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
|
|
|
offset_right = -32.0
|
2026-08-11 20:17:58 +02:00
|
|
|
offset_bottom = -462.0
|
|
|
|
|
theme_override_font_sizes/font_size = 34
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
2026-08-11 20:17:58 +02:00
|
|
|
text = ""
|
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
|
|
|
|
|
|
|
|
[node name="CostNumber" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
2026-08-11 20:17:58 +02:00
|
|
|
anchor_top = 1.0
|
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
|
|
|
anchor_right = 0.5
|
2026-08-11 20:17:58 +02:00
|
|
|
anchor_bottom = 1.0
|
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
|
|
|
offset_left = -64.0
|
2026-08-11 20:17:58 +02:00
|
|
|
offset_top = -456.0
|
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
|
|
|
offset_right = 76.0
|
2026-08-11 20:17:58 +02:00
|
|
|
offset_bottom = -392.0
|
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
|
|
|
script = ExtResource("19")
|
|
|
|
|
digit_height = 52.0
|
|
|
|
|
|
|
|
|
|
[node name="StatusLabel" type="Label" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
2026-08-11 20:17:58 +02:00
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
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
|
|
|
offset_left = 32.0
|
2026-08-11 20:17:58 +02:00
|
|
|
offset_top = -386.0
|
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
|
|
|
offset_right = -32.0
|
2026-08-11 20:17:58 +02:00
|
|
|
offset_bottom = -318.0
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
horizontal_alignment = 1
|
2026-08-11 20:17:58 +02:00
|
|
|
text = ""
|
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
|
|
|
|
|
|
|
|
[node name="UnlockButton" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
anchor_left = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
anchor_top = 1.0
|
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
|
|
|
anchor_right = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
anchor_bottom = 1.0
|
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
|
|
|
offset_left = -74.0
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
offset_top = -304.0
|
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
|
|
|
offset_right = 74.0
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
offset_bottom = -156.0
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 5
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
|
|
|
|
[node name="CloseButton" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172.0
|
|
|
|
|
offset_top = 24.0
|
|
|
|
|
offset_right = -24.0
|
|
|
|
|
offset_bottom = 172.0
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
glow_color = Color(0.55, 0.6, 1, 1)
|