2026-08-16 17:59:04 +02:00
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[gd_scene load_steps=16 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://GameController.gd" id="1"]
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[ext_resource type="Script" path="res://LunarBackground.gd" id="2"]
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[ext_resource type="Shader" path="res://lunar_surface.gdshader" id="3"]
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[ext_resource type="Script" path="res://Fleet.gd" id="4"]
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[ext_resource type="Script" path="res://PlanetSurfaceController.gd" id="5"]
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[ext_resource type="Script" path="res://IconButton.gd" id="6"]
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[ext_resource type="Script" path="res://TouchJoystick.gd" id="7"]
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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="9"]
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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="14"]
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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="16"]
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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="17"]
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2026-08-15 21:22:10 +02:00
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[ext_resource type="Script" path="res://CaptureLabel.gd" id="15"]
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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("3")
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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 = 220.0
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shader_parameter/base_color = Color(0.75, 0.75, 0.76, 1)
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shader_parameter/crater_color = Color(0.44, 0.44, 0.45, 1)
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shader_parameter/highlight_color = Color(0.89, 0.89, 0.9, 1)
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[node name="PlanetSurface" type="Node2D"]
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script = ExtResource("1")
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[node name="BackgroundLayer" type="CanvasLayer" parent="."]
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layer = -10
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[node name="LunarBackground" 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("2")
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[node name="Fleet" type="Node2D" parent="."]
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script = ExtResource("4")
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ship_glow_color = Color(0.06, 0.32, 0.5, 1)
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ship_core_color = Color(0.02, 0.09, 0.15, 1)
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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("14")
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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("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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[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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2026-08-14 16:05:32 +02:00
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[node name="SurfaceFeatures" type="Node2D" parent="."]
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2026-08-13 22:04:21 +02:00
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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="SurfaceController" type="Node2D" parent="."]
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script = ExtResource("5")
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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"]
|
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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mouse_filter = 2
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offset_left = 28
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2026-08-14 11:54:31 +02:00
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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
|
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|
offset_right = 696
|
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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("9")
|
2026-08-14 11:54:31 +02:00
|
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digit_height = 38.0
|
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
|
|
|
bright_background = true
|
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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2026-08-14 11:54:31 +02:00
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[node name="BankCaption" type="Label" parent="UI"]
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mouse_filter = 2
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offset_left = 28
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offset_top = 6
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offset_right = 220
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offset_bottom = 34
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theme_override_font_sizes/font_size = 18
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theme_override_colors/font_color = Color(0.08, 0.16, 0.2, 1)
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theme_override_colors/font_outline_color = Color(0.9, 0.95, 0.96, 0.8)
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theme_override_constants/outline_size = 4
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text = "BANKED"
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[node name="FleetCaption" type="Label" parent="UI"]
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mouse_filter = 2
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offset_left = 356
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offset_top = 6
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offset_right = 620
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offset_bottom = 34
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theme_override_font_sizes/font_size = 18
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theme_override_colors/font_color = Color(0.24, 0.14, 0.02, 1)
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theme_override_colors/font_outline_color = Color(0.96, 0.93, 0.82, 0.85)
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theme_override_constants/outline_size = 4
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text = "FLEET HOLD"
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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="PlanetNameLabel" type="Label" parent="UI"]
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offset_left = 24
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offset_top = 156
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offset_right = 696
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offset_bottom = 282
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text = ""
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horizontal_alignment = 1
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theme_override_colors/font_color = Color(0.08, 0.08, 0.11, 1)
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theme_override_colors/font_outline_color = Color(0.95, 0.95, 0.96, 0.85)
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theme_override_constants/outline_size = 5
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2026-08-15 21:22:10 +02:00
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[node name="CaptureLabel" type="Label" parent="UI"]
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mouse_filter = 2
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offset_left = 24
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offset_top = 286
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offset_right = 696
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offset_bottom = 326
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theme_override_font_sizes/font_size = 28
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theme_override_colors/font_color = Color(0.08, 0.16, 0.2, 1)
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theme_override_colors/font_outline_color = Color(0.9, 0.95, 0.96, 0.8)
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theme_override_constants/outline_size = 4
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horizontal_alignment = 1
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text = ""
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script = ExtResource("15")
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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="ExitButton" type="Control" parent="UI"]
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 24
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offset_right = 172
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offset_top = -720
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offset_bottom = -572
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script = ExtResource("6")
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icon = 4
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glow_color = Color(0.06, 0.32, 0.5, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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[node name="KeyboardHintLabel" type="Label" parent="UI"]
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visible = false
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mouse_filter = 2
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 28
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offset_right = 360
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offset_top = -300
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offset_bottom = -120
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theme_override_font_sizes/font_size = 36
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autowrap_mode = 2
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text = "WASD / arrows move Q / E pivot wheel zoom"
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[node name="Joystick" type="Control" parent="UI"]
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mouse_filter = 2
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 24
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offset_right = 424
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offset_top = -424
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offset_bottom = -24
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script = ExtResource("7")
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glow_color = Color(0.06, 0.32, 0.5, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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2026-08-16 17:59:04 +02:00
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[node name="SpeedFader" type="Control" parent="UI"]
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visible = false
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mouse_filter = 2
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -94
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offset_right = -24
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offset_top = 740
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offset_bottom = 920
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script = ExtResource("17")
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glow_color = Color(0.5, 0.18, 0.6, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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[node name="Label" type="Label" parent="UI/SpeedFader"]
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mouse_filter = 2
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offset_left = -20
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offset_right = 90
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offset_top = -32
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offset_bottom = -4
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theme_override_font_sizes/font_size = 20
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theme_override_colors/font_color = Color(0.7, 0.3, 1, 1)
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horizontal_alignment = 1
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text = "x1.0"
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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="LaserButton" type="Control" parent="UI"]
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visible = false
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mouse_filter = 2
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -344
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offset_right = -196
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offset_top = -344
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offset_bottom = -196
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script = ExtResource("6")
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icon = 36
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glow_color = Color(0.3, 0.9, 1, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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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="PivotCCWButton" type="Control" parent="UI"]
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mouse_filter = 2
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -344
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offset_right = -196
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offset_top = -172
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offset_bottom = -24
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script = ExtResource("6")
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icon = 7
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glow_color = Color(0.06, 0.32, 0.5, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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2026-08-15 04:45:15 +02:00
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[node name="GasBombButton" type="Control" parent="UI"]
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visible = false
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mouse_filter = 2
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -172
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offset_right = -24
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offset_top = -344
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offset_bottom = -196
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script = ExtResource("6")
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icon = 32
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glow_color = Color(0.82, 0.08, 0.48, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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2026-08-16 18:54:44 +02:00
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[node name="GasBombStatus" type="Label" parent="UI"]
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mouse_filter = 2
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -344
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offset_right = -24
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offset_top = -480
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offset_bottom = -430
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theme_override_font_sizes/font_size = 18
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theme_override_colors/font_color = Color(0.82, 0.08, 0.48, 1)
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autowrap_mode = 2
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horizontal_alignment = 1
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text = ""
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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="PivotCWButton" type="Control" parent="UI"]
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mouse_filter = 2
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -172
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offset_right = -24
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offset_top = -172
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offset_bottom = -24
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script = ExtResource("6")
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icon = 6
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glow_color = Color(0.06, 0.32, 0.5, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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[node name="FadeOverlay" type="CanvasLayer" parent="."]
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layer = 10
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[node name="FadeRect" type="ColorRect" parent="FadeOverlay"]
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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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color = Color(0, 0, 0, 1)
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