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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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_keyboard_input.gd
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# Desktop/web controls. The phone build is driven entirely by touch, but the
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# web build is played with a keyboard and mouse, so WASD (and the arrows)
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# must steer the fleet, Q/E must pivot the formation, and releasing the keys
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# must stop - the stick has a centred-again signal to hook, the keyboard has
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# nothing equivalent, so a missed release would leave the fleet flying off
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# forever.
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#
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# Verifies:
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# 1. W/A/S/D and the arrow keys each produce the right heading, and
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# diagonals combine and normalise
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# 2. holding a key actually moves the fleet that way
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# 3. releasing every key stops it
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# 4. Q and E turn the formation, in opposite directions
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# 5. the on-screen stick is not taken away on a touch device
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var scene: Node
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var controller: Node
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var fleet: Node
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var joystick: Control
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var stage: int = 0
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var elapsed: float = 0.0
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var start_centroid: Vector2 = Vector2.ZERO
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var moving_centroid: Vector2 = Vector2.ZERO
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func _initialize() -> void:
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root.get_node("GameState").reset_formation()
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#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
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scene = load("res://world/Main.tscn").instantiate()
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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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root.add_child(scene)
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controller = scene
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fleet = scene.get_node("Fleet")
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joystick = scene.get_node("UI/Joystick")
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func _key(code: int, pressed: bool) -> void:
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var event: InputEventKey = InputEventKey.new()
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event.keycode = code
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event.pressed = pressed
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controller._handle_key(event)
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# --- headings -------------------------------------------------
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var cases: Array = [
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{"keys": [KEY_W], "expect": Vector2.UP},
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{"keys": [KEY_S], "expect": Vector2.DOWN},
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{"keys": [KEY_A], "expect": Vector2.LEFT},
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{"keys": [KEY_D], "expect": Vector2.RIGHT},
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{"keys": [KEY_UP], "expect": Vector2.UP},
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{"keys": [KEY_RIGHT], "expect": Vector2.RIGHT},
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{"keys": [KEY_W, KEY_D], "expect": Vector2(1, -1).normalized()},
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{"keys": [KEY_W, KEY_S], "expect": Vector2.ZERO},
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]
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for case in cases:
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for k in case.keys:
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_key(k, true)
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var got: Vector2 = controller.keyboard_direction()
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var ok: bool = got.distance_to(case.expect) < 0.001
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if not ok:
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print("keys %s -> %s, expected %s" % [case.keys, got, case.expect])
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print("TEST_KEYBOARD_INPUT: FAIL (wrong heading)")
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quit(1)
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return true
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for k in case.keys:
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_key(k, false)
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print("all %d key combinations produced the right heading" % cases.size())
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# The stick must survive on a touch device.
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var stick_kept: bool = joystick.visible
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print("stick still visible after keyboard use: %s (touchscreen=%s)" % [
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stick_kept, DisplayServer.is_touchscreen_available()
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])
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if DisplayServer.is_touchscreen_available() and not stick_kept:
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print("TEST_KEYBOARD_INPUT: FAIL (took the stick away on a touch device)")
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quit(1)
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return true
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# --- holding a key flies the fleet ----------------------------
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start_centroid = fleet.get_centroid()
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_key(KEY_D, true)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.6:
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return false
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moving_centroid = fleet.get_centroid()
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var travelled: float = moving_centroid.x - start_centroid.x
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var sideways: float = absf(moving_centroid.y - start_centroid.y)
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print("held D for 0.6s: moved x=%.1f y-drift=%.1f" % [travelled, sideways])
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if travelled < 50.0 or sideways > 30.0:
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print("TEST_KEYBOARD_INPUT: FAIL (holding a key did not fly the fleet that way)")
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quit(1)
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return true
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# --- releasing stops ------------------------------------------
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_key(KEY_D, false)
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.9:
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return false
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var coasted: float = fleet.get_centroid().x - moving_centroid.x
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var still_steering: bool = fleet.steer_direction != Vector2.ZERO
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print("0.9s after release: drifted a further %.1f, still steering=%s" % [
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coasted, still_steering
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])
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if still_steering:
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print("TEST_KEYBOARD_INPUT: FAIL (fleet kept flying after the key was released)")
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quit(1)
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return true
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# --- Q/E pivot ------------------------------------------------
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var game_state: Node = root.get_node("GameState")
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var before: float = game_state.formation[1].angle()
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_key(KEY_E, true)
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_key(KEY_E, false)
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var after_cw: float = game_state.formation[1].angle()
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_key(KEY_Q, true)
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_key(KEY_Q, false)
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var after_ccw: float = game_state.formation[1].angle()
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var cw_turn: float = angle_difference(before, after_cw)
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var ccw_turn: float = angle_difference(after_cw, after_ccw)
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print("E turned %.3f rad, Q turned %.3f rad" % [cw_turn, ccw_turn])
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if absf(cw_turn) < 0.01 or absf(ccw_turn) < 0.01 or signf(cw_turn) == signf(ccw_turn):
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print("TEST_KEYBOARD_INPUT: FAIL (Q/E did not pivot in opposite directions)")
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quit(1)
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return true
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print("TEST_KEYBOARD_INPUT: PASS")
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quit(0)
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return true
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return false
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