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 Node2D
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# Space-side: bootstraps the fleet on Main.tscn startup (a fresh 5-ship
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# fleet at the origin on first launch, or GameState's surviving ship
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# count/position if we just returned from a planet's surface), shows an
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# "enter atmosphere" prompt (name + button) when the fleet is standing on
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# a landable planet, and - on press - fades out and swaps to a completely
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# separate PlanetSurface.tscn scene (not an overlay toggled in place), so
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# asteroids/enemies genuinely cannot exist there rather than merely being
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# hidden. Fleet size and the world position/zoom to return to are handed
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# off via the GameState autoload, since change_scene_to_file() tears down
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# this whole scene tree.
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@export var fade_duration: float = 0.4
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@export var prompt_debounce_time: float = 0.15
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@onready var planet_field: Node2D = get_node("../PlanetField")
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@onready var asteroid_field: Node2D = get_node("../AsteroidField")
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@onready var fleet: Node2D = get_node("../Fleet")
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@onready var camera: Camera2D = get_node("../Camera2D")
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@onready var planet_name_label: Label = get_node("../UI/PlanetNameLabel")
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@onready var enter_button: IconButton = get_node("../UI/EnterAtmosphereButton")
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@onready var world_map: Control = get_node("../UI/WorldMap")
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@onready var build_controller: Node2D = get_node("../BuildController")
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@onready var fade_rect: ColorRect = get_node("../FadeOverlay/FadeRect")
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var current_planet: Node2D = null
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var transitioning: bool = false
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var pending_planet: Node2D = null
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var pending_time: float = 0.0
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func _ready() -> void:
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enter_button.pressed.connect(_on_enter_pressed)
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if GameState.has_return_position:
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2026-08-14 23:15:12 +02:00
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fleet.spawn_ships(GameState.surviving_ship_count, GameState.return_world_position,
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GameState.surviving_vessel_types)
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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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camera.position = GameState.return_world_position
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camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
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GameState.has_return_position = false
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#227: resume at the mothership, with the crew the save had
Loading a save fell through to the brand-new-game branch in
PlanetAtmosphereController, which spawns STARTING_SHIP_COUNT interceptors at
the world origin. So resuming stranded the player in empty space with the
wrong ships while their base sat wherever they had left it - thousands of
units away on a charted map.
fleet_position was in the save all along, but nothing ever read it: only
Fleet writes it, as a mirror for payment-range checks.
A resumed run now spawns at get_mothership_position(). That is already the
canonical home - BuildController._check_fleet_wipe rebuilds a wiped fleet
there - so this is the existing answer to "where does the fleet belong",
not a new one. It falls back to the position the save was written at, and
only then to the origin, because a run can have no mothership standing.
resumed_from_save is a one-shot handoff like has_return_position, and is
deliberately NOT saved: it describes this launch, not the run.
Verified by reverting the branch: "resumed at (0.0, -48.0), but the
mothership is at (7400.0, -3100.0)".
One note for whoever writes the next fleet test: asserting a three-ship crew
proves nothing without capacity. Since #219 the fleet holds BASE_FLEET_SIZE
(1) plus one berth per supplied fleet office, so spawn_ships clamps to 1 and
the assertion passes against the wrong number. Case A gives the save two
offices and checks max_fleet_size() first.
176/176 at JOBS=3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-12 15:57:48 +02:00
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elif GameState.resumed_from_save:
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# #227: a resumed run used to fall through to the brand-new-game
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# branch below, which put the STARTING fleet at the world origin -
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# so loading a save stranded the player in empty space with the
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# wrong ships while their base sat wherever they had left it.
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#
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# The mothership is where a wiped-out fleet is already rebuilt (see
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# BuildController._check_fleet_wipe), so it is the run's home whether
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# or not this is a resume. Falls back to the position the save was
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# written at, and only then to the origin, because a run can have no
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# mothership standing.
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var home: Variant = GameState.get_mothership_position()
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var at: Vector2 = home if home != null else GameState.fleet_position
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fleet.spawn_ships(GameState.fleet_vessel_types.size(), at,
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GameState.fleet_vessel_types)
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camera.position = at
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GameState.resumed_from_save = false
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#108: the prologue - the convoy, the ambush, and the breach
Landed as one piece across #122, #123 and #124: the frame is useless without
a script, and the script has nowhere to run without the frame.
The director drives the REAL scene rather than being a scene of its own. It
wants the real fleet, the real enemies and the real asteroid field, and it
makes "then the game starts" cost nothing - the director stops steering,
clears the flag, and what is left running is the ordinary game.
The script is a list of beats, each with a deadline as well as its own
completion test, so a beat whose condition is never met - a player who
refuses to fly at the ambush - runs out rather than wedging the prologue.
skip() ends the whole thing at any point and lands in exactly the state
playing it through does, so the game has one way to start rather than two
that have to be kept in step. The test pins that equivalence.
"No action button available, only movements" is enforced where the buttons
are decided, not by the director reaching in: the ability controllers set
their own visibility every frame and would have put them straight back, and
the map button belongs to the map. The joystick, the pivot and the fader
stay.
The convoy is ten hulls where a new game's fleet is one, so it needs an
explicit fleet-size override - a plain number rather than a fake doctrine,
because nothing about the player's own progression should be bent to fit a
cutscene. It is carriers rather than transporters: transporters belong to
hubs and are not fleet-eligible, so a convoy of them would be silently
filtered down to its escorts.
The ambush is chasers and only chasers. "Easy enough" is the requirement,
and a sniper against a convoy the player cannot yet fight properly is
neither easy nor a good first impression.
The breach takes the wheel through one check in GameController, covering the
stick, the keyboard and the released-again path together - three separate
gates would be three chances for one of them to keep steering. The shake is
written to camera.offset, never to its position, because GameController owns
where the camera is and would smooth a shake away.
The vessel that survives is chosen as the interceptor rather than whichever
happened to be first in the list, and the prologue ends on exactly a new
game's opening position.
Also: PlanetAtmosphereController no longer spawns the opening fleet while
the prologue is arming, and the tests that are about what the GAME starts
from now say so by turning the prologue off.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 20:59:12 +02:00
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elif GameState.intro_active:
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# #108: the prologue opens with a convoy, and crews it itself. This
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# node still runs first, so spawning the ordinary opening fleet here
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# would be immediately thrown away - and worse, would be the fleet
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# for the one frame before the director replaced it.
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pass
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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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else:
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Rework how a game starts: dev mode, a bare opening, and fleet growth
Adds a Dev Mode entry to the main menu and takes the play-testing
conveniences out of a normal game, which turn out to be the same change
from two directions.
DEV MODE. Banks 2000 of every resource, grants 500 research points, and
plants one of each planet type in the chunks around the spawn. Built ON TOP
of reset_new_game() rather than beside it, so a dev game is a normal game
plus a stock rather than a second definition of "fresh game" to keep in
sync. Offered only when running from Godot - OS.has_feature("editor"), the
tag an export clears - as is the map editor. Hidden AND guarded: pressing
either anyway is refused, because visibility is presentation and the rule is
the rule.
The menu now lays its stack out in code. Hiding two of four entries with
scene-authored offsets would leave holes in a shipped build - the same
failure the HUD columns had - so it measures the entries that actually exist
and centres on them.
A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both
reset_new_game and the autoload's own default, so the two cannot disagree),
and no gas giant guaranteed in the origin chunk. Both were play-testing
conveniences that had become part of the real world's shape: every player
got the same landmark in the same place. Play-testing wanted all four planet
types anyway, and a normal game wanted none of them - different needs, now
different mechanisms.
WorldGen cannot read GameState back (an autoload is not resolvable as a
global identifier that early, the hazard PlanetSetups.gd already works
around), so GameState.dev_mode's setter PUSHES the flag down. World
generation stays static and dependency-free, GameState stays the single
source of truth, and dev planting is applied after every rng draw so a dev
world and a normal one differ only in those four chunks.
FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND
how many ships you start with - which forced a new game to open with a full
fleet, leaving the first ship crafter nothing to do. Split into
BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening
has two empty slots to fill. A third copy of the old value turned up in
PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently
degraded into "however many slots exist" once max_fleet_size() clamped it.
The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron
(70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game
luxury but the ordinary way out of the opening, and pricing them as a luxury
made the early game feel stuck. Armada follows at 90/2. Two new tiers,
Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in
one lane would be a long monotonous chain for a branch that only ever does
one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size()
clamps to its length and a doctrine past that would charge real resources
for nothing; test_fleet_growth.gd asserts that invariant directly.
TEST FALLOUT, all of it from the deliberate change rather than a defect:
- Tests that silently inherited the old 5-ship default now ask for the fleet
they need. Several had to crew it from their first frame rather than
_initialize(), where the engine's deferred tree-entry finalization undoes
it - the same hazard those tests already documented for set_process(false).
- test_planet_landing_proximity and test_return_position_matches_planet take
the FIRST chunk holding a planet and land there. The guaranteed gas giant
had been masking that this can now be a black hole, which destroys ships on
contact. They exclude it, and clear the asteroids the field already placed.
- test_pivot_controls measured rotation with angle_difference, which wraps at
+/-pi, so a hold that turned a full circle read as no rotation. Latent
flakiness that only ever showed under load; it now reads the controller's
unwrapped pivot_hold_amount.
- test_research_points was failing on ore, not points: can_unlock() checks
the ore price too, and a fresh game banks nothing now.
- test_gas_system's "a reachable gas source near the spawn" premise moved to
dev mode, which is where that guarantee now lives.
Full suite green at 97/97.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
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# A brand new game. STARTING_SHIP_COUNT rather than a literal: this
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# said 5, which was the old BASE_FLEET_SIZE written out by hand, and
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# it silently became "however many slots exist" once max_fleet_size()
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# clamped it. The opening fleet size is one decision and it lives in
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# GameState.
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fleet.spawn_ships(GameState.STARTING_SHIP_COUNT, Vector2.ZERO)
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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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# AsteroidField/PlanetField normally only populate nearby chunks once
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# their own check_interval timer elapses (~1s) - fine during normal
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# continuous play (things appear far off-screen, gradually), but
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# right after a fresh scene load it means an empty-looking world for
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# a second before asteroids/the planet visibly pop in. Force an
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# immediate synchronous populate now that the fleet is correctly
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# positioned, so nothing is missing on the very first visible frame.
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Fix the web build: a wasm trap on integer % 0, and buttons that never fired
The web export reached the main menu and went no further. Two separate bugs,
one hiding the other.
BUTTONS NEVER FIRED. A browser on a phone delivers the touch DOWN and never
the release. IconButton emits `pressed` only on release, deliberately, so
that dragging off cancels - so on the web it never emitted at all, on every
button in the game. fire_on_press (default OS.has_feature("web")) completes
the press there instead, and does not latch, since nothing is coming to
unlatch it. The cost is drag-off-to-cancel, which every other platform keeps.
Measured on the device rather than guessed: an on-screen probe reported
`touch=1 mouse=1 held=y` after one tap - one down, one emulated mouse down,
the button latched through ordinary GUI routing, then nothing.
THE ENGINE THEN TRAPPED. With the button working, pressing Play loaded and
built Main.tscn and the whole engine stopped mid-frame, page still alive.
An error overlay in a custom HTML shell finally showed why:
Uncaught RuntimeError: remainder by zero
An integer % 0. Wasm TRAPS on that; native builds silently tolerate it. So
the bug was equally present on Android and in all 100 tests, doing nothing
in both - which is why nothing runnable here could ever have caught it, and
why reasoning from frozen screenshots got nowhere for several rounds. Every
variable modulo is now guarded: the hangar grid's `i % columns`, planet
naming's `% names.size()`, and two in the map editor.
WHAT IS KEPT, AND WHY
- web_shell.html mirrors console errors onto the page, hidden until one
occurs. Godot's errors go to the browser console, which is unreachable on
a phone; this found in one shot what inference had failed to find all
evening. It costs nothing when there is nothing to report.
- MainMenu._start does load -> instantiate -> add_child by hand instead of
change_scene_to_file. That call does all three opaquely, so a failure is
indistinguishable from an unpressed button; split, each step reports.
- PlanetAtmosphereController defers the forced world populate out of the
frame that builds Main.tscn. It did not fix the hang - the trap did - but
25 chunks of asteroids and 49 of planets do not belong in the one frame
that already constructs 197 nodes, and nothing can paint until it ends.
Removed the direct-input-routing experiment and its test: it was written on
the theory that touches were not reaching Controls, which `held=y` later
disproved, and its set_input_as_handled() swallowed the very events the
probe was reading.
Full suite green at 100/100.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 01:08:09 +02:00
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# DEFERRED, not called straight through. Everything above runs inside the
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# single frame that builds Main.tscn, and these two populate 25 and 49
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# chunks of world on top of it - 150-odd asteroids plus planets and their
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# visuals. On a phone browser that frame is where the scene appeared to
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# hang forever: nothing can paint until it ends, so a slow frame and a
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# freeze look identical. One frame later is still immediate to the eye,
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# and it lets the scene draw first.
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asteroid_field.update_chunks.call_deferred()
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planet_field.update_chunks.call_deferred()
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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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func _process(delta: float) -> void:
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if transitioning:
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return
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if world_map.visible or build_controller.is_showing_building_prompt():
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2026-08-14 23:15:12 +02:00
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# Context actions belong to BuildController. This controller owns the
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# debounced planet selection and label, and suppresses both while a modal
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# screen is open.
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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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current_planet = null
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pending_planet = null
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planet_name_label.visible = false
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return
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# Debounced: only commit a visible/hidden change once the raw
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# landing-detection result has stayed the same for prompt_debounce_time
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# in a row, instead of reacting to every single frame's reading. Belt
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# and suspenders on top of get_planet_fleet_is_on() already using the
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# fleet's centroid (a single stable number - see Planet.gd) rather
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# than any individual ship's position, so this only has to absorb
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# genuine sub-debounce-window boundary crossings, not constant noise.
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var detected_planet: Node2D = planet_field.get_planet_fleet_is_on()
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if detected_planet != pending_planet:
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pending_planet = detected_planet
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pending_time = 0.0
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else:
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pending_time += delta
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if pending_time < prompt_debounce_time or pending_planet == current_planet:
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return
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current_planet = pending_planet
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if current_planet != null:
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planet_name_label.text = current_planet.planet_name
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planet_name_label.visible = true
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else:
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planet_name_label.visible = false
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func _on_enter_pressed() -> void:
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if transitioning or current_planet == null:
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return
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transitioning = true
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planet_name_label.visible = false
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enter_button.visible = false
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GameState.has_return_position = true
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GameState.surviving_ship_count = fleet.ships.size()
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2026-08-14 23:15:12 +02:00
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GameState.surviving_vessel_types = fleet.vessel_types()
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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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# The planet's own position, not fleet.get_centroid() - the fleet only
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# needs to be somewhere within the planet's landing radius (not
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# centered exactly on it) for the prompt to show, so the centroid can
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# be tens of units off from the planet. Returning should always place
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# the fleet back at the planet itself.
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GameState.return_world_position = current_planet.position
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GameState.return_camera_zoom = camera.zoom.x
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GameState.planet_name = current_planet.planet_name
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2026-08-14 22:16:40 +02:00
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GameState.planet_id = current_planet.planet_id
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2026-08-14 16:13:24 +02:00
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GameState.planet_definition_id = current_planet.definition_id
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#129 (#131, #132, #133): a quest chain, and a World Ship out of reach
Sixteen quests that walk a new game through the things it contains: ore,
the mothership, exploration, a yard and a second hull, planetfall and
conquest, extractors, gas, freight, power, the lab, a new vessel type, an
outpost, and a survey.
The chain turns on the second quest. The fleet builds the mothership to
call the World Ship and hears nothing - and the array is not at fault. The
breach put them further out than that signal will carry, so every quest
after it is a search that has to be flown rather than transmitted.
Three pieces:
Quests.gd the chain, as data and nothing else. Two rules it obeys:
nothing may ask for something unreachable - research points
come only from conquering a planet, so every doctrine that
costs them sits after the conquest quest - and a quest names
one goal, with the research it implies said in the brief
rather than split into an errand of its own.
GameState how far along the chain the player is, and the answer to each
goal kind. Progress latches for free: the chain is walked one
quest at a time, so collecting five ore and spending it cannot
un-complete the quest that asked for five - by then nothing is
asking. It lives here so a quest finished on a planet surface
is still finished after take-off.
the HUD QuestTracker, the standing objective, in the wave alert's
idiom; QuestDirector, which reads the lines out.
Lines are QUEUED by GameState and drained by the director rather than
emitted at a banner, because quests advance in the autoload, which runs on
a planet surface too - where a line emitted straight at a banner would be
lost. Both scenes now carry a banner, a tracker and a director, so a quest
finished underground is announced underground.
The chain is armed by reset_new_game(), the same gate the prologue uses -
the only door into a real game - so instantiating a scene is not by itself
a reason to start briefing somebody.
2026-08-28 14:41:03 +02:00
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# #133: quests ask about worlds LANDED ON, which is a different question
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# from the ones flown past that explored_chunks answers. Recorded at the
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# moment of committing to the descent - the same moment the three lines
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# above are written - so the two can never disagree.
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GameState.note_planet_visited(current_planet.planet_id, current_planet.definition_id)
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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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|
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|
var tween: Tween = create_tween()
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tween.tween_property(fade_rect, "color:a", 1.0, fade_duration)
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tween.tween_callback(_enter_surface)
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func _enter_surface() -> void:
|
#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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get_tree().change_scene_to_file("res://surface/PlanetSurface.tscn")
|