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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#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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const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
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const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
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2026-08-14 16:13:24 +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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const WORLD_TO_LOCAL: float = 0.04
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
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# A structure built on a planet's surface (see GameState.extractors) is not
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# itself a map marker - it is a small badge on the existing planet marker,
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# in a colour distinct from both the planets and the space buildings so it
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# reads as "something is mined here" rather than another building type.
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const EXTRACTOR_BADGE_COLOR: Color = Color(1.0, 0.85, 0.3)
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const EXTRACTOR_BADGE_OFFSET: Vector2 = Vector2(8.0, -8.0)
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const EXTRACTOR_BADGE_RADIUS: float = 5.0
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2026-09-04 21:46:24 +02:00
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const SCANNER_TARGET_COLOR: Color = Color(0.3, 0.95, 1.0)
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
|
|
|
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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@onready var tracker: Node2D = get_node("../../../ExplorationTracker")
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@onready var fleet: Node2D = get_node("../../../Fleet")
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func _process(_delta: float) -> void:
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if is_visible_in_tree():
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queue_redraw()
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
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# Local-space marker data for every player-placed building (GameState.
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# buildings), one entry per building with its colour already resolved. Kept
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# as a separate, callable step (rather than inlined in _draw()) so a
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# headless test - which has no GPU and cannot check drawn pixels - can
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# verify a built building actually produces a marker.
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func building_markers() -> Array:
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var markers: Array = []
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for b in GameState.buildings:
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2026-08-14 21:44:28 +02:00
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var definition: Resource = BUILDING_DEFINITIONS.get_definition(String(b.type))
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if definition == null:
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continue
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
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markers.append({
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"position": b.position * WORLD_TO_LOCAL,
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"type": b.type,
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2026-08-14 21:44:28 +02:00
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"color": definition.map_color,
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"sides": definition.map_sides,
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"radius": definition.map_radius,
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"phase": definition.map_phase,
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
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})
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return markers
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# Whether the planet in this (explored) chunk has an extractor on it, per
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# GameState.has_extractor_at(). A separate predicate for the same
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# GPU-less-testability reason as building_markers().
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func chunk_has_extractor_badge(chunk: Vector2i) -> bool:
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if not WorldGen.has_planet_at_chunk(chunk):
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return false
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2026-08-14 22:16:40 +02:00
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return GameState.has_extractor_at(WorldGen.planet_data_at_chunk(chunk).planet_id)
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
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2026-09-04 21:46:24 +02:00
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func scanner_target_marker() -> Dictionary:
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var target: Dictionary = GameState.active_scanner_target()
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if target.is_empty():
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return {}
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return {
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"position": Vector2(target.world_position) * WORLD_TO_LOCAL,
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"planet_id": String(target.planet_id),
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"definition_id": String(target.definition_id),
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}
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
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func _regular_polygon(center: Vector2, radius: float, sides: int, phase: float = 0.0) -> PackedVector2Array:
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var pts: PackedVector2Array = PackedVector2Array()
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for i in range(sides):
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var a: float = (float(i) / float(sides)) * TAU + phase
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pts.append(center + Vector2(cos(a), sin(a)) * radius)
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return pts
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# Filled shape plus a thin white outline - the same construction the fleet
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# marker below already uses, just factored out since buildings now need it
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# three times over (once per type) and the extractor badge needs it too.
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func _draw_marker_polygon(pts: PackedVector2Array, color: Color) -> void:
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draw_colored_polygon(pts, color)
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var closed: PackedVector2Array = pts.duplicate()
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closed.append(pts[0])
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draw_polyline(closed, Color(1, 1, 1), 1.5, true)
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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 _draw() -> void:
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var chunk_size_local: float = WorldGen.CHUNK_SIZE * WORLD_TO_LOCAL
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for chunk in tracker.get_explored_chunks():
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var origin_local: Vector2 = WorldGen.chunk_origin(chunk) * WORLD_TO_LOCAL
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var biome: int = WorldGen.biome_at_chunk(chunk)
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var color: Color = WorldGen.biome_color(biome)
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var rect: Rect2 = Rect2(origin_local, Vector2(chunk_size_local, chunk_size_local))
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draw_rect(rect, color, true)
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draw_rect(rect, Color(0.0, 0.0, 0.0, 0.4), false, 1.5)
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if WorldGen.has_planet_at_chunk(chunk):
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# Same deterministic per-chunk data PlanetField spawns the
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# actual Planet from - the marker stays put on the map even
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# for a chunk whose Planet node isn't currently loaded (out of
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# spawn_radius_chunks of the fleet).
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var data: Dictionary = WorldGen.planet_data_at_chunk(chunk)
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var planet_local: Vector2 = origin_local + data.local_pos * WORLD_TO_LOCAL
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2026-08-14 16:13:24 +02:00
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var definition: Resource = PLANET_DEFINITIONS.get_definition(String(data.definition_id))
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draw_circle(planet_local, 5.0, definition.map_color)
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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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draw_arc(planet_local, 5.0, 0.0, TAU, 16, Color(1.0, 1.0, 1.0, 0.9), 1.0, true)
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
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if chunk_has_extractor_badge(chunk):
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var badge_pts: PackedVector2Array = _regular_polygon(
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planet_local + EXTRACTOR_BADGE_OFFSET, EXTRACTOR_BADGE_RADIUS, 4, PI / 4.0)
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_draw_marker_polygon(badge_pts, EXTRACTOR_BADGE_COLOR)
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# Buildings are placed freely in space rather than tied to a chunk, so
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# they get their own pass rather than living inside the chunk loop above.
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for marker in building_markers():
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2026-08-14 21:44:28 +02:00
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_draw_marker_polygon(_regular_polygon(marker.position, marker.radius, marker.sides, marker.phase), marker.color)
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Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
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2026-09-04 21:46:24 +02:00
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# A scan is an intentional destination, distinct from passive exploration.
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# Draw its reticle independently of the explored-chunk pass so the point is
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# guaranteed to remain visible even when it lies beyond travelled space.
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var scan_marker: Dictionary = scanner_target_marker()
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if not scan_marker.is_empty():
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var target_position := Vector2(scan_marker.position)
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draw_arc(target_position, 11.0, 0.0, TAU, 24,
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SCANNER_TARGET_COLOR, 2.5, true)
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for direction in [Vector2.LEFT, Vector2.RIGHT, Vector2.UP, Vector2.DOWN]:
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draw_line(target_position + direction * 13.0,
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target_position + direction * 19.0, SCANNER_TARGET_COLOR, 2.0, true)
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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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var fleet_local: Vector2 = fleet.get_centroid() * WORLD_TO_LOCAL
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var marker_points: PackedVector2Array = PackedVector2Array([
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fleet_local + Vector2(0, -10),
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fleet_local + Vector2(7, 8),
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fleet_local + Vector2(-7, 8),
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])
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draw_colored_polygon(marker_points, Color(0.3, 0.9, 1.0))
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draw_polyline(PackedVector2Array([marker_points[0], marker_points[1], marker_points[2], marker_points[0]]), Color(1, 1, 1), 1.5, true)
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