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_asteroid_ship_collision.gd
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# Verifies that a ship touching an asteroid destroys BOTH the ship (removed
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#130, #135: a vessel's death takes a moment, and leaves an interceptor
#130 asked for the hull to break away from the fleet, drift a few metres,
and go up further off with something more explosive than a light animation.
The wreck is a separate node rather than the Ship staying alive to animate,
and that is the load-bearing part. A dying Ship still in the tree is still
an Area2D in the player_ships group with live weapon components - it would
keep firing, keep being fired at, keep counting as a target, and keep
colliding on the way out. So the ship's own lifecycle is untouched: it
leaves the fleet, emits destroyed, and is freed on exactly the frame it
always was. What is left behind is scenery, and the test pins that.
The explosion at the end was also the quieter of the two the game has.
Killing an enemy was made deliberately loud by #87 while losing one of your
own kept the base class's twelve-particle default - the reward louder than
the loss. It is now the bigger of the two.
#135 is the same scene from the other end: the prologue's convoy flies its
escorts on the corners of the box, which is the exposed part of it, and the
debris belt can take all four. With no interceptor left, the only hulls the
vortex could spare were holds, and the player flew out of the prologue in a
carrier. Two guards now: one interceptor is put back into the convoy at the
top of the vortex, where a vessel appearing among ten being thrown around a
black hole is not something anyone will catch; and the handover checks the
TYPES it hands over rather than only the count - one surviving carrier is
also a fleet of one, and it is not the fleet a new game starts with.
2026-08-28 15:04:26 +02:00
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# from the fleet) and the asteroid itself (mutual destruction), each leaving
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# its own coherent VFX behind.
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#
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# #130 changed what the ship leaves. Its death is a sequence now - the hull
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# breaks away from the fleet, drifts clear, and explodes out there - so what
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# exists on the frame of the collision is the WRECK, and the explosion comes
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# later, somewhere else. That the wreck really does drift and really does go
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# up is test_ship_death's job; what matters here is that the collision still
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# ends the ship, ends the rock, and leaves each of them something to look at.
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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 CHECK_DELAY: float = 0.05
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var main_scene: Node
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var fleet: Node
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var target_ship: Node
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var asteroid: Node2D
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var elapsed: float = 0.0
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var stage: int = 0
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func _initialize() -> void:
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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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var packed: PackedScene = load("res://world/Main.tscn")
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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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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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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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# Wait one tick so Fleet._ready() has run and fleet.ships is
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# populated before we grab a ship reference.
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target_ship = fleet.ships[0]
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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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var asteroid_scene: PackedScene = load("res://world/Asteroid.tscn")
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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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asteroid = asteroid_scene.instantiate()
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asteroid.position = target_ship.position
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asteroid.velocity = Vector2.ZERO
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main_scene.add_child(asteroid)
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stage = 1
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elapsed = 0.0
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return false
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1:
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if elapsed < CHECK_DELAY:
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return false
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_check_results()
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return true
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return false
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func _check_results() -> void:
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var ship_destroyed: bool = not is_instance_valid(target_ship)
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var ship_removed_from_fleet: bool = fleet.ships.find(target_ship) == -1
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var asteroid_destroyed: bool = not is_instance_valid(asteroid)
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var ship_vfx_ok: bool = false
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var asteroid_vfx_ok: bool = false
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for child in root.get_children():
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#130, #135: a vessel's death takes a moment, and leaves an interceptor
#130 asked for the hull to break away from the fleet, drift a few metres,
and go up further off with something more explosive than a light animation.
The wreck is a separate node rather than the Ship staying alive to animate,
and that is the load-bearing part. A dying Ship still in the tree is still
an Area2D in the player_ships group with live weapon components - it would
keep firing, keep being fired at, keep counting as a target, and keep
colliding on the way out. So the ship's own lifecycle is untouched: it
leaves the fleet, emits destroyed, and is freed on exactly the frame it
always was. What is left behind is scenery, and the test pins that.
The explosion at the end was also the quieter of the two the game has.
Killing an enemy was made deliberately loud by #87 while losing one of your
own kept the base class's twelve-particle default - the reward louder than
the loss. It is now the bigger of the two.
#135 is the same scene from the other end: the prologue's convoy flies its
escorts on the corners of the box, which is the exposed part of it, and the
debris belt can take all four. With no interceptor left, the only hulls the
vortex could spare were holds, and the player flew out of the prologue in a
carrier. Two guards now: one interceptor is put back into the convoy at the
top of the vortex, where a vessel appearing among ten being thrown around a
black hole is not something anyone will catch; and the handover checks the
TYPES it hands over rather than only the count - one surviving carrier is
also a fleet of one, and it is not the fleet a new game starts with.
2026-08-28 15:04:26 +02:00
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if child is ShipWreckVFX:
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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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ship_vfx_ok = true
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elif child is AsteroidExplosionVFX:
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asteroid_vfx_ok = true
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print("ship_destroyed=%s ship_removed_from_fleet=%s asteroid_destroyed=%s ship_vfx_ok=%s asteroid_vfx_ok=%s" % [
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ship_destroyed, ship_removed_from_fleet, asteroid_destroyed, ship_vfx_ok, asteroid_vfx_ok
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])
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if ship_destroyed and ship_removed_from_fleet and asteroid_destroyed and ship_vfx_ok and asteroid_vfx_ok:
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print("TEST_ASTEROID_SHIP_COLLISION: PASS")
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quit(0)
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else:
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print("TEST_ASTEROID_SHIP_COLLISION: FAIL")
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quit(1)
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