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
extends Node2D
#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
const BUILDING_DEFINITIONS = preload ( " res://buildings/BuildingDefinitions.gd " )
const VESSEL_DEFINITIONS = preload ( " res://vessels/VesselDefinitions.gd " )
2026-08-14 21:44:28 +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
# Space-side building UI. Owns:
# - the build menu (place a mothership, ship crafter or command centre)
# - the shared ACTION button, which adapts to whatever the fleet is
2026-08-14 23:15:12 +02:00
# standing on (craft ships, configure formation, or land). One action
# fires directly; multiple actions unfold horizontally.
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
# - rebuilding a wiped-out fleet at the mothership
#
# Buildings themselves live in GameState (they must outlive the trip to a
# planet's surface); this only drives the UI and spends resources.
@ export var prompt_debounce_time : float = 0.15
@ onready var fleet : Node2D = get_node ( " ../Fleet " )
@ onready var building_field : Node2D = get_node ( " ../BuildingField " )
@ onready var world_map : Control = get_node ( " ../UI/WorldMap " )
@ onready var build_button : IconButton = get_node ( " ../UI/BuildButton " )
@ onready var action_button : IconButton = get_node ( " ../UI/BuildActionButton " )
2026-08-13 20:49:15 +02:00
@ onready var building_action_button : IconButton = get_node ( " ../UI/BuildingActionButton " )
2026-08-14 23:15:12 +02:00
@ onready var landing_button : IconButton = get_node ( " ../UI/EnterAtmosphereButton " )
@ onready var landing_controller : Node2D = get_node ( " ../LandingController " )
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
@ onready var build_menu : Control = get_node ( " ../UI/BuildMenu " )
@ onready var build_close_button : IconButton = get_node ( " ../UI/BuildMenu/CloseButton " )
@ onready var build_status : Label = get_node ( " ../UI/BuildMenu/StatusLabel " )
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
@ onready var lab_menu : Control = get_node ( " ../UI/LabMenu " )
@ onready var lab_vessel_buttons : Array = [
get_node ( " ../UI/LabMenu/VesselA " ) , get_node ( " ../UI/LabMenu/VesselB " ) ,
2026-08-15 04:45:15 +02:00
get_node ( " ../UI/LabMenu/VesselC " ) , get_node ( " ../UI/LabMenu/VesselD " ) ,
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
get_node ( " ../UI/LabMenu/VesselE " ) , get_node ( " ../UI/LabMenu/VesselF " ) ,
2026-08-23 21:59:24 +02:00
get_node ( " ../UI/LabMenu/VesselG " ) , get_node ( " ../UI/LabMenu/VesselH " ) ,
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
]
@ onready var lab_vessel_label : Label = get_node ( " ../UI/LabMenu/VesselLabel " )
2026-08-14 22:12:57 +02:00
@ onready var lab_vessel_labels : Array = [
get_node ( " ../UI/LabMenu/VesselALabel " ) , get_node ( " ../UI/LabMenu/VesselBLabel " ) ,
2026-08-15 04:45:15 +02:00
get_node ( " ../UI/LabMenu/VesselCLabel " ) , get_node ( " ../UI/LabMenu/VesselDLabel " ) ,
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
get_node ( " ../UI/LabMenu/VesselELabel " ) , get_node ( " ../UI/LabMenu/VesselFLabel " ) ,
2026-08-23 21:59:24 +02:00
get_node ( " ../UI/LabMenu/VesselGLabel " ) , get_node ( " ../UI/LabMenu/VesselHLabel " ) ,
2026-08-14 22:12:57 +02:00
]
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
@ onready var lab_detail : Label = get_node ( " ../UI/LabMenu/DetailLabel " )
@ onready var lab_status : Label = get_node ( " ../UI/LabMenu/StatusLabel " )
@ onready var lab_buy_button : IconButton = get_node ( " ../UI/LabMenu/BuyButton " )
@ onready var lab_close_button : IconButton = get_node ( " ../UI/LabMenu/CloseButton " )
2026-08-13 16:45:08 +02:00
@ onready var lab_upgrade_buttons : Array = [
get_node ( " ../UI/LabMenu/Upgrade0 " ) , get_node ( " ../UI/LabMenu/Upgrade1 " ) ,
get_node ( " ../UI/LabMenu/Upgrade2 " ) , get_node ( " ../UI/LabMenu/Upgrade3 " ) ,
]
@ onready var lab_upgrade_labels : Array = [
get_node ( " ../UI/LabMenu/Upgrade0Label " ) , get_node ( " ../UI/LabMenu/Upgrade1Label " ) ,
get_node ( " ../UI/LabMenu/Upgrade2Label " ) , get_node ( " ../UI/LabMenu/Upgrade3Label " ) ,
]
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
@ onready var craft_shield_button : IconButton = get_node ( " ../UI/CraftMenu/ShieldButton " )
2026-08-12 22:47:46 +02:00
@ onready var queue_slots : Array = [
get_node ( " ../UI/CraftMenu/QueueSlot0 " ) , get_node ( " ../UI/CraftMenu/QueueSlot1 " ) ,
get_node ( " ../UI/CraftMenu/QueueSlot2 " ) , get_node ( " ../UI/CraftMenu/QueueSlot3 " ) ,
]
@ onready var queue_detail : Label = get_node ( " ../UI/CraftMenu/QueueDetail " )
@ onready var hangar_button : IconButton = get_node ( " ../UI/HangarButton " )
@ onready var hangar_menu : Control = get_node ( " ../UI/HangarMenu " )
@ onready var hangar_status : Label = get_node ( " ../UI/HangarMenu/StatusLabel " )
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
@ onready var hangar_available_title : Label = get_node ( " ../UI/HangarMenu/AvailableTitle " )
@ onready var hangar_fleet_title : Label = get_node ( " ../UI/HangarMenu/FleetTitle " )
2026-08-12 22:47:46 +02:00
@ onready var hangar_close_button : IconButton = get_node ( " ../UI/HangarMenu/CloseButton " )
2026-08-12 23:08:43 +02:00
@ onready var hangar_available_slots : Array = [
get_node ( " ../UI/HangarMenu/AvailableInterceptor " ) ,
get_node ( " ../UI/HangarMenu/AvailableShield " ) ,
2026-08-15 04:45:15 +02:00
get_node ( " ../UI/HangarMenu/AvailableGasBomber " ) ,
2026-08-16 16:20:39 +02:00
get_node ( " ../UI/HangarMenu/AvailableCarrier " ) ,
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
get_node ( " ../UI/HangarMenu/AvailableLaser " ) ,
2026-08-16 17:59:04 +02:00
get_node ( " ../UI/HangarMenu/AvailableDistorder " ) ,
2026-08-12 23:08:43 +02:00
]
@ onready var hangar_available_labels : Array = [
get_node ( " ../UI/HangarMenu/AvailableInterceptorLabel " ) ,
get_node ( " ../UI/HangarMenu/AvailableShieldLabel " ) ,
2026-08-15 04:45:15 +02:00
get_node ( " ../UI/HangarMenu/AvailableGasBomberLabel " ) ,
2026-08-16 16:20:39 +02:00
get_node ( " ../UI/HangarMenu/AvailableCarrierLabel " ) ,
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
get_node ( " ../UI/HangarMenu/AvailableLaserLabel " ) ,
2026-08-16 17:59:04 +02:00
get_node ( " ../UI/HangarMenu/AvailableDistorderLabel " ) ,
2026-08-12 23:08:43 +02:00
]
@ onready var hangar_fleet_slots : Array = [
get_node ( " ../UI/HangarMenu/FleetInterceptor " ) ,
get_node ( " ../UI/HangarMenu/FleetShield " ) ,
2026-08-15 04:45:15 +02:00
get_node ( " ../UI/HangarMenu/FleetGasBomber " ) ,
2026-08-16 16:20:39 +02:00
get_node ( " ../UI/HangarMenu/FleetCarrier " ) ,
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
get_node ( " ../UI/HangarMenu/FleetLaser " ) ,
2026-08-16 17:59:04 +02:00
get_node ( " ../UI/HangarMenu/FleetDistorder " ) ,
2026-08-12 23:08:43 +02:00
]
@ onready var hangar_fleet_labels : Array = [
get_node ( " ../UI/HangarMenu/FleetInterceptorLabel " ) ,
get_node ( " ../UI/HangarMenu/FleetShieldLabel " ) ,
2026-08-15 04:45:15 +02:00
get_node ( " ../UI/HangarMenu/FleetGasBomberLabel " ) ,
2026-08-16 16:20:39 +02:00
get_node ( " ../UI/HangarMenu/FleetCarrierLabel " ) ,
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
get_node ( " ../UI/HangarMenu/FleetLaserLabel " ) ,
2026-08-16 17:59:04 +02:00
get_node ( " ../UI/HangarMenu/FleetDistorderLabel " ) ,
2026-08-12 23:08:43 +02:00
]
2026-08-14 21:44:28 +02:00
var build_menu_entries : Array = [ ]
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
2026-08-13 16:45:08 +02:00
# Which vessel the lab screen is showing, and which visible upgrade card is
# selected. Each vessel gets its own small set of direct cards; the detail and
# Buy controls below them only describe the one the player tapped.
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
var lab_vessel : String = GameState . VESSEL_INTERCEPTOR
var lab_choice : int = 0
2026-08-13 22:04:21 +02:00
var lab_building_id : int = 0
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
@ onready var planet_field : Node2D = get_node ( " ../PlanetField " )
@ onready var info_popup : Control = get_node ( " ../UI/BuildMenu/InfoPopup " )
@ onready var info_title : Label = get_node ( " ../UI/BuildMenu/InfoPopup/Panel/TitleLabel " )
@ onready var info_message : Label = get_node ( " ../UI/BuildMenu/InfoPopup/Panel/MessageLabel " )
@ onready var info_cost : NeonNumber = get_node ( " ../UI/BuildMenu/InfoPopup/Panel/CostNumber " )
@ onready var info_build_button : IconButton = get_node ( " ../UI/BuildMenu/InfoPopup/Panel/BuildButton " )
@ onready var info_close_button : IconButton = get_node ( " ../UI/BuildMenu/InfoPopup/Panel/CloseButton " )
@ onready var craft_menu : Control = get_node ( " ../UI/CraftMenu " )
@ onready var craft_interceptor_button : IconButton = get_node ( " ../UI/CraftMenu/InterceptorButton " )
@ onready var craft_close_button : IconButton = get_node ( " ../UI/CraftMenu/CloseButton " )
@ onready var craft_status : Label = get_node ( " ../UI/CraftMenu/StatusLabel " )
2026-08-12 23:08:43 +02:00
@ onready var craft_interceptor_label : Label = get_node ( " ../UI/CraftMenu/InterceptorLabel " )
@ onready var craft_shield_label : Label = get_node ( " ../UI/CraftMenu/ShieldLabel " )
2026-08-15 04:45:15 +02:00
@ onready var craft_gas_bomber_button : IconButton = get_node ( " ../UI/CraftMenu/GasBomberButton " )
@ onready var craft_gas_bomber_label : Label = get_node ( " ../UI/CraftMenu/GasBomberLabel " )
2026-08-16 16:20:39 +02:00
@ onready var craft_carrier_button : IconButton = get_node ( " ../UI/CraftMenu/CarrierButton " )
@ onready var craft_carrier_label : Label = get_node ( " ../UI/CraftMenu/CarrierLabel " )
Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
@ onready var craft_laser_button : IconButton = get_node ( " ../UI/CraftMenu/LaserButton " )
@ onready var craft_laser_label : Label = get_node ( " ../UI/CraftMenu/LaserLabel " )
2026-08-16 17:59:04 +02:00
@ onready var craft_distorder_button : IconButton = get_node ( " ../UI/CraftMenu/DistorderButton " )
@ onready var craft_distorder_label : Label = get_node ( " ../UI/CraftMenu/DistorderLabel " )
2026-08-14 22:12:57 +02:00
@ onready var craft_vessel_buttons : Array = [
2026-08-16 16:20:39 +02:00
craft_interceptor_button , craft_shield_button , craft_gas_bomber_button , craft_carrier_button ,
2026-08-16 17:59:04 +02:00
craft_laser_button , craft_distorder_button ,
2026-08-14 22:12:57 +02:00
]
@ onready var craft_vessel_labels : Array = [
2026-08-16 16:20:39 +02:00
craft_interceptor_label , craft_shield_label , craft_gas_bomber_label , craft_carrier_label ,
2026-08-16 17:59:04 +02:00
craft_laser_label , craft_distorder_label ,
2026-08-14 22:12:57 +02:00
]
2026-08-12 13:07:52 +02:00
# --- the transfer panel (#24) ---------------------------------------------
# Ore used to be moved from inside whichever panel happened to be open: "load
# ore" lived in the research screen, "store ore here" in the ship crafter.
2026-08-14 23:15:12 +02:00
# Both are now one top-level shortcut beside Build at resource-bearing
# locations and work in both directions, so moving cargo is never buried
# under an unrelated action foldout.
2026-08-12 13:07:52 +02:00
@ onready var transfer_button : IconButton = get_node ( " ../UI/TransferButton " )
@ onready var transfer_menu : Control = get_node ( " ../UI/TransferMenu " )
@ onready var transfer_status : Label = get_node ( " ../UI/TransferMenu/StatusLabel " )
@ onready var transfer_close_button : IconButton = get_node ( " ../UI/TransferMenu/CloseButton " )
2026-08-14 11:54:31 +02:00
@ onready var transfer_list : ResourceTransferList = get_node ( " ../UI/TransferMenu/ResourceList " )
2026-08-12 13:07:52 +02:00
# Every building menu carries the same header (#24). Held as a list because
# the only thing any of them needs is to be told which building it is
# reporting on when its panel opens.
@ onready var resource_bars : Array = [
get_node ( " ../UI/CraftMenu/Bar " ) , get_node ( " ../UI/SkillMenu/Bar " ) ,
2026-08-14 11:54:31 +02:00
get_node ( " ../UI/LabMenu/Bar " ) ,
2026-08-12 13:07:52 +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
#102/#103 (#97d/#97e): the outpost, and the garrison you compose for it
Landed together because an outpost you cannot crew is decoration, and a
garrison menu with no building to hang it off is nothing at all.
#102, the building. Researched at "Forward Bases", two prerequisites deep
and cheaper than any mid-game structure - the ticket asks for early, and the
answer to waves attacking your buildings should arrive at about the time the
waves can hurt them. It is drawn as a watch mast on a tripod with two open
berths, deliberately the least machinery of any structure here: it makes
nothing and refines nothing, it holds a position. 120hp, more than a
crafter, because being shot at is its job.
#103, the garrison. Two separate things live on its record, and conflating
them was the first thing to get wrong: the ORDER, what the player asked for,
and the CREW, who is actually there. This menu edits the order only; #104
fills the crew. Keeping the order as a wish is what lets an outpost ask for
a hull nobody has built yet and wait for it, rather than the request
evaporating - and it is why the panel shows "here / ordered" instead of one
number.
"Only ships that attack can be assigned" is expressed as capabilities rather
than a list of types, so a new armed vessel is eligible the day it is added
and an unarmed one never is by accident. Today that means the interceptor
and the laser vessel; a shield, a hauler and an engine block cannot hold a
position however much one might want them to.
Two berths by default, and Garrison Bays raises it at outposts ALREADY
standing - the same shape as freight_yards for hubs, because a bonus that
only reached new buildings would mean demolishing and rebuilding to collect
it.
The panel builds its own rows from the catalog rather than from nodes placed
in the scene, so adding an armed vessel later needs no scene surgery.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:02:20 +02:00
# #103: the outpost's own panel. garrison_building_id is remembered for the
# same reason craft_building_id is - _process() clears current_building while
# a menu is open, so by the next frame the panel would not know which outpost
# it belongs to and every button in it would bail out at its `== 0` guard.
@ onready var garrison_menu : Control = get_node ( " ../UI/GarrisonMenu " )
@ onready var garrison_panel : Control = get_node ( " ../UI/GarrisonMenu/Panel " )
@ onready var garrison_status : Label = get_node ( " ../UI/GarrisonMenu/StatusLabel " )
@ onready var garrison_close_button : IconButton = get_node ( " ../UI/GarrisonMenu/CloseButton " )
var garrison_building_id : int = 0
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
# #106: the standing-order board. No building id is remembered because the
# plan is global - there is one plan for the whole game, and a second
# planning centre is another place to read it rather than a competing one.
@ onready var planning_menu : Control = get_node ( " ../UI/PlanningMenu " )
@ onready var planning_panel : Control = get_node ( " ../UI/PlanningMenu/Panel " )
@ onready var planning_status : Label = get_node ( " ../UI/PlanningMenu/StatusLabel " )
@ onready var planning_close_button : IconButton = get_node ( " ../UI/PlanningMenu/CloseButton " )
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
@ onready var skill_menu : Control = get_node ( " ../UI/SkillMenu " )
@ onready var skill_tree : Control = get_node ( " ../UI/SkillMenu/Tree " )
@ onready var skill_detail : Label = get_node ( " ../UI/SkillMenu/DetailLabel " )
@ onready var skill_cost : NeonNumber = get_node ( " ../UI/SkillMenu/CostNumber " )
@ onready var skill_status : Label = get_node ( " ../UI/SkillMenu/StatusLabel " )
@ onready var skill_close_button : IconButton = get_node ( " ../UI/SkillMenu/CloseButton " )
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
@ onready var formation_menu : Control = get_node ( " ../UI/FormationMenu " )
@ onready var formation_editor : Control = get_node ( " ../UI/FormationMenu/Editor " )
@ onready var formation_close_button : IconButton = get_node ( " ../UI/FormationMenu/CloseButton " )
@ onready var formation_reset_button : IconButton = get_node ( " ../UI/FormationMenu/ResetButton " )
# Which structure the popup is currently offering to build, or "" when it is
# only explaining something that cannot be built right now.
var pending_build_type : String = " "
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
# Which crafter the craft menu is showing (see _on_action_pressed).
var craft_building_id : int = 0
2026-08-11 20:17:58 +02:00
# The craft panel refreshes every frame while it is open (so a delivery
# arriving visibly works the queue down). That overwrote any message the
# moment after it was set, which made a working button look dead - the store
# button in particular. Messages therefore have to outlive a refresh.
var craft_message : String = " "
var craft_message_until : int = 0
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
2026-08-12 13:07:52 +02:00
# Which building the transfer panel is moving ore in and out of. Remembered
# for the same reason craft_building_id is: _process() clears
# current_building while any menu is open, so by the next frame the panel
# would not know which building it belongs to.
var transfer_building_id : int = 0
2026-08-14 22:21:01 +02:00
var transfer_extractor_index : int = - 1
2026-08-12 13:07:52 +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
var current_building : Node2D = null
var pending_building : Node2D = null
2026-08-14 22:21:01 +02:00
var current_extractor_index : int = - 1
var pending_extractor_index : int = - 1
2026-08-14 23:15:12 +02:00
var current_landing_planet : Node2D = null
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
var pending_time : float = 0.0
2026-08-13 20:49:15 +02:00
var context_actions_expanded : bool = false
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
Seat the HUD button columns below the resource readout, and move the planet name
The build button overlapped the resource list. ResourceReadout builds one
row per resource type AT RUNTIME (58px each), so how far down it reaches is
not knowable when the scene is authored: PlanetSurface/Main declared
offset_bottom 154, four resources actually reach 270, and BuildButton sat
at a hardcoded 160. A 110px collision that grew with every resource type
added. Because the readout spans the full width - the fleet hold column is
at x 356 - it hit both button columns, TransferButton and
EnterAtmosphereButton as well as the left one.
Rather than nudge the offsets, the layout now derives from the readout:
ResourceReadout.rows_height()/content_bottom() report the real extent and
_ready() stops the node understating its own size, and
BuildController._seat_hud_columns() seats both columns below that at load.
Adding a fifth resource type pushes the buttons down on its own, so the
overlap cannot come back.
Two details worth keeping: the height is derived from the live resource
list rather than cached in _ready(), because BuildController readies before
UI's children in scene-tree order and a cached value would answer zero. And
it translates the block rather than re-flowing it, since
BuildingActionButton and HangarButton deliberately share a row as mutually
exclusive options.
The planet name moved from the centre - where it sat across resource rows
3 and 4 - to the top-right corner, right-aligned. Right alignment is what
keeps it clear: short names sit against the right edge, well clear of the
fleet hold column, and long ones wrap downward into empty space rather than
growing left into it. That scene edit rode along in the #68 commit, both
being changes to PlanetSurface.tscn.
Also adds three .uid files orphaned by earlier commits this session; the
repo tracks them for every other script.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:51 +02:00
# Gap between the last resource row and the first row of HUD buttons.
const HUD_COLUMN_MARGIN : float = 18.0
2026-08-18 12:09:44 +02:00
# Vertical gap between one row of HUD buttons and the next.
const HUD_ROW_GAP : float = 16.0
Seat the HUD button columns below the resource readout, and move the planet name
The build button overlapped the resource list. ResourceReadout builds one
row per resource type AT RUNTIME (58px each), so how far down it reaches is
not knowable when the scene is authored: PlanetSurface/Main declared
offset_bottom 154, four resources actually reach 270, and BuildButton sat
at a hardcoded 160. A 110px collision that grew with every resource type
added. Because the readout spans the full width - the fleet hold column is
at x 356 - it hit both button columns, TransferButton and
EnterAtmosphereButton as well as the left one.
Rather than nudge the offsets, the layout now derives from the readout:
ResourceReadout.rows_height()/content_bottom() report the real extent and
_ready() stops the node understating its own size, and
BuildController._seat_hud_columns() seats both columns below that at load.
Adding a fifth resource type pushes the buttons down on its own, so the
overlap cannot come back.
Two details worth keeping: the height is derived from the live resource
list rather than cached in _ready(), because BuildController readies before
UI's children in scene-tree order and a cached value would answer zero. And
it translates the block rather than re-flowing it, since
BuildingActionButton and HangarButton deliberately share a row as mutually
exclusive options.
The planet name moved from the centre - where it sat across resource rows
3 and 4 - to the top-right corner, right-aligned. Right alignment is what
keeps it clear: short names sit against the right edge, well clear of the
fleet hold column, and long ones wrap downward into empty space rather than
growing left into it. That scene edit rode along in the #68 commit, both
being changes to PlanetSurface.tscn.
Also adds three .uid files orphaned by earlier commits this session; the
repo tracks them for every other script.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:51 +02:00
# Seats the top-anchored HUD button columns below the resource readout instead
# of at the fixed y the scene authored.
#
# ResourceReadout builds one row per resource type AT RUNTIME, so how far down
# it reaches is not knowable when the scene is laid out - the scene's guess
# was 154, and four resources actually reach 270, straight over the build
# button sitting at a hardcoded 160. Every resource type added since made it
# worse. Deriving the column top from the readout's real bottom makes the
# overlap impossible rather than merely fixed for today's resource count.
#
# This TRANSLATES the block rather than re-flowing it, so the rows keep their
# spacing relative to one another - BuildingActionButton and HangarButton
# deliberately share a row, being mutually exclusive, and a flow layout would
# pull them apart.
func _seat_hud_columns ( ) - > void :
var readout : ResourceReadout = get_node_or_null ( " ../UI/ResourceReadout " )
if readout == null :
return
# Both columns, not just the left one: the readout spans the full width
# (the fleet hold column sits at x 356), so the second column of buttons
# collides with it exactly as the first does.
var buttons : Array = [
build_button , transfer_button ,
action_button , landing_button ,
building_action_button , hangar_button ,
]
var highest : float = INF
for button in buttons :
if button != null :
highest = minf ( highest , button . position . y )
if is_inf ( highest ) :
return
var shift : float = readout . content_bottom ( ) + HUD_COLUMN_MARGIN - highest
# Only ever pushed down, never pulled up: with few enough resources the
# authored layout already clears the readout, and there is no reason to
# drag the HUD away from where the scene deliberately put it.
if shift < = 0.0 :
return
for button in buttons :
if button != null :
button . position . y += shift
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
func _ready ( ) - > void :
Seat the HUD button columns below the resource readout, and move the planet name
The build button overlapped the resource list. ResourceReadout builds one
row per resource type AT RUNTIME (58px each), so how far down it reaches is
not knowable when the scene is authored: PlanetSurface/Main declared
offset_bottom 154, four resources actually reach 270, and BuildButton sat
at a hardcoded 160. A 110px collision that grew with every resource type
added. Because the readout spans the full width - the fleet hold column is
at x 356 - it hit both button columns, TransferButton and
EnterAtmosphereButton as well as the left one.
Rather than nudge the offsets, the layout now derives from the readout:
ResourceReadout.rows_height()/content_bottom() report the real extent and
_ready() stops the node understating its own size, and
BuildController._seat_hud_columns() seats both columns below that at load.
Adding a fifth resource type pushes the buttons down on its own, so the
overlap cannot come back.
Two details worth keeping: the height is derived from the live resource
list rather than cached in _ready(), because BuildController readies before
UI's children in scene-tree order and a cached value would answer zero. And
it translates the block rather than re-flowing it, since
BuildingActionButton and HangarButton deliberately share a row as mutually
exclusive options.
The planet name moved from the centre - where it sat across resource rows
3 and 4 - to the top-right corner, right-aligned. Right alignment is what
keeps it clear: short names sit against the right edge, well clear of the
fleet hold column, and long ones wrap downward into empty space rather than
growing left into it. That scene edit rode along in the #68 commit, both
being changes to PlanetSurface.tscn.
Also adds three .uid files orphaned by earlier commits this session; the
repo tracks them for every other script.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:51 +02:00
_seat_hud_columns ( )
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
_layout_hangar ( )
2026-08-23 21:59:24 +02:00
_build_craft_price_strips ( )
_layout_craft_menu ( )
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
build_button . pressed . connect ( _on_build_pressed )
Fix every button being permanently blocked after closing the build menu
The real cause of "the crafter buttons do nothing", reported three
times. IconButton._blocked_by_modal tested `menu.visible`, but hiding a
parent leaves a child's own `visible` flag true - and the build menu's
info popup is itself one of the modal panels. So opening any building's
info popup and then closing the build menu with the X left an invisible
popup still claiming to be open, and from that moment EVERY button in
the game was blocked, with no way for a player to get out of it.
It tests is_visible_in_tree() now, and closing the build menu also
closes its popup rather than leaving it half-open.
My earlier attempts kept missing it because the probes called the
handlers directly - they exercised the crafter logic, which was fine all
along, and never the input path in that state. The regression test
reproduces the exact sequence: open the build menu, show a building's
info, hide the menu, then check an unrelated button still fires.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:41:00 +02:00
build_close_button . pressed . connect ( _close_build_menu )
#102/#103 (#97d/#97e): the outpost, and the garrison you compose for it
Landed together because an outpost you cannot crew is decoration, and a
garrison menu with no building to hang it off is nothing at all.
#102, the building. Researched at "Forward Bases", two prerequisites deep
and cheaper than any mid-game structure - the ticket asks for early, and the
answer to waves attacking your buildings should arrive at about the time the
waves can hurt them. It is drawn as a watch mast on a tripod with two open
berths, deliberately the least machinery of any structure here: it makes
nothing and refines nothing, it holds a position. 120hp, more than a
crafter, because being shot at is its job.
#103, the garrison. Two separate things live on its record, and conflating
them was the first thing to get wrong: the ORDER, what the player asked for,
and the CREW, who is actually there. This menu edits the order only; #104
fills the crew. Keeping the order as a wish is what lets an outpost ask for
a hull nobody has built yet and wait for it, rather than the request
evaporating - and it is why the panel shows "here / ordered" instead of one
number.
"Only ships that attack can be assigned" is expressed as capabilities rather
than a list of types, so a new armed vessel is eligible the day it is added
and an unarmed one never is by accident. Today that means the interceptor
and the laser vessel; a shield, a hauler and an engine block cannot hold a
position however much one might want them to.
Two berths by default, and Garrison Bays raises it at outposts ALREADY
standing - the same shape as freight_yards for hubs, because a bonus that
only reached new buildings would mean demolishing and rebuilding to collect
it.
The panel builds its own rows from the catalog rather than from nodes placed
in the scene, so adding an armed vessel later needs no scene surgery.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:02:20 +02:00
garrison_close_button . pressed . connect ( _close_garrison_menu )
garrison_panel . changed . connect ( _refresh_garrison )
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
planning_close_button . pressed . connect ( _close_planning_menu )
planning_panel . changed . connect ( _refresh_planning )
2026-08-14 21:44:28 +02:00
_configure_build_menu_entries ( )
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
lab_close_button . pressed . connect ( func ( ) : lab_menu . visible = false )
lab_buy_button . pressed . connect ( _on_lab_buy )
for i in range ( lab_vessel_buttons . size ( ) ) :
lab_vessel_buttons [ i ] . pressed . connect ( _on_lab_vessel . bind ( i ) )
2026-08-13 16:45:08 +02:00
for i in range ( lab_upgrade_buttons . size ( ) ) :
lab_upgrade_buttons [ i ] . pressed . connect ( _on_lab_upgrade . bind ( i ) )
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
info_close_button . pressed . connect ( _close_info )
info_build_button . pressed . connect ( _confirm_build )
2026-08-13 20:49:15 +02:00
action_button . pressed . connect ( _on_context_action_pressed )
building_action_button . pressed . connect ( _on_action_pressed )
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
2026-08-15 00:09:10 +02:00
for i in range ( mini ( craft_vessel_buttons . size ( ) , VESSEL_DEFINITIONS . fleet ( ) . size ( ) ) ) :
var definition : Resource = VESSEL_DEFINITIONS . fleet ( ) [ i ]
2026-08-14 22:12:57 +02:00
craft_vessel_buttons [ i ] . pressed . connect ( _on_craft_vessel . bind ( definition . definition_id ) )
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
craft_close_button . pressed . connect ( func ( ) : craft_menu . visible = false )
2026-08-12 13:07:52 +02:00
transfer_button . pressed . connect ( _on_transfer_pressed )
2026-08-12 22:47:46 +02:00
hangar_button . pressed . connect ( _on_hangar_pressed )
hangar_close_button . pressed . connect ( func ( ) : hangar_menu . visible = false )
2026-08-12 23:08:43 +02:00
for i in range ( hangar_available_slots . size ( ) ) :
hangar_available_slots [ i ] . pressed . connect ( _on_hangar_crew_type . bind ( i ) )
hangar_fleet_slots [ i ] . pressed . connect ( _on_hangar_store_type . bind ( i ) )
2026-08-12 22:47:46 +02:00
for i in range ( queue_slots . size ( ) ) :
queue_slots [ i ] . pressed . connect ( _on_queue_slot . bind ( i ) )
2026-08-12 13:07:52 +02:00
transfer_close_button . pressed . connect ( func ( ) : transfer_menu . visible = false )
2026-08-14 11:54:31 +02:00
transfer_list . transfer_requested . connect ( _on_resource_transfer )
2026-08-12 13:07:52 +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
formation_close_button . pressed . connect ( func ( ) : formation_menu . visible = false )
formation_reset_button . pressed . connect ( _on_reset_formation )
formation_editor . formation_changed . connect ( _on_formation_changed )
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
skill_close_button . pressed . connect ( func ( ) : skill_menu . visible = false )
skill_tree . node_picked . connect ( _on_skill_node_picked )
Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.
The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.
It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.
#81 - the bottom-left control hint is gone, from both scenes and from
GameController.
#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.
#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.
test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00
skill_tree . node_confirmed . connect ( _on_skill_node_confirmed )
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +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
build_menu . visible = false
info_popup . visible = false
craft_menu . visible = false
formation_menu . visible = false
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
skill_menu . visible = false
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
lab_menu . visible = false
2026-08-12 13:07:52 +02:00
transfer_menu . visible = false
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
action_button . visible = false
2026-08-13 20:49:15 +02:00
building_action_button . visible = false
2026-08-14 23:15:12 +02:00
landing_button . visible = false
2026-08-12 13:07:52 +02:00
transfer_button . visible = false
2026-08-12 22:47:46 +02:00
hangar_button . visible = false
hangar_menu . visible = false
2026-08-12 23:08:43 +02:00
_layout_context_buttons ( )
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
2026-08-14 21:44:28 +02:00
func _configure_build_menu_entries ( ) - > void :
build_menu_entries . clear ( )
for definition in BUILDING_DEFINITIONS . all ( ) :
if definition . menu_button_name == " " :
continue
var button : IconButton = get_node ( " ../UI/BuildMenu/ %s " % definition . menu_button_name )
var label : Label = get_node ( " ../UI/BuildMenu/ %s " % definition . menu_label_name )
var cost_number : NeonNumber = get_node ( " ../UI/BuildMenu/ %s " % definition . menu_cost_name )
button . icon = definition . menu_icon
button . pressed . connect ( _show_building_info . bind ( String ( definition . definition_id ) ) )
label . text = definition . display_name
cost_number . amount = definition . cost
build_menu_entries . append ( [ definition . definition_id , button , label , cost_number , definition ] )
2026-08-14 23:15:12 +02:00
# True while a modal panel owns the shared context controls. A plain building
# prompt is not modal: landing can coexist with its actions in the same foldout.
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
func is_showing_building_prompt ( ) - > bool :
2026-08-14 23:15:12 +02:00
return build_menu . visible or craft_menu . visible \
2026-08-12 22:47:46 +02:00
or formation_menu . visible or skill_menu . visible or transfer_menu . visible \
or hangar_menu . visible
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
func _unhandled_input ( event : InputEvent ) - > void :
2026-08-13 20:49:15 +02:00
if context_actions_expanded and ( event is InputEventScreenTouch and event . pressed \
or event is InputEventMouseButton and event . pressed and event . button_index == MOUSE_BUTTON_LEFT ) :
# Buttons consume their own touch; reaching this handler means the tap
# landed somewhere else, which dismisses an expanded action list.
_collapse_context_actions ( )
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
# The formation editor and the skill tree are driven from here rather than
# via _gui_input, for the same reason as the joystick: a Control that
# consumes touches through the GUI system swallows them before they get
# here, which is what made dragging a formation slot silently do nothing.
if skill_menu . visible :
2026-08-11 20:17:58 +02:00
if event is InputEventScreenTouch :
skill_tree . handle_touch ( event )
2026-08-13 16:25:41 +02:00
elif event is InputEventScreenDrag :
skill_tree . handle_drag ( event )
#93: drive the research menu with a mouse, and close the hole under it
Two separate faults, both reported on the same ticket.
The menu was inert under a mouse. Input reaches the tree as raw events
through BuildController._unhandled_input, because a Control that consumes
them through the GUI system swallows the drag, and the tree only ever read
touch events. That was invisible while the project set
emulate_touch_from_mouse and every click arrived as a synthetic touch; with
that setting gone, nothing selects and nothing scrolls, and there is no
other way to research anything on a desktop. The press and the pan are now
the behaviour, with touch and mouse as two ways in to them. Motion pans only
while the button is held - a hovering pointer must not drag the tree out
from under the reader - and the wheel scrolls, which is the first thing a
desktop player reaches for.
The panel also still had the buy button's hole in it. That button went away
in #83 and nothing moved down into the space, leaving ~180px of dead panel
below the readout while the tree above it stayed cramped. The readout moves
down 154px and the canvas takes the height: 1190px to 1344px.
The test drives clicks through BuildController rather than into the view,
since the missing piece was the routing - calling the view directly would
have passed against the bug as reported.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:29:34 +02:00
elif event is InputEventMouseButton :
# #93: a click is not a touch. The project no longer emulates one
# from the other, so without this branch the whole menu is inert
# under a mouse - nothing selects, nothing scrolls, and there is
# no other way to research anything on a desktop.
skill_tree . handle_mouse_button ( event )
elif event is InputEventMouseMotion :
skill_tree . handle_mouse_motion ( event )
2026-08-11 20:17:58 +02:00
# Handled either way. A touch that lands on the panel but misses a
# node is still a touch ON THE PANEL - letting it through moved the
# fleet and pinch-zoomed the world behind the menu, because
# GameController sits on the root node and sees whatever this leaves
# unhandled.
get_viewport ( ) . set_input_as_handled ( )
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
return
2026-08-11 20:17:58 +02:00
if formation_menu . visible :
if event is InputEventScreenTouch :
formation_editor . handle_touch ( event )
elif event is InputEventScreenDrag :
formation_editor . handle_drag ( event )
2026-08-23 21:59:24 +02:00
elif event is InputEventMouseButton :
# #121: a click is not a touch. Same routing gap as #93's
# research tree - the panel is transparent to GUI input so the
# raw handlers can see the drag, which means nothing turns a
# click into one on the way.
formation_editor . handle_mouse_button ( event )
elif event is InputEventMouseMotion :
formation_editor . handle_mouse_motion ( event )
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
get_viewport ( ) . set_input_as_handled ( )
2026-08-11 20:17:58 +02:00
return
2026-08-12 13:07:52 +02:00
if build_menu . visible or craft_menu . visible or world_map . visible or lab_menu . visible \
2026-08-12 22:47:46 +02:00
or transfer_menu . visible or hangar_menu . visible :
2026-08-11 20:17:58 +02:00
# These panels have no raw-input handler of their own, but the world
# behind them must still not react.
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
get_viewport ( ) . set_input_as_handled ( )
func _process ( delta : float ) - > void :
_check_fleet_wipe ( )
#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
# #122: the prologue leaves the player movement and nothing else. Handled
# at the top, before any of the context detection below, so nothing can
# turn a button back on further down.
if GameState . intro_active :
_hide_all_actions ( )
return
# Build is permanently under the resource counter (see
# _layout_context_buttons) - it is the one action button nothing else
# ever hides, so the prologue taking it away is the only thing that has
# to give it back.
if not build_button . visible :
build_button . visible = true
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
if build_menu . visible :
# Keep the greyed state live while the menu is open, so flying onto
# a planet lights the option up without reopening it.
2026-08-14 21:44:28 +02:00
_refresh_build_option_states ( )
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
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
if craft_menu . visible :
# Live, so a delivery arriving while the menu is open visibly works
# the queue down instead of looking stuck.
_refresh_craft_status ( )
2026-08-12 13:07:52 +02:00
if transfer_menu . visible :
# Also live: a hauler banking ore while the panel is open should make
# the "to fleet" side become available without a reopen.
_refresh_transfer ( )
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
if world_map . visible or build_menu . visible or craft_menu . visible \
2026-08-12 13:07:52 +02:00
or formation_menu . visible or skill_menu . visible or lab_menu . visible \
2026-08-12 22:47:46 +02:00
or transfer_menu . visible or hangar_menu . visible :
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
current_building = null
pending_building = null
2026-08-14 22:21:01 +02:00
current_extractor_index = - 1
pending_extractor_index = - 1
2026-08-14 23:15:12 +02:00
current_landing_planet = null
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
action_button . visible = false
2026-08-13 20:49:15 +02:00
building_action_button . visible = false
2026-08-14 23:15:12 +02:00
landing_button . visible = false
2026-08-12 13:07:52 +02:00
transfer_button . visible = false
2026-08-12 22:47:46 +02:00
hangar_button . visible = false
2026-08-13 20:49:15 +02:00
context_actions_expanded = false
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
return
# Debounced exactly like the enter-atmosphere prompt, so the action
# button can't flicker while the fleet drifts on the interact boundary.
var detected : Node2D = building_field . get_building_fleet_is_on ( )
2026-08-14 22:21:01 +02:00
var detected_extractor : int = - 1
if detected == null :
var planet : Node2D = _planet_under_fleet ( )
if planet != null :
detected_extractor = GameState . extractor_index_at ( planet . planet_id )
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
2026-08-14 22:21:01 +02:00
if detected != pending_building or detected_extractor != pending_extractor_index :
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
pending_building = detected
2026-08-14 22:21:01 +02:00
pending_extractor_index = detected_extractor
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
pending_time = 0.0
else :
pending_time += delta
2026-08-14 23:15:12 +02:00
var detected_landing_planet : Node2D = landing_controller . current_planet
2026-08-14 22:21:01 +02:00
if pending_time < prompt_debounce_time or ( pending_building == current_building \
2026-08-14 23:15:12 +02:00
and pending_extractor_index == current_extractor_index \
and detected_landing_planet == current_landing_planet ) :
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
return
current_building = pending_building
2026-08-14 22:21:01 +02:00
current_extractor_index = pending_extractor_index
2026-08-14 23:15:12 +02:00
current_landing_planet = detected_landing_planet
2026-08-13 20:49:15 +02:00
context_actions_expanded = false
2026-08-14 21:44:28 +02:00
hangar_button . visible = false
2026-08-13 20:49:15 +02:00
building_action_button . visible = false
2026-08-14 23:15:12 +02:00
landing_button . visible = false
transfer_button . visible = _has_transfer_context ( )
var actions : Array = _context_action_buttons ( )
action_button . visible = not actions . is_empty ( )
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
if current_building != null :
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
building_action_button . icon = _building_action_icon ( current_building )
2026-08-13 20:49:15 +02:00
building_action_button . queue_redraw ( )
2026-08-14 23:15:12 +02:00
if not actions . is_empty ( ) :
action_button . icon = int ( actions [ 0 ] . icon ) if actions . size ( ) == 1 else IconButton . Icon . ACTION_MENU
2026-08-14 22:21:01 +02:00
action_button . queue_redraw ( )
2026-08-12 23:08:43 +02:00
_layout_context_buttons ( )
func _layout_context_buttons ( ) - > void :
2026-08-13 20:49:15 +02:00
# Build is permanently under the resource counter. The contextual berth
# directly below it is compact until it has more than one real choice.
2026-08-18 12:09:44 +02:00
#
# "Directly below it" is MEASURED from the build button rather than
# written down as a y. This used to hardcode 324, which was the right
# answer only while the build button sat at the 160 the scene authored -
# once _seat_hud_columns() started moving the whole block down to clear
# the resource readout, this ran on the next context change and dropped
# the action row straight back on top of the build button.
var row_top : float = build_button . position . y + build_button . size . y + HUD_ROW_GAP
var row_height : float = build_button . size . y
action_button . offset_top = row_top
action_button . offset_bottom = row_top + row_height
2026-08-13 20:49:15 +02:00
var buttons : Array = _context_action_buttons ( )
if not context_actions_expanded :
for button in buttons :
button . visible = false
return
2026-08-13 20:54:22 +02:00
# Expand sideways so the controls stay in the same visual band instead of
# pushing the player down a vertical stack. Three actions fit across the
# 720px phone layout with the same generous 148px touch targets.
2026-08-12 23:08:43 +02:00
for i in range ( buttons . size ( ) ) :
var button : Control = buttons [ i ]
2026-08-13 20:49:15 +02:00
button . visible = true
2026-08-13 20:54:22 +02:00
button . offset_left = 188 + i * 164
button . offset_right = button . offset_left + 148
2026-08-18 12:09:44 +02:00
button . offset_top = row_top
button . offset_bottom = row_top + row_height
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
2026-08-13 20:49:15 +02:00
func _context_action_buttons ( ) - > Array :
2026-08-14 21:44:28 +02:00
var buttons : Array = [ ]
2026-08-14 23:15:12 +02:00
if current_building != null :
for action in current_building . available_actions ( ) :
var button : IconButton = _button_for_building_action ( action )
if button != null and button not in buttons :
buttons . append ( button )
if current_landing_planet != null :
buttons . append ( landing_button )
2026-08-14 21:44:28 +02:00
return buttons
2026-08-14 23:15:12 +02:00
func _has_transfer_context ( ) - > bool :
if current_extractor_index > = 0 :
return true
return current_building != null and current_building . available_actions ( ) . has ( " transfer " )
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
# A pause action's icon shows what the button will DO, not what the building
# currently is: two bars while it runs, a play triangle while it is stopped.
# Everything else uses the icon its definition names.
func _building_action_icon ( building : Node ) - > int :
if building . primary_action ( ) == " pause " :
return IconButton . Icon . RESUME if GameState . is_building_paused ( building . building_id ) \
else IconButton . Icon . PAUSE
return int ( building . definition . action_icon )
2026-08-14 21:44:28 +02:00
func _button_for_building_action ( action : String ) - > IconButton :
if action == " transfer " :
2026-08-14 23:15:12 +02:00
return null
2026-08-14 21:44:28 +02:00
if action == " hangar " :
return hangar_button
return building_action_button
2026-08-13 20:49:15 +02:00
func _on_context_action_pressed ( ) - > void :
2026-08-14 23:15:12 +02:00
if current_building == null and current_extractor_index < 0 \
and current_landing_planet == null :
2026-08-13 20:49:15 +02:00
return
var actions : Array = _context_action_buttons ( )
if actions . size ( ) == 1 :
2026-08-14 23:15:12 +02:00
if actions [ 0 ] == landing_button :
landing_controller . _on_enter_pressed ( )
elif actions [ 0 ] == hangar_button :
_on_hangar_pressed ( )
2026-08-13 20:49:15 +02:00
else :
_on_action_pressed ( )
return
context_actions_expanded = not context_actions_expanded
_layout_context_buttons ( )
func _collapse_context_actions ( ) - > void :
if not context_actions_expanded :
return
context_actions_expanded = false
_layout_context_buttons ( )
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
func _check_fleet_wipe ( ) - > void :
if not fleet . ships . is_empty ( ) :
return
# Whole fleet destroyed: rebuild a single vessel at the mothership, or
# at the world origin when none has been built yet.
var spawn_pos : Variant = GameState . get_mothership_position ( )
fleet . spawn_ships ( 1 , spawn_pos if spawn_pos != null else Vector2 . ZERO )
func _on_action_pressed ( ) - > void :
if current_building == null :
return
2026-08-12 13:07:52 +02:00
# Whichever panel opens, its header reports on the building it was opened
# from. Set once here rather than in each branch, so a new building menu
# cannot forget to do it and silently show a blank HERE column.
for bar in resource_bars :
bar . building_id = current_building . building_id
2026-08-14 21:44:28 +02:00
var action : String = current_building . primary_action ( )
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
if action == " pause " :
# No panel: the button IS the control. Toggling here rather than
# opening something keeps a one-bit setting to a single tap.
var paused : bool = GameState . toggle_building_paused ( current_building . building_id )
build_status . text = " %s %s " % [ current_building . definition . display_name ,
" paused " if paused else " running " ]
building_action_button . icon = _building_action_icon ( current_building )
building_action_button . queue_redraw ( )
return
2026-08-14 21:44:28 +02:00
if action == " research " :
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
skill_menu . visible = true
2026-08-13 16:25:41 +02:00
skill_tree . reset_scroll ( )
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
_refresh_skill_menu ( )
2026-08-14 21:44:28 +02:00
elif action == " craft " :
2026-08-11 23:55:12 +02:00
# Remembered explicitly: _process() clears current_building while any
# menu is open, so by the next frame the panel would no longer know
# which crafter it belongs to. Losing this line makes every button in
# the panel bail out at its `== 0` guard while the panel itself still
# opens - which reads as "the buttons do nothing".
craft_building_id = current_building . building_id
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
craft_menu . visible = true
_refresh_craft_status ( )
2026-08-14 21:44:28 +02:00
elif action == " lab " :
2026-08-13 22:04:21 +02:00
lab_building_id = current_building . building_id
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
lab_menu . visible = true
_refresh_lab ( )
2026-08-14 21:44:28 +02:00
elif action == " formation " :
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
formation_menu . visible = true
formation_editor . queue_redraw ( )
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
elif action == " planning " :
planning_menu . visible = true
_refresh_planning ( )
#102/#103 (#97d/#97e): the outpost, and the garrison you compose for it
Landed together because an outpost you cannot crew is decoration, and a
garrison menu with no building to hang it off is nothing at all.
#102, the building. Researched at "Forward Bases", two prerequisites deep
and cheaper than any mid-game structure - the ticket asks for early, and the
answer to waves attacking your buildings should arrive at about the time the
waves can hurt them. It is drawn as a watch mast on a tripod with two open
berths, deliberately the least machinery of any structure here: it makes
nothing and refines nothing, it holds a position. 120hp, more than a
crafter, because being shot at is its job.
#103, the garrison. Two separate things live on its record, and conflating
them was the first thing to get wrong: the ORDER, what the player asked for,
and the CREW, who is actually there. This menu edits the order only; #104
fills the crew. Keeping the order as a wish is what lets an outpost ask for
a hull nobody has built yet and wait for it, rather than the request
evaporating - and it is why the panel shows "here / ordered" instead of one
number.
"Only ships that attack can be assigned" is expressed as capabilities rather
than a list of types, so a new armed vessel is eligible the day it is added
and an unarmed one never is by accident. Today that means the interceptor
and the laser vessel; a shield, a hauler and an engine block cannot hold a
position however much one might want them to.
Two berths by default, and Garrison Bays raises it at outposts ALREADY
standing - the same shape as freight_yards for hubs, because a bonus that
only reached new buildings would mean demolishing and rebuilding to collect
it.
The panel builds its own rows from the catalog rather than from nodes placed
in the scene, so adding an armed vessel later needs no scene surgery.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:02:20 +02:00
elif action == " garrison " :
garrison_building_id = current_building . building_id
garrison_panel . building_id = garrison_building_id
garrison_menu . visible = true
_refresh_garrison ( )
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
func _on_build_pressed ( ) - > void :
build_menu . visible = true
info_popup . visible = false
pending_build_type = " "
_refresh_build_status ( )
func _planet_under_fleet ( ) - > Node2D :
# An extractor mines a specific planet, so one has to be within reach.
return planet_field . get_planet_fleet_is_on ( )
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
# Grid geometry, shared with the layout below. The menu is rebuilt from
# whatever is currently researched (#21) rather than being a fixed
# arrangement with holes punched in it.
#
# Two profiles, because the grid ran out of room. #54 already tightened the
# rows to 223px to fit a fourth, explicitly to avoid a scrollable menu, and a
# ninth structure (#106's planning centre) needs a FIFTH row that will not
# fit at any spacing a button, a label and a cost can share. So past eight
# entries the grid goes to three columns instead, which takes nine into three
# rows - fewer than it uses today, not more. Narrower columns mean narrower
# labels, so those get a taller box to wrap into.
Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.
The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.
The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.
Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.
Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.
Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.
Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
matching target_id, regardless of purpose. Once pickup states shared
target_id with delivery states (both address a building, not an
extractor), a transporter delivering gas made the SAME building look
"busy" to the unrelated energy-pickup dispatch, starving it even
with a second, genuinely free transporter sitting idle at the hub.
Split into _transporter_inbound_to() (delivery states only) and a
new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
sizing) had no room for a 7th building - despite the ticket's own
note that no layout changes should be needed. A naive 4th row ran
off the bottom of a 720x1280 viewport; fitting one meant both adding
a 4th row top AND shrinking the shared button/label/cost sizing so
each row's content no longer taller than the compressed row spacing.
Caught only by actually screenshotting it - a real build menu, not
headless, since --headless renders nothing.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
const MENU_ROW_TOPS : Array = [ - 300.0 , - 77.0 , 146.0 , 369.0 ]
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
const MENU_COL_X : float = 140.0
const MENU_BUTTON_HALF : float = 64.0
Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.
The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.
The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.
Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.
Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.
Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.
Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
matching target_id, regardless of purpose. Once pickup states shared
target_id with delivery states (both address a building, not an
extractor), a transporter delivering gas made the SAME building look
"busy" to the unrelated energy-pickup dispatch, starving it even
with a second, genuinely free transporter sitting idle at the hub.
Split into _transporter_inbound_to() (delivery states only) and a
new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
sizing) had no room for a 7th building - despite the ticket's own
note that no layout changes should be needed. A naive 4th row ran
off the bottom of a 720x1280 viewport; fitting one meant both adding
a 4th row top AND shrinking the shared button/label/cost sizing so
each row's content no longer taller than the compressed row spacing.
Caught only by actually screenshotting it - a real build menu, not
headless, since --headless renders nothing.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
const MENU_BUTTON_H : float = 100.0
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
const MENU_LABEL_HALF : float = 150.0
Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.
The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.
The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.
Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.
Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.
Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.
Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
matching target_id, regardless of purpose. Once pickup states shared
target_id with delivery states (both address a building, not an
extractor), a transporter delivering gas made the SAME building look
"busy" to the unrelated energy-pickup dispatch, starving it even
with a second, genuinely free transporter sitting idle at the hub.
Split into _transporter_inbound_to() (delivery states only) and a
new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
sizing) had no room for a 7th building - despite the ticket's own
note that no layout changes should be needed. A naive 4th row ran
off the bottom of a 720x1280 viewport; fitting one meant both adding
a 4th row top AND shrinking the shared button/label/cost sizing so
each row's content no longer taller than the compressed row spacing.
Caught only by actually screenshotting it - a real build menu, not
headless, since --headless renders nothing.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
const MENU_LABEL_H : float = 52.0
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
const MENU_COST_HALF : float = 60.0
Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.
The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.
The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.
Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.
Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.
Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.
Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
matching target_id, regardless of purpose. Once pickup states shared
target_id with delivery states (both address a building, not an
extractor), a transporter delivering gas made the SAME building look
"busy" to the unrelated energy-pickup dispatch, starving it even
with a second, genuinely free transporter sitting idle at the hub.
Split into _transporter_inbound_to() (delivery states only) and a
new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
sizing) had no room for a 7th building - despite the ticket's own
note that no layout changes should be needed. A naive 4th row ran
off the bottom of a 720x1280 viewport; fitting one meant both adding
a 4th row top AND shrinking the shared button/label/cost sizing so
each row's content no longer taller than the compressed row spacing.
Caught only by actually screenshotting it - a real build menu, not
headless, since --headless renders nothing.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
const MENU_COST_H : float = 44.0
# Gaps from each row's own top to where the label/cost start, sized to the
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
# shrunk MENU_*_H values above.
Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.
The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.
The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.
Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.
Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.
Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.
Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
matching target_id, regardless of purpose. Once pickup states shared
target_id with delivery states (both address a building, not an
extractor), a transporter delivering gas made the SAME building look
"busy" to the unrelated energy-pickup dispatch, starving it even
with a second, genuinely free transporter sitting idle at the hub.
Split into _transporter_inbound_to() (delivery states only) and a
new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
sizing) had no room for a 7th building - despite the ticket's own
note that no layout changes should be needed. A naive 4th row ran
off the bottom of a 720x1280 viewport; fitting one meant both adding
a 4th row top AND shrinking the shared button/label/cost sizing so
each row's content no longer taller than the compressed row spacing.
Caught only by actually screenshotting it - a real build menu, not
headless, since --headless renders nothing.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
const MENU_LABEL_OFFSET : float = 106.0
const MENU_COST_OFFSET : float = 162.0
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
const MENU_WIDE_THRESHOLD : int = 8
const MENU_ROW_TOPS_WIDE : Array = [ - 330.0 , - 85.0 , 160.0 ]
const MENU_COL_X_WIDE : float = 224.0
const MENU_LABEL_HALF_WIDE : float = 108.0
const MENU_LABEL_H_WIDE : float = 68.0
const MENU_COST_OFFSET_WIDE : float = 178.0
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
func _place_entry ( node : Control , cx : float , top : float , half : float , height : float ) - > void :
node . offset_left = cx - half
node . offset_right = cx + half
node . offset_top = top
node . offset_bottom = top + height
func _layout_build_menu ( ) - > void :
# Structures the player has not researched are hidden outright (#21), and
# what remains is repacked so there are no gaps where they used to be.
# This reverses the earlier decision to always list everything greyed
# out; an option you cannot explain is apparently worse than one you
# cannot see yet.
var shown : Array = [ ]
for entry in build_menu_entries :
var visible : bool = GameState . is_building_unlocked ( entry [ 0 ] )
entry [ 1 ] . visible = visible
entry [ 2 ] . visible = visible
entry [ 3 ] . visible = visible
if visible :
shown . append ( entry )
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
var wide : bool = shown . size ( ) > MENU_WIDE_THRESHOLD
var columns : int = 3 if wide else 2
var tops : Array = MENU_ROW_TOPS_WIDE if wide else MENU_ROW_TOPS
var col_x : float = MENU_COL_X_WIDE if wide else MENU_COL_X
var label_half : float = MENU_LABEL_HALF_WIDE if wide else MENU_LABEL_HALF
var label_h : float = MENU_LABEL_H_WIDE if wide else MENU_LABEL_H
var cost_offset : float = MENU_COST_OFFSET_WIDE if wide else MENU_COST_OFFSET
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
for i in range ( shown . size ( ) ) :
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
var row : int = i / columns
# A short last row is CENTRED rather than left-packed, so it does not
# read as a row with something missing beside it.
var in_row : int = mini ( shown . size ( ) - row * columns , columns )
var col : int = i % columns
var cx : float = ( float ( col ) - ( float ( in_row ) - 1.0 ) * 0.5 ) * col_x * 2.0 \
/ maxf ( float ( columns ) - 1.0 , 1.0 )
var top : float = tops [ mini ( row , tops . size ( ) - 1 ) ]
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
_place_entry ( shown [ i ] [ 1 ] , cx , top , MENU_BUTTON_HALF , MENU_BUTTON_H )
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
_place_entry ( shown [ i ] [ 2 ] , cx , top + MENU_LABEL_OFFSET , label_half , label_h )
_place_entry ( shown [ i ] [ 3 ] , cx , top + cost_offset , MENU_COST_HALF , MENU_COST_H )
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +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
func _refresh_build_status ( ) - > void :
Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.
Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".
This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
_layout_build_menu ( )
# Researched but not usable right here is still shown, greyed: an
# extractor needs a planet under the fleet, which is a "not now" rather
# than a "not yet".
2026-08-14 21:44:28 +02:00
_refresh_build_option_states ( )
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
# Prices are shown under each option now, so this only needs to say
# whether the fleet is somewhere an extractor could go.
2026-08-15 14:41:19 +02:00
var planet : Node2D = _planet_under_fleet ( )
if planet == null :
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
build_status . text = " "
2026-08-15 14:41:19 +02:00
elif not GameState . is_planet_conquered ( planet . planet_id ) :
build_status . text = " Over %s - capture it before building an extractor " % planet . planet_name
else :
build_status . text = " Over %s - an extractor can be built here " % planet . planet_name
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
2026-08-14 21:44:28 +02:00
func _refresh_build_option_states ( ) - > void :
for entry in build_menu_entries :
var definition : Resource = entry [ 4 ]
var enabled : bool = GameState . is_building_unlocked ( definition . definition_id )
if definition . placement_mode == " planet " :
2026-08-15 14:41:19 +02:00
var planet : Node2D = _planet_under_fleet ( )
enabled = enabled and planet != null and GameState . is_planet_conquered ( planet . planet_id )
2026-08-14 21:44:28 +02:00
entry [ 1 ] . enabled = enabled
entry [ 1 ] . queue_redraw ( )
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
#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
# Everything the player can PRESS, as opposed to steer with. Used by the
# prologue (#122), which takes them all away at once.
func _hide_all_actions ( ) - > void :
current_building = null
pending_building = null
current_extractor_index = - 1
pending_extractor_index = - 1
current_landing_planet = null
context_actions_expanded = false
for control in [ build_button , action_button , building_action_button ,
landing_button , transfer_button , hangar_button ] :
if control != null :
control . visible = false
Fix every button being permanently blocked after closing the build menu
The real cause of "the crafter buttons do nothing", reported three
times. IconButton._blocked_by_modal tested `menu.visible`, but hiding a
parent leaves a child's own `visible` flag true - and the build menu's
info popup is itself one of the modal panels. So opening any building's
info popup and then closing the build menu with the X left an invisible
popup still claiming to be open, and from that moment EVERY button in
the game was blocked, with no way for a player to get out of it.
It tests is_visible_in_tree() now, and closing the build menu also
closes its popup rather than leaving it half-open.
My earlier attempts kept missing it because the probes called the
handlers directly - they exercised the crafter logic, which was fine all
along, and never the input path in that state. The regression test
reproduces the exact sequence: open the build menu, show a building's
info, hide the menu, then check an unrelated button still fires.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:41:00 +02:00
func _close_build_menu ( ) - > void :
# The popup is a child panel of this menu; leaving it "open" while its
# parent is hidden is what blocked every button in the game.
info_popup . visible = false
pending_build_type = " "
build_menu . visible = false
#102/#103 (#97d/#97e): the outpost, and the garrison you compose for it
Landed together because an outpost you cannot crew is decoration, and a
garrison menu with no building to hang it off is nothing at all.
#102, the building. Researched at "Forward Bases", two prerequisites deep
and cheaper than any mid-game structure - the ticket asks for early, and the
answer to waves attacking your buildings should arrive at about the time the
waves can hurt them. It is drawn as a watch mast on a tripod with two open
berths, deliberately the least machinery of any structure here: it makes
nothing and refines nothing, it holds a position. 120hp, more than a
crafter, because being shot at is its job.
#103, the garrison. Two separate things live on its record, and conflating
them was the first thing to get wrong: the ORDER, what the player asked for,
and the CREW, who is actually there. This menu edits the order only; #104
fills the crew. Keeping the order as a wish is what lets an outpost ask for
a hull nobody has built yet and wait for it, rather than the request
evaporating - and it is why the panel shows "here / ordered" instead of one
number.
"Only ships that attack can be assigned" is expressed as capabilities rather
than a list of types, so a new armed vessel is eligible the day it is added
and an unarmed one never is by accident. Today that means the interceptor
and the laser vessel; a shield, a hauler and an engine block cannot hold a
position however much one might want them to.
Two berths by default, and Garrison Bays raises it at outposts ALREADY
standing - the same shape as freight_yards for hubs, because a bonus that
only reached new buildings would mean demolishing and rebuilding to collect
it.
The panel builds its own rows from the catalog rather than from nodes placed
in the scene, so adding an armed vessel later needs no scene surgery.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:02:20 +02:00
# --- the outpost's garrison panel (#103) -----------------------------------
func _close_garrison_menu ( ) - > void :
garrison_menu . visible = false
garrison_building_id = 0
func _refresh_garrison ( ) - > void :
if garrison_building_id == 0 :
return
garrison_panel . building_id = garrison_building_id
garrison_panel . refresh ( )
var ordered : int = GameState . garrison_desired_total ( garrison_building_id )
var crewed : int = GameState . garrison_crew ( garrison_building_id ) . size ( )
if ordered == 0 :
garrison_status . text = " No vessels ordered. Only armed vessels can hold a position. "
elif crewed > = ordered :
garrison_status . text = " Garrison at full strength "
else :
garrison_status . text = " %d of %d berths crewed - vessels are sent from the mothership as they become available " \
% [ crewed , ordered ]
#106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.
The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.
The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.
Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.
Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.
The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
# --- the planning centre's standing orders (#106) ---------------------------
func _close_planning_menu ( ) - > void :
planning_menu . visible = false
func _refresh_planning ( ) - > void :
planning_panel . refresh ( )
var short : PackedStringArray = PackedStringArray ( )
for vessel_type in GameState . planned_vessel_types ( ) :
var missing : int = GameState . vessel_shortfall ( String ( vessel_type ) )
if missing > 0 :
short . append ( " %d %s " % [ missing , GameState . vessel_name ( String ( vessel_type ) ) ] )
if short . is_empty ( ) :
planning_status . text = " Every standing order is met or already being built "
else :
planning_status . text = " Short: %s " % " , " . join ( short )
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
func cost_of ( type : String ) - > int :
2026-08-14 21:44:28 +02:00
var definition : Resource = BUILDING_DEFINITIONS . get_definition ( type )
return int ( definition . cost ) if definition != null else 0
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
func _show_building_info ( type : String ) - > void :
2026-08-14 21:44:28 +02:00
var definition : Resource = BUILDING_DEFINITIONS . get_definition ( type )
if definition == null :
return
var cost : int = int ( definition . cost )
var lines : Array = [ definition . description ]
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
var can_build : bool = true
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
# Locked structures still list themselves, greyed, so the player can see
# what exists and what research would open it up.
if not GameState . is_building_unlocked ( type ) :
lines . append ( " Locked. Research %s at your mothership. " % GameState . research_for_building ( type ) )
can_build = false
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
# Anything that would stop this particular placement is spelled out in
# the same popup, rather than silently failing after the press.
2026-08-14 21:44:28 +02:00
if can_build and definition . placement_mode == " planet " :
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
var planet : Node2D = _planet_under_fleet ( )
if planet == null :
lines . append ( " No planet in reach - fly over one. " )
can_build = false
2026-08-15 14:41:19 +02:00
elif not GameState . is_planet_conquered ( planet . planet_id ) :
lines . append ( " %s is not captured yet - take all its capture points. " % planet . planet_name )
can_build = false
2026-08-14 22:16:40 +02:00
elif GameState . has_extractor_at ( planet . planet_id ) :
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
lines . append ( " %s already has an extractor. " % planet . planet_name )
can_build = false
else :
2026-08-14 21:44:28 +02:00
lines . append ( " Will mine %s from %s . " % [ GameState . resource_name ( planet . resource_type ) , planet . planet_name ] )
elif can_build and definition . unique and GameState . has_building_of_type ( type ) :
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
lines . append ( " WARNING: only one may exist - this destroys your current one. " )
Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
# The same pooled test the build itself uses. Asking the bank here while
# charging bank-plus-hold below would hide the build button for something
# the player can in fact afford.
Pay for everything from the bank and the fleet hold, not just buildings
Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.
So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.
The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.
Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.
test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 12:15:00 +02:00
if can_build and not GameState . can_afford ( cost ) :
lines . append ( " Not enough rocks - needs %d , you have %d . " % [ cost , GameState . available_ore ( ) ] )
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
can_build = false
2026-08-14 21:44:28 +02:00
info_title . text = definition . display_name
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
info_message . text = " \n \n " . join ( lines )
info_cost . amount = cost
info_build_button . visible = can_build
pending_build_type = type if can_build else " "
info_popup . visible = true
func _close_info ( ) - > void :
info_popup . visible = false
pending_build_type = " "
func _confirm_build ( ) - > void :
var type : String = pending_build_type
if type == " " :
return
pending_build_type = " "
info_popup . visible = false
# Everything is re-checked here rather than trusted from when the popup
# opened: the fleet keeps flying while it is up, so it can drift off the
# planet an extractor was going to mine.
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
if not GameState . is_building_unlocked ( type ) :
return
2026-08-14 21:44:28 +02:00
var definition : Resource = BUILDING_DEFINITIONS . get_definition ( type )
if definition == null :
return
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
2026-08-14 21:44:28 +02:00
if definition . placement_mode == " planet " :
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
var planet : Node2D = _planet_under_fleet ( )
2026-08-14 22:16:40 +02:00
if planet == null or GameState . has_extractor_at ( planet . planet_id ) :
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
build_status . text = " No planet in reach any more "
return
2026-08-15 14:41:19 +02:00
if not GameState . is_planet_conquered ( planet . planet_id ) :
build_status . text = " %s is not captured yet " % planet . planet_name
return
2026-08-16 20:14:29 +02:00
if String ( planet . resource_type ) == " " :
# #63: a research_lab planet's whole point is that it yields
# nothing to mine - an extractor there would sit on an empty
# resource id with no ResourceDefinition, breaking its own
# glyph/HUD rendering the moment it produced anything.
build_status . text = " %s has nothing to extract " % planet . planet_name
return
Pay for everything from the bank and the fleet hold, not just buildings
Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.
So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.
The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.
Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.
test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 12:15:00 +02:00
if not GameState . spend ( definition . cost ) :
build_status . text = " Not enough rocks (need %d , have %d ) " % [ definition . cost , GameState . available_ore ( ) ]
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
return
2026-08-14 22:16:40 +02:00
GameState . add_extractor ( planet . planet_name , planet . position , planet . resource_type , planet . planet_id )
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
build_menu . visible = false
return
2026-08-14 21:44:28 +02:00
if definition . unique and GameState . has_building_of_type ( type ) :
Pay for everything from the bank and the fleet hold, not just buildings
Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.
So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.
The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.
Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.
test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 12:15:00 +02:00
if not GameState . can_afford ( definition . cost ) :
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
build_status . text = " Not enough rocks (need %d , have %d ) " % [
Pay for everything from the bank and the fleet hold, not just buildings
Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.
So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.
The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.
Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.
test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 12:15:00 +02:00
definition . cost , GameState . available_ore ( )
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
]
return
# Only now is the old one destroyed - never before the new one is
# known to be affordable, or the player would be left with none.
2026-08-14 21:44:28 +02:00
GameState . remove_buildings_of_type ( type )
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
building_field . rebuild_all ( )
_try_place ( type , cost_of ( type ) )
func _try_place ( type : String , cost : int ) - > void :
Pay for everything from the bank and the fleet hold, not just buildings
Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.
So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.
The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.
Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.
test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 12:15:00 +02:00
if not GameState . spend ( cost ) :
build_status . text = " Not enough rocks (need %d , have %d ) " % [ cost , GameState . available_ore ( ) ]
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
return
building_field . place ( type , fleet . get_centroid ( ) )
build_menu . visible = false
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
# --- research (the mothership's skill tree) --------------------------------
Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.
The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.
It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.
#81 - the bottom-left control hint is gone, from both scenes and from
GameController.
#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.
#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.
test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00
# A second tap on the node already selected buys it (#83). Routed into the
# same handler the buy button used, so the affordability re-check and the
# failure message it does are not duplicated here.
func _on_skill_node_confirmed ( _id : String ) - > void :
_on_unlock_pressed ( )
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
func _on_skill_node_picked ( id : String ) - > void :
_refresh_skill_menu ( id )
func _refresh_skill_menu ( id : String = " " ) - > void :
if id == " " :
id = skill_tree . selected_id
if id == " " :
# Nothing chosen yet: point the player at the tree rather than
# leaving the panel blank, which reads as broken.
skill_detail . text = " Select a node to see what it unlocks. "
skill_cost . amount = 0
2026-08-16 20:14:29 +02:00
skill_status . text = " Fleet capacity %d · Research points %d " \
% [ GameState . max_fleet_size ( ) , GameState . research_points ]
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
return
var node : Dictionary = GameState . skill_node ( id )
if node . is_empty ( ) :
return
2026-08-16 21:38:07 +02:00
var points_needed : int = GameState . skill_research_point_cost ( id )
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
skill_detail . text = " %s \n %s " % [ node . name , node . desc ]
2026-08-16 20:14:29 +02:00
if points_needed > 0 :
skill_detail . text += " \n Research points: %d / %d " % [ GameState . research_points , points_needed ]
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
skill_cost . amount = int ( node . cost )
if GameState . is_unlocked ( id ) :
skill_status . text = " Researched "
elif not GameState . prerequisite_met ( id ) :
skill_status . text = " Needs %s first " % GameState . skill_node ( node . requires ) . name
elif not GameState . can_afford ( int ( node . cost ) ) :
Pay for everything from the bank and the fleet hold, not just buildings
Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.
So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.
The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.
Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.
test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 12:15:00 +02:00
# available_ore(), not the bank alone: research is paid for the same
# pooled way as everything else, so quoting the bank here would tell
# the player they cannot afford something they can.
skill_status . text = " Not enough rocks - you have %d " % GameState . available_ore ( )
2026-08-16 20:14:29 +02:00
elif GameState . research_points < points_needed :
# #63: a distinct reason from the ore one above - conflating them
# would leave the player trying to fix the wrong shortage.
skill_status . text = " Not enough research points - you have %d , need %d " \
% [ GameState . research_points , points_needed ]
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
else :
Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.
The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.
It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.
#81 - the bottom-left control hint is gone, from both scenes and from
GameController.
#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.
#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.
test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00
# The button that used to appear here was the only thing saying "this
# is buyable". With it gone the line has to say so itself, or an
# affordable node and an unaffordable one look identical.
skill_status . text = " Tap again to research "
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
func _on_unlock_pressed ( ) - > void :
var id : String = skill_tree . selected_id
if id == " " :
return
if not GameState . unlock ( id ) :
# Re-check rather than trust the button: rocks can be spent elsewhere
# while this menu is open, since haulers keep delivering.
_refresh_skill_menu ( id )
return
# A capacity upgrade has to reach the fleet that is already flying, not
# just ones rebuilt later.
if int ( GameState . skill_node ( id ) . get ( " fleet_bonus " , 0 ) ) > 0 :
fleet . apply_formation ( )
skill_tree . queue_redraw ( )
_refresh_skill_menu ( id )
2026-08-11 20:17:58 +02:00
func _say ( message : String ) - > void :
craft_message = message
craft_message_until = Time . get_ticks_msec ( ) + 3000
_refresh_craft_status ( )
2026-08-15 04:45:15 +02:00
func _format_costs ( costs : Dictionary ) - > String :
var parts : PackedStringArray = PackedStringArray ( )
for resource_type in GameState . resource_types ( ) :
var amount : int = int ( costs . get ( resource_type , 0 ) )
if amount > 0 :
parts . append ( " %d %s " % [ amount , GameState . resource_name ( resource_type ) . to_lower ( ) ] )
return " · " . join ( parts ) if not parts . is_empty ( ) else " free "
func _format_missing_costs ( costs : Dictionary ) - > String :
var parts : PackedStringArray = PackedStringArray ( )
for resource_type in GameState . resource_types ( ) :
var amount : int = int ( costs . get ( resource_type , 0 ) )
if amount > 0 :
parts . append ( " %d more %s " % [ amount ,
GameState . resource_name ( resource_type ) . to_lower ( ) ] )
return " · " . join ( parts )
2026-08-23 21:59:24 +02:00
# --- the craft menu's own layout (#111) ------------------------------------
#
# Six vessels were authored as one row of 65px buttons with 105px captions
# overlapping each other, which left "Energy Propulser" clipped and the price
# crushed onto a second line under it. Laid out here instead, in two rows of
# three, so a cell is wide enough for the name to breathe - and the price is
# glyphs rather than words (see VesselPriceStrip).
const CRAFT_COLUMNS : int = 3
const CRAFT_ROW_TOPS : Array = [ - 96.0 , 104.0 ]
const CRAFT_COL_X : float = 190.0
const CRAFT_BUTTON_HALF : float = 56.0
const CRAFT_BUTTON_H : float = 112.0
const CRAFT_LABEL_HALF : float = 92.0
const CRAFT_LABEL_H : float = 62.0
const CRAFT_LABEL_OFFSET : float = 118.0
const CRAFT_PRICE_HALF : float = 92.0
const CRAFT_PRICE_H : float = 32.0
const CRAFT_PRICE_OFFSET : float = 182.0
var craft_price_strips : Array = [ ]
func _build_craft_price_strips ( ) - > void :
var strip_script : Script = load ( " res://ui/VesselPriceStrip.gd " )
for i in range ( craft_vessel_buttons . size ( ) ) :
var strip : Control = strip_script . new ( )
strip . name = " CraftPrice %d " % i
# Centre anchors, matching the buttons and captions authored in the
# scene - _place_entry writes offsets, and an offset means something
# different against a top-left anchor.
strip . anchor_left = 0.5
strip . anchor_right = 0.5
strip . anchor_top = 0.5
strip . anchor_bottom = 0.5
craft_menu . add_child ( strip )
craft_price_strips . append ( strip )
func _layout_craft_menu ( ) - > void :
for i in range ( craft_vessel_buttons . size ( ) ) :
var row : int = i / CRAFT_COLUMNS
var column : int = i % CRAFT_COLUMNS
var cx : float = ( float ( column ) - 1.0 ) * CRAFT_COL_X
var top : float = CRAFT_ROW_TOPS [ mini ( row , CRAFT_ROW_TOPS . size ( ) - 1 ) ]
_place_entry ( craft_vessel_buttons [ i ] , cx , top , CRAFT_BUTTON_HALF , CRAFT_BUTTON_H )
_place_entry ( craft_vessel_labels [ i ] , cx , top + CRAFT_LABEL_OFFSET ,
CRAFT_LABEL_HALF , CRAFT_LABEL_H )
if i < craft_price_strips . size ( ) :
_place_entry ( craft_price_strips [ i ] , cx , top + CRAFT_PRICE_OFFSET ,
CRAFT_PRICE_HALF , CRAFT_PRICE_H )
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
func _refresh_craft_status ( ) - > void :
2026-08-12 23:08:43 +02:00
# Prices live with the buttons they describe. The top of the screen is
# intentionally reserved for the shared resource bar and a short action
# message; repeating fleet, queue and transport counts here buried the UI.
craft_status . text = " "
2026-08-15 00:09:10 +02:00
var definitions : Array = VESSEL_DEFINITIONS . fleet ( )
2026-08-14 22:12:57 +02:00
for i in range ( mini ( definitions . size ( ) , craft_vessel_buttons . size ( ) ) ) :
var definition : Resource = definitions [ i ]
var button : IconButton = craft_vessel_buttons [ i ]
2026-08-23 21:59:24 +02:00
# #111: the name alone. The price is the strip under it, in glyphs.
craft_vessel_labels [ i ] . text = String ( definition . display_name )
if i < craft_price_strips . size ( ) :
craft_price_strips [ i ] . set_costs (
GameState . product_costs ( definition . definition_id ) )
2026-08-14 22:12:57 +02:00
button . icon = definition . icon
button . glow_color = definition . glow_color
button . enabled = GameState . vessel_is_unlocked ( definition . definition_id )
button . queue_redraw ( )
2026-08-12 22:47:46 +02:00
_refresh_queue ( )
2026-08-11 20:17:58 +02:00
if craft_message != " " :
if Time . get_ticks_msec ( ) < craft_message_until :
craft_status . text = " %s \n %s " % [ craft_message , craft_status . text ]
else :
craft_message = " "
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
func _on_craft_interceptor ( ) - > void :
2026-08-14 22:12:57 +02:00
_on_craft_vessel ( GameState . VESSEL_INTERCEPTOR )
func _on_craft_vessel ( vessel : String ) - > void :
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
if craft_building_id == 0 :
2026-08-11 23:55:12 +02:00
_say ( " No crafter selected - reopen this panel from the building " )
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
return
2026-08-14 22:12:57 +02:00
var definition : Resource = VESSEL_DEFINITIONS . get_definition ( vessel )
if definition == null :
return
if not GameState . queue_order ( craft_building_id , vessel ) :
if not GameState . vessel_is_unlocked ( vessel ) :
_say ( " %s must be unlocked at a ship lab first " % definition . display_name )
return
_report_order ( vessel )
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
2026-08-11 22:50:09 +02:00
func _report_order ( product : String ) - > void :
2026-08-15 04:45:15 +02:00
var missing : Dictionary = GameState . outstanding_costs ( craft_building_id )
if not missing . is_empty ( ) :
_say ( " %s queued - deliver %s here " % [ GameState . vessel_name ( product ) ,
_format_missing_costs ( missing ) ] )
2026-08-11 22:50:09 +02:00
else :
2026-08-14 22:12:57 +02:00
_say ( " %s ordered - building now " % GameState . vessel_name ( product ) )
2026-08-11 22:50:09 +02:00
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
# --- ship lab (#5) --------------------------------------------------------
func _lab_options ( ) - > Array :
# The shield VESSEL unlock is offered on the shield page as an extra
# entry, because unlocking the type and upgrading it belong in the same
# place - and its upgrades are pointless until it exists.
var options : Array = [ ]
2026-08-14 22:12:57 +02:00
var definition : Resource = VESSEL_DEFINITIONS . get_definition ( lab_vessel )
if definition == null :
return options
if not GameState . vessel_is_unlocked ( lab_vessel ) :
options . append ( { " unlock " : true , " id " : definition . unlock_id ,
" name " : definition . unlock_name , " desc " : definition . unlock_description ,
2026-08-15 04:45:15 +02:00
" costs " : GameState . research_costs ( definition . unlock_id ) ,
" icon " : definition . unlock_icon if definition . unlock_icon > = 0 else definition . icon } )
2026-08-13 16:45:08 +02:00
return options
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
for u in GameState . upgrades_for ( lab_vessel ) :
options . append ( { " unlock " : false , " id " : u . id , " name " : u . name , " desc " : u . desc } )
return options
func _on_lab_vessel ( index : int ) - > void :
2026-08-14 22:12:57 +02:00
var definitions : Array = VESSEL_DEFINITIONS . all ( )
if index < 0 or index > = definitions . size ( ) :
return
lab_vessel = definitions [ index ] . definition_id
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
lab_choice = 0
_refresh_lab ( )
2026-08-13 16:45:08 +02:00
func _on_lab_upgrade ( index : int ) - > void :
if index < 0 or index > = _lab_options ( ) . size ( ) :
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
return
2026-08-13 16:45:08 +02:00
lab_choice = index
lab_status . text = " "
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
_refresh_lab ( )
func _on_lab_buy ( ) - > void :
var options : Array = _lab_options ( )
if options . is_empty ( ) :
return
var choice : Dictionary = options [ lab_choice ]
2026-08-14 22:12:57 +02:00
var id : String = String ( choice . id )
2026-08-13 22:04:21 +02:00
if not GameState . queue_lab_research ( lab_building_id , id ) :
lab_status . text = " Research is already queued or complete "
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
return
2026-08-15 04:45:15 +02:00
lab_status . text = " %s queued - deliver %s to this lab " % [ choice . name ,
_format_costs ( GameState . research_costs ( id ) ) ]
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
_refresh_lab ( )
func _refresh_lab ( ) - > void :
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var definitions : Array = VESSEL_DEFINITIONS . all ( )
for i in range ( mini ( lab_vessel_buttons . size ( ) , definitions . size ( ) ) ) :
var definition : Resource = definitions [ i ]
var this_vessel : String = definition . definition_id
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lab_vessel_buttons [ i ] . enabled = true
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lab_vessel_buttons [ i ] . icon = definition . icon
lab_vessel_buttons [ i ] . glow_color = definition . glow_color
lab_vessel_labels [ i ] . text = definition . display_name
2026-08-13 20:56:24 +02:00
lab_vessel_buttons [ i ] . highlighted = this_vessel == lab_vessel
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
lab_vessel_buttons [ i ] . queue_redraw ( )
2026-08-16 20:14:29 +02:00
lab_vessel_label . text = " %s research · %d RP " % [
GameState . vessel_name ( lab_vessel ) , GameState . research_points ]
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
var options : Array = _lab_options ( )
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for i in range ( lab_upgrade_buttons . size ( ) ) :
var visible : bool = i < options . size ( )
lab_upgrade_buttons [ i ] . visible = visible
lab_upgrade_labels [ i ] . visible = visible
if not visible :
continue
var option : Dictionary = options [ i ]
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var price_text : String = _format_costs ( option . costs if bool ( option . unlock ) \
else GameState . research_costs ( option . id ) )
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var point_cost : int = GameState . research_point_cost ( String ( option . id ) )
if point_cost > 0 :
price_text += " · %d RP " % point_cost
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if not bool ( option . unlock ) and GameState . upgrade_maxed ( option . id ) :
price_text = " MAX "
var level_note : String = " " if bool ( option . unlock ) else " %d / %d " % [
GameState . upgrade_level ( option . id ) , int ( GameState . upgrade_def ( option . id ) . max_level ) ]
lab_upgrade_labels [ i ] . text = " %s %s \n %s " % [ option . name , level_note , price_text ]
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lab_upgrade_buttons [ i ] . icon = _upgrade_icon ( option )
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lab_upgrade_buttons [ i ] . glow_color = _vessel_colour ( lab_vessel )
lab_upgrade_buttons [ i ] . highlighted = i == lab_choice
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lab_upgrade_buttons [ i ] . enabled = true
lab_upgrade_buttons [ i ] . queue_redraw ( )
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
if options . is_empty ( ) :
lab_detail . text = " "
lab_buy_button . enabled = false
2026-08-13 16:45:08 +02:00
lab_buy_button . queue_redraw ( )
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
return
lab_choice = clampi ( lab_choice , 0 , options . size ( ) - 1 )
var choice : Dictionary = options [ lab_choice ]
2026-08-16 20:14:29 +02:00
var choice_points : int = GameState . research_point_cost ( String ( choice . id ) )
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
lab_detail . text = " %s \n %s " % [ choice . name , choice . desc ]
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if choice_points > 0 :
lab_detail . text += " \n Research points: %d / %d " % [ GameState . research_points , choice_points ]
2026-08-13 22:04:21 +02:00
var queued : Dictionary = GameState . lab_research_order ( lab_building_id )
lab_buy_button . enabled = queued . is_empty ( ) and ( choice . unlock or not GameState . upgrade_maxed ( choice . id ) )
if not queued . is_empty ( ) :
2026-08-16 20:14:29 +02:00
var queued_points : int = GameState . research_point_cost ( String ( queued . id ) )
if not bool ( queued . started ) and GameState . research_points < queued_points :
# #63: distinct from "Waiting for resources" - flying more ore/gas
# to this lab cannot fix a research-point shortfall, only
# conquering a research lab elsewhere can.
lab_status . text = " Need %d research point %s (have %d ) " \
% [ queued_points , " " if queued_points == 1 else " s " , GameState . research_points ]
else :
lab_status . text = " %s %d %% " % [ " Researching " if bool ( queued . started ) else " Waiting for resources " , int ( 100.0 * float ( queued . elapsed ) / maxf ( GameState . lab_research_time ( ) , 0.001 ) ) ]
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
lab_buy_button . queue_redraw ( )
2026-08-13 20:13:32 +02:00
func _upgrade_icon ( option : Dictionary ) - > IconButton . Icon :
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return int ( option . get ( " icon " , IconButton . Icon . SHIP_LAB ) )
2026-08-13 20:13:32 +02:00
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
func _on_craft_shield ( ) - > void :
2026-08-14 22:12:57 +02:00
_on_craft_vessel ( GameState . VESSEL_SHIELD )
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
2026-08-12 13:07:52 +02:00
# --- moving ore, in both directions, at any building (#24) ----------------
# Sentinel for the "All" buttons. The transfer primitives cap what they move
# by what is actually there, so asking for more than could possibly exist is
# how you say "everything" without the UI having to work out how much that
# is first - and the answer cannot go stale between the read and the press.
const ALL : int = 1 << 30
func _on_transfer_pressed ( ) - > void :
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if current_building == null and current_extractor_index < 0 :
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return
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transfer_building_id = current_building . building_id if current_building != null else 0
transfer_extractor_index = current_extractor_index
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for bar in resource_bars :
bar . building_id = transfer_building_id
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transfer_menu . visible = true
transfer_status . text = " "
_refresh_transfer ( )
func _on_transfer ( to_building : bool , amount : int ) - > void :
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_on_resource_transfer ( GameState . RESOURCE_ORE , to_building , amount )
func _on_resource_transfer ( resource_type : String , to_building : bool , amount : int = ALL ) - > void :
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if transfer_building_id == 0 and transfer_extractor_index < 0 :
transfer_status . text = " No resource store selected - reopen this panel from its action "
2026-08-12 13:07:52 +02:00
return
2026-08-14 22:21:01 +02:00
var moved : int
if transfer_extractor_index > = 0 :
moved = GameState . transfer_resource_to_extractor ( transfer_extractor_index , resource_type , amount ) \
if to_building else GameState . transfer_resource_from_extractor ( transfer_extractor_index , resource_type , amount )
else :
moved = GameState . transfer_resource_to_building ( transfer_building_id , resource_type , amount ) \
if to_building else GameState . transfer_resource_to_fleet ( transfer_building_id , resource_type , amount )
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var resource_name : String = GameState . resource_name ( resource_type ) . to_lower ( )
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# Nothing moving is the common case at an empty end, and a silent no-op
# is the dead-button problem this panel exists to remove. Say which side
# was empty rather than just refusing.
if moved < = 0 :
if to_building :
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transfer_status . text = " The fleet is carrying nothing to unload (no %s ) " % resource_name
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else :
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transfer_status . text = " %s has no %s to load " % [ _transfer_place_name ( ) . capitalize ( ) , resource_name ]
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elif to_building :
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transfer_status . text = " Moved %d %s into %s " % [ moved , resource_name , _transfer_place_name ( ) ]
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else :
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transfer_status . text = " Loaded %d %s into the fleet " % [ moved , resource_name ]
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_refresh_transfer ( )
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func _on_gas_transfer ( to_building : bool ) - > void :
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_on_resource_transfer ( GameState . RESOURCE_GAS , to_building )
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2026-08-12 13:07:52 +02:00
func _transfer_place_name ( ) - > String :
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if transfer_extractor_index > = 0 :
return " the extractor "
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var b : Dictionary = GameState . find_building ( transfer_building_id )
if b . is_empty ( ) :
return " this building "
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if GameState . building_has_capability ( b , " bank " ) :
Pay for everything from the bank and the fleet hold, not just buildings
Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.
So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.
The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.
Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.
test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 12:15:00 +02:00
# Worth naming as the bank rather than as a structure: it is the
# shared pool every building's transporters draw from, not just
# another store. (It is no longer where ore has to be to be SPENT -
# purchases now draw on the fleet hold too.)
2026-08-12 13:07:52 +02:00
return " the bank "
return " this building "
func _refresh_transfer ( ) - > void :
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if transfer_extractor_index > = 0 :
transfer_list . set_extractor_destination ( transfer_extractor_index , " Planet extractor " )
return
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var building : Dictionary = GameState . find_building ( transfer_building_id )
var heading : String = " This building "
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if GameState . building_has_capability ( building , " bank " ) :
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heading = " Mothership bank "
transfer_list . set_destination ( transfer_building_id , heading )
2026-08-12 13:07:52 +02:00
2026-08-12 22:47:46 +02:00
func _refresh_queue ( ) - > void :
# The queue down the right of the craft panel: one slot per pending
# vessel, the first being the one actually under construction. Tapping a
# slot cancels it (#23).
var orders : Array = GameState . order_list ( craft_building_id )
for i in range ( queue_slots . size ( ) ) :
var slot : IconButton = queue_slots [ i ]
slot . visible = i < orders . size ( )
if not slot . visible :
continue
var order : Dictionary = orders [ i ]
2026-08-14 22:12:57 +02:00
var definition : Resource = VESSEL_DEFINITIONS . get_definition ( String ( order . product ) )
slot . icon = definition . icon
2026-08-12 22:47:46 +02:00
slot . glow_color = _vessel_colour ( String ( order . product ) )
# Only the one under construction reads as active; the rest are
# waiting, and greyed says so without needing a caption each.
slot . enabled = bool ( order . started )
slot . queue_redraw ( )
if orders . is_empty ( ) :
queue_detail . text = " Nothing queued "
return
var head : Dictionary = orders [ 0 ]
if bool ( head . started ) :
queue_detail . text = " Building %s %d %% \n Tap to cancel " % [
2026-08-14 22:12:57 +02:00
GameState . vessel_name ( String ( head . product ) ) ,
2026-08-12 22:47:46 +02:00
int ( round ( float ( head . progress ) * 100.0 ) ) ,
]
else :
2026-08-15 04:45:15 +02:00
queue_detail . text = " %s waiting for resources \n Tap to cancel " % \
2026-08-14 22:12:57 +02:00
GameState . vessel_name ( String ( head . product ) )
2026-08-12 22:47:46 +02:00
func _vessel_colour ( product : String ) - > Color :
2026-08-14 22:12:57 +02:00
var definition : Resource = VESSEL_DEFINITIONS . get_definition ( product )
return definition . glow_color if definition != null else Color ( 0.25 , 0.85 , 1.0 )
2026-08-12 22:47:46 +02:00
func _on_queue_slot ( index : int ) - > void :
var orders : Array = GameState . order_list ( craft_building_id )
if index > = orders . size ( ) :
return
2026-08-14 22:12:57 +02:00
var vessel : String = GameState . vessel_name ( String ( orders [ index ] . product ) )
2026-08-12 22:47:46 +02:00
var refunded : bool = bool ( orders [ index ] . started )
if not GameState . cancel_order ( craft_building_id , index ) :
return
2026-08-15 04:45:15 +02:00
_say ( " %s cancelled %s " % [ vessel , " - resources refunded here " if refunded else " " ] )
2026-08-12 22:47:46 +02:00
_refresh_queue ( )
# --- hangar (#23) ---------------------------------------------------------
func _on_hangar_pressed ( ) - > void :
hangar_status . text = " "
hangar_menu . visible = true
_refresh_hangar ( )
2026-08-12 23:08:43 +02:00
func _on_hangar_crew_type ( index : int ) - > void :
var type : String = _hangar_types ( ) [ index ]
2026-08-12 22:47:46 +02:00
if fleet . ships . size ( ) > = GameState . max_fleet_size ( ) :
hangar_status . text = " Fleet is full ( %d / %d ) - research capacity at the mothership " % [
fleet . ships . size ( ) , GameState . max_fleet_size ( )
]
return
2026-08-12 23:08:43 +02:00
var stored_index : int = GameState . stored_vessels . find ( type )
if stored_index < 0 :
2026-08-14 22:12:57 +02:00
hangar_status . text = " No %s available " % GameState . vessel_name ( type )
2026-08-12 23:08:43 +02:00
return
if not fleet . add_ship ( GameState . take_stored_vessel ( stored_index ) ) :
2026-08-12 22:47:46 +02:00
hangar_status . text = " Could not crew that vessel "
return
2026-08-14 22:12:57 +02:00
hangar_status . text = " %s joined the fleet " % GameState . vessel_name ( type )
2026-08-12 23:08:43 +02:00
_refresh_hangar ( )
func _on_hangar_store_type ( index : int ) - > void :
var type : String = _hangar_types ( ) [ index ]
var ship_index : int = - 1
for i in range ( fleet . ships . size ( ) ) :
if String ( fleet . ships [ i ] . vessel_type ) == type :
ship_index = i
break
if ship_index < 0 :
2026-08-14 22:12:57 +02:00
hangar_status . text = " No %s in the fleet " % GameState . vessel_name ( type )
2026-08-12 23:08:43 +02:00
return
var stored : String = fleet . store_ship ( ship_index )
if stored == " " :
hangar_status . text = " Keep one ship deployed "
return
GameState . stored_vessels . append ( stored )
2026-08-14 22:12:57 +02:00
hangar_status . text = " %s stored in the hangar " % GameState . vessel_name ( stored )
2026-08-12 22:47:46 +02:00
_refresh_hangar ( )
2026-08-12 23:08:43 +02:00
func _hangar_types ( ) - > Array :
2026-08-14 22:12:57 +02:00
var types : Array = [ ]
2026-08-15 00:09:10 +02:00
for definition in VESSEL_DEFINITIONS . fleet ( ) :
2026-08-14 22:12:57 +02:00
types . append ( definition . definition_id )
return types
2026-08-12 23:08:43 +02:00
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
# How many vessel types sit side by side in the hangar. Six in a single row
# gave each one about 100px while its two-line label needs 155, so the names
# ran into each other - "InterceptSheld VessGas Bomber". Three columns give
# each cell room, and the second row costs nothing: the lower half of the
# menu was empty.
const HANGAR_COLUMNS : int = 3
2026-08-23 21:59:24 +02:00
# #120: room for a two-line caption under each icon, and air around the rule
# that separates the two halves.
const HANGAR_LABEL_GAP : float = 2.0
const HANGAR_DIVIDER_GAP : float = 10.0
# Where the rule between "available" and "in the fleet" is drawn. Computed by
# the layout and read by the menu's own _draw, so the line cannot drift away
# from the sections it divides.
var hangar_divider_y : float = 0.0
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
# Arranges both hangar sections as grids sized from the space actually
# available, rather than from the single row the scene authored. A seventh
# vessel type now wraps instead of squeezing the other six.
func _layout_hangar ( ) - > void :
var count : int = hangar_available_slots . size ( )
if count == 0 :
return
var width : float = hangar_menu . size . x
var columns : int = mini ( HANGAR_COLUMNS , count )
var rows : int = int ( ceil ( float ( count ) / float ( columns ) ) )
# The band between the first section's heading and the status line under
# both of them. Derived, so moving either in the scene moves the grids.
var top : float = hangar_available_title . position . y + hangar_available_title . size . y + 8.0
var bottom : float = hangar_status . position . y - 12.0
var title_height : float = hangar_fleet_title . size . y
var section_height : float = ( bottom - top - title_height - 16.0 ) * 0.5
if section_height < = 0.0 :
return
var cell_width : float = width / float ( columns )
var cell_height : float = section_height / float ( rows )
2026-08-23 21:59:24 +02:00
# #120: the icon gives up height so the caption under it has somewhere to
# go. Vessel names are two and three words long and were wrapping into a
# box barely tall enough for one line, so the second line was clipped and
# a "Gas Bomber" read as "Gas".
var slot_size : float = minf ( cell_height * 0.46 , cell_width * 0.40 )
var label_height : float = maxf ( cell_height - slot_size - HANGAR_LABEL_GAP , 1.0 )
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
_layout_hangar_section ( hangar_available_slots , hangar_available_labels ,
top , columns , cell_width , cell_height , slot_size , label_height , width )
# AFTER the first section's last row, not before it. Placing the heading
# by subtracting from the second section's top put it back inside the
# first one, straight over its bottom row.
var available_bottom : float = top + section_height
2026-08-23 21:59:24 +02:00
# #120: a rule between the two halves. They are different questions -
# what is parked here, and what is flying - and with only a heading
# between them the grids read as one long list.
hangar_divider_y = available_bottom + HANGAR_DIVIDER_GAP
hangar_fleet_title . position . y = hangar_divider_y + HANGAR_DIVIDER_GAP
var fleet_top : float = hangar_fleet_title . position . y + title_height + 8.0
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
_layout_hangar_section ( hangar_fleet_slots , hangar_fleet_labels ,
fleet_top , columns , cell_width , cell_height , slot_size , label_height , width )
2026-08-23 21:59:24 +02:00
hangar_menu . queue_redraw ( )
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
func _layout_hangar_section ( slots : Array , labels : Array , top : float , columns : int ,
cell_width : float , cell_height : float , slot_size : float ,
label_height : float , width : float ) - > void :
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
# A zero here is fatal on the web and silent everywhere else: wasm TRAPS
# on integer % 0 ("remainder by zero") and kills the engine mid-frame,
# while a native build shrugs it off. That difference is why this class
# of bug survives every test and only appears in a browser.
if columns < = 0 :
return
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
for i in range ( slots . size ( ) ) :
var column : int = i % columns
var row : int = i / columns
# Control.position is in PARENT space, whatever the node's anchors
# are - the authored offsets being negative (anchored to the menu's
# centre) does not make position centre-relative too.
var cell_x : float = float ( column ) * cell_width
var cell_y : float = top + float ( row ) * cell_height
var slot : Control = slots [ i ]
slot . position = Vector2 ( cell_x + ( cell_width - slot_size ) * 0.5 , cell_y )
slot . size = Vector2 ( slot_size , slot_size )
var label : Label = labels [ i ]
label . position = Vector2 ( cell_x , cell_y + slot_size + 4.0 )
label . size = Vector2 ( cell_width , label_height )
label . horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label . vertical_alignment = VERTICAL_ALIGNMENT_TOP
label . autowrap_mode = TextServer . AUTOWRAP_WORD_SMART
2026-08-12 22:47:46 +02:00
func _refresh_hangar ( ) - > void :
2026-08-12 23:08:43 +02:00
var types : Array = _hangar_types ( )
for i in range ( types . size ( ) ) :
var type : String = types [ i ]
2026-08-14 22:12:57 +02:00
var definition : Resource = VESSEL_DEFINITIONS . get_definition ( type )
2026-08-12 23:08:43 +02:00
var available : int = GameState . stored_vessels . count ( type )
var deployed : int = 0
for ship in fleet . ships :
if is_instance_valid ( ship ) and String ( ship . vessel_type ) == type :
deployed += 1
2026-08-14 22:12:57 +02:00
hangar_available_labels [ i ] . text = " %s \n %d available " % [ definition . display_name , available ]
hangar_fleet_labels [ i ] . text = " %s \n %d in fleet " % [ definition . display_name , deployed ]
hangar_available_slots [ i ] . icon = definition . icon
hangar_fleet_slots [ i ] . icon = definition . icon
hangar_available_slots [ i ] . glow_color = definition . glow_color
hangar_fleet_slots [ i ] . glow_color = definition . glow_color
2026-08-12 23:08:43 +02:00
hangar_available_slots [ i ] . enabled = available > 0 and fleet . ships . size ( ) < GameState . max_fleet_size ( )
hangar_fleet_slots [ i ] . enabled = deployed > 0 and fleet . ships . size ( ) > 1
hangar_available_slots [ i ] . queue_redraw ( )
hangar_fleet_slots [ i ] . queue_redraw ( )
2026-08-12 22:47:46 +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
func _on_formation_changed ( ) - > void :
fleet . apply_formation ( )
func _on_reset_formation ( ) - > void :
GameState . reset_formation ( )
fleet . apply_formation ( )
formation_editor . queue_redraw ( )