Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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[gd_scene load_steps=20 format=3]
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[ext_resource type="Script" path="res://Starfield.gd" id="1"]
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[ext_resource type="Script" path="res://Fleet.gd" id="2"]
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[ext_resource type="Script" path="res://GameController.gd" id="3"]
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[ext_resource type="Script" path="res://EnemySpawner.gd" id="4"]
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[ext_resource type="Shader" path="res://starfield.gdshader" id="5"]
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[ext_resource type="Script" path="res://ExplorationTracker.gd" id="6"]
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[ext_resource type="Script" path="res://AsteroidField.gd" id="7"]
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[ext_resource type="Script" path="res://WorldMap.gd" id="8"]
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[ext_resource type="Script" path="res://WorldMapContent.gd" id="9"]
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[ext_resource type="Script" path="res://IconButton.gd" id="10"]
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[ext_resource type="Script" path="res://PlanetField.gd" id="11"]
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[ext_resource type="Script" path="res://PlanetAtmosphereController.gd" id="12"]
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[ext_resource type="Script" path="res://TouchJoystick.gd" id="13"]
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[ext_resource type="Script" path="res://BuildingField.gd" id="14"]
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[ext_resource type="Script" path="res://BuildController.gd" id="15"]
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[ext_resource type="Script" path="res://ResourceCounter.gd" id="16"]
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[ext_resource type="Script" path="res://FormationEditor.gd" id="17"]
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[ext_resource type="Script" path="res://HaulerField.gd" id="18"]
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[ext_resource type="Script" path="res://NeonNumber.gd" id="19"]
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[ext_resource type="Script" path="res://NeonPanel.gd" id="20"]
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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
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[ext_resource type="Script" path="res://SkillTreeView.gd" id="21"]
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2026-08-11 16:04:40 +02:00
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[ext_resource type="Script" path="res://CargoCounter.gd" id="22"]
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Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
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[ext_resource type="Script" path="res://TransporterField.gd" id="23"]
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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[sub_resource type="ShaderMaterial" id="1"]
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shader = ExtResource("5")
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shader_parameter/camera_pos = Vector2(0, 0)
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shader_parameter/camera_zoom = 1.0
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shader_parameter/viewport_size = Vector2(720, 1280)
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shader_parameter/cell_size = 60.0
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shader_parameter/bg_color = Color(0.02, 0.02, 0.08, 1)
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[node name="Main" type="Node2D"]
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script = ExtResource("3")
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[node name="BackgroundLayer" type="CanvasLayer" parent="."]
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layer = -10
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[node name="Starfield" type="ColorRect" parent="BackgroundLayer"]
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material = SubResource("1")
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mouse_filter = 2
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1")
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[node name="Fleet" type="Node2D" parent="."]
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script = ExtResource("2")
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[node name="Camera2D" type="Camera2D" parent="."]
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position = Vector2(0, 0)
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zoom = Vector2(1, 1)
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[node name="EnemySpawner" type="Node2D" parent="."]
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script = ExtResource("4")
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[node name="ExplorationTracker" type="Node2D" parent="."]
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script = ExtResource("6")
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[node name="AsteroidField" type="Node2D" parent="."]
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script = ExtResource("7")
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[node name="PlanetField" type="Node2D" parent="."]
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script = ExtResource("11")
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[node name="BuildingField" type="Node2D" parent="."]
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script = ExtResource("14")
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[node name="HaulerField" type="Node2D" parent="."]
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script = ExtResource("18")
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Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
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|
[node name="TransporterField" type="Node2D" parent="."]
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script = ExtResource("23")
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
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[node name="BuildController" type="Node2D" parent="."]
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script = ExtResource("15")
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[node name="LandingController" type="Node2D" parent="."]
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script = ExtResource("12")
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[node name="UI" type="CanvasLayer" parent="."]
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layer = 1
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[node name="ResourceCounter" type="Control" parent="UI"]
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mouse_filter = 2
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offset_left = 28
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offset_top = 24
|
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
|
|
|
offset_right = 320
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offset_bottom = 92
|
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
|
|
|
script = ExtResource("16")
|
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
|
|
|
digit_height = 60.0
|
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
|
|
|
|
2026-08-11 16:04:40 +02:00
|
|
|
[node name="CargoCounter" type="Control" parent="UI"]
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|
mouse_filter = 2
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offset_left = 28
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|
offset_top = 96
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offset_right = 320
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|
offset_bottom = 146
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|
script = ExtResource("22")
|
|
|
|
|
digit_height = 42.0
|
|
|
|
|
|
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
|
|
|
[node name="PlanetNameLabel" type="Label" parent="UI"]
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visible = false
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offset_left = 24
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offset_top = 156
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offset_right = 696
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offset_bottom = 282
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text = ""
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horizontal_alignment = 1
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[node name="EnterAtmosphereButton" type="Control" parent="UI"]
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visible = false
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 24
|
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offset_right = 172
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offset_top = -720
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offset_bottom = -572
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script = ExtResource("10")
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icon = 3
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[node name="BuildButton" type="Control" parent="UI"]
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 24
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offset_right = 172
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offset_top = -890
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offset_bottom = -742
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script = ExtResource("10")
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|
|
|
icon = 5
|
|
|
|
|
|
|
|
|
|
[node name="BuildActionButton" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 172
|
|
|
|
|
offset_top = -720
|
|
|
|
|
offset_bottom = -572
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
|
|
|
|
[node name="MapButton" type="Control" parent="UI"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 0
|
|
|
|
|
|
|
|
|
|
[node name="KeyboardHintLabel" type="Label" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 28
|
|
|
|
|
offset_right = 360
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = -120
|
|
|
|
|
theme_override_font_sizes/font_size = 36
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "WASD / arrows move Q / E pivot wheel zoom"
|
|
|
|
|
|
|
|
|
|
[node name="Joystick" type="Control" parent="UI"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 424
|
|
|
|
|
offset_top = -424
|
|
|
|
|
offset_bottom = -24
|
|
|
|
|
script = ExtResource("13")
|
|
|
|
|
|
|
|
|
|
[node name="PivotCCWButton" type="Control" parent="UI"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -344
|
|
|
|
|
offset_right = -196
|
|
|
|
|
offset_top = -172
|
|
|
|
|
offset_bottom = -24
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 7
|
|
|
|
|
|
|
|
|
|
[node name="PivotCWButton" type="Control" parent="UI"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = -172
|
|
|
|
|
offset_bottom = -24
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 6
|
|
|
|
|
|
|
|
|
|
[node name="WorldMap" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
script = ExtResource("8")
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/WorldMap"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.96)
|
|
|
|
|
|
|
|
|
|
[node name="MapContent" type="Node2D" parent="UI/WorldMap"]
|
|
|
|
|
script = ExtResource("9")
|
|
|
|
|
|
|
|
|
|
[node name="RecenterButton" type="Control" parent="UI/WorldMap"]
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_right = 172
|
|
|
|
|
offset_top = -620
|
|
|
|
|
offset_bottom = -472
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
|
|
|
|
[node name="CloseButton" type="Control" parent="UI/WorldMap"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
|
|
|
|
|
[node name="BuildMenu" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 70
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 196
|
|
|
|
|
text = "Build"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="StatusLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 206
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 330
|
|
|
|
|
theme_override_font_sizes/font_size = 40
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="MothershipButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = -204
|
|
|
|
|
offset_right = -76
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = -172
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 8
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
|
|
|
|
[node name="MothershipLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -290
|
|
|
|
|
offset_right = 10
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_top = -166
|
|
|
|
|
offset_bottom = -100
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Mothership"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="MothershipCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = -200
|
|
|
|
|
offset_right = -80
|
|
|
|
|
offset_top = -96
|
|
|
|
|
offset_bottom = -44
|
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
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 20
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
digit_height = 40.0
|
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
|
|
|
|
|
|
|
|
[node name="CrafterButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = 76
|
|
|
|
|
offset_right = 204
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = -172
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 9
|
|
|
|
|
glow_color = Color(1, 0.72, 0.25, 1)
|
|
|
|
|
|
|
|
|
|
[node name="CrafterLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -10
|
|
|
|
|
offset_right = 290
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_top = -166
|
|
|
|
|
offset_bottom = -100
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Ship Crafter"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="CrafterCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = 80
|
|
|
|
|
offset_right = 200
|
|
|
|
|
offset_top = -96
|
|
|
|
|
offset_bottom = -44
|
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
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 12
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
digit_height = 40.0
|
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
|
|
|
|
|
|
|
|
[node name="CommandButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = -204
|
|
|
|
|
offset_right = -76
|
|
|
|
|
offset_top = -10
|
|
|
|
|
offset_bottom = 118
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 10
|
|
|
|
|
glow_color = Color(0.55, 0.6, 1, 1)
|
|
|
|
|
|
|
|
|
|
[node name="CommandLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -290
|
|
|
|
|
offset_right = 10
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_top = 124
|
|
|
|
|
offset_bottom = 190
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Command Center"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="CommandCost" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = -200
|
|
|
|
|
offset_right = -80
|
|
|
|
|
offset_top = 194
|
|
|
|
|
offset_bottom = 246
|
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
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 15
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
digit_height = 40.0
|
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
|
|
|
|
|
|
|
|
[node name="ExtractorButton" type="Control" parent="UI/BuildMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_left = 76
|
|
|
|
|
offset_right = 204
|
|
|
|
|
offset_top = -10
|
|
|
|
|
offset_bottom = 118
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 11
|
|
|
|
|
glow_color = Color(0, 0.62, 0.7, 1)
|
|
|
|
|
|
|
|
|
|
[node name="ExtractorLabel" type="Label" parent="UI/BuildMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -10
|
|
|
|
|
offset_right = 290
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
|
|
offset_top = 124
|
|
|
|
|
offset_bottom = 190
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
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autowrap_mode = 2
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text = "Extractor"
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horizontal_alignment = 1
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[node name="ExtractorCost" type="Control" parent="UI/BuildMenu"]
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mouse_filter = 2
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anchor_left = 0.5
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anchor_right = 0.5
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anchor_top = 0.5
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anchor_bottom = 0.5
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
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offset_left = 80
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offset_right = 200
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offset_top = 194
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offset_bottom = 246
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
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|
script = ExtResource("19")
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|
amount = 25
|
Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
|
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digit_height = 40.0
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[node name="TransportHubButton" type="Control" parent="UI/BuildMenu"]
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anchor_left = 0.5
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anchor_right = 0.5
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|
|
|
|
anchor_top = 0.5
|
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anchor_bottom = 0.5
|
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|
offset_left = -64
|
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offset_right = 64
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offset_top = 280
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offset_bottom = 408
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script = ExtResource("10")
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icon = 12
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glow_color = Color(0.95, 0.55, 0.85, 1)
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[node name="TransportHubLabel" type="Label" parent="UI/BuildMenu"]
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mouse_filter = 2
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anchor_left = 0.5
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anchor_right = 0.5
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|
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anchor_top = 0.5
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anchor_bottom = 0.5
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offset_left = -150
|
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offset_right = 150
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offset_top = 414
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offset_bottom = 480
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theme_override_font_sizes/font_size = 32
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autowrap_mode = 2
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text = "Transport Hub"
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horizontal_alignment = 1
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[node name="TransportHubCost" type="Control" parent="UI/BuildMenu"]
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mouse_filter = 2
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anchor_left = 0.5
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anchor_right = 0.5
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anchor_top = 0.5
|
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anchor_bottom = 0.5
|
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|
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|
offset_left = -60
|
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|
offset_right = 60
|
|
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|
offset_top = 484
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offset_bottom = 536
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|
|
script = ExtResource("19")
|
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|
|
amount = 30
|
|
|
|
|
digit_height = 40.0
|
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
|
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[node name="CloseButton" type="Control" parent="UI/BuildMenu"]
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -172
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offset_right = -24
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offset_top = 24
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offset_bottom = 172
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script = ExtResource("10")
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icon = 1
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[node name="InfoPopup" type="Control" parent="UI/BuildMenu"]
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visible = false
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anchor_right = 1.0
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anchor_bottom = 1.0
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[node name="Dim" type="ColorRect" parent="UI/BuildMenu/InfoPopup"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0.01, 0.01, 0.03, 0.55)
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[node name="Panel" type="Control" parent="UI/BuildMenu/InfoPopup"]
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mouse_filter = 2
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anchor_left = 0.5
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anchor_right = 0.5
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anchor_top = 0.5
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anchor_bottom = 0.5
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offset_left = -352
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offset_right = 352
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offset_top = -600
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offset_bottom = 600
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script = ExtResource("20")
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glow_color = Color(0, 0.62, 0.7, 1)
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[node name="TitleLabel" type="Label" parent="UI/BuildMenu/InfoPopup/Panel"]
|
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mouse_filter = 2
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anchor_right = 1.0
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offset_left = 44
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offset_right = -44
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offset_top = 30
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offset_bottom = 150
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text = ""
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horizontal_alignment = 1
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[node name="MessageLabel" type="Label" parent="UI/BuildMenu/InfoPopup/Panel"]
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mouse_filter = 2
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = 44
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offset_right = -44
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|
offset_top = 160
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offset_bottom = -440
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|
theme_override_font_sizes/font_size = 48
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text = ""
|
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|
horizontal_alignment = 1
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vertical_alignment = 1
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autowrap_mode = 2
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[node name="CostNumber" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
|
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mouse_filter = 2
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anchor_left = 0.5
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anchor_right = 0.5
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -70
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offset_right = 90
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offset_top = -424
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offset_bottom = -334
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script = ExtResource("19")
|
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amount = 0
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digit_height = 78.0
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[node name="BuildButton" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
|
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anchor_left = 0.5
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anchor_right = 0.5
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -200
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offset_right = -40
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offset_top = -300
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offset_bottom = -140
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script = ExtResource("10")
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icon = 5
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glow_color = Color(0.45, 0.9, 0.55, 1)
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[node name="CloseButton" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
|
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anchor_left = 0.5
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anchor_right = 0.5
|
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anchor_top = 1.0
|
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anchor_bottom = 1.0
|
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|
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|
offset_left = 40
|
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|
offset_right = 200
|
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|
|
offset_top = -300
|
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|
|
|
offset_bottom = -140
|
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|
|
script = ExtResource("10")
|
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|
icon = 1
|
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glow_color = Color(0, 0.62, 0.7, 1)
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[node name="CraftMenu" type="Control" parent="UI"]
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visible = false
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anchor_right = 1.0
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anchor_bottom = 1.0
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[node name="Backdrop" type="ColorRect" parent="UI/CraftMenu"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0.03, 0.03, 0.08, 0.94)
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[node name="TitleLabel" type="Label" parent="UI/CraftMenu"]
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mouse_filter = 2
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anchor_right = 1.0
|
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offset_left = 24
|
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offset_top = 70
|
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offset_right = -24
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offset_bottom = 196
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text = "Build a ship"
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horizontal_alignment = 1
|
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[node name="StatusLabel" type="Label" parent="UI/CraftMenu"]
|
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mouse_filter = 2
|
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anchor_right = 1.0
|
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|
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|
offset_left = 24
|
|
|
|
|
offset_top = 206
|
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|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 360
|
|
|
|
|
theme_override_font_sizes/font_size = 40
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = ""
|
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|
|
horizontal_alignment = 1
|
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[node name="InterceptorButton" type="Control" parent="UI/CraftMenu"]
|
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anchor_left = 0.5
|
|
|
|
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anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
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anchor_bottom = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
offset_left = -234
|
|
|
|
|
offset_right = -86
|
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
|
|
|
offset_top = -74
|
|
|
|
|
offset_bottom = 74
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 2
|
|
|
|
|
|
|
|
|
|
[node name="InterceptorLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
offset_left = -300
|
|
|
|
|
offset_right = -20
|
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
|
|
|
offset_top = 100
|
|
|
|
|
offset_bottom = 200
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
theme_override_font_sizes/font_size = 32
|
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
|
|
|
text = "Interceptor"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
[node name="TransporterButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = 86
|
|
|
|
|
offset_right = 234
|
|
|
|
|
offset_top = -74
|
|
|
|
|
offset_bottom = 74
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 12
|
|
|
|
|
glow_color = Color(0.95, 0.55, 0.85, 1)
|
|
|
|
|
|
|
|
|
|
[node name="TransporterLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = 20
|
|
|
|
|
offset_right = 300
|
|
|
|
|
offset_top = 96
|
|
|
|
|
offset_bottom = 176
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Transporter"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="StoreOreButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -74
|
|
|
|
|
offset_top = -304
|
|
|
|
|
offset_right = 74
|
|
|
|
|
offset_bottom = -156
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 3
|
|
|
|
|
glow_color = Color(1, 0.78, 0.25, 1)
|
|
|
|
|
|
|
|
|
|
[node name="StoreOreLabel" type="Label" parent="UI/CraftMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -260
|
|
|
|
|
offset_top = -148
|
|
|
|
|
offset_right = 260
|
|
|
|
|
offset_bottom = -24
|
|
|
|
|
theme_override_font_sizes/font_size = 32
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Store ore here"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
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
|
|
|
[node name="CloseButton" type="Control" parent="UI/CraftMenu"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
|
|
|
|
|
[node name="FormationMenu" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/FormationMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/FormationMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 70
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 220
|
|
|
|
|
theme_override_font_sizes/font_size = 44
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = "Fleet formation - drag to arrange"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="Editor" type="Control" parent="UI/FormationMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 0.5
|
|
|
|
|
anchor_bottom = 0.5
|
|
|
|
|
offset_left = -300
|
|
|
|
|
offset_right = 300
|
|
|
|
|
offset_top = -300
|
|
|
|
|
offset_bottom = 300
|
|
|
|
|
script = ExtResource("17")
|
|
|
|
|
|
|
|
|
|
[node name="ResetButton" type="Control" parent="UI/FormationMenu"]
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -74
|
|
|
|
|
offset_right = 74
|
|
|
|
|
offset_top = -270
|
|
|
|
|
offset_bottom = -122
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 3
|
|
|
|
|
|
|
|
|
|
[node name="ResetLabel" type="Label" parent="UI/FormationMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
anchor_top = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
offset_left = -180
|
|
|
|
|
offset_right = 180
|
|
|
|
|
offset_top = -114
|
|
|
|
|
offset_bottom = -8
|
|
|
|
|
theme_override_font_sizes/font_size = 60
|
|
|
|
|
text = "Reset"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="CloseButton" type="Control" parent="UI/FormationMenu"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -172
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_top = 24
|
|
|
|
|
offset_bottom = 172
|
|
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 1
|
|
|
|
|
|
|
|
|
|
[node name="FadeOverlay" type="CanvasLayer" parent="."]
|
|
|
|
|
layer = 10
|
|
|
|
|
|
|
|
|
|
[node name="FadeRect" type="ColorRect" parent="FadeOverlay"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchors_preset = 15
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
grow_horizontal = 2
|
|
|
|
|
grow_vertical = 2
|
|
|
|
|
color = Color(0, 0, 0, 0)
|
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
|
|
|
|
|
|
|
|
[node name="SkillMenu" type="Control" parent="UI"]
|
|
|
|
|
visible = false
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
|
|
|
|
|
|
|
|
|
[node name="TitleLabel" type="Label" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24.0
|
|
|
|
|
offset_top = 70.0
|
|
|
|
|
offset_right = -24.0
|
|
|
|
|
offset_bottom = 196.0
|
|
|
|
|
text = "Research"
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="Tree" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24.0
|
|
|
|
|
offset_top = 210.0
|
|
|
|
|
offset_right = -24.0
|
|
|
|
|
offset_bottom = 760.0
|
|
|
|
|
script = ExtResource("21")
|
|
|
|
|
|
|
|
|
|
[node name="DetailLabel" type="Label" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 32.0
|
|
|
|
|
offset_top = 780.0
|
|
|
|
|
offset_right = -32.0
|
|
|
|
|
offset_bottom = 926.0
|
|
|
|
|
theme_override_font_sizes/font_size = 40
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
vertical_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="CostNumber" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_left = 0.5
|
|
|
|
|
anchor_right = 0.5
|
|
|
|
|
offset_left = -64.0
|
|
|
|
|
offset_top = 936.0
|
|
|
|
|
offset_right = 76.0
|
|
|
|
|
offset_bottom = 1000.0
|
|
|
|
|
script = ExtResource("19")
|
|
|
|
|
amount = 0
|
|
|
|
|
digit_height = 52.0
|
|
|
|
|
|
|
|
|
|
[node name="StatusLabel" type="Label" parent="UI/SkillMenu"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 32.0
|
|
|
|
|
offset_top = 1006.0
|
|
|
|
|
offset_right = -32.0
|
|
|
|
|
offset_bottom = 1070.0
|
|
|
|
|
theme_override_font_sizes/font_size = 36
|
|
|
|
|
autowrap_mode = 2
|
|
|
|
|
text = ""
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
|
|
|
|
|
[node name="UnlockButton" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
anchor_left = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
anchor_top = 1.0
|
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
|
|
|
anchor_right = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
anchor_bottom = 1.0
|
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
|
|
|
offset_left = -74.0
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
offset_top = -304.0
|
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
|
|
|
offset_right = 74.0
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
offset_bottom = -156.0
|
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
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 5
|
|
|
|
|
glow_color = Color(0.45, 0.9, 0.55, 1)
|
|
|
|
|
|
Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
|
|
|
[node name="LoadOreButton" type="Control" parent="UI/SkillMenu"]
|
|
|
|
|
anchor_left = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
anchor_top = 1.0
|
Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
|
|
|
anchor_right = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
anchor_bottom = 1.0
|
Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
|
|
|
offset_left = -256.0
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
offset_top = -304.0
|
Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
|
|
|
offset_right = -108.0
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
|
|
|
offset_bottom = -156.0
|
Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
|
|
|
script = ExtResource("10")
|
|
|
|
|
icon = 4
|
|
|
|
|
glow_color = Color(1, 0.78, 0.25, 1)
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[node name="LoadOreLabel" type="Label" parent="UI/SkillMenu"]
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Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
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mouse_filter = 2
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Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
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anchor_left = 0.5
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Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
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anchor_top = 1.0
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Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
|
|
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anchor_right = 0.5
|
Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
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anchor_bottom = 1.0
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offset_left = -330.0
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offset_top = -150.0
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offset_right = -30.0
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offset_bottom = -14.0
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theme_override_font_sizes/font_size = 28
|
Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
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horizontal_alignment = 1
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autowrap_mode = 2
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text = "Load ore"
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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
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[node name="CloseButton" type="Control" parent="UI/SkillMenu"]
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anchor_left = 1.0
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anchor_right = 1.0
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offset_left = -172.0
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offset_top = 24.0
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offset_right = -24.0
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offset_bottom = 172.0
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script = ExtResource("10")
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icon = 1
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glow_color = Color(0.55, 0.6, 1, 1)
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