Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_build_info_popup.gd
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# Every build option explains itself before anything is spent. Picking a
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# structure costs ore and, for a mothership, can destroy the one you already
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# have, so no option may build straight off the menu press.
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#
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# Verifies, for EVERY option in the build menu:
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# 1. pressing it opens the popup with that building's own title and a
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# non-empty description, and shows its price
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# 2. nothing is built and no ore is spent until the confirm is pressed
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# 3. confirming builds exactly that structure and charges exactly its cost
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# 4. closing the popup instead drops the pending build entirely - a later
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# confirm press does nothing
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var scene: Node
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var game_state: Node
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var controller: Node
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var popup: Control
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var title: Label
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var message: Label
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var cost_number: NeonNumber
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var build_button: IconButton
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var stage: int = 0
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var elapsed: float = 0.0
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# Extractor is excluded: it needs a planet underneath, which
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# test_extractor_building covers in full.
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const OPTIONS: Array = [
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2026-08-14 21:44:28 +02:00
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{"type": "mothership", "title": "Mothership"},
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{"type": "ship_crafter", "title": "Ship Crafter"},
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{"type": "command_center", "title": "Command Center"},
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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]
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 500
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game_state.buildings.clear()
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game_state.extractors.clear()
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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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# Structures are gated behind the mothership's research tree. That gate
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# is test_skill_tree's subject, not this one's - here every option needs
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# to be available so the popup itself can be exercised.
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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popup = scene.get_node("UI/BuildMenu/InfoPopup")
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title = popup.get_node("Panel/TitleLabel")
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message = popup.get_node("Panel/MessageLabel")
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cost_number = popup.get_node("Panel/CostNumber")
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build_button = popup.get_node("Panel/BuildButton")
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func _count(type: String) -> int:
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var n: int = 0
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for b in game_state.buildings:
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if b.type == type:
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n += 1
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return n
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.2:
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return false
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for option in OPTIONS:
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var type: String = option.type
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var expected_cost: int = controller.cost_of(type)
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var rocks_before: int = game_state.rocks
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var built_before: int = _count(type)
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controller._on_build_pressed()
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2026-08-14 21:44:28 +02:00
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controller._show_building_info(type)
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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var informed: bool = popup.visible \
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and title.text == option.title \
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and message.text.length() > 40 \
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and cost_number.amount == expected_cost \
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and build_button.visible
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var untouched: bool = game_state.rocks == rocks_before and _count(type) == built_before
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print("%s: popup=%s title='%s' cost=%d offered=%s nothing_spent_yet=%s" % [
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type, popup.visible, title.text, cost_number.amount,
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build_button.visible, untouched
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])
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if not (informed and untouched):
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print("TEST_BUILD_INFO_POPUP: FAIL (%s did not explain itself before building)" % type)
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quit(1)
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return true
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# --- closing drops it, it must not build later ------------
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controller._close_info()
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controller._confirm_build()
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if _count(type) != built_before or game_state.rocks != rocks_before:
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print("TEST_BUILD_INFO_POPUP: FAIL (%s built after the popup was dismissed)" % type)
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quit(1)
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return true
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# --- reopening and confirming builds it ------------------
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controller._on_build_pressed()
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2026-08-14 21:44:28 +02:00
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controller._show_building_info(type)
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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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controller._confirm_build()
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var built: bool = _count(type) == built_before + 1
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var charged: bool = game_state.rocks == rocks_before - expected_cost
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print("%s: confirmed -> built=%s rocks %d->%d charged=%s" % [
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type, built, rocks_before, game_state.rocks, charged
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])
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if not (built and charged):
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print("TEST_BUILD_INFO_POPUP: FAIL (%s did not build on confirmation)" % type)
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quit(1)
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return true
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print("TEST_BUILD_INFO_POPUP: PASS")
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quit(0)
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return true
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return false
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