Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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extends Node2D
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# Rebuilds every player-placed structure from GameState when the space
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# scene loads, and answers "is the fleet standing on one?".
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#
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# Buildings live in GameState rather than in the scene because Main.tscn is
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# torn down and recreated on every trip to a planet's surface - anything
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# kept only as a node would be lost on the first landing.
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@onready var fleet: Node2D = get_node("../Fleet")
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var building_scene: PackedScene = preload("res://Building.tscn")
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var spawned: Array = []
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2026-08-12 13:07:52 +02:00
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# Nothing happens here per frame any more. Arriving at the mothership used to
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# bank the fleet's hold automatically (#14), edge-triggered so that ore
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# withdrawn while parked was not instantly taken back. #24 removes it
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# entirely: unloading is now an explicit move in the transfer menu, in both
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# directions and at every building, so an automatic one-way exception at the
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# mothership was the odd case out - and it silently overrode a player who had
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# just loaded the hold in order to carry ore somewhere else.
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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func _ready() -> void:
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rebuild_all()
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func rebuild_all() -> void:
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for b in spawned:
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if is_instance_valid(b):
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b.queue_free()
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spawned.clear()
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for record in GameState.buildings:
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_spawn(record)
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func place(type: String, at_position: Vector2) -> void:
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GameState.add_building(type, at_position)
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_spawn(GameState.buildings[-1])
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func get_building_fleet_is_on() -> Node2D:
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var centre: Vector2 = fleet.get_centroid()
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for b in spawned:
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if is_instance_valid(b) and b.position.distance_to(centre) <= b.interact_radius:
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return b
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return null
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func _spawn(record: Dictionary) -> void:
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var b: Node2D = building_scene.instantiate()
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b.position = record.position
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2026-08-14 21:44:28 +02:00
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b.definition_id = record.type
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Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
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b.building_id = int(record.get("id", 0))
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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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# Deferred for the same reason as the other field spawners: this can run
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# from inside a parent's _ready() chain, where a direct add_child() is
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# rejected while the tree is still setting up children.
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get_parent().add_child.call_deferred(b)
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spawned.append(b)
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