Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
extends Node2D
|
|
|
|
|
|
|
|
|
|
# Rebuilds every player-placed structure from GameState when the space
|
|
|
|
|
# scene loads, and answers "is the fleet standing on one?".
|
|
|
|
|
#
|
|
|
|
|
# Buildings live in GameState rather than in the scene because Main.tscn is
|
|
|
|
|
# torn down and recreated on every trip to a planet's surface - anything
|
|
|
|
|
# kept only as a node would be lost on the first landing.
|
|
|
|
|
|
|
|
|
|
@onready var fleet: Node2D = get_node("../Fleet")
|
|
|
|
|
|
|
|
|
|
var building_scene: PackedScene = preload("res://Building.tscn")
|
|
|
|
|
var spawned: Array = []
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _ready() -> void:
|
|
|
|
|
rebuild_all()
|
|
|
|
|
|
|
|
|
|
|
2026-08-11 15:55:45 +02:00
|
|
|
func _process(_delta: float) -> void:
|
|
|
|
|
# Unloading the fleet's hold (#14). Done here because this is the node
|
|
|
|
|
# that already knows where the buildings are and already answers "is the
|
|
|
|
|
# fleet standing on one?" - and it uses the fleet CENTROID, the same
|
|
|
|
|
# stable single-number test Planet and Building already use, rather than
|
|
|
|
|
# per-ship collision that flickers as ships jostle in formation.
|
|
|
|
|
if GameState.fleet_cargo <= 0:
|
|
|
|
|
return
|
|
|
|
|
var under: Node2D = get_building_fleet_is_on()
|
|
|
|
|
if under != null and under.building_type == GameState.BUILDING_MOTHERSHIP:
|
|
|
|
|
GameState.deliver_cargo()
|
|
|
|
|
|
|
|
|
|
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
func rebuild_all() -> void:
|
|
|
|
|
for b in spawned:
|
|
|
|
|
if is_instance_valid(b):
|
|
|
|
|
b.queue_free()
|
|
|
|
|
spawned.clear()
|
|
|
|
|
for record in GameState.buildings:
|
|
|
|
|
_spawn(record)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func place(type: String, at_position: Vector2) -> void:
|
|
|
|
|
GameState.add_building(type, at_position)
|
|
|
|
|
_spawn(GameState.buildings[-1])
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func get_building_fleet_is_on() -> Node2D:
|
|
|
|
|
var centre: Vector2 = fleet.get_centroid()
|
|
|
|
|
for b in spawned:
|
|
|
|
|
if is_instance_valid(b) and b.position.distance_to(centre) <= b.interact_radius:
|
|
|
|
|
return b
|
|
|
|
|
return null
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _spawn(record: Dictionary) -> void:
|
|
|
|
|
var b: Node2D = building_scene.instantiate()
|
|
|
|
|
b.position = record.position
|
|
|
|
|
b.building_type = record.type
|
|
|
|
|
# Deferred for the same reason as the other field spawners: this can run
|
|
|
|
|
# from inside a parent's _ready() chain, where a direct add_child() is
|
|
|
|
|
# rejected while the tree is still setting up children.
|
|
|
|
|
get_parent().add_child.call_deferred(b)
|
|
|
|
|
spawned.append(b)
|