#84: move 215 root files into a folder hierarchy

Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-21 19:44:14 +02:00
commit 2f161621c3
495 changed files with 571 additions and 567 deletions

View file

@ -1,47 +0,0 @@
class_name NeonPiece
extends Node2D
# One movable piece of neon art, rasterised ONCE and thereafter animated
# only through node properties.
#
# Godot re-runs _draw() solely when a redraw is requested; changing
# position/rotation/scale/modulate/visible reuses the cached geometry
# instead. Since every NeonDraw call expands into four antialiased
# polylines, redrawing a shape each frame just to move or fade it is the
# expensive way to do the cheapest kind of animation. Ship.gd and
# Asteroid.gd already work this way - this is the same idea packaged so a
# building can be assembled out of independently movable parts.
#
# Geometry is defined in local space around the piece's own origin, so the
# owner can move, spin, scale and fade it without touching the shape.
var polygons: Array = []
var lines: Array = []
var glow_color: Color = Color.WHITE
var core_color: Color = NeonDraw.DEFAULT_CORE
var pulse: float = 1.0
static func create(parent: Node, at: Vector2, colour: Color, alpha: float = 1.0) -> NeonPiece:
var piece: NeonPiece = NeonPiece.new()
piece.position = at
piece.glow_color = colour
piece.modulate.a = alpha
parent.add_child(piece)
return piece
func add_polygon(points: PackedVector2Array, piece_pulse: float = 1.0) -> void:
polygons.append({"points": points, "pulse": piece_pulse})
func add_line(from: Vector2, to: Vector2, width: float, piece_pulse: float = 1.0) -> void:
lines.append({"from": from, "to": to, "width": width, "pulse": piece_pulse})
func _draw() -> void:
for poly in polygons:
NeonDraw.draw_glowing_polygon(self, poly.points, glow_color, poly.pulse * pulse, core_color)
for line in lines:
NeonDraw.draw_glowing_line(self, line.from, line.to, glow_color,
line.pulse * pulse, line.width, core_color)