#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>
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495 changed files with 571 additions and 567 deletions
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extends Area2D
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@export var speed: float = 500.0
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@export var lifetime: float = 1.5
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@export var damage: int = 1
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@export var bolt_length: float = 20.0
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var velocity: Vector2 = Vector2.ZERO
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var age: float = 0.0
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func _ready() -> void:
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add_to_group("player_projectiles")
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area_entered.connect(_on_area_entered)
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# Draw once. The earlier invisible-bolt bug came from _draw() deriving
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# the bolt's look from `age` - drawing only at age==0 froze it at
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# whatever the age==0 case rendered as. _draw() below is now a fixed
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# shape with no age dependency, so one draw is safe and matches the
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# Ship.gd/Asteroid.gd pattern: position/rotation are transform
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# properties Godot applies at render time without re-tessellating.
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queue_redraw()
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func launch(direction: Vector2) -> void:
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velocity = direction.normalized() * speed
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rotation = direction.angle() + PI / 2.0
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func _physics_process(delta: float) -> void:
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position += velocity * delta
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age += delta
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if age >= lifetime:
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queue_free()
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func _on_area_entered(area: Area2D) -> void:
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# Asteroids answer take_damage() exactly as enemies do, so both are hit by
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# the same branch rather than by a second special case.
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if area.is_in_group("enemies") or area.is_in_group("asteroids"):
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area.take_damage(damage)
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queue_free()
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func _draw() -> void:
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# Fixed-length, constant-brightness bolt. Drawn once and left alone.
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var tip: Vector2 = Vector2(0, -bolt_length * 0.6)
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var tail: Vector2 = Vector2(0, bolt_length * 0.4)
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NeonDraw.draw_glowing_line(self, tail, tip, Color(1.0, 0.85, 0.3), 1.0, 0.5)
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