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>
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86
AsteroidField.gd
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86
AsteroidField.gd
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extends Node2D
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# Spawns slow-drifting asteroids inside ASTEROID_FIELD biome chunks near
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# the fleet, and despawns them once the fleet has moved far enough away -
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# keeps the scene from accumulating unbounded nodes over a long session
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# while still populating newly-entered asteroid regions on the fly.
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@export var check_interval: float = 1.0
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@export var spawn_radius_chunks: int = 2
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@export var despawn_radius_chunks: int = 4
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@export var asteroids_per_chunk: int = 6
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@export var min_speed: float = 12.0
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@export var max_speed: float = 35.0
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@onready var fleet: Node2D = get_node("../Fleet")
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var asteroid_scene: PackedScene = preload("res://Asteroid.tscn")
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var populated_chunks: Dictionary = {}
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var timer: float = 0.0
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func _ready() -> void:
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randomize()
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func _process(delta: float) -> void:
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timer += delta
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if timer < check_interval:
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return
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timer = 0.0
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update_chunks()
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func update_chunks() -> void:
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# Public (not just called from _process's own timer): also invoked
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# once synchronously right after the fleet is positioned on a fresh
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# Main.tscn load, so nearby asteroids exist immediately instead of
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# only appearing ~check_interval seconds later - most noticeable as a
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# jarring pop-in right after returning from a planet's surface.
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var center_chunk: Vector2i = WorldGen.chunk_coords(fleet.get_centroid())
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for dx in range(-spawn_radius_chunks, spawn_radius_chunks + 1):
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for dy in range(-spawn_radius_chunks, spawn_radius_chunks + 1):
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var chunk: Vector2i = center_chunk + Vector2i(dx, dy)
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if populated_chunks.has(chunk):
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continue
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if WorldGen.biome_at_chunk(chunk) != WorldGen.Biome.ASTEROID_FIELD:
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continue
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_spawn_chunk_asteroids(chunk)
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var to_remove: Array = []
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for chunk in populated_chunks.keys():
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if _chebyshev_chunk_distance(chunk, center_chunk) > despawn_radius_chunks:
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for asteroid in populated_chunks[chunk]:
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if is_instance_valid(asteroid):
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asteroid.queue_free()
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to_remove.append(chunk)
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for chunk in to_remove:
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populated_chunks.erase(chunk)
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func _chebyshev_chunk_distance(a: Vector2i, b: Vector2i) -> int:
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return max(abs(a.x - b.x), abs(a.y - b.y))
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func _spawn_chunk_asteroids(chunk: Vector2i) -> void:
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var origin: Vector2 = WorldGen.chunk_origin(chunk)
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var spawned: Array = []
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for i in range(asteroids_per_chunk):
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var local_pos: Vector2 = Vector2(randf() * WorldGen.CHUNK_SIZE, randf() * WorldGen.CHUNK_SIZE)
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var asteroid: Node2D = asteroid_scene.instantiate()
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asteroid.position = origin + local_pos
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var angle: float = randf() * TAU
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var speed: float = randf_range(min_speed, max_speed)
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asteroid.velocity = Vector2(cos(angle), sin(angle)) * speed
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asteroid.rotation_speed = randf_range(-0.4, 0.4)
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# Deferred: update_chunks() can run synchronously from inside a
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# parent's own _ready() chain (forced once right after the fleet
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# is positioned, to avoid a pop-in on scene load) - Godot refuses
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# a direct add_child() while the tree is still "busy setting up
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# children" in that situation, so this must be deferred either way.
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get_parent().add_child.call_deferred(asteroid)
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spawned.append(asteroid)
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populated_chunks[chunk] = spawned
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