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>
This commit is contained in:
Loïc Wisniewski 2026-08-10 18:41:58 +02:00
commit 85814ce88c
192 changed files with 9602 additions and 0 deletions

58
ExplosionVFXBase.gd Normal file
View file

@ -0,0 +1,58 @@
class_name ExplosionVFXBase
extends Node2D
# Shared particle motion/fade/lifetime logic for all explosion VFX types.
# Subclasses fix their own visual style and color as facts about
# themselves (see LightBurstVFX/AsteroidExplosionVFX), not as parameters
# passed in by whatever destroyed the object - so "ships always explode
# blue" is guaranteed by the class hierarchy, not by remembering to pass
# the right Color() at each call site.
@export var particle_count: int = 12
@export var lifetime: float = 0.5
@export var min_speed: float = 60.0
@export var max_speed: float = 220.0
var age: float = 0.0
var particles: Array = []
func _ready() -> void:
randomize()
for i in range(particle_count):
var angle: float = randf() * TAU
var speed: float = randf_range(min_speed, max_speed)
particles.append({
"pos": Vector2.ZERO,
"vel": Vector2(cos(angle), sin(angle)) * speed,
"rot": randf() * TAU,
"rot_speed": randf_range(-6.0, 6.0),
"size": _random_particle_size(),
})
queue_redraw()
func _process(delta: float) -> void:
age += delta
if age >= lifetime:
queue_free()
return
for p in particles:
p["pos"] += p["vel"] * delta
p["vel"] *= 0.9
p["rot"] += p["rot_speed"] * delta
queue_redraw()
func _draw() -> void:
var alpha: float = clamp(1.0 - (age / lifetime), 0.0, 1.0)
for p in particles:
_draw_particle(p, alpha)
func _random_particle_size() -> float:
return randf_range(10.0, 20.0)
func _draw_particle(_p: Dictionary, _alpha: float) -> void:
pass