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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138
FormationEditor.gd
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138
FormationEditor.gd
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extends Control
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# Drag-and-drop editor for the fleet's formation, opened at a command
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# centre. Each slot is a draggable marker; dropping one writes the new
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# offset straight back into GameState.formation, so the change survives
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# scene swaps and applies to any fleet rebuilt later.
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#
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# Works in "formation space": the panel centre represents the fleet centre,
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# and one formation unit maps to `scale_factor` screen pixels.
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signal closed
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signal formation_changed
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@export var scale_factor: float = 1.4
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@export var min_scale: float = 0.5
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@export var max_scale: float = 4.0
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@export var marker_radius: float = 26.0
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@export var glow_color: Color = Color(0.25, 0.85, 1.0)
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var dragging_index: int = -1
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var drag_touch_index: int = -1
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# Second finger = pinch to zoom the layout view, so a spread-out formation
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# can be inspected close up or seen whole. Zooming only changes how the
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# formation is DISPLAYED - the stored offsets are untouched.
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var touches: Dictionary = {}
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var pinch_active: bool = false
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var pinch_start_distance: float = 0.0
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var pinch_start_scale: float = 1.0
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func _ready() -> void:
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queue_redraw()
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func _centre() -> Vector2:
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return size / 2.0
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func _slot_screen_pos(i: int) -> Vector2:
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return _centre() + GameState.formation[i] * scale_factor
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func _screen_to_formation(p: Vector2) -> Vector2:
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return (p - _centre()) / scale_factor
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# Returns true when the event was consumed. Called from BuildController,
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# which forwards input while the editor is open.
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func handle_touch(event: InputEventScreenTouch) -> bool:
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if not visible:
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return false
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var local: Vector2 = event.position - global_position
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if event.pressed:
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touches[event.index] = event.position
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if touches.size() == 2:
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# A second finger turns the gesture into a pinch: drop any slot
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# being dragged so it isn't yanked around while zooming.
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dragging_index = -1
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drag_touch_index = -1
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var positions: Array = touches.values()
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pinch_start_distance = positions[0].distance_to(positions[1])
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pinch_start_scale = scale_factor
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pinch_active = true
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queue_redraw()
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return true
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if dragging_index != -1:
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return false
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for i in range(GameState.formation.size()):
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if local.distance_to(_slot_screen_pos(i)) <= marker_radius * 1.4:
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dragging_index = i
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drag_touch_index = event.index
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queue_redraw()
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return true
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return false
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touches.erase(event.index)
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if touches.size() < 2:
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pinch_active = false
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if event.index != drag_touch_index:
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return false
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dragging_index = -1
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drag_touch_index = -1
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queue_redraw()
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return true
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func handle_drag(event: InputEventScreenDrag) -> bool:
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if not visible:
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return false
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if touches.has(event.index):
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touches[event.index] = event.position
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if pinch_active and touches.size() == 2 and pinch_start_distance > 0.0:
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var positions: Array = touches.values()
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var current: float = positions[0].distance_to(positions[1])
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# Spreading apart zooms in, matching the world pinch.
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scale_factor = clamp(
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pinch_start_scale * (current / max(pinch_start_distance, 1.0)),
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min_scale, max_scale
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)
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queue_redraw()
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return true
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if event.index != drag_touch_index or dragging_index == -1:
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return false
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var local: Vector2 = event.position - global_position
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# Clamped so a slot can't be dragged off the panel and become
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# unreachable (and so the fleet can't be spread absurdly far apart).
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var f: Vector2 = _screen_to_formation(local)
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var limit: float = min(size.x, size.y) / (2.0 * scale_factor) - marker_radius / scale_factor
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GameState.formation[dragging_index] = Vector2(
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clamp(f.x, -limit, limit), clamp(f.y, -limit, limit)
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)
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queue_redraw()
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formation_changed.emit()
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return true
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func _draw() -> void:
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var centre: Vector2 = _centre()
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# Reference cross for the fleet centre.
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var tick: float = 14.0
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NeonDraw.draw_glowing_line(self, centre + Vector2(-tick, 0), centre + Vector2(tick, 0), Color(0.4, 0.45, 0.5), 0.5, 0.3)
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NeonDraw.draw_glowing_line(self, centre + Vector2(0, -tick), centre + Vector2(0, tick), Color(0.4, 0.45, 0.5), 0.5, 0.3)
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for i in range(GameState.formation.size()):
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var p: Vector2 = _slot_screen_pos(i)
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var held: bool = i == dragging_index
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# Ship glyph, so the layout reads the way it will look in flight.
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var points: PackedVector2Array = PackedVector2Array([
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p + Vector2(0, -marker_radius),
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p + Vector2(-marker_radius * 0.66, marker_radius * 0.72),
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p + Vector2(marker_radius * 0.66, marker_radius * 0.72),
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])
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NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0 if held else 0.7)
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