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

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