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:
commit
85814ce88c
192 changed files with 9602 additions and 0 deletions
57
HaulerField.gd
Normal file
57
HaulerField.gd
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
extends Node2D
|
||||
|
||||
# Draws each extractor's hauler ONLY while it is somewhere the player could
|
||||
# see it, and rebuilds it from GameState every frame.
|
||||
#
|
||||
# The point is that the visuals are optional. GameState simulates the round
|
||||
# trip and pays out on arrival regardless of what exists in the scene, so a
|
||||
# route far from the player costs nothing but still earns - while flying
|
||||
# between a planet and the mothership shows the hauler making the run,
|
||||
# positioned from the very same `progress` value that triggers the payout.
|
||||
|
||||
@export var visible_radius: float = 2600.0
|
||||
|
||||
@onready var fleet: Node2D = get_node("../Fleet")
|
||||
|
||||
var hauler_scene: PackedScene = preload("res://Hauler.tscn")
|
||||
# extractor index -> live Hauler node
|
||||
var active: Dictionary = {}
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
var centre: Vector2 = fleet.get_centroid()
|
||||
|
||||
for i in range(GameState.extractors.size()):
|
||||
var extractor: Dictionary = GameState.extractors[i]
|
||||
var pos: Variant = GameState.get_hauler_position(extractor)
|
||||
|
||||
# No mothership means no route, so nothing to show.
|
||||
if pos == null or pos.distance_to(centre) > visible_radius:
|
||||
_despawn(i)
|
||||
continue
|
||||
|
||||
var hauler: Node2D = active.get(i)
|
||||
if hauler == null or not is_instance_valid(hauler):
|
||||
hauler = hauler_scene.instantiate()
|
||||
get_parent().add_child(hauler)
|
||||
active[i] = hauler
|
||||
|
||||
var previous: Vector2 = hauler.position
|
||||
hauler.position = pos
|
||||
# Laden on the outbound leg, empty on the way back.
|
||||
hauler.set_laden(extractor.progress <= GameState.HAULER_ARRIVAL)
|
||||
var travel: Vector2 = pos - previous
|
||||
if travel.length() > 0.5:
|
||||
hauler.rotation = travel.angle() + PI / 2.0
|
||||
|
||||
# Drop visuals for extractors that no longer exist.
|
||||
for key in active.keys():
|
||||
if key >= GameState.extractors.size():
|
||||
_despawn(key)
|
||||
|
||||
|
||||
func _despawn(index: int) -> void:
|
||||
var hauler: Node2D = active.get(index)
|
||||
if hauler != null and is_instance_valid(hauler):
|
||||
hauler.queue_free()
|
||||
active.erase(index)
|
||||
Loading…
Reference in a new issue