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

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LightBurstVFX.gd Normal file
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class_name LightBurstVFX
extends ExplosionVFXBase
# Shared radiating-neon-streak rendering for energy-based objects (player
# ships, enemies) - concrete subclasses only need to fix their own color.
var color: Color = Color(1, 1, 1)
func _draw_particle(p: Dictionary, alpha: float) -> void:
var vel: Vector2 = p["vel"]
var dir: Vector2 = vel.normalized() if vel.length() > 0.01 else Vector2.RIGHT
var half: Vector2 = dir * p["size"] * 0.5
var pos: Vector2 = p["pos"]
NeonDraw.draw_glowing_line(self, pos - half, pos + half, color, alpha, 0.6)