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
15
LightBurstVFX.gd
Normal file
15
LightBurstVFX.gd
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
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)
|
||||
Loading…
Reference in a new issue