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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84
NeonNumber.gd
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84
NeonNumber.gd
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class_name NeonNumber
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extends Control
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# An ore amount drawn in the game's own hand-stroked style: the resource
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# hexagon followed by segment-drawn digits. Godot's default Label font has
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# no place in this look, which is why the digits are strokes rather than
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# text.
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#
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# Used both for the live resource readout (see ResourceCounter, which feeds
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# it from GameState) and for the fixed prices under each build option.
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@export var amount: int = 0: set = set_amount
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@export var show_icon: bool = true
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@export var glow_color: Color = Color(0.0, 0.62, 0.7)
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@export var core_color: Color = Color(0.0, 0.12, 0.15)
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@export var digit_height: float = 30.0
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@export var digit_gap: float = 9.0
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# Which of the seven segments each digit lights, in the usual order:
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# top, top-right, bottom-right, bottom, bottom-left, top-left, middle.
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const DIGIT_SEGMENTS: Array = [
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[true, true, true, true, true, true, false], # 0
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[false, true, true, false, false, false, false], # 1
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[true, true, false, true, true, false, true], # 2
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[true, true, true, true, false, false, true], # 3
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[false, true, true, false, false, true, true], # 4
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[true, false, true, true, false, true, true], # 5
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[true, false, true, true, true, true, true], # 6
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[true, true, true, false, false, false, false], # 7
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[true, true, true, true, true, true, true], # 8
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[true, true, true, true, false, true, true], # 9
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]
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func set_amount(value: int) -> void:
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if amount == value:
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return
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amount = value
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queue_redraw()
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func _draw() -> void:
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var h: float = digit_height
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var w: float = h * 0.56
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var x: float = 0.0
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if show_icon:
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_draw_hexagon(Vector2(h * 0.42, h * 0.5), h * 0.62)
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x = h * 1.15
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for ch in str(maxi(amount, 0)):
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_draw_digit(int(ch), Vector2(x, 0.0), w, h)
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x += w + digit_gap
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func _draw_hexagon(centre: Vector2, radius: float) -> void:
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# Same silhouette as the ore pickup itself, so a price and the thing it
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# is priced in are unmistakably the same resource.
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var pts: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU - PI / 2.0
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pts.append(centre + Vector2(cos(a), sin(a)) * radius)
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NeonDraw.draw_glowing_polygon(self, pts, glow_color, 1.0, core_color)
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NeonDraw.draw_glowing_line(self, pts[5], pts[2], glow_color, 0.6, 0.26, core_color)
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func _draw_digit(value: int, at: Vector2, w: float, h: float) -> void:
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if value < 0 or value > 9:
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return
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var on: Array = DIGIT_SEGMENTS[value]
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var mid: float = h * 0.5
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var seg: Array = [
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[Vector2(0.0, 0.0), Vector2(w, 0.0)], # top
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[Vector2(w, 0.0), Vector2(w, mid)], # top-right
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[Vector2(w, mid), Vector2(w, h)], # bottom-right
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[Vector2(0.0, h), Vector2(w, h)], # bottom
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[Vector2(0.0, mid), Vector2(0.0, h)], # bottom-left
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[Vector2(0.0, 0.0), Vector2(0.0, mid)], # top-left
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[Vector2(0.0, mid), Vector2(w, mid)], # middle
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]
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for i in range(seg.size()):
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if not on[i]:
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continue
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NeonDraw.draw_glowing_line(self, at + seg[i][0], at + seg[i][1], glow_color, 1.0, 0.3, core_color)
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