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