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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NeonPanel.gd
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NeonPanel.gd
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class_name NeonPanel
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extends Control
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# A bounded dialog card drawn in the game's own style: a dark chamfered
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# body with a glowing border and bright corner brackets. Chamfered rather
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# than square because cut corners read as "console panel" and match the
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# hard-edged neon of the buttons and HUD.
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#
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# Draws itself from its own rect, so it can be sized freely in the scene.
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@export var glow_color: Color = Color(0.25, 0.85, 1.0)
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@export var core_color: Color = Color(1.0, 1.0, 1.0)
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# Fully opaque: at even 97% the bright neon of whatever sits behind the
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# panel ghosts through and makes the text harder to read.
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@export var fill_color: Color = Color(0.02, 0.03, 0.07, 1.0)
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@export var corner_cut: float = 26.0
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@export var bracket_length: float = 46.0
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func _draw() -> void:
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var w: float = size.x
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var h: float = size.y
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var c: float = corner_cut
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var body: PackedVector2Array = PackedVector2Array([
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Vector2(c, 0.0), Vector2(w - c, 0.0),
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Vector2(w, c), Vector2(w, h - c),
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Vector2(w - c, h), Vector2(c, h),
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Vector2(0.0, h - c), Vector2(0.0, c),
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])
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draw_colored_polygon(body, fill_color)
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NeonDraw.draw_glowing_polygon(self, body, glow_color, 1.0, core_color)
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# Corner brackets: short doubled strokes just inside each cut corner,
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# which is what gives it the heads-up-display feel rather than looking
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# like a plain outlined box.
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var b: float = bracket_length
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var inset: float = 10.0
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var corners: Array = [
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[Vector2(inset, c + inset), Vector2(inset, c + inset + b), Vector2(c + inset, inset), Vector2(c + inset + b, inset)],
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[Vector2(w - inset, c + inset), Vector2(w - inset, c + inset + b), Vector2(w - c - inset, inset), Vector2(w - c - inset - b, inset)],
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[Vector2(inset, h - c - inset), Vector2(inset, h - c - inset - b), Vector2(c + inset, h - inset), Vector2(c + inset + b, h - inset)],
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[Vector2(w - inset, h - c - inset), Vector2(w - inset, h - c - inset - b), Vector2(w - c - inset, h - inset), Vector2(w - c - inset - b, h - inset)],
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]
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for corner in corners:
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NeonDraw.draw_glowing_line(self, corner[0], corner[1], glow_color, 0.9, 0.3, core_color)
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NeonDraw.draw_glowing_line(self, corner[2], corner[3], glow_color, 0.9, 0.3, core_color)
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