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

View file

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extends Node2D
# Bootstraps the surviving fleet on this scene's own startup (from
# GameState, since this is a fresh scene tree - nothing here carries
# over automatically) and handles the always-available exit prompt that
# fades back out to Main.tscn, restoring the fleet at wherever it left
# space from.
@export var fade_duration: float = 0.4
@onready var fleet: Node2D = get_node("../Fleet")
@onready var camera: Camera2D = get_node("../Camera2D")
@onready var planet_name_label: Label = get_node("../UI/PlanetNameLabel")
@onready var exit_button: IconButton = get_node("../UI/ExitButton")
@onready var fade_rect: ColorRect = get_node("../FadeOverlay/FadeRect")
var transitioning: bool = false
func _ready() -> void:
fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO)
camera.position = Vector2.ZERO
camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
planet_name_label.text = GameState.planet_name
exit_button.pressed.connect(_on_exit_pressed)
fade_rect.color.a = 1.0
var tween: Tween = create_tween()
tween.tween_property(fade_rect, "color:a", 0.0, fade_duration)
func _on_exit_pressed() -> void:
if transitioning:
return
transitioning = true
GameState.surviving_ship_count = fleet.ships.size()
var tween: Tween = create_tween()
tween.tween_property(fade_rect, "color:a", 1.0, fade_duration)
tween.tween_callback(_return_to_space)
func _return_to_space() -> void:
get_tree().change_scene_to_file("res://Main.tscn")