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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RockField.gd
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71
RockField.gd
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extends Node2D
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# Scatters gatherable rocks across a planet's surface around the fleet, and
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# tops them back up as they are collected, so there is always something to
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# mine wherever the player flies.
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#
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# Unlike AsteroidField/PlanetField this is deliberately NOT deterministic
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# per chunk: rocks are consumable, and a chunk-seeded layout would respawn
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# the very same rock in the very same spot the moment the player flew back,
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# making them infinite and free. Tracking every collected rock forever would
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# grow without bound, so they are simply scattered at random within a ring
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# around the fleet and despawned once left far behind.
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@export var target_count: int = 14
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@export var spawn_radius: float = 1400.0
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@export var min_spawn_distance: float = 320.0
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@export var despawn_radius: float = 2600.0
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@export var check_interval: float = 0.5
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@onready var fleet: Node2D = get_node("../Fleet")
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var rock_scene: PackedScene = preload("res://Rock.tscn")
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var rocks: Array = []
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var timer: float = 0.0
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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func _ready() -> void:
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rng.randomize()
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# Populate immediately rather than waiting out the first interval, so
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# the surface isn't visibly empty for half a second on arrival.
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update_rocks()
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func _process(delta: float) -> void:
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timer += delta
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if timer < check_interval:
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return
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timer = 0.0
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update_rocks()
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func update_rocks() -> void:
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var centre: Vector2 = fleet.get_centroid()
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var surviving: Array = []
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for rock in rocks:
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if not is_instance_valid(rock):
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continue
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if rock.position.distance_to(centre) > despawn_radius:
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rock.queue_free()
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continue
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surviving.append(rock)
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rocks = surviving
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while rocks.size() < target_count:
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_spawn_rock(centre)
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func _spawn_rock(centre: Vector2) -> void:
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# Ring, not disc: spawning right on top of the fleet would hand the
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# player free rocks without flying anywhere.
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var angle: float = rng.randf() * TAU
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var distance: float = rng.randf_range(min_spawn_distance, spawn_radius)
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var rock: Area2D = rock_scene.instantiate()
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rock.position = centre + Vector2(cos(angle), sin(angle)) * distance
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rock.build_shape(rng.randi())
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# Deferred: update_rocks() runs from _ready(), and Godot refuses a
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# direct add_child() while the tree is still setting up children.
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get_parent().add_child.call_deferred(rock)
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rocks.append(rock)
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