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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Starfield.gd Normal file
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extends ColorRect
# Feeds the starfield shader the camera's position split into a CELL INDEX
# plus a fraction within that cell, rather than a raw world position.
#
# Why: the fleet routinely reaches world coordinates in the tens of
# thousands. Handing those straight to the shader forces every downstream
# calculation (the division by cell_size, floor/fract, and especially the
# hash's internal multiplies) to work at large magnitudes, where a mobile
# GPU's float precision starts to break down - and no precision qualifier
# can fix that, since `highp` widens the type but the magnitudes stay huge.
# GDScript computes in double precision, so doing the split here and passing
# only small numbers (cell indices in the hundreds, fractions in [0,1])
# keeps the shader's arithmetic in a range it can represent exactly.
@onready var camera: Camera2D = get_node("../../Camera2D")
func _process(_delta: float) -> void:
var viewport_size: Vector2 = get_viewport_rect().size
var cell_size: float = material.get_shader_parameter("cell_size")
var p: Vector2 = camera.global_position / cell_size
var cell: Vector2 = Vector2(floor(p.x), floor(p.y))
material.set_shader_parameter("camera_cell", cell)
material.set_shader_parameter("camera_frac", p - cell)
material.set_shader_parameter("camera_zoom", 1.0 / camera.zoom.x)
material.set_shader_parameter("viewport_size", viewport_size)