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