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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TouchJoystick.gd
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TouchJoystick.gd
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class_name TouchJoystick
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extends Control
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# Touch joystick for steering the fleet. Lives in the bottom-left corner.
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#
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# Behaves like a "floating" stick within its own rect: the base re-centres
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# on wherever the finger first lands, so the player doesn't have to hit an
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# exact spot on a phone screen they can't feel. The knob then follows the
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# finger out to max_radius, and `direction` reports the offset normalised
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# against that radius (so magnitude is 0..1, usable for throttle later).
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#
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# Only claims touches that start inside its own rect - anything else falls
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# through untouched, which is what keeps pinch-to-zoom working everywhere
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# else on screen.
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signal direction_changed(direction: Vector2)
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signal released
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# How far the knob travels from centre, as a fraction of the control's
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# shorter side. Derived rather than a fixed number of pixels so that
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# enlarging the stick's rect enlarges the ring the player actually sees -
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# otherwise the touch area grows and the visible control stays small.
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const RADIUS_RATIO: float = 0.28
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@export var max_radius: float = 90.0
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@export var deadzone: float = 0.12
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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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var direction: Vector2 = Vector2.ZERO
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var active_touch_index: int = -1
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var base_pos: Vector2 = Vector2.ZERO
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var knob_pos: Vector2 = Vector2.ZERO
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func _ready() -> void:
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resized.connect(_relayout)
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_relayout()
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func _relayout() -> void:
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base_pos = size / 2.0
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knob_pos = base_pos
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max_radius = minf(size.x, size.y) * RADIUS_RATIO
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queue_redraw()
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func is_active() -> bool:
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return active_touch_index != -1
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# Returns true if the event was consumed, so the caller knows not to treat
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# it as a world gesture (a fleet move, or one finger of a pinch).
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func handle_touch(event: InputEventScreenTouch) -> bool:
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var local: Vector2 = event.position - global_position
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if event.pressed:
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if active_touch_index != -1:
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return false
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if not Rect2(Vector2.ZERO, size).has_point(local):
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return false
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active_touch_index = event.index
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base_pos = local
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knob_pos = local
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_update_direction()
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return true
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if event.index != active_touch_index:
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return false
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active_touch_index = -1
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knob_pos = base_pos
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direction = Vector2.ZERO
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queue_redraw()
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direction_changed.emit(direction)
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released.emit()
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return true
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func handle_drag(event: InputEventScreenDrag) -> bool:
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if event.index != active_touch_index:
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return false
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knob_pos = event.position - global_position
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_update_direction()
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return true
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func _update_direction() -> void:
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var offset: Vector2 = knob_pos - base_pos
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if offset.length() > max_radius:
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offset = offset.normalized() * max_radius
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knob_pos = base_pos + offset
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var raw: Vector2 = offset / max_radius
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direction = Vector2.ZERO if raw.length() < deadzone else raw
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queue_redraw()
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direction_changed.emit(direction)
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func _draw() -> void:
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var ring: PackedVector2Array = PackedVector2Array()
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var segments: int = 28
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for i in range(segments):
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var a: float = (float(i) / segments) * TAU
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ring.append(base_pos + Vector2(cos(a), sin(a)) * max_radius)
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NeonDraw.draw_glowing_polygon(self, ring, glow_color, 0.55, core_color)
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var knob: PackedVector2Array = PackedVector2Array()
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var knob_radius: float = max_radius * 0.34
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for i in range(segments):
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var a: float = (float(i) / segments) * TAU
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knob.append(knob_pos + Vector2(cos(a), sin(a)) * knob_radius)
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NeonDraw.draw_glowing_polygon(self, knob, glow_color, 1.0 if is_active() else 0.75, core_color)
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