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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class_name WorldGen
extends RefCounted
# Deterministic procedural world generation: the world is divided into
# square chunks, and each chunk's biome is derived from a seeded
# low-frequency noise field sampled at the chunk's own coordinates - so
# revisiting the same chunk always yields the same biome, and biomes form
# smooth multi-chunk regions instead of a per-chunk random checkerboard.
enum Biome { SPACE, ASTEROID_FIELD }
const CHUNK_SIZE: float = 1200.0
const NOISE_SEED: int = 1337
const ASTEROID_FIELD_THRESHOLD: float = 0.15
const PLANET_THRESHOLD: float = 0.33
const PLANET_NAMES: Array = [
"Kepler's Rest", "Ceres Minor", "Vesta's Shadow", "Ironhold",
"Drift Anchor", "Stonefall", "Grey Watch", "Silent Quarry",
"Baros Rock", "Umbra Point",
]
static var _noise: FastNoiseLite
static var _planet_noise: FastNoiseLite
static func _get_noise() -> FastNoiseLite:
if _noise == null:
_noise = FastNoiseLite.new()
_noise.seed = NOISE_SEED
_noise.frequency = 0.06
return _noise
static func _get_planet_noise() -> FastNoiseLite:
if _planet_noise == null:
_planet_noise = FastNoiseLite.new()
_planet_noise.seed = NOISE_SEED + 777
# Higher frequency than the biome noise so it spikes on individual
# chunks rather than forming its own smooth multi-chunk regions -
# "once or twice per asteroid biome [region]" needs a sparse, mostly
# independent chance per chunk, not another smooth blob.
_planet_noise.frequency = 0.35
return _planet_noise
static func chunk_coords(world_pos: Vector2) -> Vector2i:
return Vector2i(int(floor(world_pos.x / CHUNK_SIZE)), int(floor(world_pos.y / CHUNK_SIZE)))
static func chunk_origin(chunk: Vector2i) -> Vector2:
return Vector2(chunk.x * CHUNK_SIZE, chunk.y * CHUNK_SIZE)
static func biome_at_chunk(chunk: Vector2i) -> int:
var n: float = _get_noise().get_noise_2d(float(chunk.x), float(chunk.y))
if n > ASTEROID_FIELD_THRESHOLD:
return Biome.ASTEROID_FIELD
return Biome.SPACE
static func has_planet_at_chunk(chunk: Vector2i) -> bool:
if biome_at_chunk(chunk) != Biome.ASTEROID_FIELD:
return false
var n: float = _get_planet_noise().get_noise_2d(float(chunk.x), float(chunk.y))
return n > PLANET_THRESHOLD
static func planet_data_at_chunk(chunk: Vector2i) -> Dictionary:
# Single source of truth for a planet's identity within its chunk -
# seeded purely from the chunk's own coordinates (same pattern as the
# biome/planet noise fields above) so it's reproducible from anywhere,
# without needing an actual spawned Planet node. Both PlanetField (to
# actually spawn the planet) and the world map (to draw a marker for
# an explored-but-not-currently-loaded chunk) call this, so the two
# can never drift out of sync with each other.
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = hash(chunk)
var local_pos: Vector2 = Vector2(rng.randf() * CHUNK_SIZE, rng.randf() * CHUNK_SIZE)
var planet_name: String = PLANET_NAMES[rng.randi() % PLANET_NAMES.size()]
var shape_seed: int = rng.randi()
return {"local_pos": local_pos, "name": planet_name, "shape_seed": shape_seed}
static func biome_color(biome: int) -> Color:
match biome:
Biome.ASTEROID_FIELD:
return Color(0.55, 0.36, 0.18, 1.0)
_:
return Color(0.10, 0.13, 0.28, 1.0)