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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WorldMap.gd Normal file
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extends Control
@export var min_zoom: float = 0.3
@export var max_zoom: float = 3.0
@onready var content: Node2D = $MapContent
@onready var open_button: IconButton = get_node("../MapButton")
@onready var recenter_button: IconButton = $RecenterButton
@onready var close_button: IconButton = $CloseButton
@onready var fleet: Node2D = get_node("../../Fleet")
var touches: Dictionary = {}
var pinch_active: bool = false
var pinch_start_distance: float = 0.0
var pinch_start_zoom: float = 1.0
func _ready() -> void:
open_button.pressed.connect(open_map)
recenter_button.pressed.connect(recenter_view)
close_button.pressed.connect(close_map)
func open_map() -> void:
visible = true
open_button.visible = false
recenter_view()
func close_map() -> void:
visible = false
open_button.visible = true
touches.clear()
pinch_active = false
func recenter_view() -> void:
var fleet_local: Vector2 = fleet.get_centroid() * content.WORLD_TO_LOCAL
var viewport_center: Vector2 = get_viewport_rect().size / 2.0
content.position = viewport_center - fleet_local * content.scale.x
func _input(event: InputEvent) -> void:
if not visible:
return
if event is InputEventScreenTouch:
_handle_touch(event)
get_viewport().set_input_as_handled()
elif event is InputEventScreenDrag:
_handle_drag(event)
get_viewport().set_input_as_handled()
elif event is InputEventMagnifyGesture:
_handle_magnify(event)
get_viewport().set_input_as_handled()
func _handle_touch(event: InputEventScreenTouch) -> void:
if event.pressed:
touches[event.index] = event.position
if touches.size() == 2:
pinch_active = true
var positions: Array = touches.values()
pinch_start_distance = positions[0].distance_to(positions[1])
pinch_start_zoom = content.scale.x
else:
touches.erase(event.index)
if touches.size() < 2:
pinch_active = false
func _handle_drag(event: InputEventScreenDrag) -> void:
if not touches.has(event.index):
return
var previous_pos: Vector2 = touches[event.index]
touches[event.index] = event.position
if pinch_active and touches.size() == 2 and pinch_start_distance > 0.0:
var positions: Array = touches.values()
var current_distance: float = positions[0].distance_to(positions[1])
var new_zoom: float = pinch_start_zoom * (current_distance / max(pinch_start_distance, 1.0))
_set_zoom(new_zoom)
elif touches.size() == 1:
content.position += event.position - previous_pos
func _handle_magnify(event: InputEventMagnifyGesture) -> void:
_set_zoom(content.scale.x * event.factor)
func _set_zoom(z: float) -> void:
var clamped: float = clamp(z, min_zoom, max_zoom)
content.scale = Vector2(clamped, clamped)