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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tests/_crafter_preview.gd
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tests/_crafter_preview.gd
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extends Node2D
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# Preview scene for eyeballing building art - NOT run by run_tests.sh
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# (underscore prefix). Lays out the mothership and command centre alongside
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# several phases of the ship crafter's assembly cycle, with the crafter's
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# _process disabled and anim_time pinned, so a single softpipe render shows
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# the whole animation at once (the renderer is far too slow here to time a
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# live frame).
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#
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# bash tests/screenshot.sh res://tests/_crafter_preview.tscn /tmp/out.png 20
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# Each cell is either a building type (drawn once) or a crafter phase.
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const CELLS: Array = [
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{"type": "mothership"},
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{"type": "command_center"},
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{"type": "mothership"},
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{"phase": 0.10},
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{"phase": 0.35},
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{"phase": 0.60},
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{"phase": 0.88},
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]
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func _ready() -> void:
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RenderingServer.set_default_clear_color(Color(0.02, 0.03, 0.06))
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var building_scene: PackedScene = load("res://Building.tscn")
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for i in range(CELLS.size()):
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var cell: Dictionary = CELLS[i]
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var b: Node2D = building_scene.instantiate()
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b.building_type = cell.get("type", GameState.BUILDING_SHIP_CRAFTER)
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b.position = Vector2(-240.0 + float(i % 3) * 240.0, -105.0 + float(i / 3) * 215.0)
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add_child(b)
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if cell.has("phase"):
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b.set_process(false)
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b.anim_time = float(cell.phase) * b.CYCLE
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b.queue_redraw()
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var cam: Camera2D = Camera2D.new()
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cam.zoom = Vector2(1.65, 1.65)
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add_child(cam)
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cam.make_current()
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