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/_icon_preview.gd
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tests/_icon_preview.gd
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extends Control
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# Preview scene - NOT run by run_tests.sh (underscore prefix). Draws every
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# IconButton glyph at the size the build menu uses, so the art can be
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# checked without rendering the whole game scene.
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#
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# bash tests/screenshot.sh res://tests/_icon_preview.tscn /tmp/out.png 20
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const BUTTON_SIZE: float = 190.0
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const COLUMNS: int = 3
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const SWATCHES: Array = [
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{"icon": 8, "color": Color(0.45, 0.9, 0.55)}, # mothership
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{"icon": 9, "color": Color(1.0, 0.72, 0.25)}, # ship crafter
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{"icon": 10, "color": Color(0.55, 0.6, 1.0)}, # command centre
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{"icon": 11, "color": Color(0.35, 0.9, 0.75)}, # extractor
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{"icon": 11, "color": Color(0.35, 0.9, 0.75), "enabled": false},
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{"icon": 5, "color": Color(0.25, 0.85, 1.0)}, # generic build, for contrast
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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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for i in range(SWATCHES.size()):
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var swatch: Dictionary = SWATCHES[i]
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var b: IconButton = IconButton.new()
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b.icon = swatch.icon
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b.glow_color = swatch.color
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b.enabled = swatch.get("enabled", true)
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b.size = Vector2(BUTTON_SIZE, BUTTON_SIZE)
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b.position = Vector2(
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120.0 + float(i % COLUMNS) * (BUTTON_SIZE + 60.0),
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100.0 + float(i / COLUMNS) * (BUTTON_SIZE + 60.0)
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)
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add_child(b)
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