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

View file

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_asteroid_ship_collision.gd
# Verifies that a ship touching an asteroid destroys BOTH the ship (removed
# from the fleet) and the asteroid itself (mutual destruction), each
# spawning its own coherent explosion VFX: light-burst blue for the ship,
# debris brown for the asteroid.
const CHECK_DELAY: float = 0.05
var main_scene: Node
var fleet: Node
var target_ship: Node
var asteroid: Node2D
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# Wait one tick so Fleet._ready() has run and fleet.ships is
# populated before we grab a ship reference.
target_ship = fleet.ships[0]
var asteroid_scene: PackedScene = load("res://Asteroid.tscn")
asteroid = asteroid_scene.instantiate()
asteroid.position = target_ship.position
asteroid.velocity = Vector2.ZERO
main_scene.add_child(asteroid)
stage = 1
elapsed = 0.0
return false
1:
if elapsed < CHECK_DELAY:
return false
_check_results()
return true
return false
func _check_results() -> void:
var ship_destroyed: bool = not is_instance_valid(target_ship)
var ship_removed_from_fleet: bool = fleet.ships.find(target_ship) == -1
var asteroid_destroyed: bool = not is_instance_valid(asteroid)
var ship_vfx_ok: bool = false
var asteroid_vfx_ok: bool = false
for child in root.get_children():
if child is ShipExplosionVFX:
ship_vfx_ok = true
elif child is AsteroidExplosionVFX:
asteroid_vfx_ok = true
print("ship_destroyed=%s ship_removed_from_fleet=%s asteroid_destroyed=%s ship_vfx_ok=%s asteroid_vfx_ok=%s" % [
ship_destroyed, ship_removed_from_fleet, asteroid_destroyed, ship_vfx_ok, asteroid_vfx_ok
])
if ship_destroyed and ship_removed_from_fleet and asteroid_destroyed and ship_vfx_ok and asteroid_vfx_ok:
print("TEST_ASTEROID_SHIP_COLLISION: PASS")
quit(0)
else:
print("TEST_ASTEROID_SHIP_COLLISION: FAIL")
quit(1)