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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118
tests/test_crafter_animation.gd
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118
tests/test_crafter_animation.gd
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_crafter_animation.gd
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# The ship crafter is drawn as a factory with a hull being assembled on the
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# line. Verifies:
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# 1. a crafter spawned the normal way (BuildingField, from GameState)
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# actually animates - the animation is what tells the player what the
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# building does. The mothership animates too (reactor core, orbiting
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# satellites)
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# 2. the command centre stays static, because per-frame redraws of art
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# that never changes were a measurable framerate cost earlier on
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# 3. the hull assembles progressively over the cycle rather than popping
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# in whole, and every piece is on before the assembly phase ends
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# 4. the cycle loops without anim_time growing without bound
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var scene: Node
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var game_state: Node
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var field: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var crafter: Node2D
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var time_at_start: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 200
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game_state.buildings.clear()
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game_state.extractors.clear()
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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field = scene.get_node("BuildingField")
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func _find(type: String) -> Node2D:
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for b in field.spawned:
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if is_instance_valid(b) and b.building_type == type:
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return b
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return null
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(500.0, 0.0))
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field.place(GameState.BUILDING_MOTHERSHIP, Vector2(-500.0, 0.0))
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field.place(GameState.BUILDING_COMMAND_CENTER, Vector2(0.0, 500.0))
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elapsed = 0.0
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stage = 1
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return false
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1:
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# Spawning is deferred, so give the tree a frame to attach them.
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if elapsed < 0.2:
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return false
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crafter = _find(GameState.BUILDING_SHIP_CRAFTER)
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if crafter == null:
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print("TEST_CRAFTER_ANIMATION: FAIL (crafter never spawned)")
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quit(1)
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return true
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var animated: bool = crafter.is_processing()
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var mothership: Node2D = _find(GameState.BUILDING_MOTHERSHIP)
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var mothership_animates: bool = mothership != null and mothership.is_processing()
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var command: Node2D = _find(GameState.BUILDING_COMMAND_CENTER)
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var command_static: bool = command != null and not command.is_processing()
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print("crafter animates=%s mothership animates=%s command centre static=%s" % [
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animated, mothership_animates, command_static
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])
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if not (animated and mothership_animates and command_static):
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print("TEST_CRAFTER_ANIMATION: FAIL (wrong buildings are animating)")
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quit(1)
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return true
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# --- the hull assembles piece by piece ------------------------
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var total: int = crafter.SHIP_PARTS.size()
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var counts: Array = []
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for p in [0.0, 0.1, 0.35, 0.55, 0.9, 1.0]:
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counts.append(crafter.attached_part_count(p))
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var progressive: bool = counts[0] == 0 and counts[-1] == total
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for i in range(1, counts.size()):
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if counts[i] < counts[i - 1]:
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progressive = false
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# Nothing may still be missing when the welding phase ends, or
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# the hull would launch half-built.
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var complete_before_launch: bool = crafter.attached_part_count(1.0) == total
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print("parts attached across the phase: %s (of %d) progressive=%s" % [
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counts, total, progressive
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])
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if not (progressive and complete_before_launch and counts[1] < total):
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print("TEST_CRAFTER_ANIMATION: FAIL (hull does not build up gradually)")
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quit(1)
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return true
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time_at_start = crafter.anim_time
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.4:
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return false
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var advanced: bool = crafter.anim_time != time_at_start
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var bounded: bool = crafter.anim_time >= 0.0 and crafter.anim_time < crafter.CYCLE
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print("anim_time %.3f -> %.3f (cycle %.2f) advanced=%s bounded=%s" % [
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time_at_start, crafter.anim_time, crafter.CYCLE, advanced, bounded
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])
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if advanced and bounded:
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print("TEST_CRAFTER_ANIMATION: PASS")
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quit(0)
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else:
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print("TEST_CRAFTER_ANIMATION: FAIL (animation clock stalled or ran away)")
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quit(1)
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return true
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return false
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