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_enemy_collision.gd
# Verifies that an enemy touching a ship destroys that ship, is removed
# from the fleet, while the enemy itself survives the touch (enemies only
# die from being shot, not from ramming).
const CHECK_DELAY: float = 0.05
var main_scene: Node
var fleet: Node
var enemy: Node
var target_ship: Node
var elapsed: float = 0.0
var started: bool = false
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 _physics_process(delta: float) -> bool:
if not started:
# Disabling EnemySpawner in _initialize() doesn't reliably stick -
# a node's set_process(false) call made before it has fully
# finished entering the tree can get silently reset once the
# engine's own (deferred) tree-entry finalization runs, which
# happens strictly after _ready(). Here, at the point _ready() is
# already confirmed complete, it's safe.
main_scene.get_node("EnemySpawner").set_process(false)
target_ship = fleet.ships[0]
var enemy_scene: PackedScene = load("res://Enemy.tscn")
enemy = enemy_scene.instantiate()
enemy.position = target_ship.position
main_scene.add_child(enemy)
started = true
return false
elapsed += delta
if elapsed >= CHECK_DELAY:
_finish()
return true
return false
func _finish() -> void:
var ship_destroyed: bool = not is_instance_valid(target_ship)
var ship_removed_from_fleet: bool = fleet.ships.find(target_ship) == -1
var fleet_count_ok: bool = fleet.ships.size() == 4
var enemy_survived: bool = is_instance_valid(enemy) and enemy.hp > 0
print("ship_destroyed=%s ship_removed_from_fleet=%s ships_remaining=%d enemy_survived=%s" % [
ship_destroyed, ship_removed_from_fleet, fleet.ships.size(), enemy_survived
])
if ship_destroyed and ship_removed_from_fleet and fleet_count_ok and enemy_survived:
print("TEST_ENEMY_COLLISION: PASS")
quit(0)
else:
print("TEST_ENEMY_COLLISION: FAIL")
quit(1)