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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65
tests/test_enemy_collision.gd
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65
tests/test_enemy_collision.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_enemy_collision.gd
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# Verifies that an enemy touching a ship destroys that ship, is removed
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# from the fleet, while the enemy itself survives the touch (enemies only
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# die from being shot, not from ramming).
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const CHECK_DELAY: float = 0.05
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var main_scene: Node
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var fleet: Node
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var enemy: Node
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var target_ship: Node
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var elapsed: float = 0.0
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var started: bool = false
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func _initialize() -> void:
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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func _physics_process(delta: float) -> bool:
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if not started:
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# Disabling EnemySpawner in _initialize() doesn't reliably stick -
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# a node's set_process(false) call made before it has fully
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# finished entering the tree can get silently reset once the
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# engine's own (deferred) tree-entry finalization runs, which
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# happens strictly after _ready(). Here, at the point _ready() is
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# already confirmed complete, it's safe.
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main_scene.get_node("EnemySpawner").set_process(false)
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target_ship = fleet.ships[0]
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var enemy_scene: PackedScene = load("res://Enemy.tscn")
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enemy = enemy_scene.instantiate()
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enemy.position = target_ship.position
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main_scene.add_child(enemy)
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started = true
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return false
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elapsed += delta
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if elapsed >= CHECK_DELAY:
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_finish()
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return true
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return false
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func _finish() -> void:
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var ship_destroyed: bool = not is_instance_valid(target_ship)
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var ship_removed_from_fleet: bool = fleet.ships.find(target_ship) == -1
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var fleet_count_ok: bool = fleet.ships.size() == 4
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var enemy_survived: bool = is_instance_valid(enemy) and enemy.hp > 0
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print("ship_destroyed=%s ship_removed_from_fleet=%s ships_remaining=%d enemy_survived=%s" % [
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ship_destroyed, ship_removed_from_fleet, fleet.ships.size(), enemy_survived
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])
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if ship_destroyed and ship_removed_from_fleet and fleet_count_ok and enemy_survived:
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print("TEST_ENEMY_COLLISION: PASS")
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quit(0)
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else:
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print("TEST_ENEMY_COLLISION: FAIL")
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quit(1)
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