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/test_icon_button.gd
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56
tests/test_icon_button.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_icon_button.gd
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# Verifies IconButton correctly turns a touch-down + touch-up into its
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# `pressed` signal, which the Map button is wired to open the world map -
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# and that opening the map hides the Map button itself (avoiding it
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# overlapping the Close button, which occupies the same corner).
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#
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# Calls _gui_input directly rather than routing a synthetic touch through
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# the viewport's screen-position hit-testing, since headless mode's
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# placeholder window makes exact on-screen coordinates unreliable to
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# target (see test_world_map_ui.gd's pan test for the same issue) - this
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# is a more targeted unit test of the button's own press logic anyway.
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var main_scene: Node
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var world_map: Control
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var map_button: IconButton
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var press_count: int = 0
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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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world_map = main_scene.get_node("UI/WorldMap")
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map_button = main_scene.get_node("UI/MapButton")
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map_button.pressed.connect(_on_pressed)
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func _on_pressed() -> void:
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press_count += 1
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func _process(_delta: float) -> bool:
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var down: InputEventScreenTouch = InputEventScreenTouch.new()
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down.pressed = true
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map_button._gui_input(down)
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var up: InputEventScreenTouch = InputEventScreenTouch.new()
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up.pressed = false
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map_button._gui_input(up)
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var press_fired: bool = press_count == 1
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var map_opened: bool = world_map.visible
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var map_button_hidden: bool = not map_button.visible
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print("press_fired=%s map_opened=%s map_button_hidden=%s" % [press_fired, map_opened, map_button_hidden])
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if press_fired and map_opened and map_button_hidden:
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print("TEST_ICON_BUTTON: PASS")
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quit(0)
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else:
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print("TEST_ICON_BUTTON: FAIL")
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quit(1)
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return true
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