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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134
tests/test_joystick_control.gd
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134
tests/test_joystick_control.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_joystick_control.gd
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# Verifies the virtual joystick steers the fleet: holding the stick in a
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# direction flies the fleet that way, and releasing brings it to a stop
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# rather than freezing it mid-flight. Replaces the old tap-to-move test,
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# since tapping no longer issues move orders.
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#
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# Touch events are handed to the joystick directly rather than through
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# Input.parse_input_event: headless mode's placeholder window rescales
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# synthetic touch coordinates by an environment-specific factor, which
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# would land them outside the joystick's rect for reasons that have nothing
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# to do with the behaviour under test.
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var main_scene: Node
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var fleet: Node
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var joystick: TouchJoystick
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var stage: int = 0
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var elapsed: float = 0.0
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var start_centroid: Vector2
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var moving_centroid: Vector2
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var stop_check_frames: 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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fleet = main_scene.get_node("Fleet")
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joystick = main_scene.get_node("UI/Joystick")
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func _press(local: Vector2) -> void:
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var ev: InputEventScreenTouch = InputEventScreenTouch.new()
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ev.index = 0
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ev.pressed = true
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ev.position = joystick.global_position + local
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joystick.handle_touch(ev)
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func _drag(local: Vector2) -> void:
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var ev: InputEventScreenDrag = InputEventScreenDrag.new()
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ev.index = 0
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ev.position = joystick.global_position + local
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joystick.handle_drag(ev)
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func _release(local: Vector2) -> void:
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var ev: InputEventScreenTouch = InputEventScreenTouch.new()
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ev.index = 0
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ev.pressed = false
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ev.position = joystick.global_position + local
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joystick.handle_touch(ev)
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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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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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start_centroid = fleet.get_centroid()
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# The joystick receives touches via GameController's
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# _unhandled_input, which never fires for a Control that
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# consumes them through the GUI system first. With Godot's
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# default mouse_filter (STOP) the stick silently does nothing
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# on a real device - it must be IGNORE. Checked structurally
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# because the rest of this test drives handle_touch() directly
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# and so cannot catch it.
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if joystick.mouse_filter != Control.MOUSE_FILTER_IGNORE:
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print("joystick mouse_filter=%d (needs IGNORE=%d)" % [
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joystick.mouse_filter, Control.MOUSE_FILTER_IGNORE
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])
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print("TEST_JOYSTICK_CONTROL: FAIL (stick would swallow its own touches)")
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quit(1)
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return true
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# Push the stick hard to the right.
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var centre: Vector2 = joystick.size / 2.0
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_press(centre)
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_drag(centre + Vector2(joystick.max_radius, 0.0))
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if joystick.direction.x < 0.9:
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print("joystick direction wrong: %s" % joystick.direction)
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print("TEST_JOYSTICK_CONTROL: FAIL (stick did not register)")
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quit(1)
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return true
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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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if elapsed < 1.5:
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return false
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moving_centroid = fleet.get_centroid()
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var moved_right: bool = moving_centroid.x - start_centroid.x > 100.0
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var stayed_level: bool = abs(moving_centroid.y - start_centroid.y) < 80.0
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print("moved from %s to %s (right=%s level=%s)" % [
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start_centroid, moving_centroid, moved_right, stayed_level
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])
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if not (moved_right and stayed_level):
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print("TEST_JOYSTICK_CONTROL: FAIL (fleet did not follow the stick)")
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quit(1)
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return true
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_release(joystick.size / 2.0)
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if joystick.direction != Vector2.ZERO:
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print("TEST_JOYSTICK_CONTROL: FAIL (direction not cleared on release)")
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quit(1)
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return true
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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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# After release the fleet should coast to a halt, not freeze
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# instantly and not keep flying.
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if elapsed < 4.0:
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return false
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var speed: float = 0.0
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for ship in fleet.ships:
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speed = max(speed, ship.velocity.length())
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var stopped: bool = speed < 1.0
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var coasted: bool = fleet.get_centroid().x > moving_centroid.x
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print("after release: max_speed=%.3f stopped=%s coasted_further=%s" % [
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speed, stopped, coasted
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])
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if stopped and coasted:
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print("TEST_JOYSTICK_CONTROL: PASS")
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quit(0)
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else:
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print("TEST_JOYSTICK_CONTROL: FAIL (did not coast to a stop)")
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quit(1)
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return true
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return false
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