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_star_coverage.gd
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66
tests/test_star_coverage.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_star_coverage.gd
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# Verifies the shader-based starfield's uniforms actually track the camera:
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# after moving/zooming the camera, camera_pos/camera_zoom fed to the
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# starfield shader should match, at every zoom level (this replaces the old
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# tile-symmetry check now that stars are a single procedural fragment
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# shader pass with no CPU-side tiling to go asymmetric in the first place).
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const TOLERANCE: float = 0.5
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var main_scene: Node
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var camera: Camera2D
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var starfield: ColorRect
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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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camera = main_scene.get_node("Camera2D")
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starfield = main_scene.get_node("BackgroundLayer/Starfield")
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func _process(_delta: float) -> bool:
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var all_ok: bool = true
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for zoom_level in [1.0, 3.0, 6.0]:
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camera.zoom = Vector2(zoom_level, zoom_level)
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camera.global_position = Vector2(zoom_level * 100.0, -zoom_level * 50.0)
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# Let the Starfield's own _process (which reads the camera and pushes
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# shader uniforms) run for this frame before checking.
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starfield._process(0.016)
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# The camera position is handed to the shader pre-split into a cell
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# index plus a fraction within that cell (so the shader never handles
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# a large absolute world coordinate - see Starfield.gd). Verify the
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# two parts reconstruct the real camera position exactly, and that
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# the fraction really is a fraction: if it ever left [0,1) the split
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# would be wrong and the shader would sample the wrong cell.
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var cell: Vector2 = starfield.material.get_shader_parameter("camera_cell")
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var frac: Vector2 = starfield.material.get_shader_parameter("camera_frac")
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var cell_size: float = starfield.material.get_shader_parameter("cell_size")
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var uniform_zoom: float = starfield.material.get_shader_parameter("camera_zoom")
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var reconstructed: Vector2 = (cell + frac) * cell_size
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var pos_ok: bool = reconstructed.distance_to(camera.global_position) <= TOLERANCE
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var frac_ok: bool = frac.x >= 0.0 and frac.x < 1.0 and frac.y >= 0.0 and frac.y < 1.0
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var zoom_ok: bool = abs(uniform_zoom - (1.0 / camera.zoom.x)) <= 0.01
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var ok: bool = pos_ok and frac_ok and zoom_ok
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all_ok = all_ok and ok
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print("zoom=%.1f camera_pos=%s reconstructed=%s frac=%s zoom=%.2f/%.2f %s" % [
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zoom_level, camera.global_position, reconstructed, frac,
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camera.zoom.x, uniform_zoom, "OK" if ok else "FAIL"
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])
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if all_ok:
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print("TEST_STAR_COVERAGE: PASS")
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quit(0)
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else:
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print("TEST_STAR_COVERAGE: FAIL")
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quit(1)
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return true
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