Add a main menu scene (#47)

MainMenu.tscn is now project.godot's entry point: Play / Map Editor
(disabled, explains itself - #48 wires it up) / Quit (hidden in web
builds), styled like the rest of the game's menus and reusing the
starfield shader for its background.

Play calls GameState.reset_new_game(), so a second playthrough in the
same process starts fresh instead of inheriting whatever the previous
run left in the autoload - existing tests still load Main.tscn
directly and are unaffected.

Part of the #40 conquest-mechanic breakdown.
This commit is contained in:
Loïc Wisniewski 2026-08-15 14:43:46 +02:00
commit a1fb239a50
7 changed files with 297 additions and 1 deletions

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@ -344,6 +344,33 @@ func reset_progression() -> void:
vessel_levels.clear() vessel_levels.clear()
# Called from the main menu's Play button (#47): the autoload survives
# change_scene_to_file(), so without this a second playthrough in the same
# process would start from wherever the last one left off instead of a
# fresh game.
func reset_new_game() -> void:
has_return_position = false
surviving_ship_count = BASE_FLEET_SIZE
surviving_vessel_types = PackedStringArray()
return_world_position = Vector2.ZERO
return_camera_zoom = 1.0
planet_name = ""
planet_id = ""
planet_definition_id = "rocky"
explored_chunks.clear()
bank_inventory = INVENTORY.new({RESOURCE_ORE: 500})
fleet_inventory = INVENTORY.new()
buildings.clear()
next_building_id = 1
stored_vessels.clear()
vessel_deliveries.clear()
extractors.clear()
transporters.clear()
planet_capture.clear()
reset_progression()
reset_formation()
# --- building stock and production queue (#16) ----------------------------- # --- building stock and production queue (#16) -----------------------------
# Since #12, a building cannot just deduct from the bank at the moment of # Since #12, a building cannot just deduct from the bank at the moment of

33
MainMenu.gd Normal file
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@ -0,0 +1,33 @@
extends Node2D
@onready var play_button: IconButton = $UI/PlayButton
@onready var editor_button: IconButton = $UI/EditorButton
@onready var quit_button: IconButton = $UI/QuitButton
@onready var status_label: Label = $UI/StatusLabel
func _ready() -> void:
play_button.pressed.connect(_on_play_pressed)
editor_button.pressed.connect(_on_editor_pressed)
# #48 wires the real map editor scene up to this button; until then it
# stays visible but explains itself instead of silently doing nothing
# or pointing at a scene that doesn't exist yet.
editor_button.enabled = false
quit_button.pressed.connect(_on_quit_pressed)
quit_button.visible = not OS.has_feature("web")
func _on_play_pressed() -> void:
GameState.reset_new_game()
get_tree().change_scene_to_file("res://Main.tscn")
func _on_editor_pressed() -> void:
if editor_button.enabled:
get_tree().change_scene_to_file("res://PlanetSetupEditor.tscn")
return
status_label.text = "Map editor coming soon"
func _on_quit_pressed() -> void:
get_tree().quit()

1
MainMenu.gd.uid Normal file
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@ -0,0 +1 @@
uid://p7yl0hc43yai

139
MainMenu.tscn Normal file
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@ -0,0 +1,139 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://MainMenu.gd" id="1"]
[ext_resource type="Script" path="res://IconButton.gd" id="2"]
[ext_resource type="Shader" path="res://starfield.gdshader" id="3"]
[sub_resource type="ShaderMaterial" id="1"]
shader = ExtResource("3")
shader_parameter/camera_cell = Vector2(0, 0)
shader_parameter/camera_frac = Vector2(0, 0)
shader_parameter/camera_zoom = 1.0
shader_parameter/viewport_size = Vector2(720, 1280)
shader_parameter/cell_size = 60.0
shader_parameter/bg_color = Color(0.02, 0.02, 0.08, 1)
[node name="MainMenu" type="Node2D"]
script = ExtResource("1")
[node name="BackgroundLayer" type="CanvasLayer" parent="."]
layer = -10
[node name="Starfield" type="ColorRect" parent="BackgroundLayer"]
material = SubResource("1")
mouse_filter = 2
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="UI" type="CanvasLayer" parent="."]
[node name="TitleLabel" type="Label" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -300
offset_right = 300
offset_top = -560
offset_bottom = -460
theme_override_font_sizes/font_size = 60
horizontal_alignment = 1
text = "SPACESHIP TEST"
[node name="PlayButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = -300
offset_bottom = -172
script = ExtResource("2")
icon = 2
glow_color = Color(0.35, 0.95, 0.55, 1)
[node name="PlayLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -160
offset_right = 160
offset_top = -160
offset_bottom = -94
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Play"
[node name="EditorButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = -20
offset_bottom = 108
script = ExtResource("2")
icon = 0
glow_color = Color(0.5, 0.75, 1, 1)
[node name="EditorLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -200
offset_right = 200
offset_top = 120
offset_bottom = 186
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Map Editor"
[node name="StatusLabel" type="Label" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -260
offset_right = 260
offset_top = 200
offset_bottom = 260
theme_override_font_sizes/font_size = 26
horizontal_alignment = 1
autowrap_mode = 2
text = ""
[node name="QuitButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = 320
offset_bottom = 448
script = ExtResource("2")
icon = 1
glow_color = Color(0.9, 0.35, 0.35, 1)
[node name="QuitLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -160
offset_right = 160
offset_top = 460
offset_bottom = 526
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Quit"

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@ -11,7 +11,7 @@ config_version=5
[application] [application]
config/name="Spaceship Test" config/name="Spaceship Test"
run/main_scene="res://Main.tscn" run/main_scene="res://MainMenu.tscn"
config/features=PackedStringArray("4.7") config/features=PackedStringArray("4.7")
config/icon="res://icon.svg" config/icon="res://icon.svg"

95
tests/test_main_menu.gd Normal file
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@ -0,0 +1,95 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_main_menu.gd
# Verifies:
# 1. the menu loads with Play/Map Editor/Quit, the editor button starts
# disabled and explains itself instead of silently doing nothing
# 2. Quit's visibility follows OS.has_feature("web") (this platform is
# not a web export, so this run exercises the "visible" branch; the
# condition itself is what's under test, not the concrete boolean)
# 3. Play resets GameState to a fresh game AND reaches Main.tscn
var menu: Node
var game_state: Node
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
game_state = root.get_node("GameState")
menu = load("res://MainMenu.tscn").instantiate()
root.add_child(menu)
current_scene = menu
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# A scene added to the tree inside _initialize() has not had its
# _ready() flushed yet - see test_planet_setups.gd for the same
# hazard - so the menu's @onready buttons aren't valid until a
# frame has actually processed.
if elapsed < 0.1:
return false
if menu.editor_button.enabled:
return _fail("map editor button is not disabled ahead of #48")
if menu.quit_button.visible != (not OS.has_feature("web")):
return _fail("quit button visibility did not follow OS.has_feature('web')")
_press(menu.editor_button)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.1:
return false
if "coming soon" not in menu.status_label.text.to_lower():
return _fail("disabled editor button press did not explain itself")
if current_scene != menu:
return _fail("pressing the disabled editor button changed scenes")
# Dirty the game state exactly like an in-progress run would,
# so a genuine reset is distinguishable from a coincidental match.
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 999)
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
game_state.surviving_ship_count = 1
game_state.planet_capture["chunk:1:1"] = {"captured": [true], "conquered": true}
_press(menu.play_button)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
var on_main: bool = current_scene != null and current_scene.name == "Main"
var reset_ok: bool = game_state.rocks == 500 and game_state.buildings.is_empty() \
and game_state.surviving_ship_count == GameState.BASE_FLEET_SIZE \
and game_state.planet_capture.is_empty()
print("on_main=%s reset_ok=%s rocks=%d buildings=%d ship_count=%d" % [
on_main, reset_ok, game_state.rocks, game_state.buildings.size(),
game_state.surviving_ship_count
])
if not on_main or not reset_ok:
return _fail("Play did not reset to a fresh game before reaching Main.tscn")
print("TEST_MAIN_MENU: PASS")
quit(0)
return true
return false
func _press(button: IconButton) -> void:
var down: InputEventScreenTouch = InputEventScreenTouch.new()
down.pressed = true
button._gui_input(down)
var up: InputEventScreenTouch = InputEventScreenTouch.new()
up.pressed = false
button._gui_input(up)
func _fail(message: String) -> bool:
print("TEST_MAIN_MENU: FAIL (%s)" % message)
quit(1)
return true

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@ -0,0 +1 @@
uid://dgf2ichdb7d4j