Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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48 changed files with 1985 additions and 303 deletions
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@ -17,13 +17,21 @@ func _random_particle_size() -> float:
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return randf_range(3.0, 7.0)
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func _draw_particle(p: Dictionary, alpha: float) -> void:
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# Debris tumbles independently of its flight path, unlike the light-burst
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# streaks - each chunk needs its own evolving rotation, so the base class
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# must keep writing visual.rotation every frame instead of leaving it fixed.
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func _particle_spins() -> bool:
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return true
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func _configure_particle(visual: ExplosionParticle, p: Dictionary) -> void:
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var s: float = p["size"]
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# Unrotated local points - the child node's own `rotation` (driven by
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# the base class from p["rot"]) supplies the tumble that used to be
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# baked into a fresh pt.rotated(p["rot"]) call every frame.
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var local_pts: PackedVector2Array = PackedVector2Array([
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Vector2(-s, -s * 0.6), Vector2(s * 0.7, -s * 0.5),
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Vector2(s, s * 0.5), Vector2(-s * 0.6, s),
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])
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var world_pts: PackedVector2Array = PackedVector2Array()
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for pt in local_pts:
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world_pts.append(p["pos"] + pt.rotated(p["rot"]))
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draw_colored_polygon(world_pts, Color(COLOR.r, COLOR.g, COLOR.b, alpha))
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visual.draw_callable = func(item: CanvasItem) -> void:
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item.draw_colored_polygon(local_pts, COLOR)
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