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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@ -7,6 +7,10 @@ extends Node2D
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@export var check_interval: float = 1.0
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@export var spawn_radius_chunks: int = 2
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# No asteroid may be created within this distance of the fleet. At cruise
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# speed this is well over a second of warning, so anything that reaches the
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# fleet was visible on its way in.
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@export var safe_spawn_radius: float = 420.0
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@export var despawn_radius_chunks: int = 4
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@export var asteroids_per_chunk: int = 6
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@export var min_speed: float = 12.0
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@ -63,14 +67,31 @@ func _chebyshev_chunk_distance(a: Vector2i, b: Vector2i) -> int:
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return max(abs(a.x - b.x), abs(a.y - b.y))
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func _safe_position(candidate: Vector2, centre: Vector2) -> Vector2:
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# Nothing may materialise on top of the fleet. Chunks are populated around
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# wherever the fleet happens to be - including the chunk it is standing in
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# - so without this an asteroid could appear directly on a ship and
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# destroy it with no chance to react. That is worst on the frame a scene
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# loads: arriving back from a planet could cost a ship instantly.
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if candidate.distance_to(centre) >= safe_spawn_radius:
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return candidate
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# Push it out to the edge of the bubble rather than dropping it, so the
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# field keeps its density near the fleet instead of thinning out.
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var away: Vector2 = candidate - centre
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if away.length() < 0.001:
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away = Vector2.RIGHT.rotated(randf() * TAU)
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return centre + away.normalized() * safe_spawn_radius
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func _spawn_chunk_asteroids(chunk: Vector2i) -> void:
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var origin: Vector2 = WorldGen.chunk_origin(chunk)
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var spawned: Array = []
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var fleet_centre: Vector2 = fleet.get_centroid()
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for i in range(asteroids_per_chunk):
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var local_pos: Vector2 = Vector2(randf() * WorldGen.CHUNK_SIZE, randf() * WorldGen.CHUNK_SIZE)
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var asteroid: Node2D = asteroid_scene.instantiate()
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asteroid.position = origin + local_pos
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asteroid.position = _safe_position(origin + local_pos, fleet_centre)
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var angle: float = randf() * TAU
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var speed: float = randf_range(min_speed, max_speed)
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asteroid.velocity = Vector2(cos(angle), sin(angle)) * speed
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