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
30
Fleet.gd
30
Fleet.gd
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@ -39,7 +39,7 @@ func spawn_ships(count: int, center: Vector2 = Vector2.ZERO) -> void:
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ships.clear()
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formation_offsets.clear()
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var n: int = clamp(count, 1, GameState.formation.size())
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var n: int = clamp(count, 1, GameState.max_fleet_size())
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for i in range(n):
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var offset: Vector2 = GameState.formation[i]
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var ship: Area2D = ship_scene.instantiate()
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@ -58,7 +58,7 @@ func spawn_ships(count: int, center: Vector2 = Vector2.ZERO) -> void:
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func add_ship() -> bool:
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# Adds one vessel in the next free formation slot (bought from a ship
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# crafter). Returns false when the wedge is already full.
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if ships.size() >= GameState.formation.size():
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if ships.size() >= GameState.max_fleet_size():
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return false
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var offset: Vector2 = GameState.formation[ships.size()]
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var ship: Area2D = ship_scene.instantiate()
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@ -82,7 +82,7 @@ func apply_formation() -> void:
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# Without this, editing the layout at a command centre (or pivoting it)
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# only affected ships built later, which read as the edit doing nothing.
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for i in range(ships.size()):
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if i >= GameState.formation.size():
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if i >= GameState.max_fleet_size():
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break
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formation_offsets[i] = GameState.formation[i]
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_assign_slot_targets()
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@ -138,12 +138,32 @@ func stop() -> void:
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# since that lands inside arrive_radius immediately).
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fleet_target = get_formation_origin()
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for ship in ships:
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var speed: float = ship.velocity.length()
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# A ship's own `velocity` is NOT how fast it is really travelling
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# while the fleet cruises. Ship snaps to its slot and reports zero
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# the moment it is within arrive_radius of it, even though the
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# anchor is dragging that slot forward at cruise_speed underneath
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# it. Its true motion is its catch-up velocity PLUS the fleet's,
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# which it already carries as `fleet_velocity` (zero for a
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# point-to-point move_to, where `velocity` alone is the whole
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# story).
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#
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# Braking from `velocity` alone therefore stopped the fleet dead
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# on any frame where the ships happened to be seated - and how
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# often that happens depends on the frame rate, because the anchor
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# advances cruise_speed * delta per frame. At ~25fps it steps far
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# enough that ships always lag and always report motion, which is
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# the only reason releasing the stick looked right.
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var motion: Vector2 = ship.velocity + ship.fleet_velocity
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# Context that is no longer true: the fleet is not cruising any
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# more, so leaving it set would have Ship face a heading it is not
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# travelling on.
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ship.fleet_velocity = Vector2.ZERO
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var speed: float = motion.length()
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if speed <= 0.001:
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ship.set_move_target(ship.position)
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continue
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var braking_distance: float = (speed * speed) / (2.0 * ship.acceleration)
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ship.set_move_target(ship.position + ship.velocity.normalized() * braking_distance)
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ship.set_move_target(ship.position + motion.normalized() * braking_distance)
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func get_move_targets() -> Array:
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