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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47
tests/_vfx_preview.gd
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tests/_vfx_preview.gd
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extends Node2D
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# Preview scene - NOT run by run_tests.sh (underscore prefix). Renders
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# projectiles and every explosion type so the node-animation conversion
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# (issue #10) can be checked by eye. Bolts once went INVISIBLE after a
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# similar optimisation and headless tests did not catch it, because
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# --headless has no GPU - so this exists to make that failure visible.
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#
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# bash tests/screenshot.sh res://tests/_vfx_preview.tscn out.png 20
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const VFX_SCRIPTS: Array = [
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"res://ShipExplosionVFX.gd", "res://EnemyExplosionVFX.gd",
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"res://AsteroidExplosionVFX.gd", "res://LightBurstVFX.gd",
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]
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func _ready() -> void:
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RenderingServer.set_default_clear_color(Color(0.02, 0.03, 0.06))
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# Bolts at several headings, held still so they can be inspected.
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var bolt_scene: PackedScene = load("res://Projectile.tscn")
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for i in range(6):
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var bolt: Area2D = bolt_scene.instantiate()
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bolt.position = Vector2(-460.0 + float(i) * 90.0, -220.0)
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bolt.rotation = float(i) * 0.35
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add_child(bolt)
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bolt.set_physics_process(false)
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# One of each explosion, stepped forward by hand then frozen. Their real
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# lifetime is under a second, and a softpipe frame takes far longer than
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# that in wall-clock, so they would expire before the capture.
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for i in range(VFX_SCRIPTS.size()):
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var script: Script = load(VFX_SCRIPTS[i])
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if script == null:
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continue
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var vfx: Node2D = Node2D.new()
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vfx.set_script(script)
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vfx.position = Vector2(-390.0 + float(i) * 260.0, 90.0)
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vfx.lifetime = 999.0
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add_child(vfx)
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for step in range(8):
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vfx._process(0.05)
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vfx.set_process(false)
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var cam: Camera2D = Camera2D.new()
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add_child(cam)
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cam.make_current()
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