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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@ -120,9 +120,17 @@ func _process(delta: float) -> bool:
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for ship in fleet.ships:
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speed = max(speed, ship.velocity.length())
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var stopped: bool = speed < 1.0
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var coasted: bool = fleet.get_centroid().x > moving_centroid.x
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print("after release: max_speed=%.3f stopped=%s coasted_further=%s" % [
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speed, stopped, coasted
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# Not merely "moved forward at all": the fleet cruises at
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# cruise_speed and brakes at Ship.acceleration, so the coast is
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# cruise_speed^2 / (2 * acceleration) ~ 75 units. Asserting a
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# real distance is what makes this a test of coasting - the old
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# `> moving_centroid.x` was satisfied by any float wobble, and
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# passed happily while the fleet stopped dead.
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var coast: float = fleet.get_centroid().x - moving_centroid.x
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var coasted: bool = coast > 40.0
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print("after release: max_speed=%.3f stopped=%s coasted=%.1f units (expected ~%.0f)" % [
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speed, stopped, coast,
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(fleet.cruise_speed * fleet.cruise_speed) / (2.0 * fleet.ships[0].acceleration)
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])
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if stopped and coasted:
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print("TEST_JOYSTICK_CONTROL: PASS")
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