Three play-testing reports.
1. Buttons behind an open panel were still clickable. There are two
input paths and both leaked. GUI clicks: the research and formation
panels cannot block with mouse_filter = STOP, because their contents
are driven from raw _unhandled_input and a Control consuming touches
through the GUI system swallows them first - so the panels stay
transparent and IconButton now checks whether it is behind one, via a
"modal_menus" group. Raw input: a touch landing on the research panel
but missing a node was left unhandled, so it fell through to
GameController - which sits on the ROOT node and sees whatever its
children ignore - and moved the fleet or pinch-zoomed the world.
2. "Store ore here" looked dead. It was working: the confirmation was
overwritten one frame later by the per-frame status refresh added in
#16, so it flashed for a single frame. Craft-panel messages now
outlive a refresh (3s), and the button stays ENABLED with an empty
hold so pressing it can say why - a greyed button that cannot explain
itself is the same dead-button problem.
3. The mothership's description could overlap the button below it. The
description block was positioned from the TOP while the buttons were
anchored to the BOTTOM, so the gap between them was whatever the
screen height left over - overlapping at 1280 and separating at 960.
It is one bottom-anchored stack now, checked at both.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.
Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.
Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.
The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>