Commit graph spaceship/WorldMapContent.gd
Author SHA1 Message Date
Loïc Wisniewski
823828f3b3 Transport Hub building
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>
2026-08-11 17:45:07 +02:00
Loïc Wisniewski
8dd5d7b78f Show buildings on the world map, and extractors on their planets
Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.

Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.

The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.

extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.

screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
Loïc Wisniewski
85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
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>
2026-08-10 18:41:58 +02:00