Forgejo #15, part 2 of #12. Since #14 ore is cargo until the fleet
delivers it to the mothership, so the banked readout does not move on
pickup - mining looked broken, because gathering ore changed no number
on screen until the fleet happened to fly home.
Three things separate the carried readout from the banked one, since
colour alone is a weak signal on a phone in a game that is mostly teal:
amber rather than ore-teal (the same amber already used for ore in
transit - the extractor derrick, the hauler route), smaller and sitting
under the banked figure so it reads as subordinate, and present only
while actually carrying, so an empty hold is not a permanent 0 parked
beside the real total.
Rendered via tests/screenshot.sh and looked at, not only asserted on:
headless draws no pixels and cannot say whether two numbers read as two
different things.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Forgejo #14, part 1 of #12. Rock.gd credited GameState.rocks on pickup,
so ore was banked instantly from anywhere on the map and a mining run
had nothing at stake. Ore now goes into GameState.fleet_cargo and only
becomes spendable when the fleet reaches the mothership.
Delivery lives in BuildingField because that node already knows where
the buildings are and already answers "is the fleet standing on one?",
using the fleet CENTROID - the same stable single-number test Planet
and Building use, rather than per-ship collision that flickers as ships
jostle in formation.
Cargo lives in the GameState autoload so it survives Main.tscn being
torn down on every trip to a planet's surface - cargo mined ON a
surface would otherwise be dropped the moment the player took off.
test_resources_and_buildings asserted the old behaviour (gathering a
rock raises `rocks`) and now asserts the new one. That is a spec
change, not a weakened test - the gathering assertion itself is intact.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Follow-up to #9: the marker was resolved once in Planet._ready() on the
assumption that extractors are built on PlanetSurface.tscn, so a Planet
node could never outlive a change to its own answer. That assumption was
wrong. Extractors are built from SPACE, via
BuildController._planet_under_fleet() with the fleet parked on the
planet, so the Planet node is already in the tree with _ready() long
since run. The derrick therefore did not appear until the planet
happened to despawn and respawn - building one read as doing nothing.
GameState now emits extractor_added, and Planet keeps its marker in step
with it, redrawing only when its own answer actually changes.
The test missed this because it spawned a fresh planet after registering
the extractor, which is not the order the game does it in. It now keeps
a planet alive across the build and asserts the derrick appears on that
node.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>