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>
57 lines
1.9 KiB
GDScript
57 lines
1.9 KiB
GDScript
extends Node2D
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# Draws each extractor's hauler ONLY while it is somewhere the player could
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# see it, and rebuilds it from GameState every frame.
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#
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# The point is that the visuals are optional. GameState simulates the round
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# trip and pays out on arrival regardless of what exists in the scene, so a
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# route far from the player costs nothing but still earns - while flying
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# between a planet and the mothership shows the hauler making the run,
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# positioned from the very same `progress` value that triggers the payout.
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@export var visible_radius: float = 2600.0
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@onready var fleet: Node2D = get_node("../Fleet")
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var hauler_scene: PackedScene = preload("res://Hauler.tscn")
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# extractor index -> live Hauler node
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var active: Dictionary = {}
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func _process(_delta: float) -> void:
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var centre: Vector2 = fleet.get_centroid()
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for i in range(GameState.extractors.size()):
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var extractor: Dictionary = GameState.extractors[i]
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var pos: Variant = GameState.get_hauler_position(extractor)
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# No mothership means no route, so nothing to show.
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if pos == null or pos.distance_to(centre) > visible_radius:
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_despawn(i)
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continue
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var hauler: Node2D = active.get(i)
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if hauler == null or not is_instance_valid(hauler):
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hauler = hauler_scene.instantiate()
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get_parent().add_child(hauler)
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active[i] = hauler
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var previous: Vector2 = hauler.position
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hauler.position = pos
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# Laden on the outbound leg, empty on the way back.
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hauler.set_laden(extractor.progress <= GameState.HAULER_ARRIVAL)
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var travel: Vector2 = pos - previous
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if travel.length() > 0.5:
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hauler.rotation = travel.angle() + PI / 2.0
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# Drop visuals for extractors that no longer exist.
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for key in active.keys():
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if key >= GameState.extractors.size():
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_despawn(key)
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func _despawn(index: int) -> void:
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var hauler: Node2D = active.get(index)
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if hauler != null and is_instance_valid(hauler):
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hauler.queue_free()
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active.erase(index)
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