spaceship/HaulerField.gd
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

57 lines
1.9 KiB
GDScript

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