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>
27 lines
1.1 KiB
GDScript
27 lines
1.1 KiB
GDScript
extends Node2D
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# Preview scene - NOT run by run_tests.sh (underscore prefix). Renders the
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# buildings through the REAL game path: records in GameState, spawned by
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# Main.tscn's BuildingField, drawn under the game's own camera. The sibling
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# _crafter_preview only proves Building.gd's art in isolation; this proves
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# what actually reaches the screen in a running game.
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#
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# bash tests/screenshot.sh res://tests/_ingame_buildings_preview.tscn /tmp/out.png 40
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func _ready() -> void:
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.reset_formation()
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GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(-230.0, 0.0))
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GameState.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(240.0, 0.0))
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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main.get_node("AsteroidField").set_process(false)
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main.get_node("EnemySpawner").set_process(false)
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# Park the fleet below the pair so the camera frames both, and zoom out
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# far enough to see them whole.
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main.get_node("Fleet").move_to(Vector2(0.0, 210.0))
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var cam: Camera2D = main.get_node("Camera2D")
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cam.zoom = Vector2(1.35, 1.35)
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