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>
10 lines
360 B
GDScript
10 lines
360 B
GDScript
extends NeonNumber
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# Top-of-screen ore readout. All the drawing lives in NeonNumber; this only
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# keeps the displayed amount in step with GameState, which it reads directly
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# so it stays correct across the space <-> planet-surface scene swap without
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# anyone having to push updates into it.
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func _process(_delta: float) -> void:
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set_amount(GameState.rocks)
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