spaceship/AsteroidField.gd
Loïc Wisniewski b641fa5891 Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
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>
2026-08-11 15:00:41 +02:00

107 lines
4.2 KiB
GDScript

extends Node2D
# Spawns slow-drifting asteroids inside ASTEROID_FIELD biome chunks near
# the fleet, and despawns them once the fleet has moved far enough away -
# keeps the scene from accumulating unbounded nodes over a long session
# while still populating newly-entered asteroid regions on the fly.
@export var check_interval: float = 1.0
@export var spawn_radius_chunks: int = 2
# No asteroid may be created within this distance of the fleet. At cruise
# speed this is well over a second of warning, so anything that reaches the
# fleet was visible on its way in.
@export var safe_spawn_radius: float = 420.0
@export var despawn_radius_chunks: int = 4
@export var asteroids_per_chunk: int = 6
@export var min_speed: float = 12.0
@export var max_speed: float = 35.0
@onready var fleet: Node2D = get_node("../Fleet")
var asteroid_scene: PackedScene = preload("res://Asteroid.tscn")
var populated_chunks: Dictionary = {}
var timer: float = 0.0
func _ready() -> void:
randomize()
func _process(delta: float) -> void:
timer += delta
if timer < check_interval:
return
timer = 0.0
update_chunks()
func update_chunks() -> void:
# Public (not just called from _process's own timer): also invoked
# once synchronously right after the fleet is positioned on a fresh
# Main.tscn load, so nearby asteroids exist immediately instead of
# only appearing ~check_interval seconds later - most noticeable as a
# jarring pop-in right after returning from a planet's surface.
var center_chunk: Vector2i = WorldGen.chunk_coords(fleet.get_centroid())
for dx in range(-spawn_radius_chunks, spawn_radius_chunks + 1):
for dy in range(-spawn_radius_chunks, spawn_radius_chunks + 1):
var chunk: Vector2i = center_chunk + Vector2i(dx, dy)
if populated_chunks.has(chunk):
continue
if WorldGen.biome_at_chunk(chunk) != WorldGen.Biome.ASTEROID_FIELD:
continue
_spawn_chunk_asteroids(chunk)
var to_remove: Array = []
for chunk in populated_chunks.keys():
if _chebyshev_chunk_distance(chunk, center_chunk) > despawn_radius_chunks:
for asteroid in populated_chunks[chunk]:
if is_instance_valid(asteroid):
asteroid.queue_free()
to_remove.append(chunk)
for chunk in to_remove:
populated_chunks.erase(chunk)
func _chebyshev_chunk_distance(a: Vector2i, b: Vector2i) -> int:
return max(abs(a.x - b.x), abs(a.y - b.y))
func _safe_position(candidate: Vector2, centre: Vector2) -> Vector2:
# Nothing may materialise on top of the fleet. Chunks are populated around
# wherever the fleet happens to be - including the chunk it is standing in
# - so without this an asteroid could appear directly on a ship and
# destroy it with no chance to react. That is worst on the frame a scene
# loads: arriving back from a planet could cost a ship instantly.
if candidate.distance_to(centre) >= safe_spawn_radius:
return candidate
# Push it out to the edge of the bubble rather than dropping it, so the
# field keeps its density near the fleet instead of thinning out.
var away: Vector2 = candidate - centre
if away.length() < 0.001:
away = Vector2.RIGHT.rotated(randf() * TAU)
return centre + away.normalized() * safe_spawn_radius
func _spawn_chunk_asteroids(chunk: Vector2i) -> void:
var origin: Vector2 = WorldGen.chunk_origin(chunk)
var spawned: Array = []
var fleet_centre: Vector2 = fleet.get_centroid()
for i in range(asteroids_per_chunk):
var local_pos: Vector2 = Vector2(randf() * WorldGen.CHUNK_SIZE, randf() * WorldGen.CHUNK_SIZE)
var asteroid: Node2D = asteroid_scene.instantiate()
asteroid.position = _safe_position(origin + local_pos, fleet_centre)
var angle: float = randf() * TAU
var speed: float = randf_range(min_speed, max_speed)
asteroid.velocity = Vector2(cos(angle), sin(angle)) * speed
asteroid.rotation_speed = randf_range(-0.4, 0.4)
# Deferred: update_chunks() can run synchronously from inside a
# parent's own _ready() chain (forced once right after the fleet
# is positioned, to avoid a pop-in on scene load) - Godot refuses
# a direct add_child() while the tree is still "busy setting up
# children" in that situation, so this must be deferred either way.
get_parent().add_child.call_deferred(asteroid)
spawned.append(asteroid)
populated_chunks[chunk] = spawned