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>
38 lines
1.7 KiB
GDScript
38 lines
1.7 KiB
GDScript
extends SceneTree
|
|
|
|
# Diagnostic - NOT run by run_tests.sh (underscore prefix). Prints what the
|
|
# project's font settings actually resolve to at runtime, and measures real
|
|
# string widths, so UI boxes can be sized from measurements instead of
|
|
# guessed character widths.
|
|
#
|
|
# godot --headless -s res://tests/_font_probe.gd
|
|
|
|
|
|
func _initialize() -> void:
|
|
print("gui/theme/default_font_size setting = %s" % ProjectSettings.get_setting("gui/theme/default_font_size", "<unset>"))
|
|
print("gui/theme/custom = '%s'" % ProjectSettings.get_setting("gui/theme/custom", ""))
|
|
print("gui/theme/custom_font = '%s'" % ProjectSettings.get_setting("gui/theme/custom_font", ""))
|
|
|
|
var scene: Node = load("res://Main.tscn").instantiate()
|
|
root.add_child(scene)
|
|
|
|
for path in ["UI/BuildMenu/InfoPopup/Panel/TitleLabel",
|
|
"UI/BuildMenu/InfoPopup/Panel/MessageLabel",
|
|
"UI/BuildMenu/MothershipLabel",
|
|
"UI/BuildMenu/TitleLabel"]:
|
|
var label: Label = scene.get_node_or_null(path)
|
|
if label == null:
|
|
print("%s: MISSING" % path)
|
|
continue
|
|
# The theme item is "font_size"; "font" is the typeface item. Asking
|
|
# for the wrong one silently returns the engine fallback (16) and
|
|
# hides both the project setting and any per-node override.
|
|
var size: int = label.get_theme_font_size("font_size")
|
|
var font: Font = label.get_theme_font("font")
|
|
var sample: String = "Fleet home port. A wiped-out fleet rebuilds here."
|
|
var width: float = font.get_string_size(sample, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x
|
|
print("%-46s effective size=%d box=%s 48-char sample is %.0fpx wide (%.1f px/char), line height %.0f" % [
|
|
path, size, label.size, width, width / float(sample.length()), font.get_height(size)
|
|
])
|
|
|
|
quit(0)
|