spaceship/AsteroidField.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

86 lines
3.1 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
@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 _spawn_chunk_asteroids(chunk: Vector2i) -> void:
var origin: Vector2 = WorldGen.chunk_origin(chunk)
var spawned: Array = []
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 = origin + local_pos
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