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>
15 lines
551 B
GDScript
15 lines
551 B
GDScript
class_name LightBurstVFX
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extends ExplosionVFXBase
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# Shared radiating-neon-streak rendering for energy-based objects (player
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# ships, enemies) - concrete subclasses only need to fix their own color.
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var color: Color = Color(1, 1, 1)
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func _draw_particle(p: Dictionary, alpha: float) -> void:
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var vel: Vector2 = p["vel"]
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var dir: Vector2 = vel.normalized() if vel.length() > 0.01 else Vector2.RIGHT
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var half: Vector2 = dir * p["size"] * 0.5
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var pos: Vector2 = p["pos"]
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NeonDraw.draw_glowing_line(self, pos - half, pos + half, color, alpha, 0.6)
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