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>
39 lines
1.6 KiB
GDScript
39 lines
1.6 KiB
GDScript
extends Node2D
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# A landable world-object - unlike regular Asteroid.gd, planets are
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# stationary ("Big Stable Asteroid" - stable means it doesn't drift or
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# destroy ships on touch). Whether the fleet counts as "landed" is decided
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# by PlanetField comparing the fleet's CENTROID distance to landing_radius,
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# not per-ship Area2D collision - a single stable number, immune to the
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# constant minor jostling of individual ships holding formation, which
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# used to make the "enter atmosphere" prompt flicker on/off as ships
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# drifted in and out of the boundary independently of each other even
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# while the fleet as a whole was clearly sitting on the planet.
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@export var planet_name: String = ""
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@export var planet_type: String = "big_stable_asteroid"
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@export var landing_radius: float = 140.0
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# Set by whoever spawns this planet (PlanetField, seeded from the chunk's
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# own coordinates) so the outline shape is stable across respawns of the
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# same chunk, instead of reading as a "different" planet every time.
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@export var shape_seed: int = 0
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var shape_points: PackedVector2Array = PackedVector2Array()
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func _ready() -> void:
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add_to_group("planets")
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z_index = -1
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = shape_seed
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var point_count: int = 10
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for i in range(point_count):
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var angle: float = (float(i) / point_count) * TAU
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var radius: float = rng.randf_range(70.0, 100.0)
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shape_points.append(Vector2(cos(angle), sin(angle)) * radius)
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queue_redraw()
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func _draw() -> void:
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NeonDraw.draw_glowing_polygon(self, shape_points, Color(0.6, 0.55, 0.5), 1.0)
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