spaceship/Ship.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

139 lines
5.1 KiB
GDScript

extends Area2D
signal destroyed
# Deliberately faster than Fleet.cruise_speed: the fleet as a whole travels
# at the cruise rate, and this headroom is what lets an individual ship
# close on its formation slot - so a pivot mid-flight resolves quickly
# instead of the ship having no speed budget left over for it.
@export var max_speed: float = 460.0
@export var acceleration: float = 450.0
@export var rotation_speed: float = 8.0
@export var arrive_radius: float = 6.0
@export var fire_range: float = 320.0
@export var fire_cooldown: float = 0.5
# How long to wait before looking for targets again after finding none.
@export var idle_rescan_interval: float = 0.25
@export var projectile_damage: int = 1
# Neon colours, assigned by Fleet on spawn so a scene can tint its fleet.
# The lunar surface is a bright grey, where the default near-white core all
# but vanishes - PlanetSurface.tscn passes a dark core there. See NeonDraw.
var glow_color: Color = Color(0.25, 0.85, 1.0)
var core_color: Color = Color(1.0, 1.0, 1.0)
var velocity: Vector2 = Vector2.ZERO
# The fleet's own velocity, supplied by Fleet as CONTEXT rather than as a
# facing command - the ship works out where to point from it.
#
# It is needed because `velocity` below is not the ship's true motion while
# it is holding formation: the slot it chases sits inside arrive_radius, so
# the ship snaps onto it and reports zero velocity even though it is being
# carried along at cruise speed. Facing derived from `velocity` alone
# therefore froze at whatever heading the ship last happened to travel.
# Adding the two gives the ship's ACTUAL motion through the world, which is
# the honest thing to point along in every case: it equals the fleet's
# heading when station-keeping, the ship's own heading when manoeuvring
# alone, and the true blend of both while strafing into a new slot.
var fleet_velocity: Vector2 = Vector2.ZERO
var move_target: Vector2
var fire_timer: float = 0.0
var projectile_scene: PackedScene = preload("res://Projectile.tscn")
func _ready() -> void:
move_target = position
add_to_group("player_ships")
area_entered.connect(_on_area_entered)
queue_redraw()
func set_move_target(world_pos: Vector2) -> void:
move_target = world_pos
func _physics_process(delta: float) -> void:
var to_target: Vector2 = move_target - position
var distance: float = to_target.length()
if distance <= arrive_radius:
# Snap and stop dead - prevents residual float-level jitter that
# would otherwise keep nudging back and forth around the target.
position = move_target
velocity = Vector2.ZERO
else:
# Braking-distance formula: the fastest speed we can be going right
# now and still be able to decelerate to 0 exactly at the target,
# given our acceleration. Without this the ship approaches at full
# speed, overshoots (stopping distance = max_speed^2 / (2*accel)),
# and oscillates back and forth forever instead of settling.
var braking_speed: float = sqrt(2.0 * acceleration * distance)
var desired_speed: float = min(max_speed, braking_speed)
var desired_velocity: Vector2 = to_target.normalized() * desired_speed
velocity = velocity.move_toward(desired_velocity, acceleration * delta)
position += velocity * delta
# One owner, one rule: face the way this ship is actually travelling.
var motion: Vector2 = velocity + fleet_velocity
if motion.length() > 8.0:
var target_angle: float = motion.angle() + PI / 2.0
rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
_update_weapon(delta)
func _update_weapon(delta: float) -> void:
fire_timer -= delta
if fire_timer > 0.0:
return
var target: Node2D = _find_nearest_enemy()
if target == null:
# Back off before scanning again. Without this, fire_timer stays at
# or below zero and every ship queries the whole "enemies" group and
# loops it on EVERY physics frame whenever nothing is in range -
# which is most of the time.
fire_timer = idle_rescan_interval
return
fire_timer = fire_cooldown
var proj: Node2D = projectile_scene.instantiate()
proj.position = position
proj.damage = projectile_damage
get_tree().root.add_child(proj)
proj.launch(target.position - position)
func _find_nearest_enemy() -> Node2D:
var enemies: Array = get_tree().get_nodes_in_group("enemies")
var nearest: Node2D = null
var best_dist: float = fire_range
for e in enemies:
if not is_instance_valid(e):
continue
var d: float = position.distance_to(e.position)
if d <= best_dist:
best_dist = d
nearest = e
return nearest
func _on_area_entered(area: Area2D) -> void:
if area.is_in_group("enemies") or area.is_in_group("asteroids"):
ShipExplosionVFX.spawn(get_tree().root, position)
destroyed.emit()
queue_free()
func _draw() -> void:
var nose: Vector2 = Vector2(0, -22)
var left: Vector2 = Vector2(-14, 16)
var right: Vector2 = Vector2(14, 16)
var points: PackedVector2Array = PackedVector2Array([nose, left, right])
# Constant glow, drawn once. No pulse means nothing changes frame to
# frame, so the ship never needs redrawing after _ready() - which also
# removes four antialiased polyline rebuilds per ship per frame.
NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0, core_color)