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