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>
31 lines
1 KiB
GDScript
31 lines
1 KiB
GDScript
extends Node2D
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# Preview scene - NOT run by run_tests.sh (underscore prefix). Opens the
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# build menu and shows a building's info popup, so the panel layout can be
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# checked with real text in it. Uses the mothership-already-exists case on
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# purpose: that is the longest message any option produces, so if it fits,
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# the others do.
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#
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# bash tests/screenshot.sh res://tests/_build_popup_preview.tscn /tmp/out.png 40
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const SHOW_POPUP: bool = true
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func _ready() -> void:
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.rocks = 500
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GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(-900.0, 0.0))
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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main.get_node("AsteroidField").set_process(false)
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main.get_node("EnemySpawner").set_process(false)
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var controller: Node = main.get_node("BuildController")
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controller._on_build_pressed()
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# Flip SHOW_POPUP to check the menu underneath
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# instead of the popup that covers it.
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if SHOW_POPUP:
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controller._on_place_mothership()
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