Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
41 lines
1.4 KiB
GDScript
41 lines
1.4 KiB
GDScript
extends Node2D
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# Preview scene for eyeballing building art - NOT run by run_tests.sh
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# (underscore prefix). Lays out the mothership and command centre alongside
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# several phases of the ship crafter's assembly cycle, with the crafter's
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# _process disabled and anim_time pinned, so a single softpipe render shows
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# the whole animation at once (the renderer is far too slow here to time a
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# live frame).
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#
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# bash tests/screenshot.sh res://tests/_crafter_preview.tscn /tmp/out.png 20
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# Each cell is either a building type (drawn once) or a crafter phase.
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const CELLS: Array = [
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{"type": "mothership"},
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{"type": "command_center"},
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{"type": "mothership"},
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{"phase": 0.10},
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{"phase": 0.35},
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{"phase": 0.60},
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{"phase": 0.88},
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]
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func _ready() -> void:
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RenderingServer.set_default_clear_color(Color(0.02, 0.03, 0.06))
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var building_scene: PackedScene = load("res://Building.tscn")
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for i in range(CELLS.size()):
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var cell: Dictionary = CELLS[i]
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var b: Node2D = building_scene.instantiate()
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b.building_type = cell.get("type", GameState.BUILDING_SHIP_CRAFTER)
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b.position = Vector2(-240.0 + float(i % 3) * 240.0, -105.0 + float(i / 3) * 215.0)
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add_child(b)
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if cell.has("phase"):
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b.set_process(false)
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b.anim_time = float(cell.phase) * b.CYCLE
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b.apply_animation()
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var cam: Camera2D = Camera2D.new()
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cam.zoom = Vector2(1.65, 1.65)
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add_child(cam)
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cam.make_current()
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