claude 4a41ccb600
ci / verify (push) Successful in 47s
Replace placeholder rendering with real sprites and audio
Terrain, actors, boss and bullets are sprites now, and four sounds play off
server events. 548KB total across seven files, out of 3.9GB of source packs.

- src/view/art.gd holds every atlas rect and sound path in one table, copied
  from the 0x72 pack's own tile_list. Scattering coordinates through draw calls
  would make re-cutting the atlas a hunt, and a wrong rect invisible.
- Bullets get one MultiMesh per kind rather than one overall: a
  MultiMeshInstance2D carries a single texture and each kind needs a different
  region of the sheet. Four draw calls, no custom shader passing UVs through
  per-instance data.
- src/view/sfx.gd is a 16-voice round-robin pool. Bullet-hell fire rates mean
  sounds overlap constantly, and identical sounds landing within two frames are
  collapsed so a ring hitting eight bullets is a bang rather than clipping.
  Every sound is triggered by a server event, never a local guess, so what you
  hear matches what happened.

Audio was converted, not copied: the pack ships 24-bit/96kHz masters averaging
2MB. Downsampled to 16-bit/44.1kHz mono, silence-trimmed, and the shoot sound
hard-capped to 0.30s -- it came out at 2.03s, against a fire cooldown of 0.12s,
which would have smeared held fire into noise.

tests/unit/test_art.gd checks what cannot be eyeballed here: every atlas rect
lands inside its texture, every animation frame of a strip fits (the last frame
is what runs off the sheet, not the first), there is a sprite per bullet kind
and per enemy visual, and no sound is long enough to stack badly. A wrong atlas
coordinate does not error -- it silently draws the wrong pixels.

Licence sources recorded in docs/ASSETS.md now that they are known. All four
are free versions and four rows still say "confirm at source": free itch packs
vary on credit and commercial use, and there is no credits screen yet.

155 tests (was 146). check.sh, test.sh and smoke.sh pass.
2026-09-03 23:43:13 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00
2026-09-03 16:03:57 +02:00

Transcience

Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript, no external runtime dependencies.

Play

tools/server.sh                      # dedicated server on :27015
tools/client.sh --join --name ada    # connect a client

Or run one client and press Host and play for a listen server.

Controls — WASD move, mouse aim, LMB fire, E on the ring in the hub to enter a dungeon, hold F for three seconds to escape back to the hub.

Develop

tools/check.sh    # parse-check every script      ~5s
tools/test.sh     # GUT suite, headless           ~2s
tools/smoke.sh    # server + 2 bot clients, ENet  ~35s
godot --headless --path . --script tools/bench.gd

Read CLAUDE.md first — it is short, and the Godot CLI gotchas in it will otherwise cost an afternoon.

What is here

Twin-stick bullet hell Server-simulated bullet field, ~350 concurrent bullets at 0.24 ms/tick.
Authoritative multiplayer Clients send input only. Hits, damage, death and instance transfers are server decisions. Prediction + reconciliation for the local player.
Enemies Four readable behaviours (static, drift, orbit, approach, strafe) composed with bullet emitters.
Boss The Warden of the Fold: stationary, four phases, each adding one idea. Defined entirely as data.
Lobby hub Shared persistent instance with a portal into dungeon runs.
Emergency escape Three-second channel back to the hub, cancelled by damage.

Docs

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Description
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Readme 2.4 MiB
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Shell 1.1%
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