The lobby connect menu and three pieces of the HUD (hit-flash overlay, boss bar centering, death-message centering, hint label) were all silently broken by the same Godot gotcha: set_anchors_preset(preset) with the default keep_offsets=false does NOT zero the offsets to the preset's margins -- it recomputes them to preserve the control's *current* rect, which for a freshly constructed Control is (0,0). Anchors end up correct; the actual rect stays pinned to the top-left corner regardless. Fixed by switching to set_anchors_and_offsets_preset() everywhere a Control is built in code, and by using offset_left/offset_top (anchor-relative) instead of .position (absolute) for the HUD hint label. Documented as gotcha #5 in CLAUDE.md. Also split PLAYER_RADIUS into two constants: PLAYER_RADIUS (6.0, the authoritative hitbox used by SimWorld) and PLAYER_VISUAL_RADIUS (13.0, view-only, used by world_view.gd). The client renders every ship a little late relative to the server -- interpolation delay, reconciliation smoothing -- so a hitbox that matched the sprite would let bullets connect against a ship the player watched dodge clear of them. A smaller hitbox means the occasional bullet visibly clips the sprite without a hit, which reads as more forgiving of latency than the reverse. Verified headlessly: a throwaway scene instantiating MainMenu/HUD under a real 1280x720 viewport, asserting the panel is centered and _canvas.size / hint position resolve correctly, before and after each fix. check.sh, test.sh (78/78) and smoke.sh all pass.
6.0 KiB
Transcience
Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript only. One executable is both server and client.
Commands
tools/check.sh # parse-check every script (~5s) -- run after every edit
tools/test.sh # GUT suite, headless (~2s)
tools/smoke.sh # real server + 2 bot clients over ENet (~35s)
tools/bench.gd # godot --headless --path . --script tools/bench.gd
tools/server.sh # dedicated server
tools/client.sh --join --name ada
Everything after -- goes to GameOpts.parse():
| Flag | Effect |
|---|---|
--server |
Dedicated server, no view. |
--join |
Skip the menu and connect. |
--listen |
Skip the menu and host a listen server with a local player. |
--bot |
Scripted input instead of the keyboard. Implies --join. |
--host, --port, --name |
Connection details. |
--autoquit N |
Quit after N physics ticks. |
--boss-rush |
Server-side: new dungeons open straight onto the boss. |
--verbose / --quiet |
Log level. |
A change is done when check.sh, test.sh and — if it touched networking,
instances or the simulation — smoke.sh all pass. Say so explicitly; do not
report a networking change as working on the strength of unit tests alone.
Hooks
tools/install-hooks.sh once per clone (points core.hooksPath at
.githooks/, committed in the repo — plain bash, no pre-commit framework, so
cloning costs nothing extra to run tools/*.sh). Own .gd files (not vendored
addons/) trigger check.sh + test.sh on commit (~7s); smoke.sh runs on
push (~35s, skip deliberately with SKIP_SMOKE_HOOK=1 git push).
The one rule
The server decides everything; the client only sends intent.
A client can send exactly two things: an [InputFrame] (move vector, aim angle, three button bits) and a handshake. There is no message for "I moved here", "I hit that", "I took damage" or "my escape finished". Adding one would collapse the whole security model, so don't — validate-after-the-fact is strictly weaker than having no code path at all.
SimWorld.authoritative is true on the server and false on the client. In
replica mode the world runs no AI, fires no emitters and resolves no hits; it
only integrates bullets it was told about. tests/unit/test_server_authority.gd
and tests/integration/test_replica_parity.gd pin this down.
Layout
| Path | What lives there |
|---|---|
src/sim/ |
The whole game as plain RefCounted objects. No nodes, no physics server, no rendering. |
src/sim/patterns/ |
Bullet emitters — the authoring surface for every enemy and boss. |
src/content/content.gd |
All enemies and bosses, defined in code. Source of truth. |
src/net/ |
Codec, ServerRuntime, ClientRuntime. |
src/instances/ |
Lobby hub and dungeon runs. |
src/view/, src/ui/ |
Read-only rendering. Never decides anything. |
src/autoload/net.gd |
The only autoload. RPC surface. |
tools/ |
Headless tooling. |
The simulation must not import anything from src/net/, src/view/ or
src/ui/, and must not touch Net. That is what lets tests drive a thousand
ticks in milliseconds with no SceneTree.
Godot gotchas that will waste your time
- New
class_nameneeds a cache refresh..godot/global_script_class_cache.cfgis only rebuilt by the editor orgodot --headless --path . --import. Until then every use of the new class reportsIdentifier not declared, which looks like a real error.check.shdoes the refresh for you. - Autoload names do not resolve under
--script. A--scriptrun has no main loop, soNetisIdentifier not found. Tools that need autoloads must run as a scene (seetools/check.tscn); tools that don't can use--script. This is whyGameLogandGameOptsare static classes rather than autoloads. ResourceLoader.load()returns non-null for a broken script. Never test the return value to detect a parse error; read the engine's stderr instead. And never callScript.reload()on the script you are running — it hangs.- Input events default to
device = 16, which matches nothing. Bindings must usedevice = -1.tools/setup_input_map.gdgenerates the input map correctly; edit that file, not the[input]block inproject.godot. set_anchors_preset(preset)does not zero the offsets.keep_offsetsdefaults tofalse, which despite the name means "recompute offsets to keep the control's current rect on screen" — for a freshly created Control that rect is(0,0)-sized, so it comes out pinned to the top-left corner regardless of the anchors. Useset_anchors_and_offsets_preset()for any Control built in code. Separately:.positionassigns an absolute coordinate even on an anchored control;offset_left/offset_topare the anchor-relative ones. This combination silently broke the main menu and three pieces of the HUD.ProjectSettings.save()drops settings equal to the engine default and strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code insrc/main.gdinstead of trusted toproject.godot.
Adding content
A new enemy or boss is data, never code. Add a builder to
src/content/content.gd returning an EnemyDef / BossDef made of the
emitters in src/sim/patterns/, register its id in enemy() / boss(), and
add a test. tests/unit/test_boss.gd::test_a_brand_new_boss_needs_no_engine_changes
builds a boss from scratch and asserts the simulation needs no changes to run
it — if you find yourself adding a per-boss branch to SimWorld, stop and add
an emitter type instead.
tools/export_content.gd writes .tres copies into resources/ for tuning in
the editor inspector. Those are an export, not the source; port changes back.
Style
Typed GDScript everywhere (untyped_declaration is a warning). Tabs, snake_case
files, PascalCase class names. Comments explain why a thing is the way it is —
the netcode and anti-cheat decisions especially. Keep the existing density.