spaceship/enemies/EnemyBigLaserBeam.gd

130 lines
4.7 KiB
GDScript3
Raw Permalink Normal View History

Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
class_name EnemyBigLaserBeam
extends Node2D
# Self-contained charge -> fire -> flash sequence for the mothership's big
# laser (see EnemyBigLaserComponent). Lives independently of the enemy that
# fired it once launched - added to the tree root, exactly like
# ArtilleryShell/EnemyProjectile - so the mothership dying mid-charge
# doesn't cancel a shot already telegraphed to the player.
#
# The aim direction is locked once, in launch(), and never touched again:
# that is what makes the telegraph dodgeable. Nothing in _process() re-reads
# the fleet's position while charging.
#
# Damage: every ship in group "player_ships" whose perpendicular distance
2026-09-03 11:49:51 +02:00
# to the beam is within beam_half_width takes Ship.take_damage(damage). The
# ordinary mothership beam remains a finite segment; bosses opt into a ray
# with no upper distance bound. Ship.take_damage handles shields itself.
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
signal finished
@export var charge_time: float = 2.5
@export var beam_range: float = 1200.0
2026-09-03 11:49:51 +02:00
@export var infinite_range: bool = false
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
@export var beam_half_width: float = 35.0
@export var damage: int = 3
@export var color: Color = Color(0.55, 0.05, 0.85)
enum Phase { CHARGING, FLASH }
const FLASH_DURATION: float = 0.25
2026-09-03 11:49:51 +02:00
const REDRAW_INTERVAL: float = 1.0 / 30.0
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
var phase: int = Phase.CHARGING
var origin: Vector2 = Vector2.ZERO
var aim_direction: Vector2 = Vector2.RIGHT
var charge_left: float = 0.0
var flash_time: float = 0.0
2026-09-03 11:49:51 +02:00
var redraw_left: float = 0.0
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
func launch(from: Vector2, toward: Vector2) -> void:
origin = from
aim_direction = toward.normalized() if toward.length() > 0.001 else Vector2.RIGHT
position = origin
rotation = aim_direction.angle()
charge_left = charge_time
phase = Phase.CHARGING
queue_redraw()
func _process(delta: float) -> void:
2026-09-03 11:49:51 +02:00
redraw_left -= delta
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
match phase:
Phase.CHARGING:
charge_left -= delta
if charge_left <= 0.0:
_fire()
2026-09-03 11:49:51 +02:00
if redraw_left <= 0.0:
redraw_left = REDRAW_INTERVAL
queue_redraw()
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
Phase.FLASH:
flash_time -= delta
2026-09-03 11:49:51 +02:00
if redraw_left <= 0.0:
redraw_left = REDRAW_INTERVAL
queue_redraw()
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
if flash_time <= 0.0:
finished.emit()
queue_free()
func _fire() -> void:
phase = Phase.FLASH
flash_time = FLASH_DURATION
for ship in get_tree().get_nodes_in_group("player_ships"):
if not is_instance_valid(ship):
continue
2026-09-03 11:49:51 +02:00
if reaches_point(ship.global_position):
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
ship.take_damage(damage)
queue_redraw()
2026-09-03 11:49:51 +02:00
func reaches_point(world_point: Vector2) -> bool:
var offset: Vector2 = world_point - origin
var along: float = offset.dot(aim_direction)
if along < 0.0 or (not infinite_range and along > beam_range):
return false
return (offset - aim_direction * along).length() <= beam_half_width
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
func _draw() -> void:
# Drawn in local space, rotated in launch() so local +X already points
# along the locked aim_direction - the same reason the beam segment's
# own math is done in world space up in _fire() (global_position/origin)
# while _draw() only ever needs the length along that local +X axis.
match phase:
Phase.CHARGING:
var progress: float = clampf(1.0 - charge_left / maxf(charge_time, 0.001), 0.0, 1.0)
var width: float = lerpf(4.0, beam_half_width * 2.0, progress)
_draw_beam_line(width, 0.65)
# Countdown arc at the origin, the same idiom as
# ArtilleryShell's growing-ring-plus-arc telegraph.
draw_arc(Vector2.ZERO, 40.0, -PI / 2.0, -PI / 2.0 + TAU * progress, 32,
Color(color, 0.85), 8.0, true)
Phase.FLASH:
var fprogress: float = 1.0 - flash_time / FLASH_DURATION
var width: float = lerpf(beam_half_width * 2.2, 6.0, fprogress)
_draw_beam_line(width, 1.0 - fprogress * 0.3)
func _draw_beam_line(width: float, alpha: float) -> void:
# Three-layer glow along local +X - the same soft-halo / core / bright-
# hairline structure as ArtilleryShell._draw_ring, adapted from a ring
# to a straight line.
2026-09-03 11:49:51 +02:00
var length: float = _visible_ray_length() if infinite_range else beam_range
var to: Vector2 = Vector2(length, 0.0)
Enemy mothership (#53) A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
draw_line(Vector2.ZERO, to, Color(color, 0.16 * alpha), width * 2.6, true)
draw_line(Vector2.ZERO, to, Color(color, 0.5 * alpha), width, true)
draw_line(Vector2.ZERO, to, Color(1.0, 0.92, 0.98, 0.9 * alpha), width * 0.35, true)
2026-09-03 11:49:51 +02:00
func _visible_ray_length() -> float:
# Collision is mathematically unbounded, but rasterizing a 20,000-unit
# primitive wastes fill work outside the screen. Reaching beyond the
# furthest viewport corner looks identical and follows a moving camera.
var viewport_world_size: Vector2 = get_viewport_rect().size
var camera: Camera2D = get_viewport().get_camera_2d()
if camera == null:
return viewport_world_size.length() + 256.0
viewport_world_size /= camera.zoom
return origin.distance_to(camera.global_position) \
+ viewport_world_size.length() * 0.5 + 256.0