spaceship/ArtilleryShell.gd

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class_name ArtilleryShell
extends Node2D
# Self-contained telegraph -> travel -> explode sequence for the artillery
# enemy's attack (see EnemyArtilleryComponent). Lives independently of the
# enemy that fired it once launched - added to the tree root, exactly like
# EnemyProjectile/Projectile - so the shooter dying mid-flight doesn't
# cancel a shot already telegraphed to the player.
#
# Shield interaction: a shield charge absorbs this hit entirely, same
# all-or-nothing semantics as every other damage source in this game
# (VesselShieldComponent.absorb_hit) - _explode() just calls
# Ship.take_damage() like everything else and lets that logic decide.
signal finished
@export var telegraph_time: float = 1.8
@export var shell_speed: float = 180.0
@export var aoe_radius: float = 220.0
@export var damage: int = 3
@export var color: Color = Color(1.0, 0.5, 0.2)
enum Phase { TELEGRAPHING, TRAVELING, EXPLODING }
const EXPLOSION_DURATION: float = 0.8
var phase: int = Phase.TELEGRAPHING
var target: Vector2 = Vector2.ZERO
var shell_pos: Vector2 = Vector2.ZERO
var telegraph_left: float = 0.0
var explosion_time: float = 0.0
var trail: PackedVector2Array = PackedVector2Array()
func _ready() -> void:
add_to_group("artillery_shells")
func launch(from: Vector2, at: Vector2) -> void:
target = at
shell_pos = from
telegraph_left = telegraph_time
phase = Phase.TELEGRAPHING
position = target
queue_redraw()
func _process(delta: float) -> void:
match phase:
Phase.TELEGRAPHING:
telegraph_left -= delta
if telegraph_left <= 0.0:
phase = Phase.TRAVELING
trail = PackedVector2Array([shell_pos])
queue_redraw()
Phase.TRAVELING:
var to_target: Vector2 = target - shell_pos
var step: float = shell_speed * delta
if to_target.length() <= step:
shell_pos = target
_explode()
else:
shell_pos += to_target.normalized() * step
trail.append(shell_pos)
while trail.size() > 14:
trail.remove_at(0)
position = shell_pos
queue_redraw()
Phase.EXPLODING:
explosion_time -= delta
queue_redraw()
if explosion_time <= 0.0:
finished.emit()
queue_free()
func _explode() -> void:
phase = Phase.EXPLODING
explosion_time = EXPLOSION_DURATION
position = target
for ship in get_tree().get_nodes_in_group("player_ships"):
if is_instance_valid(ship) and ship.global_position.distance_to(target) <= aoe_radius:
ship.take_damage(damage)
func _draw() -> void:
match phase:
Phase.TELEGRAPHING:
var progress: float = clampf(1.0 - telegraph_left / maxf(telegraph_time, 0.001), 0.0, 1.0)
# Growing ring plus a filling countdown arc: the warning reads
# clearly without needing a number on screen.
var radius: float = lerpf(24.0, aoe_radius, progress)
_draw_ring(radius, 0.7)
draw_arc(Vector2.ZERO, aoe_radius + 14.0, -PI / 2.0, -PI / 2.0 + TAU * progress, 48,
Color(color, 0.85), 8.0, true)
Phase.TRAVELING:
for i in range(1, trail.size()):
var alpha: float = float(i) / trail.size()
draw_line(trail[i - 1] - shell_pos, trail[i] - shell_pos, Color(color, alpha * 0.6), 5.0, true)
draw_circle(Vector2.ZERO, 14.0, Color(color, 0.35))
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 8.0, color, 1.0)
Phase.EXPLODING:
var eprogress: float = 1.0 - explosion_time / EXPLOSION_DURATION
var eradius: float = lerpf(30.0, aoe_radius, minf(eprogress * 1.5, 1.0))
draw_circle(Vector2.ZERO, eradius, Color(color, (1.0 - eprogress) * 0.18))
_draw_ring(eradius, 1.0 - eprogress)
func _draw_ring(radius: float, alpha: float) -> void:
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(color, 0.16 * alpha), 16.0, true)
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(color, 0.5 * alpha), 6.0, true)
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(1.0, 0.92, 0.86, 0.9 * alpha), 2.0, true)