spaceship/IconButton.gd

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GDScript3
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class_name IconButton
extends Control
# Square neon-outlined button, hand-drawn to match the game's existing
# no-texture glowing look (same NeonDraw technique as ships/enemies) -
# no icon image assets, just a glyph drawn inside the frame.
signal pressed
# Scenes store `icon` as a plain int, so NEW ENTRIES MUST BE APPENDED -
# inserting one would silently repoint every button after it.
enum Icon {
MAP, CLOSE, SHIP, DOWN_ARROW, UP_ARROW, BUILD, ROTATE_CW, ROTATE_CCW,
# One per building, each a miniature of what actually gets placed. The
# build menu used to pick from the generic set, which left the mothership
# and the command centre sharing a folded-map glyph and neither of them
# looking anything like the structure they build.
MOTHERSHIP, CRAFTER, COMMAND_CENTER, EXTRACTOR, TRANSPORT_HUB, SHIP_LAB,
}
# Size the glyphs were originally drawn against. Every glyph dimension is
# scaled by (actual size / this), so the button can be resized in the scene
# without the icon inside it staying small.
const REFERENCE_SIZE: float = 56.0
@export var icon: int = Icon.MAP
@export var glow_color: Color = Color(0.25, 0.85, 1.0)
# Colour of the bright core stroke. Defaults to near-white, which reads well
# on the dark space background; scenes drawing over a bright backdrop (the
# lunar surface) override this with a dark colour so the button doesn't wash
# out. See NeonDraw.
@export var core_color: Color = Color(1.0, 1.0, 1.0)
# When false the button is drawn greyed out, but STILL emits `pressed` -
# the caller decides what to do, which is what lets an unavailable option
# explain itself instead of silently doing nothing.
@export var enabled: bool = true: set = set_enabled
@export var disabled_color: Color = Color(0.42, 0.45, 0.5)
var pressed_down: bool = false
func set_enabled(value: bool) -> void:
if enabled == value:
return
enabled = value
queue_redraw()
func _ready() -> void:
queue_redraw()
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
func _blocked_by_modal() -> bool:
# A panel is open and this button is not part of it, so it is sitting
# BEHIND the panel and must not react.
#
# The panels cannot simply swallow GUI input with a mouse_filter of STOP:
# the skill tree and the formation editor are driven from raw
# _unhandled_input (see SkillTreeView), and a Control that consumes
# touches through the GUI system swallows them before they ever get
# there. So the panels stay transparent to input and the buttons check
# instead.
for menu in get_tree().get_nodes_in_group("modal_menus"):
if menu.visible and not menu.is_ancestor_of(self):
return true
return false
func _gui_input(event: InputEvent) -> void:
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
if _blocked_by_modal():
return
if event is InputEventScreenTouch:
_handle_press(event.pressed, event.position)
accept_event()
elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
_handle_press(event.pressed, event.position)
accept_event()
func _handle_press(is_pressed: bool, at_position: Vector2) -> void:
if is_pressed:
pressed_down = true
queue_redraw()
elif pressed_down:
pressed_down = false
queue_redraw()
# Only counts as a real press if the finger/cursor is still over
# the button when it lifts - dragging off before releasing (a
# common way to "cancel" a touch) must not still trigger it.
if Rect2(Vector2.ZERO, size).has_point(at_position):
pressed.emit()
func _active_color() -> Color:
return glow_color if enabled else disabled_color
func _draw() -> void:
var rect_size: Vector2 = size
var s: float = min(rect_size.x, rect_size.y) / REFERENCE_SIZE
# Constant glow, brighter while held. Only the press state changes it,
# so the button redraws on press/release instead of every frame.
var pulse: float = 1.0 if pressed_down else 0.85
var margin: float = 4.0 * s
var square: PackedVector2Array = PackedVector2Array([
Vector2(margin, margin),
Vector2(rect_size.x - margin, margin),
Vector2(rect_size.x - margin, rect_size.y - margin),
Vector2(margin, rect_size.y - margin),
])
NeonDraw.draw_glowing_polygon(self, square, _active_color(), pulse, core_color)
var center: Vector2 = rect_size / 2.0
match icon:
Icon.CLOSE:
_draw_close(center, pulse, s)
Icon.SHIP:
_draw_ship(center, pulse, s)
Icon.MAP:
_draw_map(center, pulse, s)
Icon.DOWN_ARROW:
_draw_arrow(center, pulse, 1.0, s)
Icon.UP_ARROW:
_draw_arrow(center, pulse, -1.0, s)
Icon.BUILD:
_draw_build(center, pulse, s)
Icon.ROTATE_CW:
_draw_rotate(center, pulse, s, 1.0)
Icon.ROTATE_CCW:
_draw_rotate(center, pulse, s, -1.0)
Icon.MOTHERSHIP:
_draw_mothership_icon(center, pulse, s)
Icon.CRAFTER:
_draw_crafter_icon(center, pulse, s)
Icon.COMMAND_CENTER:
_draw_command_icon(center, pulse, s)
Icon.EXTRACTOR:
_draw_extractor_icon(center, pulse, s)
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
Icon.TRANSPORT_HUB:
_draw_transport_hub_icon(center, pulse, s)
Icon.SHIP_LAB:
_draw_ship_lab_icon(center, pulse, s)
func _draw_close(center: Vector2, pulse: float, s: float) -> void:
var r: float = 10.0 * s
NeonDraw.draw_glowing_line(self, center + Vector2(-r, -r), center + Vector2(r, r), _active_color(), pulse, 0.5 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-r, r), center + Vector2(r, -r), _active_color(), pulse, 0.5 * s, core_color)
func _draw_ship(center: Vector2, pulse: float, s: float) -> void:
var nose: Vector2 = center + Vector2(0, -11) * s
var left: Vector2 = center + Vector2(-7, 8) * s
var right: Vector2 = center + Vector2(7, 8) * s
var points: PackedVector2Array = PackedVector2Array([nose, left, right])
NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color)
func _draw_arrow(center: Vector2, pulse: float, direction: float, s: float) -> void:
var r: float = 9.0 * s
var tip: Vector2 = center + Vector2(0, r * direction)
var shaft_top: Vector2 = center + Vector2(0, -r * direction)
NeonDraw.draw_glowing_line(self, shaft_top, tip, _active_color(), pulse, 0.5 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color)
func _draw_build(center: Vector2, pulse: float, s: float) -> void:
# A plus inside a frame - "add a structure".
var r: float = 11.0 * s
var frame: PackedVector2Array = PackedVector2Array([
center + Vector2(-r, -r), center + Vector2(r, -r),
center + Vector2(r, r), center + Vector2(-r, r),
])
NeonDraw.draw_glowing_polygon(self, frame, _active_color(), pulse, core_color)
var arm: float = r * 0.55
NeonDraw.draw_glowing_line(self, center + Vector2(-arm, 0), center + Vector2(arm, 0), _active_color(), pulse, 0.4 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(0, -arm), center + Vector2(0, arm), _active_color(), pulse, 0.4 * s, core_color)
func _draw_rotate(center: Vector2, pulse: float, s: float, direction: float) -> void:
# Three-quarter arc with an arrowhead on the leading end, mirrored for
# the counter-clockwise variant.
var r: float = 11.0 * s
var segments: int = 14
var sweep: float = TAU * 0.75
var start: float = -PI * 0.5
var arc: PackedVector2Array = PackedVector2Array()
for i in range(segments + 1):
var t: float = float(i) / segments
var a: float = start + sweep * t * direction
arc.append(center + Vector2(cos(a), sin(a)) * r)
for i in range(segments):
NeonDraw.draw_glowing_line(self, arc[i], arc[i + 1], _active_color(), pulse, 0.34 * s, core_color)
var tip: Vector2 = arc[arc.size() - 1]
var tangent: Vector2 = (tip - arc[arc.size() - 2]).normalized()
var normal: Vector2 = Vector2(-tangent.y, tangent.x)
var head: float = 5.0 * s
NeonDraw.draw_glowing_line(self, tip, tip - tangent * head + normal * head, _active_color(), pulse, 0.34 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip - tangent * head - normal * head, _active_color(), pulse, 0.34 * s, core_color)
# --- building glyphs, each echoing the placed structure's silhouette ------
func _draw_mothership_icon(center: Vector2, pulse: float, s: float) -> void:
# Radial flagship: a reactor core with six swept talons around it, the
# same silhouette as the placed structure.
for i in range(6):
var base: float = (float(i) / 6.0) * TAU
var talon: PackedVector2Array = PackedVector2Array()
for step in [0.0, 0.5, 1.0]:
var a: float = base + 0.72 * pow(step, 1.3)
talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s)
for step in [1.0, 0.5, 0.0]:
var a: float = base + 0.72 * pow(step, 1.3) - (0.34 * (1.0 - step) + 0.05)
talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s)
NeonDraw.draw_glowing_polygon(self, talon, _active_color(), pulse, core_color)
for radius in [6.5, 3.0]:
var ring: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
ring.append(center + Vector2(cos(a), sin(a)) * radius * s)
NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color)
func _draw_ship_lab_icon(center: Vector2, pulse: float, s: float) -> void:
# A vessel inside brackets: something being examined, not built.
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
center + Vector2(0, -9) * s, center + Vector2(5, 5) * s,
center + Vector2(0, 2) * s, center + Vector2(-5, 5) * s,
]), _active_color(), pulse, core_color)
for sx in [-1.0, 1.0]:
var x: float = sx * 11.0 * s
NeonDraw.draw_glowing_line(self, center + Vector2(x, -11 * s), center + Vector2(x, 11 * s),
_active_color(), pulse, 0.35 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(x, -11 * s), center + Vector2(x - sx * 4.0 * s, -11 * s),
_active_color(), pulse, 0.35 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(x, 11 * s), center + Vector2(x - sx * 4.0 * s, 11 * s),
_active_color(), pulse, 0.35 * s, core_color)
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
func _draw_transport_hub_icon(center: Vector2, pulse: float, s: float) -> void:
# A ring of docking cradles with a freight box in the middle: reads as
# "things are stationed here and go out from here", which is what the hub
# does, and shares no silhouette with the crafter's open cradle.
var ring_r: float = 11.0 * s
var ring: PackedVector2Array = PackedVector2Array()
for i in range(8):
var a: float = (float(i) / 8.0) * TAU + PI / 8.0
ring.append(center + Vector2(cos(a), sin(a)) * ring_r)
NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color)
var box: float = 4.2 * s
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
center + Vector2(-box, -box), center + Vector2(box, -box),
center + Vector2(box, box), center + Vector2(-box, box),
]), _active_color(), pulse, core_color)
# Three stubby berths, so the ring reads as occupied rather than as a
# plain octagon.
for i in range(3):
var a: float = (float(i) / 3.0) * TAU - PI / 2.0
var dir: Vector2 = Vector2(cos(a), sin(a))
NeonDraw.draw_glowing_line(self, center + dir * (box * 1.5),
center + dir * (ring_r - 1.5 * s), _active_color(), pulse, 0.35 * s, core_color)
func _draw_crafter_icon(center: Vector2, pulse: float, s: float) -> void:
# Reactor core, truss spine, and an open cradle holding a hull.
var core_centre: Vector2 = center + Vector2(-11, 0) * s
var core: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
core.append(core_centre + Vector2(cos(a), sin(a)) * 5.0 * s)
NeonDraw.draw_glowing_polygon(self, core, _active_color(), pulse, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-6, 0) * s,
center + Vector2(-2, 0) * s, _active_color(), pulse, 0.35 * s, core_color)
var bay: Vector2 = center + Vector2(6, 0) * s
var cradle: PackedVector2Array = PackedVector2Array()
for i in range(13):
var a: float = lerpf(-0.25 * PI, 1.25 * PI, float(i) / 12.0)
cradle.append(bay + Vector2(cos(a), sin(a)) * 10.0 * s)
NeonDraw.draw_glowing_path(self, cradle, _active_color(), pulse, 0.4 * s, core_color)
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
bay + Vector2(0, -6) * s, bay + Vector2(-5, 4) * s, bay + Vector2(5, 4) * s,
]), _active_color(), pulse, core_color)
func _draw_command_icon(center: Vector2, pulse: float, s: float) -> void:
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 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>
2026-08-11 15:00:41 +02:00
# Hex plotting rim with spokes to a diamond hub, echoing the placed
# structure's silhouette: half the ports carry a formation token.
var hex_r: float = 11.0 * s
var hub_r: float = 4.0 * s
var hex: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
hex.append(center + Vector2(cos(a), sin(a)) * hex_r)
NeonDraw.draw_glowing_polygon(self, hex, _active_color(), pulse, core_color)
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
var dir: Vector2 = Vector2(cos(a), sin(a))
NeonDraw.draw_glowing_line(self, center + dir * hub_r, center + dir * hex_r, _active_color(), pulse, 0.32 * s, core_color)
if i % 2 == 0:
var tip: Vector2 = center + dir * hex_r
var t: float = 2.6 * s
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
tip + Vector2(0, -t), tip + Vector2(t, 0), tip + Vector2(0, t), tip + Vector2(-t, 0),
]), _active_color(), pulse, core_color)
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 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>
2026-08-11 15:00:41 +02:00
center + Vector2(0, -hub_r), center + Vector2(hub_r, 0),
center + Vector2(0, hub_r), center + Vector2(-hub_r, 0),
]), _active_color(), pulse, core_color)
func _draw_extractor_icon(center: Vector2, pulse: float, s: float) -> void:
# A derrick standing on a planet's limb, with ore lifting off it - the
# one building that only works over a planet, so the planet is the point.
var limb: PackedVector2Array = PackedVector2Array()
for i in range(11):
var a: float = lerpf(-0.82 * PI, -0.18 * PI, float(i) / 10.0)
limb.append(center + (Vector2(0, 22) + Vector2(cos(a), sin(a)) * 17.0) * s)
NeonDraw.draw_glowing_path(self, limb, _active_color(), pulse, 0.45 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-3.5, -1) * s, center + Vector2(3.5, -1) * s, _active_color(), pulse, 0.35 * s, core_color)
# Shaft driven down through the limb - without it the derrick reads as a
# tower standing on a hill rather than as something mining the planet.
NeonDraw.draw_glowing_line(self, center + Vector2(0, -1) * s, center + Vector2(0, 14) * s, _active_color(), pulse, 0.3 * s, core_color)
var ore_centre: Vector2 = center + Vector2(0, -15) * s
var ore: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
ore.append(ore_centre + Vector2(cos(a), sin(a)) * 4.0 * s)
NeonDraw.draw_glowing_polygon(self, ore, _active_color(), pulse, core_color)
func _draw_map(center: Vector2, pulse: float, s: float) -> void:
var w: float = 11.0 * s
var h: float = 9.0 * s
var outline: PackedVector2Array = PackedVector2Array([
center + Vector2(-w, -h), center + Vector2(w, -h * 0.7),
center + Vector2(w, h), center + Vector2(-w, h * 0.7),
])
NeonDraw.draw_glowing_polygon(self, outline, _active_color(), pulse, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-w * 0.34, -h * 0.9), center + Vector2(-w * 0.34, h * 0.77), _active_color(), pulse, 0.4 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(w * 0.34, -h * 0.77), center + Vector2(w * 0.34, h * 0.9), _active_color(), pulse, 0.4 * s, core_color)