spaceship/VesselCooldownFillComponent.gd

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class_name VesselCooldownFillComponent
extends Node2D
# Shared per-vessel cooldown state and hull-fill feedback for abilities that
# grant one independently recharging shot per ship.
var cooldown_duration: float = 1.0
var cooldown_left: float = 0.0
func setup() -> void:
show_behind_parent = true
queue_redraw()
func is_ready() -> bool:
return cooldown_left <= 0.0
func _begin_cooldown(duration: float) -> bool:
if not is_ready():
return false
cooldown_duration = maxf(duration, 0.001)
cooldown_left = cooldown_duration
queue_redraw()
return true
func tick(delta: float) -> void:
if cooldown_left <= 0.0:
return
cooldown_left = maxf(cooldown_left - delta, 0.0)
queue_redraw()
func cooldown_progress() -> float:
return 1.0 - cooldown_left / maxf(cooldown_duration, 0.001)
func _filled_hull(points: PackedVector2Array, progress: float) -> PackedVector2Array:
if points.size() < 3 or progress <= 0.001:
return PackedVector2Array()
if progress >= 0.999:
return points.duplicate()
var top: float = INF
var bottom: float = -INF
for point in points:
top = minf(top, point.y)
bottom = maxf(bottom, point.y)
var fill_y: float = lerpf(bottom, top, clampf(progress, 0.0, 1.0))
var clipped := PackedVector2Array()
var previous: Vector2 = points[-1]
var previous_inside: bool = previous.y >= fill_y
for current in points:
var current_inside: bool = current.y >= fill_y
if current_inside != previous_inside:
var amount: float = (fill_y - previous.y) / (current.y - previous.y)
clipped.append(previous.lerp(current, amount))
if current_inside:
clipped.append(current)
previous = current
previous_inside = current_inside
return clipped
func _draw() -> void:
var ship: Node = get_parent()
if ship == null or ship.definition == null:
return
var hull: PackedVector2Array = ship.definition.hull_points
var ready_color: Color = _ready_color()
if is_ready():
draw_colored_polygon(hull, Color(ready_color, 0.42))
NeonDraw.draw_glowing_polygon(self, hull, ready_color, 0.75,
ship.core_color, 0.75)
return
draw_colored_polygon(hull, Color(_cooling_color(), 0.58))
var filled: PackedVector2Array = _filled_hull(hull, cooldown_progress())
if filled.size() >= 3:
draw_colored_polygon(filled, Color(ready_color, 0.68))
func _ready_color() -> Color: return Color.WHITE
func _cooling_color() -> Color: return Color(0.2, 0.2, 0.2)