2026-08-13 22:04:21 +02:00
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extends Node2D
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
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# By path, not by its `ResourcePickupVFX` global name: a bare class-name
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# reference needs the global class cache already warm, which it is not when
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# this script is reached indirectly - loading Main.tscn from inside a preview
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# scene made it a hard parse error. Same workaround PlanetSetups and
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# PlanetSetupEditor already use.
|
#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
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const RESOURCE_PICKUP_VFX = preload("res://vfx/ResourcePickupVFX.gd")
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Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
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2026-08-14 16:05:32 +02:00
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@export var fleet_path: NodePath = NodePath("../Fleet")
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@onready var fleet: Node2D = get_node(fleet_path)
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#232: stop rebuilding the gas vents every frame
GasVentField called queue_redraw() every frame and its _draw rebuilt six
vents of seven glowing polygons each - 168 antialiased polylines
re-tessellated per frame, since every NeonDraw call expands into four.
Measured first: 40 rasterisations over 30 frames, costing 6.6ms against a
32.4ms floor. For scale, the black hole's cached disc costs 0.1ms.
Both halves are pieces now. The sources never move, never recolour and never
fade, so they are rasterised once. The rising bubbles genuinely change size
and opacity, but size is scale and opacity is modulate - neither needs the
geometry rebuilding. 40 rasterisations over 30 frames became 0.
Two things worth recording.
The static extraction alone measured NOTHING - 7.1ms against 6.6ms, inside
the noise. softpipe is a CPU rasteriser: it prices FILL, and cached geometry
fills the same pixels. It cannot see a tessellation saving at all. After the
full change the frame time read NEGATIVE with the floor drifting 28 to 39ms
between runs, so no millisecond figure is claimed here. The rasterisation
count is the reproducible result; what it is worth on a phone is unmeasured.
And scaling a NeonPiece scales its STROKE with it. The bubbles were first
built as unit circles scaled up by their radius, which multiplied NeonDraw's
widths by five to fourteen - a hundred pixels of glow around a fourteen
pixel bubble. They rendered as bright blobs, the rasterisation count said
40 -> 0, and only the screenshot disagreed. Built at the largest radius and
scaled DOWN now, so the stroke only ever thins. The trap is noted at the
call site: scale is safe for moving and shrinking a piece and quietly wrong
for growing one.
NeonPiece.add_polygon gained a width, which it needed to keep the vents'
authored stroke rather than silently fattening them.
179/179.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-14 13:29:22 -04:00
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const SOURCE_COLOUR: Color = Color(0.85, 0.52, 1.0)
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const CORE_COLOUR: Color = Color(0.15, 0.03, 0.22)
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# Offsets from a vent's centre, and each bubble's radius.
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const SOURCE_BUBBLES: Array = [
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[Vector2(-20.0, 8.0), 20.0],
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[Vector2(18.0, 14.0), 27.0],
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[Vector2(17.0, -22.0), 15.0],
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]
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const BUBBLES_PER_VENT: int = 4
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const BUBBLE_MIN_RADIUS: float = 5.0
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const BUBBLE_MAX_RADIUS: float = 14.0
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const EMISSION_COLOUR: Color = Color(0.92, 0.68, 1.0)
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2026-08-13 22:04:21 +02:00
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var vents: Array[Vector2] = []
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#232: stop rebuilding the gas vents every frame
GasVentField called queue_redraw() every frame and its _draw rebuilt six
vents of seven glowing polygons each - 168 antialiased polylines
re-tessellated per frame, since every NeonDraw call expands into four.
Measured first: 40 rasterisations over 30 frames, costing 6.6ms against a
32.4ms floor. For scale, the black hole's cached disc costs 0.1ms.
Both halves are pieces now. The sources never move, never recolour and never
fade, so they are rasterised once. The rising bubbles genuinely change size
and opacity, but size is scale and opacity is modulate - neither needs the
geometry rebuilding. 40 rasterisations over 30 frames became 0.
Two things worth recording.
The static extraction alone measured NOTHING - 7.1ms against 6.6ms, inside
the noise. softpipe is a CPU rasteriser: it prices FILL, and cached geometry
fills the same pixels. It cannot see a tessellation saving at all. After the
full change the frame time read NEGATIVE with the floor drifting 28 to 39ms
between runs, so no millisecond figure is claimed here. The rasterisation
count is the reproducible result; what it is worth on a phone is unmeasured.
And scaling a NeonPiece scales its STROKE with it. The bubbles were first
built as unit circles scaled up by their radius, which multiplied NeonDraw's
widths by five to fourteen - a hundred pixels of glow around a fourteen
pixel bubble. They rendered as bright blobs, the rasterisation count said
40 -> 0, and only the screenshot disagreed. Built at the largest radius and
scaled DOWN now, so the stroke only ever thins. The trap is noted at the
call site: scale is safe for moving and shrinking a piece and quietly wrong
for growing one.
NeonPiece.add_polygon gained a width, which it needed to keep the vents'
authored stroke rather than silently fattening them.
179/179.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-14 13:29:22 -04:00
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# One row of rising-bubble pieces per vent.
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var bubbles: Array = []
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2026-08-13 22:04:21 +02:00
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var progress: float = 0.0
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2026-08-14 13:44:10 +02:00
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var emission_phase: float = 0.0
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2026-08-13 22:04:21 +02:00
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func _ready() -> void:
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2026-08-22 23:29:21 +02:00
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# #91: the vents are ground features and must never cover the fleet.
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# SurfaceFeatures is added AFTER Fleet in PlanetSurface.tscn, so at the
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# default z_index of 0 the later sibling simply wins and the player flies
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# UNDER their own gas source. Same fix, and the same reason, as #50's
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# capture rings and the rocks on a rocky surface (Rock.gd) - the
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# difference is that this field draws in its own _draw() rather than
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# spawning child nodes, so the depth belongs on the field itself.
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z_index = -1
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2026-08-13 22:04:21 +02:00
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var rng := RandomNumberGenerator.new()
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2026-08-14 22:16:40 +02:00
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rng.seed = hash(GameState.planet_id if GameState.planet_id != "" else GameState.planet_name)
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2026-08-13 22:04:21 +02:00
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for i in range(6): vents.append(Vector2(rng.randf_range(-800,800), rng.randf_range(-650,650)))
|
#232: stop rebuilding the gas vents every frame
GasVentField called queue_redraw() every frame and its _draw rebuilt six
vents of seven glowing polygons each - 168 antialiased polylines
re-tessellated per frame, since every NeonDraw call expands into four.
Measured first: 40 rasterisations over 30 frames, costing 6.6ms against a
32.4ms floor. For scale, the black hole's cached disc costs 0.1ms.
Both halves are pieces now. The sources never move, never recolour and never
fade, so they are rasterised once. The rising bubbles genuinely change size
and opacity, but size is scale and opacity is modulate - neither needs the
geometry rebuilding. 40 rasterisations over 30 frames became 0.
Two things worth recording.
The static extraction alone measured NOTHING - 7.1ms against 6.6ms, inside
the noise. softpipe is a CPU rasteriser: it prices FILL, and cached geometry
fills the same pixels. It cannot see a tessellation saving at all. After the
full change the frame time read NEGATIVE with the floor drifting 28 to 39ms
between runs, so no millisecond figure is claimed here. The rasterisation
count is the reproducible result; what it is worth on a phone is unmeasured.
And scaling a NeonPiece scales its STROKE with it. The bubbles were first
built as unit circles scaled up by their radius, which multiplied NeonDraw's
widths by five to fourteen - a hundred pixels of glow around a fourteen
pixel bubble. They rendered as bright blobs, the rasterisation count said
40 -> 0, and only the screenshot disagreed. Built at the largest radius and
scaled DOWN now, so the stroke only ever thins. The trap is noted at the
call site: scale is safe for moving and shrinking a piece and quietly wrong
for growing one.
NeonPiece.add_polygon gained a width, which it needed to keep the vents'
authored stroke rather than silently fattening them.
179/179.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-14 13:29:22 -04:00
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_build_sources()
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_build_bubbles()
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_place_bubbles()
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# The sources never move, never change colour and never fade - they were
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# simply being re-tessellated every frame alongside the bubbles rising out of
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# them, because one _draw() covered both. Eighteen glowing polygons a frame,
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# each of which NeonDraw expands into four antialiased polylines. Rasterised
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# once into a piece each now, per the rule issues #6 and #10 set.
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func _build_sources() -> void:
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for vent in vents:
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var piece: NeonPiece = NeonPiece.create(self, vent, SOURCE_COLOUR)
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piece.core_color = CORE_COLOUR
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piece.z_index = -1
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for bubble in SOURCE_BUBBLES:
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var ring := PackedVector2Array()
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for i in range(12):
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var angle: float = TAU * float(i) / 12.0
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ring.append(Vector2(bubble[0]) + Vector2(cos(angle), sin(angle)) * float(bubble[1]))
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piece.add_polygon(ring, 0.9, 0.6)
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# One piece per rising bubble, built as a UNIT circle and thereafter only
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# moved, scaled and faded. The bubble genuinely changes size and opacity as
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# it climbs, which is why this used to redraw - but size is scale and opacity
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# is modulate, and neither needs the geometry rebuilding.
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func _build_bubbles() -> void:
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for vent in vents:
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var row: Array = []
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for i in range(BUBBLES_PER_VENT):
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var piece: NeonPiece = NeonPiece.create(self, vent, EMISSION_COLOUR)
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piece.core_color = CORE_COLOUR
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piece.z_index = -1
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# Built at the LARGEST size a bubble reaches and scaled DOWN,
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# never up. Scaling a piece scales its stroke with it, and a unit
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# circle blown up to radius 14 took NeonDraw's widths with it -
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# a hundred pixels of glow around a fourteen pixel bubble, which
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# rendered as a bright blob rather than a bubble. Downward, the
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# stroke only ever thins, which is what a smaller bubble wants.
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var ring := PackedVector2Array()
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for point in range(10):
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var angle: float = TAU * float(point) / 10.0
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ring.append(Vector2(cos(angle), sin(angle)) * BUBBLE_MAX_RADIUS)
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piece.add_polygon(ring, 0.75, 0.45)
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row.append(piece)
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bubbles.append(row)
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# Where one bubble sits, how big it is and how faded, for a point in its
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# climb. Unchanged arithmetic - only the thing it is applied to changed.
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func _place_bubbles() -> void:
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for v in range(vents.size()):
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for i in range(BUBBLES_PER_VENT):
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var travel: float = fmod(emission_phase + float(i) * 0.25, 1.0)
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var piece: NeonPiece = bubbles[v][i]
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piece.position = vents[v] + Vector2(
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sin((travel + float(i)) * TAU) * 11.0,
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-48.0 - travel * 92.0)
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var radius: float = lerpf(BUBBLE_MIN_RADIUS, BUBBLE_MAX_RADIUS, travel)
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var k: float = radius / BUBBLE_MAX_RADIUS
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piece.scale = Vector2(k, k)
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piece.modulate.a = 1.0 - travel * 0.72
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2026-08-13 22:04:21 +02:00
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func _process(delta: float) -> void:
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2026-08-14 13:44:10 +02:00
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emission_phase = fmod(emission_phase + delta * 0.55, 1.0)
|
#232: stop rebuilding the gas vents every frame
GasVentField called queue_redraw() every frame and its _draw rebuilt six
vents of seven glowing polygons each - 168 antialiased polylines
re-tessellated per frame, since every NeonDraw call expands into four.
Measured first: 40 rasterisations over 30 frames, costing 6.6ms against a
32.4ms floor. For scale, the black hole's cached disc costs 0.1ms.
Both halves are pieces now. The sources never move, never recolour and never
fade, so they are rasterised once. The rising bubbles genuinely change size
and opacity, but size is scale and opacity is modulate - neither needs the
geometry rebuilding. 40 rasterisations over 30 frames became 0.
Two things worth recording.
The static extraction alone measured NOTHING - 7.1ms against 6.6ms, inside
the noise. softpipe is a CPU rasteriser: it prices FILL, and cached geometry
fills the same pixels. It cannot see a tessellation saving at all. After the
full change the frame time read NEGATIVE with the floor drifting 28 to 39ms
between runs, so no millisecond figure is claimed here. The rasterisation
count is the reproducible result; what it is worth on a phone is unmeasured.
And scaling a NeonPiece scales its STROKE with it. The bubbles were first
built as unit circles scaled up by their radius, which multiplied NeonDraw's
widths by five to fourteen - a hundred pixels of glow around a fourteen
pixel bubble. They rendered as bright blobs, the rasterisation count said
40 -> 0, and only the screenshot disagreed. Built at the largest radius and
scaled DOWN now, so the stroke only ever thins. The trap is noted at the
call site: scale is safe for moving and shrinking a piece and quietly wrong
for growing one.
NeonPiece.add_polygon gained a width, which it needed to keep the vents'
authored stroke rather than silently fattening them.
179/179.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-14 13:29:22 -04:00
|
|
|
# Node properties only. Nothing is rasterised after the first frame.
|
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_place_bubbles()
|
2026-08-13 22:04:21 +02:00
|
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|
for vent in vents:
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|
if fleet.get_centroid().distance_to(vent) < 90.0:
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progress += delta
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if progress >= 1.0:
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2026-08-16 14:53:26 +02:00
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|
# #56: a full fleet hold rejects the deposit - keep the
|
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|
|
# undelivered whole units in progress rather than discarding
|
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|
# them, so gas is only ever lost by not gathering it.
|
|
|
|
|
var whole: int = int(progress)
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
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var taken: int = GameState.collect_gas_cargo(whole)
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progress -= float(taken)
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RESOURCE_PICKUP_VFX.spawn(get_tree().root,
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to_global(vent), GameState.RESOURCE_GAS, taken)
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2026-08-13 22:04:21 +02:00
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return
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progress = 0.0
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