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
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class_name EnemyBigLaserBeam
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extends Node2D
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# Self-contained charge -> fire -> flash sequence for the mothership's big
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# laser (see EnemyBigLaserComponent). Lives independently of the enemy that
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# fired it once launched - added to the tree root, exactly like
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# ArtilleryShell/EnemyProjectile - so the mothership dying mid-charge
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# doesn't cancel a shot already telegraphed to the player.
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#
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# The aim direction is locked once, in launch(), and never touched again:
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# that is what makes the telegraph dodgeable. Nothing in _process() re-reads
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# the fleet's position while charging.
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#
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# Damage: every ship in group "player_ships" whose perpendicular distance
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2026-09-03 11:49:51 +02:00
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# to the beam is within beam_half_width takes Ship.take_damage(damage). The
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# ordinary mothership beam remains a finite segment; bosses opt into a ray
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# with no upper distance bound. Ship.take_damage handles shields itself.
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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
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signal finished
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@export var charge_time: float = 2.5
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@export var beam_range: float = 1200.0
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2026-09-03 11:49:51 +02:00
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@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
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@export var beam_half_width: float = 35.0
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@export var damage: int = 3
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@export var color: Color = Color(0.55, 0.05, 0.85)
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enum Phase { CHARGING, FLASH }
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const FLASH_DURATION: float = 0.25
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2026-09-03 11:49:51 +02:00
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const REDRAW_INTERVAL: float = 1.0 / 30.0
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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
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var phase: int = Phase.CHARGING
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var origin: Vector2 = Vector2.ZERO
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var aim_direction: Vector2 = Vector2.RIGHT
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var charge_left: float = 0.0
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var flash_time: float = 0.0
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2026-09-03 11:49:51 +02:00
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var redraw_left: float = 0.0
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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
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func launch(from: Vector2, toward: Vector2) -> void:
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origin = from
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aim_direction = toward.normalized() if toward.length() > 0.001 else Vector2.RIGHT
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position = origin
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rotation = aim_direction.angle()
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charge_left = charge_time
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phase = Phase.CHARGING
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queue_redraw()
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func _process(delta: float) -> void:
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2026-09-03 11:49:51 +02:00
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redraw_left -= delta
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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
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match phase:
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Phase.CHARGING:
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charge_left -= delta
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if charge_left <= 0.0:
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_fire()
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2026-09-03 11:49:51 +02:00
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if redraw_left <= 0.0:
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redraw_left = REDRAW_INTERVAL
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queue_redraw()
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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
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Phase.FLASH:
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flash_time -= delta
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2026-09-03 11:49:51 +02:00
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if redraw_left <= 0.0:
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redraw_left = REDRAW_INTERVAL
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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
|
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if flash_time <= 0.0:
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finished.emit()
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queue_free()
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func _fire() -> void:
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phase = Phase.FLASH
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flash_time = FLASH_DURATION
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for ship in get_tree().get_nodes_in_group("player_ships"):
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if not is_instance_valid(ship):
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continue
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2026-09-03 11:49:51 +02:00
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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()
|
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|
2026-09-03 11:49:51 +02:00
|
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|
func reaches_point(world_point: Vector2) -> bool:
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var offset: Vector2 = world_point - origin
|
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var along: float = offset.dot(aim_direction)
|
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|
if along < 0.0 or (not infinite_range and along > beam_range):
|
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|
return false
|
|
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|
|
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
|