47 lines
1.7 KiB
GDScript3
47 lines
1.7 KiB
GDScript3
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class_name NeonPiece
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extends Node2D
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# One movable piece of neon art, rasterised ONCE and thereafter animated
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# only through node properties.
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#
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# Godot re-runs _draw() solely when a redraw is requested; changing
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# position/rotation/scale/modulate/visible reuses the cached geometry
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# instead. Since every NeonDraw call expands into four antialiased
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# polylines, redrawing a shape each frame just to move or fade it is the
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# expensive way to do the cheapest kind of animation. Ship.gd and
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# Asteroid.gd already work this way - this is the same idea packaged so a
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# building can be assembled out of independently movable parts.
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#
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# Geometry is defined in local space around the piece's own origin, so the
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# owner can move, spin, scale and fade it without touching the shape.
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var polygons: Array = []
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var lines: Array = []
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var glow_color: Color = Color.WHITE
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var core_color: Color = NeonDraw.DEFAULT_CORE
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var pulse: float = 1.0
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static func create(parent: Node, at: Vector2, colour: Color, alpha: float = 1.0) -> NeonPiece:
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var piece: NeonPiece = NeonPiece.new()
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piece.position = at
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piece.glow_color = colour
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piece.modulate.a = alpha
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parent.add_child(piece)
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return piece
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func add_polygon(points: PackedVector2Array, piece_pulse: float = 1.0) -> void:
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polygons.append({"points": points, "pulse": piece_pulse})
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func add_line(from: Vector2, to: Vector2, width: float, piece_pulse: float = 1.0) -> void:
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lines.append({"from": from, "to": to, "width": width, "pulse": piece_pulse})
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func _draw() -> void:
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for poly in polygons:
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NeonDraw.draw_glowing_polygon(self, poly.points, glow_color, poly.pulse * pulse, core_color)
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for line in lines:
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NeonDraw.draw_glowing_line(self, line.from, line.to, glow_color,
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line.pulse * pulse, line.width, core_color)
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