spaceship/VesselGasBomberComponent.gd

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class_name VesselGasBomberComponent
extends Node2D
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var capability_id := "gas_bomber"
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var cooldown_duration := 5.0
var cooldown_left := 0.0
const READY_COLOR := Color(1.0, 0.25, 0.78)
const COOLING_COLOR := Color(0.38, 0.16, 0.32)
func setup() -> void:
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# Keep the ship's normal neon outline above the charge fill.
show_behind_parent = true
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queue_redraw()
func is_ready() -> bool:
return cooldown_left <= 0.0
func consume_shot(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)
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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 := INF
var bottom := -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 := previous.y >= fill_y
for current in points:
var current_inside := 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
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func _draw() -> void:
var parent_ship: Node = get_parent()
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if parent_ship == null or parent_ship.definition == null:
return
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var core: Color = parent_ship.core_color if parent_ship != null else Color.WHITE
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var hull: PackedVector2Array = parent_ship.definition.hull_points
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if is_ready():
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# A fully lit hull means this individual bomber owns an available shot.
draw_colored_polygon(hull, Color(READY_COLOR, 0.42))
NeonDraw.draw_glowing_polygon(self, hull, READY_COLOR, 0.75, core, 0.75)
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return
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# Rearming is shown inside the bomber instead of as a shield-like ring:
# the muted silhouette fills from its engines toward its nose.
draw_colored_polygon(hull, Color(COOLING_COLOR, 0.58))
var filled := _filled_hull(hull, cooldown_progress())
if filled.size() >= 3:
draw_colored_polygon(filled, Color(READY_COLOR, 0.68))