139 lines
5.9 KiB
GDScript3
139 lines
5.9 KiB
GDScript3
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class_name LaserBeamEffect
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extends Node2D
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# The laser shot itself: the strike and the picture of it, with nothing in it
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# about who fired or why.
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#
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# This used to live inside LaserController, which meant the beam was a thing
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# only the FLEET could do - the player's laser button, the fleet's hold, the
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# fleet's aim. Garrisoned vessels (#103 follow-up) need the same shot with a
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# different trigger and a different magazine, so the effect moved out here.
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# Same shape as EnemyBigLaserBeam and ArtilleryShell on the enemy side: added
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# to the tree root, self-animating, self-freeing, and it outlives the vessel
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# that fired it.
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#
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# The damage below is dealt at the INSTANT of the shot, in full, along the
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# whole beam. The extension in _draw is the picture of that, not a travelling
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# projectile - a beam that had to arrive would be a change to how the weapon
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# plays.
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signal struck(hit_count: int)
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const BEAM_COLOR := Color(0.3, 0.9, 1.0)
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const BEAM_HALF_WIDTH := 38.0
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# The DRAWN beam is scaled from the hit width rather than tuned separately.
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# The two were independent numbers and had drifted apart: the beam struck
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# anything within 22 units of the line while its outer glow spanned about 11,
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# so it killed things it visibly missed. NeonDraw's widest layer is 18px at
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# scale 1, so this makes the glow span exactly what the beam hits.
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const BEAM_WIDTH_SCALE := BEAM_HALF_WIDTH * 2.0 / 18.0
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# #90: the beam was one flat line that blinked on at full length and faded.
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# It now IGNITES - it runs out of the ship over the first slice of its life,
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# holds white-hot, and falls away.
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const FLASH_DURATION := 0.34
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const IGNITE_FRACTION := 0.3
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# The white-hot rod down the middle of the coloured glow. Drawn INSIDE the
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# beam's own width, never wider: the drawn beam is deliberately the same span
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# as the hit test, and a halo painted past that would put the "it visibly
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# missed" complaint back the other way round.
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const CORE_SCALE := 0.42
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const CORE_COLOR := Color(0.85, 0.99, 1.0)
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const TIP_RADIUS := BEAM_HALF_WIDTH * 0.55
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const MUZZLE_RADIUS := BEAM_HALF_WIDTH * 0.8
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# By path, not by class name - see the note at the top of MuzzleSparkVFX.
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const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
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var from: Vector2 = Vector2.ZERO
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var to: Vector2 = Vector2.ZERO
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var time: float = FLASH_DURATION
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# Per beam, so two lasers firing together do not flicker in lockstep.
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var phase: float = 0.0
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var hit_count: int = 0
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static func fire(world: Node, origin: Vector2, direction: Vector2,
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beam_range: float, damage: int) -> LaserBeamEffect:
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var effect := LaserBeamEffect.new()
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var heading: Vector2 = direction.normalized() if direction.length() > 0.001 else Vector2.UP
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effect.from = origin
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effect.to = origin + heading * beam_range
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effect.phase = randf() * TAU
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world.add_child(effect)
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effect._strike(heading, damage)
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# #90: something happens at the hull, not just out in space. The ordinary
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# gun already does this (#87); the laser fired in complete silence at its
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# own end, which is most of why a shot read as a line appearing rather
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# than as a vessel firing.
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MUZZLE_SPARK.spawn(world, origin, heading, BEAM_COLOR)
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return effect
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func _strike(direction: Vector2, damage: int) -> void:
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hit_count = 0
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var range_along: float = from.distance_to(to)
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# Asteroids share the enemies' take_damage() contract, so the beam sweeps
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# both groups in one pass. Shooting a path clear through a field is a
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# perfectly good use of a laser, and the ore it leaves behind is the point.
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for enemy in get_tree().get_nodes_in_group("enemies") \
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+ get_tree().get_nodes_in_group("asteroids"):
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if not is_instance_valid(enemy) or not (enemy is Node2D):
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continue
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var to_enemy: Vector2 = enemy.global_position - from
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var along: float = to_enemy.dot(direction)
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if along < 0.0 or along > range_along:
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continue
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var perpendicular: float = (to_enemy - direction * along).length()
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if perpendicular <= BEAM_HALF_WIDTH:
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enemy.take_damage(damage)
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hit_count += 1
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struck.emit(hit_count)
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queue_redraw()
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func _process(delta: float) -> void:
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time = maxf(time - delta, 0.0)
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queue_redraw()
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if time <= 0.0:
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queue_free()
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# How far along its length the beam is currently drawn. Cubic ease-out, so it
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# leaves the ship fast and settles into full reach rather than crawling.
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# Public because it is the whole of #90's "it comes out of the ship".
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func extension() -> float:
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var progress: float = 1.0 - time / FLASH_DURATION
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var out: float = clampf(progress / IGNITE_FRACTION, 0.0, 1.0)
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return 1.0 - pow(1.0 - out, 3.0)
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func tip() -> Vector2:
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return from.lerp(to, extension())
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func _draw() -> void:
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var progress: float = 1.0 - time / FLASH_DURATION
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# Full brightness while it extends, then away. Squared so it holds its
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# light and drops at the end, instead of dimming from the first frame the
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# way a plain linear fade did.
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var decay: float = clampf((progress - IGNITE_FRACTION) / (1.0 - IGNITE_FRACTION), 0.0, 1.0)
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var alpha: float = 1.0 - decay * decay
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# A live blade hums. Small enough to be texture rather than a blink.
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var flicker: float = 1.0 + 0.09 * sin(time * 70.0 + phase)
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var at: Vector2 = tip()
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NeonDraw.draw_glowing_line(self, from, at, BEAM_COLOR, alpha,
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BEAM_WIDTH_SCALE * flicker * (1.0 - decay * 0.45))
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# The white-hot rod, over the same span at a fraction of the width. This
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# is where the extra light comes from: brighter through the middle, not
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# broader across.
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NeonDraw.draw_glowing_line(self, from, at, CORE_COLOR, alpha,
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BEAM_WIDTH_SCALE * CORE_SCALE * flicker)
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# The leading cap, brightest while the blade is still running out.
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var cap: float = TIP_RADIUS * (0.7 + 0.3 * (1.0 - decay)) * flicker
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NeonDraw.draw_glowing_circle(self, at, cap, CORE_COLOR, alpha)
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# And the flare left at the emitter, which fades faster than the beam so
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# the hull does not keep glowing after the shot is over.
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var muzzle: float = MUZZLE_RADIUS * (1.0 - progress)
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if muzzle > 1.0:
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NeonDraw.draw_glowing_circle(self, from, muzzle, CORE_COLOR,
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alpha * (1.0 - progress))
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