Implement #85, #86, #87 and #88

#85 - on a computer the sticks and the pivot pair are dead weight: WASD
steers, the mouse aims, Q/E pivot. All four go together the first time a
keyboard or a mouse is used, and only where there is no touchscreen. A touch
device with a keyboard attached keeps everything, because a finger is still a
way to play it.

#86 - the default gun shoots faster (500 -> 850) and further (320 -> 620).

The interesting half is that a bolt now STOPS where the gun's range ends.
Projectile lifetime is derived from fire_range at launch rather than set
independently, so the distance a shot covers and the distance the aim guide
draws are one number. They were two, and they disagreed: the guide promised
320 while a bolt actually flew speed * lifetime = 750, so shots landed on
things well past the line saying where they would stop.

#87 - the ship that fires throws sparks, so a shot is visibly attached to the
vessel it came from; with a whole fleet shooting there was nothing tying the
two together, which started mattering once the player had to aim. Enemy deaths
gained a shockwave ring and roughly double the debris - a kill used to read as
a small red puff that was easy to miss in a fight.

#88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and
acceleration, and every enemy's. Scaling the enemies too keeps it a change of
TEMPO rather than a difficulty cut, and scaling acceleration alongside speed
keeps the handling from #77's tuning intact.

Three tests carried assertions that were really about one balance pass:
test_enemy_mothership pinned a literal 35.0 and now compares against the
chaser, which is what "never reaches ramming speed" actually means;
test_planet_atmosphere_transition flew far enough at the new speed to reach
the landed garrison, and now clears it, since that test is about the handoff
and not about a fight it never meant to pick.

Also repaired real data loss, caught only because test_gas_burner failed:
Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped
collected_outputs, capabilities, map_radius and map_phase, and had recreated a
stale copy of it at the pre-#84 root path. Without collected_outputs no
transporter ever collects a burner's energy. Both files restored from git.

It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and
lunar_surface.gdshader at their old root paths - the root Main.tscn still
carried 27 references to the flat layout. They are dead weight the engine
never loads, since project.godot and every preload point into the folders, but
they are exactly the kind of thing that wastes an hour later when someone
edits the wrong copy. Deleted, and the root is now down to ui_theme.tres,
icon.svg, web_shell.html and the two config files.

Suite 119/119.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-22 02:19:14 +02:00
commit 3f5e7ac80b
25 changed files with 434 additions and 27 deletions

View file

@ -143,17 +143,23 @@ func _handle_key(event: InputEventKey) -> void:
_finish_pivot_tap(-1.0)
# #85: on a computer the on-screen sticks and the pivot pair are dead weight -
# WASD steers, the mouse aims, Q/E pivot. They are taken away together, once,
# the first time the player uses a keyboard or a mouse.
#
# Two guards, both deliberate. A touch device that ALSO has a keyboard keeps
# everything, because a finger is still a way to play it. And a device wrongly
# reported as non-touch keeps its controls until the player has demonstrably
# used something else - so nobody is ever left with no way to steer or shoot.
func _note_keyboard() -> void:
if keyboard_seen:
return
keyboard_seen = true
# The stick is only taken away where there is no touchscreen to work it
# with. A touch device that also has a keyboard keeps both, and a device
# wrongly reported as non-touch still shows the stick until the player
# has demonstrably used a keyboard - so nobody is ever left with no way
# to steer.
if joystick != null and not DisplayServer.is_touchscreen_available():
joystick.visible = false
if DisplayServer.is_touchscreen_available():
return
for control in [joystick, fire_stick, pivot_cw_button, pivot_ccw_button]:
if control != null:
control.visible = false
func _button_holds(button: IconButton, at_position: Vector2) -> bool:
@ -275,7 +281,10 @@ func _unhandled_input(event: InputEvent) -> void:
_handle_magnify(event)
elif event is InputEventKey:
_handle_key(event)
elif event is InputEventMouseMotion:
_note_keyboard()
elif event is InputEventMouseButton and event.pressed:
_note_keyboard()
# Wheel zoom, the desktop equivalent of the pinch.
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
_set_zoom(camera.zoom.x * WHEEL_ZOOM_STEP)