#155 - the projectile flew at 850, which took 1.1 seconds to cross the gun's own range: long enough that a shot read as leaving the ship rather than as hitting something. 1400 now, and the interceptor's range goes 950 to 1200, so it crosses in 0.86s and comfortably outranges the 620 the standoff enemies hold at. A projectile's lifetime is derived from its range and speed, so faster does not mean falling short - the test pins that arithmetic rather than trusting it. #152 asked for VFX on three events, and the finding is worth recording: all three already existed and were already wired. What had happened is that #130 gave a lost VESSEL thirty particles and a shockwave, which left everything else in the game visibly smaller than it - an enemy kill, the thing the player is being rewarded for, and a broken rock, the thing they do more than anything else, were both still on or near the base class's twelve-particle default with no shockwave at all. So this is about PROPORTION rather than about adding anything, and proportion is what the test checks: a lost vessel outweighs a kill, a kill outweighs a rock, and nothing sits on the base defaults. Numbers get rebalanced; an ordering that says a rock outweighs a battleship is a bug. Particles now run 38 > 32 > 24 against a default of 12.
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7 changed files with 194 additions and 14 deletions
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@ -7,13 +7,17 @@ func _init() -> void:
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# as a small red puff that was easy to miss in a fight - the moment the
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# player is being rewarded for should be the loudest thing on screen for
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# an instant.
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# #152: and again. #130 gave a lost VESSEL 30 particles and a 120-unit
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# shockwave, which left a kill - the thing the player is being rewarded
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# for - visibly the smaller event of the two. Back in proportion: still
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# below a vessel's own death, but no longer a puff beside it.
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color = Color(1.0, 0.25, 0.18)
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particle_count = 22
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lifetime = 0.62
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min_speed = 120.0
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max_speed = 460.0
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shockwave_radius = 86.0
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shockwave_color = Color(1.0, 0.55, 0.3)
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particle_count = 32
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lifetime = 0.75
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min_speed = 170.0
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max_speed = 620.0
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shockwave_radius = 130.0
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shockwave_color = Color(1.0, 0.6, 0.32)
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static func spawn(parent: Node, world_position: Vector2) -> void:
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