Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that already crosses the screen; beam width becomes a per-shot vessel stat. #205 the Energy Propulser gains three upgrades - dash recharge, dash reach, and boosted-cruise drain - which turns three constants into vessel stats. #206 three further doctrines carry the fleet from ten to twenty. #207 the prologue's World Ship gets a marker, through the scanner's own guidance arrow rather than a second one. #208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo reaching the hold, a rock breaking, and a gas bomb blooming. #215 building health bars are larger, plated and framed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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33 changed files with 716 additions and 52 deletions
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@ -17,11 +17,22 @@ var building_type: String:
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# #99: drawn only once the structure has actually been hit. A full bar over
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# every building would be permanent clutter saying nothing, and the fleet
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# would be flying over a field of meters in peacetime.
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const HEALTH_BAR_WIDTH: float = 74.0
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const HEALTH_BAR_HEIGHT: float = 7.0
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const HEALTH_BAR_OFFSET: float = -78.0
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const HEALTH_FULL_COLOR: Color = Color(0.45, 0.9, 0.55)
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const HEALTH_HURT_COLOR: Color = Color(1.0, 0.35, 0.25)
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# #215 made it bigger and brighter. It stays a DAMAGE-ONLY bar: the reason
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# above still holds, and a field of full meters in peacetime is clutter, not
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# visibility. What was actually hard to see was the bar when it was there -
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# 74x7 of muted colour against a lit structure, at the zoom the game is
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# usually played at.
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const HEALTH_BAR_WIDTH: float = 104.0
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const HEALTH_BAR_HEIGHT: float = 14.0
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const HEALTH_BAR_OFFSET: float = -88.0
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# The dark plate the bar sits on, drawn past its edges so the meter reads
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# against the structure's own glow instead of competing with it.
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const HEALTH_BAR_PAD: float = 3.0
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const HEALTH_FULL_COLOR: Color = Color(0.5, 1.0, 0.55)
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const HEALTH_HURT_COLOR: Color = Color(1.0, 0.28, 0.2)
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const HEALTH_PLATE_COLOR: Color = Color(0.02, 0.02, 0.06, 0.92)
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const HEALTH_FRAME_COLOR: Color = Color(0.85, 0.96, 1.0, 0.95)
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const HEALTH_FRAME_WIDTH: float = 2.0
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var _drawn_health: float = 1.0
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@ -63,12 +74,23 @@ func _draw() -> void:
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var health: float = health_fraction()
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var left: float = -HEALTH_BAR_WIDTH * 0.5
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var top: float = HEALTH_BAR_OFFSET
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var fill_color: Color = HEALTH_HURT_COLOR.lerp(HEALTH_FULL_COLOR, health)
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draw_rect(Rect2(left - HEALTH_BAR_PAD, top - HEALTH_BAR_PAD,
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HEALTH_BAR_WIDTH + HEALTH_BAR_PAD * 2.0,
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HEALTH_BAR_HEIGHT + HEALTH_BAR_PAD * 2.0), HEALTH_PLATE_COLOR)
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# The empty part is not left blank: a dim wash of the fill colour shows
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# how much has GONE, which is the thing being reported.
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT),
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Color(0.02, 0.02, 0.06, 0.85))
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Color(fill_color.r, fill_color.g, fill_color.b, 0.16))
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH * health, HEALTH_BAR_HEIGHT),
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HEALTH_HURT_COLOR.lerp(HEALTH_FULL_COLOR, health))
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fill_color)
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# A bright square cap on the fill's leading edge, so the level itself has
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# an edge to catch rather than only the colour changing.
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if health > 0.001:
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draw_rect(Rect2(left + HEALTH_BAR_WIDTH * health - HEALTH_FRAME_WIDTH,
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top, HEALTH_FRAME_WIDTH, HEALTH_BAR_HEIGHT), HEALTH_FRAME_COLOR)
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT),
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Color(0.55, 0.78, 0.86, 0.55), false, 1.0)
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HEALTH_FRAME_COLOR, false, HEALTH_FRAME_WIDTH)
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func available_actions() -> PackedStringArray:
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