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
This commit is contained in:
Loïc Wisniewski 2026-09-05 12:16:17 +02:00
commit 78836882af
33 changed files with 716 additions and 52 deletions

View file

@ -179,6 +179,55 @@ func _process(delta: float) -> bool:
return _fail("a structure came down in silence")
print("a structure coming down is heard")
# --- G. the things #210/#213/#214 asked to be able to hear -----
for voice in _pool().get_children():
(voice as AudioStreamPlayer).stop()
var rock: Node2D = load("res://world/Asteroid.tscn").instantiate()
scene.add_child(rock)
rock.shatter(false)
if _sounding() == 0:
return _fail("an asteroid broke apart in silence")
print("a destroyed asteroid is heard")
for voice in _pool().get_children():
(voice as AudioStreamPlayer).stop()
var bomb: Node2D = load("res://vfx/GasBombEffect.gd").launch(
scene, Vector2.ZERO, Vector2(300.0, 0.0), 6)
if _sounding() != 0:
return _fail("the gas bomb made its noise on the throw, not the blast")
bomb._explode()
if _sounding() == 0:
return _fail("a gas bomb bloomed in silence")
print("a gas bomb is heard when it blooms, and not before")
# The hold has to be able to take the deposit, or there is no
# arrival to hear.
game_state.fleet_inventory.total_capacity = -1
for voice in _pool().get_children():
(voice as AudioStreamPlayer).stop()
if game_state.deposit_fleet_resource(GameState.RESOURCE_ORE, 1) != 1:
return _fail("the fleet hold refused a single rock")
var after_first: int = _sounding()
if after_first == 0:
return _fail("a rock reached the fleet hold in silence")
# Mining lands one unit at a time, so the window is the whole of
# what stops this being a machine-gun.
game_state.deposit_fleet_resource(GameState.RESOURCE_ORE, 1)
game_state.deposit_fleet_resource(GameState.RESOURCE_ORE, 1)
if _sounding() != after_first:
return _fail("a burst of pickups opened %d voices, not the %d one blip needs" \
% [_sounding(), after_first])
print("a rock arriving in the hold is heard, and a burst of them only once")
# The bank is a number moving in a building the player is not in.
for voice in _pool().get_children():
(voice as AudioStreamPlayer).stop()
game_state._pickup_sound_at = 0
game_state.deposit_bank_resource(GameState.RESOURCE_ORE, 5)
if _sounding() != 0:
return _fail("a deposit into the bank made a pickup noise")
print("banked resources stay silent")
print("TEST_SFX: PASS")
quit(0)
return true