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

@ -8,6 +8,9 @@ extends "res://vessels/VesselCooldownFillComponent.gd"
var capability_id := "distorder"
# The value a Propulser carries before apply_stats() reads the definition,
# and what the definition itself declares. #205 made it upgradeable, so the
# recharge in force is cooldown_duration, never this.
const DASH_COOLDOWN: float = 5.0
const READY_COLOR := Color(0.85, 0.95, 0.15)
const COOLING_COLOR := Color(0.28, 0.31, 0.08)
@ -17,8 +20,15 @@ func _init() -> void:
cooldown_duration = DASH_COOLDOWN
func apply_stats() -> void:
var ship: Node = get_parent()
var state: Node = ship.get_tree().root.get_node("GameState")
cooldown_duration = state.vessel_stat(ship.vessel_type, "dash_cooldown")
queue_redraw()
func consume_dash() -> bool:
return _begin_cooldown(DASH_COOLDOWN)
return _begin_cooldown(cooldown_duration)
func _ready_color() -> Color: return READY_COLOR