Fill bomber hull during cooldown
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f5c60f8805
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7da4531f25
3 changed files with 47 additions and 12 deletions
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@ -10,6 +10,8 @@ const COOLING_COLOR := Color(0.38, 0.16, 0.32)
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func setup() -> void:
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# Keep the ship's normal neon outline above the charge fill.
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show_behind_parent = true
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queue_redraw()
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@ -37,18 +39,46 @@ func cooldown_progress() -> float:
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return 1.0 - cooldown_left / maxf(cooldown_duration, 0.001)
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func _filled_hull(points: PackedVector2Array, progress: float) -> PackedVector2Array:
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if points.size() < 3 or progress <= 0.001:
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return PackedVector2Array()
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if progress >= 0.999:
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return points.duplicate()
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var top := INF
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var bottom := -INF
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for point in points:
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top = minf(top, point.y)
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bottom = maxf(bottom, point.y)
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var fill_y: float = lerpf(bottom, top, clampf(progress, 0.0, 1.0))
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var clipped := PackedVector2Array()
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var previous: Vector2 = points[-1]
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var previous_inside := previous.y >= fill_y
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for current in points:
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var current_inside := current.y >= fill_y
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if current_inside != previous_inside:
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var amount: float = (fill_y - previous.y) / (current.y - previous.y)
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clipped.append(previous.lerp(current, amount))
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if current_inside:
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clipped.append(current)
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previous = current
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previous_inside = current_inside
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return clipped
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func _draw() -> void:
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var parent_ship: Node = get_parent()
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var core: Color = parent_ship.core_color if parent_ship != null else Color.WHITE
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if is_ready():
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# Bright, complete halo: this bomber owns one available shot.
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 31.0, READY_COLOR, 0.9, core)
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draw_circle(Vector2.ZERO, 4.0, Color(READY_COLOR, 0.5))
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if parent_ship == null or parent_ship.definition == null:
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return
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# A muted full ring says "not ready"; the bright arc fills clockwise so
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# the individual bomber also communicates how close it is to rearming.
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draw_arc(Vector2.ZERO, 31.0, 0.0, TAU, 48, Color(COOLING_COLOR, 0.65), 4.0, true)
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var progress := cooldown_progress()
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if progress > 0.001:
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draw_arc(Vector2.ZERO, 31.0, -PI / 2.0,
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-PI / 2.0 + TAU * progress, 48, Color(READY_COLOR, 0.92), 4.0, true)
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var core: Color = parent_ship.core_color if parent_ship != null else Color.WHITE
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var hull: PackedVector2Array = parent_ship.definition.hull_points
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if is_ready():
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# A fully lit hull means this individual bomber owns an available shot.
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draw_colored_polygon(hull, Color(READY_COLOR, 0.42))
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NeonDraw.draw_glowing_polygon(self, hull, READY_COLOR, 0.75, core, 0.75)
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return
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# Rearming is shown inside the bomber instead of as a shield-like ring:
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# the muted silhouette fills from its engines toward its nose.
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draw_colored_polygon(hull, Color(COOLING_COLOR, 0.58))
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var filled := _filled_hull(hull, cooldown_progress())
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if filled.size() >= 3:
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draw_colored_polygon(filled, Color(READY_COLOR, 0.68))
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@ -21,8 +21,10 @@ func _ready() -> void:
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var skill: GasBombController = main.get_node("GasBombController")
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skill._process(0.0)
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# Show both per-ship states in one frame: the first bomber is rearming,
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# while the second has the bright complete ready halo and supplies the aim.
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fleet.ships[2].get_component("gas_bomber").consume_shot(GasBombController.COOLDOWN)
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# while the second has a fully lit hull and supplies the aim.
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var rearming: Node = fleet.ships[2].get_component("gas_bomber")
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rearming.consume_shot(GasBombController.COOLDOWN)
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rearming.tick(GasBombController.COOLDOWN * 0.5)
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main.get_node("Camera2D").zoom = Vector2(1.8, 1.8)
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var button: Control = main.get_node("UI/GasBombButton")
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var press := InputEventScreenTouch.new()
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@ -37,6 +37,9 @@ func _process(delta: float) -> bool:
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skill._process(0.0)
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if first.is_ready() or not second.is_ready() or not skill.button.enabled:
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return _fail("the first shot disabled more than its firing bomber")
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if not first._filled_hull(fleet.ships[0].definition.hull_points, 0.0).is_empty() \
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or first._filled_hull(fleet.ships[0].definition.hull_points, 0.5).size() < 3:
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return _fail("bomber cooldown did not produce an empty-to-filling hull")
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if skill.projectiles.size() != 1:
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return _fail("the first bomber did not launch exactly one projectile")
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