From 7da4531f2535443c7b09dd3363f366da11b238fb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Wisniewski?= Date: Sat, 15 Aug 2026 10:41:24 +0200 Subject: [PATCH] Fill bomber hull during cooldown --- VesselGasBomberComponent.gd | 54 +++++++++++++++++++++++------- tests/_gas_bomb_aim_preview.gd | 6 ++-- tests/test_gas_bomber_cooldowns.gd | 3 ++ 3 files changed, 49 insertions(+), 14 deletions(-) diff --git a/VesselGasBomberComponent.gd b/VesselGasBomberComponent.gd index bdff8a5..dc44815 100644 --- a/VesselGasBomberComponent.gd +++ b/VesselGasBomberComponent.gd @@ -10,6 +10,8 @@ const COOLING_COLOR := Color(0.38, 0.16, 0.32) func setup() -> void: + # Keep the ship's normal neon outline above the charge fill. + show_behind_parent = true queue_redraw() @@ -37,18 +39,46 @@ func cooldown_progress() -> float: return 1.0 - cooldown_left / maxf(cooldown_duration, 0.001) +func _filled_hull(points: PackedVector2Array, progress: float) -> PackedVector2Array: + if points.size() < 3 or progress <= 0.001: + return PackedVector2Array() + if progress >= 0.999: + return points.duplicate() + var top := INF + var bottom := -INF + for point in points: + top = minf(top, point.y) + bottom = maxf(bottom, point.y) + var fill_y: float = lerpf(bottom, top, clampf(progress, 0.0, 1.0)) + var clipped := PackedVector2Array() + var previous: Vector2 = points[-1] + var previous_inside := previous.y >= fill_y + for current in points: + var current_inside := current.y >= fill_y + if current_inside != previous_inside: + var amount: float = (fill_y - previous.y) / (current.y - previous.y) + clipped.append(previous.lerp(current, amount)) + if current_inside: + clipped.append(current) + previous = current + previous_inside = current_inside + return clipped + + func _draw() -> void: var parent_ship: Node = get_parent() - var core: Color = parent_ship.core_color if parent_ship != null else Color.WHITE - if is_ready(): - # Bright, complete halo: this bomber owns one available shot. - NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 31.0, READY_COLOR, 0.9, core) - draw_circle(Vector2.ZERO, 4.0, Color(READY_COLOR, 0.5)) + if parent_ship == null or parent_ship.definition == null: return - # A muted full ring says "not ready"; the bright arc fills clockwise so - # the individual bomber also communicates how close it is to rearming. - draw_arc(Vector2.ZERO, 31.0, 0.0, TAU, 48, Color(COOLING_COLOR, 0.65), 4.0, true) - var progress := cooldown_progress() - if progress > 0.001: - draw_arc(Vector2.ZERO, 31.0, -PI / 2.0, - -PI / 2.0 + TAU * progress, 48, Color(READY_COLOR, 0.92), 4.0, true) + var core: Color = parent_ship.core_color if parent_ship != null else Color.WHITE + var hull: PackedVector2Array = parent_ship.definition.hull_points + if is_ready(): + # A fully lit hull means this individual bomber owns an available shot. + draw_colored_polygon(hull, Color(READY_COLOR, 0.42)) + NeonDraw.draw_glowing_polygon(self, hull, READY_COLOR, 0.75, core, 0.75) + return + # Rearming is shown inside the bomber instead of as a shield-like ring: + # the muted silhouette fills from its engines toward its nose. + draw_colored_polygon(hull, Color(COOLING_COLOR, 0.58)) + var filled := _filled_hull(hull, cooldown_progress()) + if filled.size() >= 3: + draw_colored_polygon(filled, Color(READY_COLOR, 0.68)) diff --git a/tests/_gas_bomb_aim_preview.gd b/tests/_gas_bomb_aim_preview.gd index 18bb8dc..8a38362 100644 --- a/tests/_gas_bomb_aim_preview.gd +++ b/tests/_gas_bomb_aim_preview.gd @@ -21,8 +21,10 @@ func _ready() -> void: var skill: GasBombController = main.get_node("GasBombController") skill._process(0.0) # Show both per-ship states in one frame: the first bomber is rearming, - # while the second has the bright complete ready halo and supplies the aim. - fleet.ships[2].get_component("gas_bomber").consume_shot(GasBombController.COOLDOWN) + # while the second has a fully lit hull and supplies the aim. + var rearming: Node = fleet.ships[2].get_component("gas_bomber") + rearming.consume_shot(GasBombController.COOLDOWN) + rearming.tick(GasBombController.COOLDOWN * 0.5) main.get_node("Camera2D").zoom = Vector2(1.8, 1.8) var button: Control = main.get_node("UI/GasBombButton") var press := InputEventScreenTouch.new() diff --git a/tests/test_gas_bomber_cooldowns.gd b/tests/test_gas_bomber_cooldowns.gd index 47562ee..2a25403 100644 --- a/tests/test_gas_bomber_cooldowns.gd +++ b/tests/test_gas_bomber_cooldowns.gd @@ -37,6 +37,9 @@ func _process(delta: float) -> bool: skill._process(0.0) if first.is_ready() or not second.is_ready() or not skill.button.enabled: return _fail("the first shot disabled more than its firing bomber") + if not first._filled_hull(fleet.ships[0].definition.hull_points, 0.0).is_empty() \ + or first._filled_hull(fleet.ships[0].definition.hull_points, 0.5).size() < 3: + return _fail("bomber cooldown did not produce an empty-to-filling hull") if skill.projectiles.size() != 1: return _fail("the first bomber did not launch exactly one projectile")