Show the laser's whole reach while aiming

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
This commit is contained in:
Loïc Wisniewski 2026-09-04 23:20:29 +02:00
commit a902fddba0
4 changed files with 70 additions and 7 deletions

View file

@ -16,6 +16,9 @@ const BEAM_EFFECT = preload("res://vfx/LaserBeamEffect.gd")
const WEAPON_COMPONENT = preload("res://vessels/VesselWeaponComponent.gd")
const BEAM_COLOR := BEAM_EFFECT.BEAM_COLOR
const TARGET_COLOR := Color(0.6, 0.95, 1.0)
# #203's range mark and the assist's target ring, in screen pixels.
const END_TICK_PIXELS: float = 17.0
const TARGET_RING_PIXELS: float = 15.0
const BEAM_HALF_WIDTH := BEAM_EFFECT.BEAM_HALF_WIDTH
const FLASH_DURATION := BEAM_EFFECT.FLASH_DURATION
const ENERGY_PER_SHOT: int = VesselLaserComponent.ENERGY_PER_SHOT
@ -114,8 +117,48 @@ func beam_tip(beam: Node2D) -> Vector2:
return beam.tip()
# #203: the aim view frames the beam's WHOLE reach, not the point the aim
# happens to sit on. The assist can settle that point on an enemy a few
# hundred units away (#201), and fitting the camera to it would say the shot
# stops there. Fitting the far end instead is also what makes the range
# visible at all: the beam is 2900 units long and the inherited floor on the
# zoom - sized for the gas bomb's 950 - left three quarters of it off screen.
func _update_aim_zoom(origin: Vector2, target: Vector2) -> void:
super(origin, origin + _aim_heading(origin, target) * _aim_max_range())
func _aim_heading(origin: Vector2, target: Vector2) -> Vector2:
var direction: Vector2 = target - origin
return direction.normalized() if direction.length() > 0.001 else Vector2.UP
func _draw() -> void:
# Only the aim guide. Each beam draws itself, in its own node.
if aiming:
NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target,
TARGET_COLOR, 0.7, 0.6)
if not aiming:
return
var origin: Vector2 = _aim_origin()
var reach: float = _aim_max_range()
var far_end: Vector2 = origin + _aim_heading(origin, aim_target) * reach
# Drawn to the far end rather than to aim_target, for the same reason the
# camera frames it: this is the line the beam will occupy (#203).
NeonDraw.draw_glowing_line(self, origin, far_end, TARGET_COLOR, 0.7, 0.6)
# A cross-tick where it stops, so the reach is a mark on the screen rather
# than a line that merely runs out. Sized in SCREEN pixels: framing 2900
# units puts the camera far enough out that a mark measured in world units
# would be a few pixels of nothing at the moment it matters most.
var across: Vector2 = far_end.direction_to(origin).orthogonal() \
* _screen_units(END_TICK_PIXELS)
NeonDraw.draw_glowing_line(self, far_end - across, far_end + across,
TARGET_COLOR, 0.7, 0.5)
# What the assist picked, when that is nearer than the far end. The line
# still runs past it - everything behind it on the same line is hit too.
if origin.distance_to(aim_target) < reach - 1.0:
NeonDraw.draw_glowing_circle(self, aim_target,
maxf(BEAM_HALF_WIDTH, _screen_units(TARGET_RING_PIXELS)),
TARGET_COLOR, 0.7)
# World units that cover a given number of screen pixels at the camera's
# current zoom.
func _screen_units(pixels: float) -> float:
return pixels / maxf(camera.zoom.x, 0.001)

View file

@ -12,6 +12,11 @@ func _ready() -> void:
GameState.extractors.clear()
GameState.transporters.clear()
GameState.vessel_levels["unlock_laser"] = 1
GameState.intro_active = false
# A shot the fleet cannot pay for is refused before aiming starts, so
# without this the preview drew no guide at all - the state it exists
# to show. Deposited before Main is built, like test_laser_vessel.gd.
GameState.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 40)
var main: Node = load("res://world/Main.tscn").instantiate()
add_child(main)
main.get_node("BackgroundLayer").visible = false
@ -21,14 +26,17 @@ func _ready() -> void:
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
var fleet: Node = main.get_node("Fleet")
fleet.spawn_ships(4, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_LASER, GameState.VESSEL_LASER]))
# Three, not four: the starting fleet holds three hulls until the skill
# tree widens it, and a fourth entry was silently dropped - which took the
# ready laser with it and left this preview with nothing to aim.
fleet.spawn_ships(3, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_SHIELD, GameState.VESSEL_LASER,
GameState.VESSEL_LASER]))
var skill: Node = main.get_node("LaserController")
skill._process(0.0)
# Show both per-ship states in one frame: one laser ship rearming, the
# other ready and supplying the shot.
var rearming: Node = fleet.ships[2].get_component("laser")
var rearming: Node = fleet.ships[1].get_component("laser")
rearming.consume_shot()
rearming.tick(rearming.cooldown_duration * 0.5)
main.get_node("Camera2D").zoom = Vector2(1.8, 1.8)

View file

@ -124,6 +124,17 @@ func _process(delta: float) -> bool:
return _fail_now("aiming did not zoom out")
print("aiming zoomed the camera out")
# #203: far enough out to show the WHOLE beam. The drag above is
# horizontal, so the screen's narrow half is the binding one.
var half_screen: Vector2 = skill.get_viewport_rect().size * 0.5 \
- Vector2(54.0, 54.0)
var framed: float = (2900.0 + BEAM_HALF_WIDTH) \
* main.get_node("Camera2D").zoom.x
if framed > half_screen.x + 1.0:
return _fail_now("aiming framed %.0fpx of beam on %.0fpx of screen" \
% [framed, half_screen.x])
print("aiming framed the beam's full range")
# --- B. targets: two on the line, one off it, one past range ---
for offset in [Vector2(200.0, 0.0), Vector2(500.0, 0.0)]:
var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()

View file

@ -88,6 +88,7 @@ script = ExtResource("mouse_ctrl")
[node name="LaserController" type="Node2D" parent="."]
script = ExtResource("30")
minimum_zoom = 0.1
[node name="DashController" type="Node2D" parent="."]
script = ExtResource("dash_ctrl")