#139: the prologue's debris belt keeps off the screen too
The belt was laid out with its own arithmetic - a centre BELT_AHEAD in front of the fleet, rocks spread BELT_DEPTH either side of it - so its near edge reached back to within a screen of the convoy. At the aspect it was eyeballed on that was just outside the view; at a wider one, or any zoom out, rocks appeared in plain sight. #126 already answered this question for the rest of the game, so the answer is borrowed rather than restated: AsteroidField's keep-out rect and its push-out-through-the-nearest-edge placement are public now, and the belt runs through them. That also means the two cannot drift apart later. The distance moves as well, 2200 to 2900. The clamp alone would work, but it would work by pressing every stray rock onto the boundary line; with the belt properly out in front, the clamp has almost nothing left to do and the belt still looks laid out ahead rather than pinned to the edge of the screen. Measured: nearest rock 1551 units out, against a keep-out that reaches 1100.
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6 changed files with 51 additions and 144 deletions
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extends Control
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# Forgejo #132: the standing objective, on the HUD.
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#
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# The banner (#128/#127) says a quest ONCE, stops the game while it is read,
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# and then is gone. That is right for the sentence and wrong for the task -
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# a player who put the game down mid-flight has nowhere to look up what they
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# were doing. This is that place: small, always the current quest, and never
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# in the way.
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#
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# Same idiom as the wave alert: a neon panel drawn out of geometry, no art,
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# no textures. It sits under the alert on the right so the two stack rather
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# than argue, and it stands down whenever a full-screen panel is open - the
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# HUD's own rule for anything sitting behind a menu (see IconButton).
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const GLOW: Color = Color(0.42, 0.86, 0.95)
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const TEXT: Color = Color(0.80, 0.94, 1.0)
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const DONE: Color = Color(0.55, 1.0, 0.68)
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const CUT: float = 14.0
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const PAD: float = 16.0
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const TITLE_SIZE: int = 20
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const OBJECTIVE_SIZE: int = 24
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const BAR_HEIGHT: float = 8.0
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var title_label: Label
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var objective_label: Label
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var count_label: Label
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var progress: Vector2i = Vector2i.ZERO
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var shown_id: String = ""
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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visible = false
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title_label = _make_label(TITLE_SIZE, GLOW)
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objective_label = _make_label(OBJECTIVE_SIZE, TEXT)
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objective_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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count_label = _make_label(TITLE_SIZE, TEXT)
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count_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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resized.connect(_layout)
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_layout()
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func _make_label(font_size: int, colour: Color) -> Label:
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var label: Label = Label.new()
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label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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label.add_theme_font_size_override("font_size", font_size)
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label.add_theme_color_override("font_color", colour)
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label.add_theme_color_override("font_outline_color", Color(0.01, 0.03, 0.07, 0.95))
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label.add_theme_constant_override("outline_size", 3)
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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add_child(label)
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return label
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func _layout() -> void:
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if title_label == null:
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return
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var inner: float = maxf(size.x - PAD * 2.0, 0.0)
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title_label.position = Vector2(PAD, PAD * 0.4)
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title_label.size = Vector2(inner, float(TITLE_SIZE) * 1.3)
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count_label.position = title_label.position
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count_label.size = title_label.size
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objective_label.position = Vector2(PAD, PAD * 0.4 + float(TITLE_SIZE) * 1.4)
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objective_label.size = Vector2(inner,
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maxf(size.y - objective_label.position.y - PAD - BAR_HEIGHT, 0.0))
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# Open panels take the whole screen and this would sit on top of one. Same
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# question IconButton._blocked_by_modal asks, for the same reason.
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func _behind_a_panel() -> bool:
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for menu in get_tree().get_nodes_in_group("modal_menus"):
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if menu.is_visible_in_tree():
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return true
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return false
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func _process(_delta: float) -> void:
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var quest: Dictionary = GameState.active_quest()
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var wanted: bool = not quest.is_empty() and not GameState.intro_active \
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and not _behind_a_panel()
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if not wanted:
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if visible:
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visible = false
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return
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var id: String = String(quest.id)
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var now: Vector2i = GameState.quest_progress(quest)
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if id == shown_id and now == progress and visible:
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return
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shown_id = id
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progress = now
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title_label.text = String(quest.get("title", ""))
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objective_label.text = String(quest.get("objective", ""))
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# A one-of-one goal is a yes/no, and "0 / 1" reads as a broken counter
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# rather than as a task not started.
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count_label.text = "%d / %d" % [progress.x, progress.y] if progress.y > 1 else ""
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visible = true
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queue_redraw()
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func _frame() -> PackedVector2Array:
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return PackedVector2Array([
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Vector2(CUT, 0.0), Vector2(size.x, 0.0),
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Vector2(size.x, size.y - CUT), Vector2(size.x - CUT, size.y),
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Vector2(0.0, size.y), Vector2(0.0, CUT),
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])
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func _draw() -> void:
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if not visible:
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return
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var frame: PackedVector2Array = _frame()
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draw_colored_polygon(frame, Color(0.02, 0.07, 0.11, 0.66))
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NeonDraw.draw_glowing_polygon(self, frame, Color(GLOW, 0.85), 0.75)
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# A tick down the left edge, so the panel reads as clipped to the side of
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# the screen rather than floating in the middle of it.
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NeonDraw.draw_glowing_line(self, Vector2(PAD * 0.35, CUT + 4.0),
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Vector2(PAD * 0.35, size.y - CUT - 4.0), Color(GLOW, 0.5), 0.6, 0.35)
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# The bar along the bottom edge. Drawn for every goal, including the
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# yes/no ones - it is the one thing on the panel that says "this is a
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# task with a state" without needing to be read.
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var track: Rect2 = Rect2(Vector2(PAD, size.y - PAD * 0.6 - BAR_HEIGHT),
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Vector2(maxf(size.x - PAD * 2.0, 0.0), BAR_HEIGHT))
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draw_rect(track, Color(GLOW, 0.16))
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var filled: float = 0.0 if progress.y <= 0 \
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else clampf(float(progress.x) / float(progress.y), 0.0, 1.0)
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if filled <= 0.0:
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return
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var lit: Rect2 = Rect2(track.position, Vector2(track.size.x * filled, track.size.y))
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draw_rect(lit, Color(DONE if filled >= 1.0 else GLOW, 0.85))
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@ -1 +0,0 @@
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uid://bd1ahcuybcou1
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