#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.
This commit is contained in:
Loïc Wisniewski 2026-08-28 15:37:11 +02:00
commit ac4b96ef49
6 changed files with 51 additions and 144 deletions

View file

@ -1,132 +0,0 @@
extends Control
# Forgejo #132: the standing objective, on the HUD.
#
# The banner (#128/#127) says a quest ONCE, stops the game while it is read,
# and then is gone. That is right for the sentence and wrong for the task -
# a player who put the game down mid-flight has nowhere to look up what they
# were doing. This is that place: small, always the current quest, and never
# in the way.
#
# Same idiom as the wave alert: a neon panel drawn out of geometry, no art,
# no textures. It sits under the alert on the right so the two stack rather
# than argue, and it stands down whenever a full-screen panel is open - the
# HUD's own rule for anything sitting behind a menu (see IconButton).
const GLOW: Color = Color(0.42, 0.86, 0.95)
const TEXT: Color = Color(0.80, 0.94, 1.0)
const DONE: Color = Color(0.55, 1.0, 0.68)
const CUT: float = 14.0
const PAD: float = 16.0
const TITLE_SIZE: int = 20
const OBJECTIVE_SIZE: int = 24
const BAR_HEIGHT: float = 8.0
var title_label: Label
var objective_label: Label
var count_label: Label
var progress: Vector2i = Vector2i.ZERO
var shown_id: String = ""
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
visible = false
title_label = _make_label(TITLE_SIZE, GLOW)
objective_label = _make_label(OBJECTIVE_SIZE, TEXT)
objective_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
count_label = _make_label(TITLE_SIZE, TEXT)
count_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
resized.connect(_layout)
_layout()
func _make_label(font_size: int, colour: Color) -> Label:
var label: Label = Label.new()
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
label.add_theme_font_size_override("font_size", font_size)
label.add_theme_color_override("font_color", colour)
label.add_theme_color_override("font_outline_color", Color(0.01, 0.03, 0.07, 0.95))
label.add_theme_constant_override("outline_size", 3)
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
add_child(label)
return label
func _layout() -> void:
if title_label == null:
return
var inner: float = maxf(size.x - PAD * 2.0, 0.0)
title_label.position = Vector2(PAD, PAD * 0.4)
title_label.size = Vector2(inner, float(TITLE_SIZE) * 1.3)
count_label.position = title_label.position
count_label.size = title_label.size
objective_label.position = Vector2(PAD, PAD * 0.4 + float(TITLE_SIZE) * 1.4)
objective_label.size = Vector2(inner,
maxf(size.y - objective_label.position.y - PAD - BAR_HEIGHT, 0.0))
# Open panels take the whole screen and this would sit on top of one. Same
# question IconButton._blocked_by_modal asks, for the same reason.
func _behind_a_panel() -> bool:
for menu in get_tree().get_nodes_in_group("modal_menus"):
if menu.is_visible_in_tree():
return true
return false
func _process(_delta: float) -> void:
var quest: Dictionary = GameState.active_quest()
var wanted: bool = not quest.is_empty() and not GameState.intro_active \
and not _behind_a_panel()
if not wanted:
if visible:
visible = false
return
var id: String = String(quest.id)
var now: Vector2i = GameState.quest_progress(quest)
if id == shown_id and now == progress and visible:
return
shown_id = id
progress = now
title_label.text = String(quest.get("title", ""))
objective_label.text = String(quest.get("objective", ""))
# A one-of-one goal is a yes/no, and "0 / 1" reads as a broken counter
# rather than as a task not started.
count_label.text = "%d / %d" % [progress.x, progress.y] if progress.y > 1 else ""
visible = true
queue_redraw()
func _frame() -> PackedVector2Array:
return PackedVector2Array([
Vector2(CUT, 0.0), Vector2(size.x, 0.0),
Vector2(size.x, size.y - CUT), Vector2(size.x - CUT, size.y),
Vector2(0.0, size.y), Vector2(0.0, CUT),
])
func _draw() -> void:
if not visible:
return
var frame: PackedVector2Array = _frame()
draw_colored_polygon(frame, Color(0.02, 0.07, 0.11, 0.66))
NeonDraw.draw_glowing_polygon(self, frame, Color(GLOW, 0.85), 0.75)
# A tick down the left edge, so the panel reads as clipped to the side of
# the screen rather than floating in the middle of it.
NeonDraw.draw_glowing_line(self, Vector2(PAD * 0.35, CUT + 4.0),
Vector2(PAD * 0.35, size.y - CUT - 4.0), Color(GLOW, 0.5), 0.6, 0.35)
# The bar along the bottom edge. Drawn for every goal, including the
# yes/no ones - it is the one thing on the panel that says "this is a
# task with a state" without needing to be read.
var track: Rect2 = Rect2(Vector2(PAD, size.y - PAD * 0.6 - BAR_HEIGHT),
Vector2(maxf(size.x - PAD * 2.0, 0.0), BAR_HEIGHT))
draw_rect(track, Color(GLOW, 0.16))
var filled: float = 0.0 if progress.y <= 0 \
else clampf(float(progress.x) / float(progress.y), 0.0, 1.0)
if filled <= 0.0:
return
var lit: Rect2 = Rect2(track.position, Vector2(track.size.x * filled, track.size.y))
draw_rect(lit, Color(DONE if filled >= 1.0 else GLOW, 0.85))

View file

@ -1 +0,0 @@
uid://bd1ahcuybcou1