#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

@ -15,7 +15,7 @@ extends SceneTree
# materialise in plain sight several hundred pixels away. # materialise in plain sight several hundred pixels away.
# #
# Verifies: # Verifies:
# 1. _safe_position never returns a point inside the keep-out area, for # 1. safe_position never returns a point inside the keep-out area, for
# candidates all around it and including its exact centre. Checked # candidates all around it and including its exact centre. Checked
# directly rather than by looking at where asteroids happened to land: # directly rather than by looking at where asteroids happened to land:
# with ~54 asteroids over 25 chunks, any single run only rarely # with ~54 asteroids over 25 chunks, any single run only rarely
@ -60,7 +60,7 @@ func _process(delta: float) -> bool:
var centre: Vector2 = fleet.get_centroid() var centre: Vector2 = fleet.get_centroid()
var safe: float = field.safe_spawn_radius var safe: float = field.safe_spawn_radius
var keep_out: Rect2 = field._keep_out_rect(centre) var keep_out: Rect2 = field.keep_out_rect(centre)
# --- 3. the keep-out area is the screen, not the old bubble --- # --- 3. the keep-out area is the screen, not the old bubble ---
var on_screen: Rect2 = ViewUtils.get_visible_world_rect(field) var on_screen: Rect2 = ViewUtils.get_visible_world_rect(field)
@ -89,11 +89,11 @@ func _process(delta: float) -> bool:
var candidate: Vector2 = keep_out.get_center() + dir * d var candidate: Vector2 = keep_out.get_center() + dir * d
if not keep_out.has_point(candidate): if not keep_out.has_point(candidate):
continue continue
if keep_out.has_point(field._safe_position(candidate, keep_out)): if keep_out.has_point(field.safe_position(candidate, keep_out)):
let_one_through = true let_one_through = true
# Candidates already outside must be returned untouched. # Candidates already outside must be returned untouched.
var outside: Vector2 = keep_out.get_center() + dir * (reach * 3.0) var outside: Vector2 = keep_out.get_center() + dir * (reach * 3.0)
if field._safe_position(outside, keep_out).distance_to(outside) > 0.001: if field.safe_position(outside, keep_out).distance_to(outside) > 0.001:
moved_an_outside_one = true moved_an_outside_one = true
if let_one_through: if let_one_through:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (the guard left a spawn inside the visible area)") print("TEST_ASTEROID_SAFE_SPAWN: FAIL (the guard left a spawn inside the visible area)")

View file

@ -32,6 +32,7 @@ extends SceneTree
# P. #128 - the prologue opens STOPPED behind its first line, and # P. #128 - the prologue opens STOPPED behind its first line, and
# acknowledging it is what starts the world # acknowledging it is what starts the world
# Q. #133 - the handover runs straight into the first quest # Q. #133 - the handover runs straight into the first quest
# R. #139 - no belt rock is laid down inside the visible screen
var game_state: Node var game_state: Node
var scene: Node var scene: Node
@ -276,6 +277,26 @@ func _process(delta: float) -> bool:
% [ahead, standing.size()]) % [ahead, standing.size()])
print("belt: %d rocks, %d of them across the lane ahead" % [standing.size(), ahead]) print("belt: %d rocks, %d of them across the lane ahead" % [standing.size(), ahead])
# --- R. #139: and none of it appears on screen ------------
# The belt used to be laid out with its own arithmetic, which put
# its near edge within a screen of the fleet - so rocks popped
# into existence in view. It goes through the asteroid field's
# own keep-out now, the same one #126 gave the rest of the game.
var field: Node2D = scene.get_node("AsteroidField")
var keep_out: Rect2 = field.keep_out_rect(fleet.get_centroid())
var visible_rect: Rect2 = ViewUtils.get_visible_world_rect(field)
if visible_rect.size.x > 1.0 and not keep_out.encloses(visible_rect):
return _fail("the belt's keep-out %s does not cover the screen %s" \
% [keep_out, visible_rect])
var nearest: float = 1.0e9
for rock in standing:
if keep_out.has_point(rock.global_position):
return _fail("a belt rock was laid down at %s, inside the view %s" \
% [rock.global_position, keep_out])
nearest = minf(nearest, absf(rock.global_position.y - fleet.get_centroid().y))
print("no belt rock inside the keep-out %.0fx%.0f; nearest is %.0f ahead" \
% [keep_out.size.x, keep_out.size.y, nearest])
# --- G. the breach takes the wheel ---------------------- # --- G. the breach takes the wheel ----------------------
director._begin(director.Beat.BREACH) director._begin(director.Beat.BREACH)
if not game_state.intro_locks_movement: if not game_state.intro_locks_movement:

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

View file

@ -77,12 +77,16 @@ func _chebyshev_chunk_distance(a: Vector2i, b: Vector2i) -> int:
# The area a new asteroid must stay out of: whatever is on screen, or the # The area a new asteroid must stay out of: whatever is on screen, or the
# fallback bubble around the fleet when there is no screen to measure. # fallback bubble around the fleet when there is no screen to measure.
# #
# Public since #139: the prologue lays its own debris belt (IntroDirector)
# with its own arithmetic and had the same bug this fixed - rocks appearing
# inside the view. One rule, in one place, borrowed rather than restated.
#
# Chunks are populated around wherever the fleet happens to be, including the # Chunks are populated around wherever the fleet happens to be, including the
# chunk it is standing in, so without this a rock could appear directly on a # chunk it is standing in, so without this a rock could appear directly on a
# ship - worst on the frame a scene loads, where arriving back from a planet # ship - worst on the frame a scene loads, where arriving back from a planet
# could cost a vessel instantly. #126 widens that from "not on the fleet" to # could cost a vessel instantly. #126 widens that from "not on the fleet" to
# "not in view", which is the same rule the player actually notices. # "not in view", which is the same rule the player actually notices.
func _keep_out_rect(centre: Vector2) -> Rect2: func keep_out_rect(centre: Vector2) -> Rect2:
var fallback := Rect2(centre - Vector2(safe_spawn_radius, safe_spawn_radius), var fallback := Rect2(centre - Vector2(safe_spawn_radius, safe_spawn_radius),
Vector2(safe_spawn_radius, safe_spawn_radius) * 2.0) Vector2(safe_spawn_radius, safe_spawn_radius) * 2.0)
if get_viewport() == null: if get_viewport() == null:
@ -96,7 +100,7 @@ func _keep_out_rect(centre: Vector2) -> Rect2:
return visible_rect.merge(fallback) return visible_rect.merge(fallback)
func _safe_position(candidate: Vector2, keep_out: Rect2) -> Vector2: func safe_position(candidate: Vector2, keep_out: Rect2) -> Vector2:
if not keep_out.has_point(candidate): if not keep_out.has_point(candidate):
return candidate return candidate
# Pushed out through the nearest edge rather than dropped, so the field # Pushed out through the nearest edge rather than dropped, so the field
@ -123,12 +127,12 @@ func _spawn_chunk_asteroids(chunk: Vector2i) -> void:
# Measured once per chunk rather than per asteroid: it cannot change # Measured once per chunk rather than per asteroid: it cannot change
# between two rocks placed in the same frame, and it is a viewport # between two rocks placed in the same frame, and it is a viewport
# transform rather than a field read. # transform rather than a field read.
var keep_out: Rect2 = _keep_out_rect(fleet.get_centroid()) var keep_out: Rect2 = keep_out_rect(fleet.get_centroid())
for i in range(asteroids_per_chunk): for i in range(asteroids_per_chunk):
var local_pos: Vector2 = Vector2(randf() * WorldGen.CHUNK_SIZE, randf() * WorldGen.CHUNK_SIZE) var local_pos: Vector2 = Vector2(randf() * WorldGen.CHUNK_SIZE, randf() * WorldGen.CHUNK_SIZE)
var asteroid: Node2D = asteroid_scene.instantiate() var asteroid: Node2D = asteroid_scene.instantiate()
asteroid.position = _safe_position(origin + local_pos, keep_out) asteroid.position = safe_position(origin + local_pos, keep_out)
var angle: float = randf() * TAU var angle: float = randf() * TAU
var speed: float = randf_range(min_speed, max_speed) var speed: float = randf_range(min_speed, max_speed)
asteroid.velocity = Vector2(cos(angle), sin(angle)) * speed asteroid.velocity = Vector2(cos(angle), sin(angle)) * speed

View file

@ -59,7 +59,12 @@ const AMBUSH_AHEAD: float = 1100.0
# #125: the run was over in about four seconds at cruise. Far enough now # #125: the run was over in about four seconds at cruise. Far enough now
# that the convoy is genuinely under way before anything interrupts it. # that the convoy is genuinely under way before anything interrupts it.
const RUN_DISTANCE: float = 3400.0 const RUN_DISTANCE: float = 3400.0
const BELT_AHEAD: float = 2200.0 # #139: far enough that the near edge of the belt is well past the screen
# even before the keep-out below trims it. The two together, rather than
# either alone: the distance keeps the belt looking laid out ahead rather
# than pinned to the screen edge, and the keep-out is what actually
# guarantees nothing appears in view at any aspect ratio or zoom.
const BELT_AHEAD: float = 2900.0
const BELT_ROCKS: int = 90 const BELT_ROCKS: int = 90
const BELT_HALF_WIDTH: float = 2600.0 const BELT_HALF_WIDTH: float = 2600.0
const BELT_DEPTH: float = 1400.0 const BELT_DEPTH: float = 1400.0
@ -422,12 +427,22 @@ func _spawn_belt() -> void:
rock.queue_free() rock.queue_free()
rocks.clear() rocks.clear()
belt_at = fleet.get_centroid() + Vector2(0.0, -BELT_AHEAD) belt_at = fleet.get_centroid() + Vector2(0.0, -BELT_AHEAD)
# #139: rocks were popping into existence on screen. The belt is spread
# BELT_DEPTH either side of its centre, so its near edge reached back to
# within a screen of the fleet - and at a wider aspect than the one it
# was eyeballed on, into the view outright.
#
# The rule is the asteroid field's own (#126), borrowed rather than
# restated here: anything that lands in view is pushed out through the
# nearest edge, so the belt keeps its density instead of thinning where
# the player is looking.
var keep_out: Rect2 = asteroid_field.keep_out_rect(fleet.get_centroid())
var scene: PackedScene = load("res://world/Asteroid.tscn") var scene: PackedScene = load("res://world/Asteroid.tscn")
for i in range(BELT_ROCKS): for i in range(BELT_ROCKS):
var rock: Node2D = scene.instantiate() var rock: Node2D = scene.instantiate()
rock.position = belt_at + Vector2( rock.position = asteroid_field.safe_position(belt_at + Vector2(
randf_range(-BELT_HALF_WIDTH, BELT_HALF_WIDTH), randf_range(-BELT_HALF_WIDTH, BELT_HALF_WIDTH),
randf_range(-BELT_DEPTH, BELT_DEPTH)) randf_range(-BELT_DEPTH, BELT_DEPTH)), keep_out)
get_parent().add_child(rock) get_parent().add_child(rock)
rocks.append(rock) rocks.append(rock)