#80 - desktop combat. The mouse aims, the left button fires, and the number keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin sticks are built for thumbs; on a desktop they mean dragging a virtual stick with a pointer that could simply BE the crosshair. The pointer path hands its heading to FireStickController rather than driving weapons itself, so exactly one thing in the scene aims a gun, and a held stick wins - a finger on it is a deliberate act, a mouse resting somewhere is not. Abilities gained fire_at(), which aims and fires in one call instead of pretending to be a press-drag-release touch. It is gated on the absence of a touchscreen, because Godot emulates a mouse button from every touch and without that a tap on a phone would fire the guns. The gate has an explicit override, and not for tidiness: headless reports a touchscreen, so with the automatic answer alone the aiming could never be exercised by a test and the only covered behaviour would be the guard. #81 - the bottom-left control hint is gone, from both scenes and from GameController. #82 - a chaser is destroyed by the impact when it reaches a vessel. It used to pass through the wreck untouched and line up another pass, which made a ramming enemy strictly better than any other. Data-driven per enemy (dies_on_contact), because a sniper that happens to drift into a ship has not spent itself doing it - and routed through take_damage, so it dies exactly as it dies to gunfire. The enemy is told about the impact BEFORE the ship resolves its own damage, since resolving it can free the ship. #83 - the research tree's buy button is gone; tapping a node twice buys it. Deliberately "the same node twice" rather than a timed double-tap: no window to miss on a slow phone, no accidental purchase while browsing, and the first tap always does something visible, so the second is never a blind commitment. The status line now says "Tap again to research" - with the button gone it is the only thing distinguishing an affordable node from an unaffordable one. test_enemy_collision asserted the exact behaviour #82 reversed, and now checks the ram costs both. Suite 117/117. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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19 changed files with 677 additions and 62 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=15 format=3]
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[gd_scene load_steps=16 format=3]
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[ext_resource type="Script" path="res://GameController.gd" id="1"]
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[ext_resource type="PackedScene" path="res://SurfaceBackground.tscn" id="3"]
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@ -7,6 +7,7 @@
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[ext_resource type="Script" path="res://IconButton.gd" id="6"]
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[ext_resource type="Script" path="res://TouchJoystick.gd" id="7"]
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[ext_resource type="Script" path="res://ResourceReadout.gd" id="9"]
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[ext_resource type="Script" path="res://MouseCombatController.gd" id="mouse_ctrl"]
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[ext_resource type="Script" path="res://FireStickController.gd" id="fire_ctrl"]
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[ext_resource type="Script" path="res://GasBombController.gd" id="14"]
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[ext_resource type="Script" path="res://LaserController.gd" id="16"]
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@ -29,6 +30,9 @@ script = ExtResource("14")
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[node name="FireStickController" type="Node2D" parent="."]
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script = ExtResource("fire_ctrl")
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[node name="MouseCombatController" type="Node2D" parent="."]
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script = ExtResource("mouse_ctrl")
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[node name="LaserController" type="Node2D" parent="."]
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script = ExtResource("16")
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@ -119,19 +123,6 @@ icon = 4
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glow_color = Color(0.06, 0.32, 0.5, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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[node name="KeyboardHintLabel" type="Label" parent="UI"]
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visible = false
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mouse_filter = 2
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 28
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offset_right = 360
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offset_top = -300
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offset_bottom = -120
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theme_override_font_sizes/font_size = 36
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autowrap_mode = 2
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text = "WASD / arrows move Q / E pivot wheel zoom"
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[node name="Joystick" type="Control" parent="UI"]
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mouse_filter = 2
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script = ExtResource("7")
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