#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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@ -30,6 +30,18 @@ const LOCKED_PULSE: float = 0.5
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@export var node_radius: float = 46.0
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@export var row_spacing: float = 250.0
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# #83: a second tap on the node already selected buys it. The separate buy
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# button is gone - it sat at the bottom of the panel, a long way from the node
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# being chosen, and meant every purchase was look-down-tap-look-up. Tapping
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# the thing you want is the shorter sentence.
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#
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# Deliberately "tap the SAME node twice" rather than a timed double-tap: no
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# window to miss on a slow phone, no accidental purchase from a fast
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# double-tap while browsing, and the first tap always does something visible
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# (it selects, and the panel fills in with the cost and what it unlocks) so
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# the second one is never a blind commitment.
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signal node_confirmed(id: String)
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var selected_id: String = ""
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var scroll_y: float = 0.0
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var _dragging: bool = false
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@ -90,9 +102,12 @@ func handle_touch(event: InputEventScreenTouch) -> bool:
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var local: Vector2 = event.position - global_position
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for node in GameState.SKILL_TREE:
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if local.distance_to(node_screen_pos(node)) <= node_radius * 1.25:
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var confirming: bool = selected_id == node.id
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selected_id = node.id
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queue_redraw()
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node_picked.emit(node.id)
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if confirming:
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node_confirmed.emit(node.id)
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return true
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return false
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