#90: give the laser an ignition instead of a blink

The shot was one flat line that appeared at full length and faded. Nothing
happened at the ship, nothing moved, and a hit looked exactly like a miss.

The blade now runs out of the hull over the first 30% of the flash on a
cubic ease-out, holds white-hot, then falls away, with a hum in its width,
a bright cap at the leading end, a flare at the emitter, and sparks off the
hull that fired it. MuzzleSparkVFX takes an optional colour so the laser
throws cyan where the ordinary gun (#87) keeps its gold.

The extra light is a white-hot rod down the middle at 42% of the width,
deliberately not a wider halo: the note at BEAM_WIDTH_SCALE records that the
drawn beam spans exactly what the beam hits, and a halo past that would put
the "it visibly missed" complaint back the other way round.

The damage is untouched - dealt in full, along the whole beam, on the frame
of the shot. A beam that had to arrive would change how the weapon plays,
which the ticket did not ask for, so the test pins it down: a target at the
far end of the range must be hit before the drawn blade has visibly reached
it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-22 23:29:55 +02:00
commit c8d4731232
4 changed files with 249 additions and 8 deletions

View file

@ -10,8 +10,29 @@ const BEAM_HALF_WIDTH := 38.0
# so it killed things it visibly missed. NeonDraw's widest layer is 18px at
# scale 1, so this makes the glow span exactly what the beam hits.
const BEAM_WIDTH_SCALE := BEAM_HALF_WIDTH * 2.0 / 18.0
const FLASH_DURATION := 0.22
# #90: the beam was one flat line that blinked on at full length and faded.
# It now IGNITES - it runs out of the ship over the first slice of its life,
# holds white-hot, and falls away - which is the sabre look the report asked
# for and also the only part of the shot the eye can follow.
#
# Long enough for the extension to read as movement rather than as a
# stutter, still short enough to be gone before the 4s cooldown is up.
const FLASH_DURATION := 0.34
# The fraction of that life spent extending. The rest holds and decays.
const IGNITE_FRACTION := 0.3
# The white-hot rod down the middle of the coloured glow. Drawn INSIDE the
# beam's own width, never wider: the drawn beam is deliberately the same
# span as the hit test (see BEAM_WIDTH_SCALE above), and a halo painted past
# that would put the "it visibly missed" complaint back the other way round.
const CORE_SCALE := 0.42
const CORE_COLOR := Color(0.85, 0.99, 1.0)
# The leading cap, and the flare left at the emitter. Both are radii, both
# stay within the beam's half width so nothing suggests a wider reach.
const TIP_RADIUS := BEAM_HALF_WIDTH * 0.55
const MUZZLE_RADIUS := BEAM_HALF_WIDTH * 0.8
const ENERGY_PER_SHOT: int = 8
# By path, not by class name - see the note at the top of MuzzleSparkVFX.
const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
var beams: Array = []
var last_hit_count: int = 0
@ -55,6 +76,11 @@ func _perform_shot(ship: Node2D, component: Node) -> void:
direction = direction.normalized() if direction.length() > 0.001 else Vector2.UP
var beam_to: Vector2 = ship.global_position + direction * component.beam_range
_strike(ship.global_position, beam_to, direction, int(component.damage))
# #90: something happens at the hull, not just out in space. The ordinary
# gun already does this (#87); the laser fired in complete silence at its
# own end, which is most of why a shot read as a line appearing rather
# than as a vessel firing.
MUZZLE_SPARK.spawn(get_tree().root, ship.global_position, direction, BEAM_COLOR)
func _next_ready_laser_ship() -> Node2D:
@ -70,7 +96,15 @@ func _advance_effects(delta: float) -> void:
func _strike(from: Vector2, to: Vector2, direction: Vector2, damage: int) -> void:
beams.append({"from": from, "to": to, "time": FLASH_DURATION})
# The damage below is dealt HERE, in full, along the whole beam, at the
# instant of the shot. The extension in _draw is the picture of that, not
# a travelling projectile - a beam that had to arrive would be a change
# to how the weapon plays, which #90 did not ask for.
beams.append({
"from": from, "to": to, "time": FLASH_DURATION,
# Per beam, so two lasers firing together do not flicker in lockstep.
"phase": randf() * TAU,
})
last_hit_count = 0
var range_along: float = from.distance_to(to)
# Asteroids share the enemies' take_damage() contract, so the beam sweeps
@ -90,12 +124,49 @@ func _strike(from: Vector2, to: Vector2, direction: Vector2, damage: int) -> voi
last_hit_count += 1
# How far along its length a beam is currently drawn. Cubic ease-out, so it
# leaves the ship fast and settles into full reach rather than crawling.
# Public because it is the whole of #90's "it comes out of the ship" and is
# worth asserting on directly.
func beam_extension(beam: Dictionary) -> float:
var progress: float = 1.0 - float(beam.time) / FLASH_DURATION
var out: float = clampf(progress / IGNITE_FRACTION, 0.0, 1.0)
return 1.0 - pow(1.0 - out, 3.0)
func beam_tip(beam: Dictionary) -> Vector2:
return Vector2(beam.from).lerp(Vector2(beam.to), beam_extension(beam))
func _draw() -> void:
if aiming:
NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target,
TARGET_COLOR, 0.7, 0.6)
for beam in beams:
var progress: float = 1.0 - float(beam.time) / FLASH_DURATION
var alpha: float = 1.0 - progress
NeonDraw.draw_glowing_line(self, beam.from, beam.to,
BEAM_COLOR, alpha, BEAM_WIDTH_SCALE * (1.0 - progress * 0.45))
# Full brightness while it extends, then away. Squared so it holds
# its light and drops at the end, instead of dimming from the first
# frame the way a plain linear fade did.
var decay: float = clampf((progress - IGNITE_FRACTION) / (1.0 - IGNITE_FRACTION), 0.0, 1.0)
var alpha: float = 1.0 - decay * decay
# A live blade hums. Small enough to be texture rather than a blink.
var flicker: float = 1.0 + 0.09 * sin(float(beam.time) * 70.0 + float(beam.phase))
var tip: Vector2 = beam_tip(beam)
var from: Vector2 = beam.from
NeonDraw.draw_glowing_line(self, from, tip, BEAM_COLOR, alpha,
BEAM_WIDTH_SCALE * flicker * (1.0 - decay * 0.45))
# The white-hot rod, over the same span at a fraction of the width.
# This is where the extra light comes from: brighter through the
# middle, not broader across.
NeonDraw.draw_glowing_line(self, from, tip, CORE_COLOR, alpha,
BEAM_WIDTH_SCALE * CORE_SCALE * flicker)
# The leading cap, brightest while the blade is still running out.
var cap: float = TIP_RADIUS * (0.7 + 0.3 * (1.0 - decay)) * flicker
NeonDraw.draw_glowing_circle(self, tip, cap, CORE_COLOR, alpha)
# And the flare left at the emitter, which fades faster than the
# beam so the hull does not keep glowing after the shot is over.
var muzzle: float = MUZZLE_RADIUS * (1.0 - progress)
if muzzle > 1.0:
NeonDraw.draw_glowing_circle(self, from, muzzle, CORE_COLOR,
alpha * (1.0 - progress))

View file

@ -0,0 +1,163 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_laser_animation.gd
# Forgejo #90: the laser shot was one flat line that blinked on at full
# length and faded out. Nothing happened at the ship, nothing moved, and the
# only thing separating a hit from a miss was how long the line lingered.
#
# It now ignites: the blade runs out of the hull over the first slice of the
# flash, holds white-hot, and falls away, with sparks thrown off the hull
# that fired it.
#
# An animation cannot be eyeballed from a headless test, so this asserts the
# things that MAKE it one, and - more importantly - that none of it reached
# the gameplay underneath:
# A. the beam extends: early in the flash it is drawn well short of its
# full length, and by the end of the ignition it has arrived
# B. the extension only ever moves outward, never back down the blade
# C. the flash outlives the frame it was fired on, and clears itself
# D. the DAMAGE is still instant, at full range, on the frame of the shot -
# the picture extends, the weapon does not. A target at the far end
# must be hit before the drawn beam has visibly got there
# E. the hull throws sparks, in the beam's own colour rather than the
# ordinary gun's gold
var game_state: Node
var main: Node
var fleet: Node
var laser: Node
var far_enemy: Node
var far_health: int = 0
var extensions: Array = []
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.stored_vessels.clear()
game_state.reset_progression()
game_state.vessel_levels["unlock_laser"] = 1
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
laser = main.get_node("LaserController")
func _sparks() -> Array:
var found: Array = []
for node in root.get_children():
if node.get_script() != null \
and String(node.get_script().resource_path).ends_with("MuzzleSparkVFX.gd"):
found.append(node)
return found
func _spawn_enemy(at: Vector2) -> Node:
var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
enemy.position = at
main.add_child(enemy)
# Still, so where it was hit is where it was put.
enemy.speed = 0.0
return enemy
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
for spark in _sparks():
spark.queue_free()
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_LASER]))
laser._process(0.0)
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.1:
return false
var shooter: Node2D = laser._next_ready_laser_ship()
if shooter == null:
return _fail("no laser ship was ready to fire")
# D. The target sits at the very end of the beam's reach, in the
# direction it will be fired. If the shot only damaged what the
# drawn blade had swept, this would survive the frame.
var reach: float = shooter.get_component("laser").beam_range
far_enemy = _spawn_enemy(shooter.global_position + Vector2(reach - 40.0, 0.0))
far_health = far_enemy.hp
laser.fire_at(shooter.global_position + Vector2(reach, 0.0))
if laser.beams.is_empty():
return _fail("firing produced no beam at all")
if laser.last_hit_count < 1:
return _fail("the target at the far end of the beam was not hit on the frame of the shot")
# It may have died outright, which is still a hit; if it lived it
# must have lost hit points.
if is_instance_valid(far_enemy) and far_enemy.hp >= far_health:
return _fail("the far target survived the shot untouched")
print("full-range target hit on the firing frame: %d hp -> %s" % [
far_health,
str(far_enemy.hp) if is_instance_valid(far_enemy) else "destroyed",
])
# A. and the picture has NOT got there yet on that same frame.
var first: float = laser.beam_extension(laser.beams[0])
if first >= 0.5:
return _fail("the beam was already %.0f%% extended on the frame it was fired" \
% [first * 100.0])
extensions.append(first)
# E. sparks off the hull, in the beam's colour.
var sparks: Array = _sparks()
if sparks.is_empty():
return _fail("firing threw no sparks off the hull")
if sparks[0].color != laser.BEAM_COLOR:
return _fail("the muzzle sparks are %s, not the beam's own %s" \
% [sparks[0].color, laser.BEAM_COLOR])
print("hull sparks in the beam's colour: %s" % sparks[0].color)
stage = 2
elapsed = 0.0
return false
2:
# B/C. Sample the extension across the ignition.
if laser.beams.is_empty():
if extensions.size() < 3:
return _fail("the flash was over after only %d frames - nothing to animate" \
% extensions.size())
if extensions[extensions.size() - 1] < 0.999:
return _fail("the beam never reached its full length (stopped at %.2f)" \
% extensions[extensions.size() - 1])
print("beam extended over %d frames: %.2f -> %.2f, monotonically" % [
extensions.size(), extensions[0], extensions[extensions.size() - 1]])
print("TEST_LASER_ANIMATION: PASS")
quit(0)
return true
var now: float = laser.beam_extension(laser.beams[0])
if now < extensions[extensions.size() - 1] - 0.001:
return _fail("the beam retracted: %.3f after %.3f" \
% [now, extensions[extensions.size() - 1]])
extensions.append(now)
if elapsed > 3.0:
return _fail("the beam flash never cleared")
return false
return false
func _fail(message: String) -> bool:
print("TEST_LASER_ANIMATION: FAIL (%s)" % message)
quit(1)
return true

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@ -0,0 +1 @@
uid://6v17x47nyfya

View file

@ -23,15 +23,21 @@ const LENGTH: float = 9.0
const COLOR: Color = Color(1.0, 0.88, 0.42)
var age: float = 0.0
var color: Color = COLOR
var sparks: Array = []
static func spawn(parent: Node, world_position: Vector2, direction: Vector2) -> void:
# The colour is optional and defaults to the gun's own: #90 wanted the laser
# to do something at the hull too, and a cyan weapon throwing gold sparks
# would read as a different weapon firing from the same ship.
static func spawn(parent: Node, world_position: Vector2, direction: Vector2,
spark_color: Color = COLOR) -> void:
if direction.length() < 0.001:
return
var vfx: Node2D = (load(SELF_PATH) as GDScript).new()
vfx.position = world_position
vfx.rotation = direction.angle()
vfx.color = spark_color
parent.add_child(vfx)
@ -63,5 +69,5 @@ func _draw() -> void:
var heading: Vector2 = Vector2.RIGHT.rotated(float(spark.angle))
var start: Vector2 = heading * float(spark.speed) * age
var end: Vector2 = start + heading * float(spark.length)
NeonDraw.draw_glowing_line(self, start, end, COLOR, fade, 0.35,
COLOR.darkened(0.7))
NeonDraw.draw_glowing_line(self, start, end, color, fade, 0.35,
color.darkened(0.7))