class_name LaserController extends "res://controllers/AimedFleetAbilityController.gd" const BEAM_COLOR := Color(0.3, 0.9, 1.0) const TARGET_COLOR := Color(0.6, 0.95, 1.0) const BEAM_HALF_WIDTH := 38.0 # The DRAWN beam is scaled from the hit width rather than tuned separately. # The two were independent numbers and had drifted apart: the beam struck # anything within 22 units of the line while its outer glow spanned about 11, # 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 # #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 func _button_path() -> NodePath: return "../UI/LaserButton" func _status_path() -> NodePath: return "../UI/LaserStatus" func _component_id() -> String: return "laser" func _ammo_resource() -> String: return GameState.RESOURCE_ENERGY func _ammo_cost() -> int: return ENERGY_PER_SHOT func _aim_padding() -> float: return BEAM_HALF_WIDTH func _has_effect_visuals() -> bool: return not beams.is_empty() func _aim_max_range() -> float: # Falls back to the VESSEL DEFINITION's own beam_range, not to a copy of # the number. This used to hardcode 950.0 in both branches, which silently # became a lie the moment the definition's range changed - the aim line # would have been drawn to a different distance than the beam actually # reaches, and only in the cases where the fallback fires. var ship: Node2D = _next_ready_ship() if ship != null: var component: Node = ship.get_component(_component_id()) if component != null: return component.beam_range return GameState.vessel_stat(GameState.VESSEL_LASER, "beam_range") func _calculate_aim_target(drag: Vector2, origin: Vector2) -> Vector2: # A beam always reaches full range; dragging chooses its direction only. var direction: Vector2 = drag.normalized() if drag.length() > 0.001 else Vector2.UP return origin + direction * _aim_max_range() func _consume_shot(component: Node) -> bool: return component.consume_shot() func _perform_shot(ship: Node2D, component: Node) -> void: var direction: Vector2 = aim_target - _aim_origin() 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: return _next_ready_ship() func _advance_effects(delta: float) -> void: for i in range(beams.size() - 1, -1, -1): var beam: Dictionary = beams[i] beam.time = maxf(float(beam.time) - delta, 0.0) if float(beam.time) <= 0.0: beams.remove_at(i) func _strike(from: Vector2, to: Vector2, direction: Vector2, damage: int) -> void: # 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 # both groups in one pass. Shooting a path clear through a field is a # perfectly good use of a laser, and the ore it leaves behind is the point. for enemy in get_tree().get_nodes_in_group("enemies") \ + get_tree().get_nodes_in_group("asteroids"): if not is_instance_valid(enemy) or not (enemy is Node2D): continue var to_enemy: Vector2 = enemy.global_position - from var along: float = to_enemy.dot(direction) if along < 0.0 or along > range_along: continue var perpendicular: float = (to_enemy - direction * along).length() if perpendicular <= BEAM_HALF_WIDTH: enemy.take_damage(damage) 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 # 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))