extends Area2D signal destroyed # Deliberately faster than Fleet.cruise_speed: the fleet as a whole travels # at the cruise rate, and this headroom is what lets an individual ship # close on its formation slot - so a pivot mid-flight resolves quickly # instead of the ship having no speed budget left over for it. @export var max_speed: float = 460.0 @export var acceleration: float = 450.0 @export var rotation_speed: float = 8.0 @export var arrive_radius: float = 6.0 @export var fire_range: float = 320.0 @export var fire_cooldown: float = 0.5 # How long to wait before looking for targets again after finding none. @export var idle_rescan_interval: float = 0.25 @export var projectile_damage: int = 1 # Neon colours, assigned by Fleet on spawn so a scene can tint its fleet. # The lunar surface is a bright grey, where the default near-white core all # but vanishes - PlanetSurface.tscn passes a dark core there. See NeonDraw. var glow_color: Color = Color(0.25, 0.85, 1.0) var core_color: Color = Color(1.0, 1.0, 1.0) var velocity: Vector2 = Vector2.ZERO # The fleet's own velocity, supplied by Fleet as CONTEXT rather than as a # facing command - the ship works out where to point from it. # # It is needed because `velocity` below is not the ship's true motion while # it is holding formation: the slot it chases sits inside arrive_radius, so # the ship snaps onto it and reports zero velocity even though it is being # carried along at cruise speed. Facing derived from `velocity` alone # therefore froze at whatever heading the ship last happened to travel. # Adding the two gives the ship's ACTUAL motion through the world, which is # the honest thing to point along in every case: it equals the fleet's # heading when station-keeping, the ship's own heading when manoeuvring # alone, and the true blend of both while strafing into a new slot. var fleet_velocity: Vector2 = Vector2.ZERO var move_target: Vector2 var fire_timer: float = 0.0 var projectile_scene: PackedScene = preload("res://Projectile.tscn") func _ready() -> void: move_target = position add_to_group("player_ships") area_entered.connect(_on_area_entered) queue_redraw() func set_move_target(world_pos: Vector2) -> void: move_target = world_pos func _physics_process(delta: float) -> void: var to_target: Vector2 = move_target - position var distance: float = to_target.length() if distance <= arrive_radius: # Snap and stop dead - prevents residual float-level jitter that # would otherwise keep nudging back and forth around the target. position = move_target velocity = Vector2.ZERO else: # Braking-distance formula: the fastest speed we can be going right # now and still be able to decelerate to 0 exactly at the target, # given our acceleration. Without this the ship approaches at full # speed, overshoots (stopping distance = max_speed^2 / (2*accel)), # and oscillates back and forth forever instead of settling. var braking_speed: float = sqrt(2.0 * acceleration * distance) var desired_speed: float = min(max_speed, braking_speed) var desired_velocity: Vector2 = to_target.normalized() * desired_speed velocity = velocity.move_toward(desired_velocity, acceleration * delta) position += velocity * delta # One owner, one rule: face the way this ship is actually travelling. var motion: Vector2 = velocity + fleet_velocity if motion.length() > 8.0: var target_angle: float = motion.angle() + PI / 2.0 rotation = lerp_angle(rotation, target_angle, rotation_speed * delta) _update_weapon(delta) func _update_weapon(delta: float) -> void: fire_timer -= delta if fire_timer > 0.0: return var target: Node2D = _find_nearest_enemy() if target == null: # Back off before scanning again. Without this, fire_timer stays at # or below zero and every ship queries the whole "enemies" group and # loops it on EVERY physics frame whenever nothing is in range - # which is most of the time. fire_timer = idle_rescan_interval return fire_timer = fire_cooldown var proj: Node2D = projectile_scene.instantiate() proj.position = position proj.damage = projectile_damage get_tree().root.add_child(proj) proj.launch(target.position - position) func _find_nearest_enemy() -> Node2D: var enemies: Array = get_tree().get_nodes_in_group("enemies") var nearest: Node2D = null var best_dist: float = fire_range for e in enemies: if not is_instance_valid(e): continue var d: float = position.distance_to(e.position) if d <= best_dist: best_dist = d nearest = e return nearest func _on_area_entered(area: Area2D) -> void: if area.is_in_group("enemies") or area.is_in_group("asteroids"): ShipExplosionVFX.spawn(get_tree().root, position) destroyed.emit() queue_free() func _draw() -> void: var nose: Vector2 = Vector2(0, -22) var left: Vector2 = Vector2(-14, 16) var right: Vector2 = Vector2(14, 16) var points: PackedVector2Array = PackedVector2Array([nose, left, right]) # Constant glow, drawn once. No pulse means nothing changes frame to # frame, so the ship never needs redrawing after _ready() - which also # removes four antialiased polyline rebuilds per ship per frame. NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0, core_color)