Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
47 lines
1.7 KiB
GDScript
47 lines
1.7 KiB
GDScript
class_name NeonPiece
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extends Node2D
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# One movable piece of neon art, rasterised ONCE and thereafter animated
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# only through node properties.
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#
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# Godot re-runs _draw() solely when a redraw is requested; changing
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# position/rotation/scale/modulate/visible reuses the cached geometry
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# instead. Since every NeonDraw call expands into four antialiased
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# polylines, redrawing a shape each frame just to move or fade it is the
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# expensive way to do the cheapest kind of animation. Ship.gd and
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# Asteroid.gd already work this way - this is the same idea packaged so a
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# building can be assembled out of independently movable parts.
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#
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# Geometry is defined in local space around the piece's own origin, so the
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# owner can move, spin, scale and fade it without touching the shape.
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var polygons: Array = []
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var lines: Array = []
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var glow_color: Color = Color.WHITE
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var core_color: Color = NeonDraw.DEFAULT_CORE
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var pulse: float = 1.0
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static func create(parent: Node, at: Vector2, colour: Color, alpha: float = 1.0) -> NeonPiece:
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var piece: NeonPiece = NeonPiece.new()
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piece.position = at
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piece.glow_color = colour
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piece.modulate.a = alpha
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parent.add_child(piece)
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return piece
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func add_polygon(points: PackedVector2Array, piece_pulse: float = 1.0) -> void:
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polygons.append({"points": points, "pulse": piece_pulse})
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func add_line(from: Vector2, to: Vector2, width: float, piece_pulse: float = 1.0) -> void:
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lines.append({"from": from, "to": to, "width": width, "pulse": piece_pulse})
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func _draw() -> void:
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for poly in polygons:
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NeonDraw.draw_glowing_polygon(self, poly.points, glow_color, poly.pulse * pulse, core_color)
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for line in lines:
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NeonDraw.draw_glowing_line(self, line.from, line.to, glow_color,
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line.pulse * pulse, line.width, core_color)
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