spaceship/controllers/GameController.gd
Loïc Wisniewski 209169206b #108: the prologue - the convoy, the ambush, and the breach
Landed as one piece across #122, #123 and #124: the frame is useless without
a script, and the script has nowhere to run without the frame.

The director drives the REAL scene rather than being a scene of its own. It
wants the real fleet, the real enemies and the real asteroid field, and it
makes "then the game starts" cost nothing - the director stops steering,
clears the flag, and what is left running is the ordinary game.

The script is a list of beats, each with a deadline as well as its own
completion test, so a beat whose condition is never met - a player who
refuses to fly at the ambush - runs out rather than wedging the prologue.
skip() ends the whole thing at any point and lands in exactly the state
playing it through does, so the game has one way to start rather than two
that have to be kept in step. The test pins that equivalence.

"No action button available, only movements" is enforced where the buttons
are decided, not by the director reaching in: the ability controllers set
their own visibility every frame and would have put them straight back, and
the map button belongs to the map. The joystick, the pivot and the fader
stay.

The convoy is ten hulls where a new game's fleet is one, so it needs an
explicit fleet-size override - a plain number rather than a fake doctrine,
because nothing about the player's own progression should be bent to fit a
cutscene. It is carriers rather than transporters: transporters belong to
hubs and are not fleet-eligible, so a convoy of them would be silently
filtered down to its escorts.

The ambush is chasers and only chasers. "Easy enough" is the requirement,
and a sniper against a convoy the player cannot yet fight properly is
neither easy nor a good first impression.

The breach takes the wheel through one check in GameController, covering the
stick, the keyboard and the released-again path together - three separate
gates would be three chances for one of them to keep steering. The shake is
written to camera.offset, never to its position, because GameController owns
where the camera is and would smooth a shake away.

The vessel that survives is chosen as the interceptor rather than whichever
happened to be first in the list, and the prologue ends on exactly a new
game's opening position.

Also: PlanetAtmosphereController no longer spawns the opening fleet while
the prologue is arming, and the tests that are about what the GAME starts
from now say so by turning the prologue off.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 20:59:12 +02:00

385 lines
15 KiB
GDScript

extends Node2D
@export var min_zoom: float = 0.4
@export var max_zoom: float = 6.0
@export var camera_follow_speed: float = 5.0
# Distance (world units) below which the camera snaps exactly onto the fleet
# instead of continuing to lerp. Without this the exponential lerp only ever
# approaches the target asymptotically and NEVER arrives, so the camera keeps
# drifting by a fraction of a pixel every single frame - forever, even with
# the fleet completely stationary. That kept the background shaders' camera_pos
# uniform changing every frame, which made screen tearing permanently visible
# as horizontal bands of the background shifted sideways against each other.
# Same class of bug (and same fix) as the ship arrival oscillation.
@export var camera_snap_distance: float = 0.5
@export var debug_input_logging: bool = false
@onready var camera: Camera2D = $Camera2D
@onready var fleet: Node2D = $Fleet
# Optional: scenes without a joystick (none currently) still work.
@onready var joystick: TouchJoystick = get_node_or_null("UI/Joystick")
# The right-hand stick: aims and fires. Optional for the same reason as the
# movement stick - a scene without one still runs, with the guns silent.
@onready var fire_stick: TouchJoystick = get_node_or_null("UI/FireStick")
# Navigation section. Optional so a scene without it still works.
@onready var pivot_cw_button: IconButton = get_node_or_null("UI/PivotCWButton")
@onready var pivot_ccw_button: IconButton = get_node_or_null("UI/PivotCCWButton")
@onready var gas_bomb_controller: GasBombController = get_node_or_null("GasBombController")
# Untyped on purpose: LaserController resolves fine as a static type when a
# script IS the -s entry point, but the same class_name reference fails to
# parse ("Could not find type") when the script holding it is only reached
# indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd
# preview - for a class_name this new. Node + duck-typed calls sidesteps it.
@onready var laser_controller: Node = get_node_or_null("LaserController")
@onready var speed_fader: Node = get_node_or_null("UI/SpeedFader")
var touches: Dictionary = {}
var pinch_active: bool = false
var pinch_start_distance: float = 0.0
var pinch_start_zoom: float = 1.0
# Held pivot buttons turn the formation continuously at this rate; a quick
# tap that accumulates less than PIVOT_MIN_STEP is topped up to it on
# release, so tapping still produces a clear, visible nudge.
const PIVOT_SPEED: float = 1.6
const PIVOT_MIN_STEP: float = PI / 10.0
# #72: the tap top-up below used to fire in full on EVERY release, with no
# regard for how recently the last one landed - so tapping fast enough
# granted rotation far above PIVOT_SPEED's smooth rate, well beyond what
# holding the button can ever produce. Each of those artificially-frequent
# re-seats (Fleet.apply_formation()) forces every ship into a fresh
# max-speed catch-up dash toward its new slot with no time to settle
# between them, and since outer-wedge ships swing further per pivot than
# inner ones, spamming made them visibly diverge in speed ("desync") while
# each individual ship's own bounded max_speed made the fleet as a whole
# read as constantly at its speed ceiling ("build up speed"). This cooldown
# is exactly the time a genuine hold needs to reach PIVOT_MIN_STEP on its
# own, so tap-spam can't out-pace holding the button down.
const PIVOT_TAP_COOLDOWN: float = PIVOT_MIN_STEP / PIVOT_SPEED
var pivot_hold_amount: float = 0.0
# Tracked PER DIRECTION, not shared - a single quick correction (tap the
# other way right after an overshoot) is normal play, not the spam this
# cooldown targets, and Q/E each independently producing their own minimum
# step back-to-back is an existing, tested guarantee (test_keyboard_input.gd).
# Only repeatedly re-tapping the SAME direction needs to be capped.
var pivot_cw_tap_cooldown_left: float = 0.0
var pivot_ccw_tap_cooldown_left: float = 0.0
# Touch index currently holding each pivot button, or -1. These buttons are
# driven straight from raw touch events rather than through _gui_input,
# because Godot's Control GUI treats touch as a single emulated pointer and
# will not reliably deliver a SECOND simultaneous finger to another
# Control - which meant pivoting while steering with the joystick silently
# did nothing. The joystick already bypasses the GUI for the same reason.
var pivot_cw_touch: int = -1
var pivot_ccw_touch: int = -1
# --- keyboard and mouse ----------------------------------------------------
# The touch UI is the whole story on a phone. On a machine with a keyboard -
# which in practice means the web build - WASD or the arrow keys steer, Q/E
# pivot the formation, and the wheel zooms. Clicking the icon buttons already
# works without any code here, because the project emulates touch from the
# mouse (see project.godot), which is the same path the buttons already read.
#
# Keys are tracked from events rather than polled off the Input singleton so
# the whole thing is drivable from a headless test.
const KEY_DIRECTIONS: Dictionary = {
KEY_W: Vector2.UP, KEY_UP: Vector2.UP,
KEY_S: Vector2.DOWN, KEY_DOWN: Vector2.DOWN,
KEY_A: Vector2.LEFT, KEY_LEFT: Vector2.LEFT,
KEY_D: Vector2.RIGHT, KEY_RIGHT: Vector2.RIGHT,
}
const KEY_PIVOT_CW: int = KEY_E
const KEY_PIVOT_CCW: int = KEY_Q
const WHEEL_ZOOM_STEP: float = 1.12
var keys_down: Dictionary = {}
var keyboard_seen: bool = false
var keyboard_steering: bool = false
func _ready() -> void:
if joystick != null:
joystick.direction_changed.connect(_on_joystick_direction)
func _held_pivot_direction() -> float:
var dir: float = 0.0
if pivot_cw_button != null and pivot_cw_button.pressed_down:
dir += 1.0
if pivot_ccw_button != null and pivot_ccw_button.pressed_down:
dir -= 1.0
if keys_down.has(KEY_PIVOT_CW):
dir += 1.0
if keys_down.has(KEY_PIVOT_CCW):
dir -= 1.0
return clampf(dir, -1.0, 1.0)
func keyboard_direction() -> Vector2:
var dir: Vector2 = Vector2.ZERO
for key in KEY_DIRECTIONS:
if keys_down.has(key):
dir += KEY_DIRECTIONS[key]
return Vector2.ZERO if dir == Vector2.ZERO else dir.normalized()
func _handle_key(event: InputEventKey) -> void:
if event.echo:
return
if event.pressed:
keys_down[event.keycode] = true
_note_keyboard()
else:
keys_down.erase(event.keycode)
# A quick tap of a pivot key gets the same minimum step a tapped
# button does, rather than turning by a barely-visible sliver.
if event.keycode == KEY_PIVOT_CW:
_finish_pivot_tap(1.0)
elif event.keycode == KEY_PIVOT_CCW:
_finish_pivot_tap(-1.0)
# #85: on a computer the on-screen sticks and the pivot pair are dead weight -
# WASD steers, the mouse aims, Q/E pivot. They are taken away together, once,
# the first time the player uses a keyboard or a mouse.
#
# Two guards, both deliberate. A touch device that ALSO has a keyboard keeps
# everything, because a finger is still a way to play it. And a device wrongly
# reported as non-touch keeps its controls until the player has demonstrably
# used something else - so nobody is ever left with no way to steer or shoot.
func _note_keyboard() -> void:
if keyboard_seen:
return
keyboard_seen = true
if DisplayServer.is_touchscreen_available():
return
for control in [joystick, fire_stick, pivot_cw_button, pivot_ccw_button]:
if control != null:
control.visible = false
func _button_holds(button: IconButton, at_position: Vector2) -> bool:
return button != null and Rect2(button.global_position, button.size).has_point(at_position)
func _set_button_held(button: IconButton, held: bool) -> void:
if button == null or button.pressed_down == held:
return
button.pressed_down = held
button.queue_redraw()
# Returns true when a pivot button consumed the touch.
func _handle_pivot_touch(event: InputEventScreenTouch) -> bool:
if event.pressed:
if _button_holds(pivot_cw_button, event.position) and pivot_cw_touch == -1:
pivot_cw_touch = event.index
_set_button_held(pivot_cw_button, true)
return true
if _button_holds(pivot_ccw_button, event.position) and pivot_ccw_touch == -1:
pivot_ccw_touch = event.index
_set_button_held(pivot_ccw_button, true)
return true
return false
if event.index == pivot_cw_touch:
pivot_cw_touch = -1
_set_button_held(pivot_cw_button, false)
_finish_pivot_tap(1.0)
return true
if event.index == pivot_ccw_touch:
pivot_ccw_touch = -1
_set_button_held(pivot_ccw_button, false)
_finish_pivot_tap(-1.0)
return true
return false
func _update_pivot(delta: float) -> void:
var dir: float = _held_pivot_direction()
if dir == 0.0:
return
var amount: float = PIVOT_SPEED * delta * dir
pivot_hold_amount += absf(amount)
_pivot(amount)
func _finish_pivot_tap(direction: float) -> void:
# Fired on release. A press held long enough has already turned far
# enough on its own; a brief tap gets topped up to the minimum step -
# but only once THAT DIRECTION's own cooldown has cleared, so spamming
# one side can't grant rotation faster than holding the button would.
var cooldown_left: float = pivot_cw_tap_cooldown_left if direction > 0.0 else pivot_ccw_tap_cooldown_left
if pivot_hold_amount < PIVOT_MIN_STEP and cooldown_left <= 0.0:
_pivot((PIVOT_MIN_STEP - pivot_hold_amount) * direction)
if direction > 0.0:
pivot_cw_tap_cooldown_left = PIVOT_TAP_COOLDOWN
else:
pivot_ccw_tap_cooldown_left = PIVOT_TAP_COOLDOWN
pivot_hold_amount = 0.0
func _pivot(radians: float) -> void:
# Turns the formation and re-seats the ships already flying it, so the
# change is visible immediately rather than only on the next rebuild.
# apply_formation() writes the new offsets into Fleet.formation_offsets,
# which move_to()/move_in_direction() also read - so a pivot applied
# while the joystick is steering survives the next steering update
# instead of being overwritten by the old layout.
GameState.rotate_formation(radians)
fleet.apply_formation()
func _on_joystick_direction(direction: Vector2) -> void:
# Steering is re-issued every frame in _process while the stick is held,
# so this only needs to handle the release (stick back to centre).
if direction == Vector2.ZERO:
fleet.stop()
func _process(delta: float) -> void:
pivot_cw_tap_cooldown_left = maxf(pivot_cw_tap_cooldown_left - delta, 0.0)
pivot_ccw_tap_cooldown_left = maxf(pivot_ccw_tap_cooldown_left - delta, 0.0)
_update_pivot(delta)
# Keep the heading fresh while a control is held. Fleet advances its own
# anchor in _process, so this only needs to report the direction. The
# keyboard takes precedence, and releasing the keys has to stop the fleet
# itself - unlike the stick, there is no centred-again signal to hook.
# #124: the breach drives. One check here covers the stick, the keyboard
# and the released-again path together - three separate gates would be
# three chances for one of them to keep steering.
if GameState.intro_locks_movement:
keyboard_steering = false
else:
_apply_steering()
var target: Vector2 = fleet.get_centroid()
if camera.global_position.distance_to(target) <= camera_snap_distance:
# Snap and stop dead - see camera_snap_distance. Assigning the exact
# target means a settled fleet produces a bit-identical camera position
# frame after frame, so the background shaders stop re-rendering a
# shifted image and tearing has nothing to reveal.
camera.global_position = target
return
var t: float = clamp(camera_follow_speed * delta, 0.0, 1.0)
camera.global_position = camera.global_position.lerp(target, t)
func _apply_steering() -> void:
var keyed: Vector2 = keyboard_direction()
if keyed != Vector2.ZERO:
keyboard_steering = true
fleet.move_in_direction(keyed)
elif keyboard_steering:
keyboard_steering = false
fleet.stop()
elif joystick != null and joystick.direction != Vector2.ZERO:
fleet.move_in_direction(joystick.direction)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
_handle_touch(event)
elif event is InputEventScreenDrag:
_handle_drag(event)
elif event is InputEventMagnifyGesture:
_handle_magnify(event)
elif event is InputEventKey:
_handle_key(event)
elif event is InputEventMouseMotion:
_note_keyboard()
elif event is InputEventMouseButton and event.pressed:
_note_keyboard()
# Wheel zoom, the desktop equivalent of the pinch.
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
_set_zoom(camera.zoom.x * WHEEL_ZOOM_STEP)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
_set_zoom(camera.zoom.x / WHEEL_ZOOM_STEP)
func _handle_touch(event: InputEventScreenTouch) -> void:
# The joystick gets first refusal on every touch, and only claims ones
# that begin inside its own rect - so pinch-to-zoom still works anywhere
# else on screen.
if gas_bomb_controller != null and gas_bomb_controller.handle_touch(event):
return
if laser_controller != null and laser_controller.handle_touch(event):
return
if speed_fader != null and speed_fader.handle_touch(event):
return
if _handle_pivot_touch(event):
return
if joystick != null and joystick.visible and joystick.handle_touch(event):
return
# Order between the two sticks does not matter: each only claims touches
# that begin inside its own rect, and their rects do not overlap.
if fire_stick != null and fire_stick.visible and fire_stick.handle_touch(event):
return
if event.pressed:
touches[event.index] = event.position
if touches.size() == 2:
_start_pinch()
if debug_input_logging:
print("DEBUG touch pressed idx=%d pos=%s active_touches=%d" % [event.index, event.position, touches.size()])
else:
touches.erase(event.index)
if touches.size() < 2:
pinch_active = false
if debug_input_logging:
print("DEBUG touch released idx=%d active_touches=%d" % [event.index, touches.size()])
func _handle_drag(event: InputEventScreenDrag) -> void:
if gas_bomb_controller != null and gas_bomb_controller.handle_drag(event):
return
if laser_controller != null and laser_controller.handle_drag(event):
return
if speed_fader != null and speed_fader.handle_drag(event):
return
if joystick != null and joystick.visible and joystick.handle_drag(event):
return
if fire_stick != null and fire_stick.visible and fire_stick.handle_drag(event):
return
if not touches.has(event.index):
return
touches[event.index] = event.position
if pinch_active and touches.size() == 2 and pinch_start_distance > 0.0:
var positions: Array = touches.values()
var current_distance: float = positions[0].distance_to(positions[1])
# Spreading the fingers apart zooms IN. Camera2D.zoom is a
# magnification (larger = closer), so the ratio goes
# current/start, not start/current.
var new_zoom: float = pinch_start_zoom * (current_distance / max(pinch_start_distance, 1.0))
_set_zoom(new_zoom)
if debug_input_logging:
print("DEBUG pinch drag distance=%.1f zoom=%.3f" % [current_distance, camera.zoom.x])
func _handle_magnify(event: InputEventMagnifyGesture) -> void:
# Fallback path: some platforms (and desktop trackpads) report pinch as a
# single semantic gesture instead of two raw touch streams. factor > 1
# means the gesture is spreading outward, which zooms in - and since
# Camera2D.zoom is a magnification, that multiplies.
_set_zoom(camera.zoom.x * event.factor)
if debug_input_logging:
print("DEBUG magnify gesture factor=%.3f zoom=%.3f" % [event.factor, camera.zoom.x])
func _start_pinch() -> void:
pinch_active = true
var positions: Array = touches.values()
pinch_start_distance = positions[0].distance_to(positions[1])
pinch_start_zoom = camera.zoom.x
func _set_zoom(raw_zoom: float) -> void:
var z: float = clamp(raw_zoom, min_zoom, max_zoom)
camera.zoom = Vector2(z, z)