Two separate faults, both reported on the same ticket. The menu was inert under a mouse. Input reaches the tree as raw events through BuildController._unhandled_input, because a Control that consumes them through the GUI system swallows the drag, and the tree only ever read touch events. That was invisible while the project set emulate_touch_from_mouse and every click arrived as a synthetic touch; with that setting gone, nothing selects and nothing scrolls, and there is no other way to research anything on a desktop. The press and the pan are now the behaviour, with touch and mouse as two ways in to them. Motion pans only while the button is held - a hovering pointer must not drag the tree out from under the reader - and the wheel scrolls, which is the first thing a desktop player reaches for. The panel also still had the buy button's hole in it. That button went away in #83 and nothing moved down into the space, leaving ~180px of dead panel below the readout while the tree above it stayed cramped. The readout moves down 154px and the canvas takes the height: 1190px to 1344px. The test drives clicks through BuildController rather than into the view, since the missing piece was the routing - calling the view directly would have passed against the bug as reported. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
211 lines
8.2 KiB
GDScript
211 lines
8.2 KiB
GDScript
extends Control
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# The mothership's research tree, drawn in the game's own neon style rather
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# than with Godot UI widgets, for the same reason everything else here is
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# hand-drawn: a themed Button would look nothing like the rest of the game.
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#
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# Nodes are laid out from the normalised `pos` in GameState.SKILL_TREE, so
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# the tree's shape is data next to the upgrades themselves instead of being
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# duplicated here.
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#
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# Input arrives through BuildController._unhandled_input, NOT _gui_input -
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# a Control that consumes touches through the GUI system swallows them
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# before the menu can act on them, which is the bug that made the formation
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# editor's drag silently do nothing. Everything in this menu must stay
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# mouse_filter = IGNORE.
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#
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# #93: a mouse is a first-class way to drive this menu, not something
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# emulation turns into touches. The project used to set
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# emulate_touch_from_mouse, which made every click arrive here as an
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# InputEventScreenTouch for free; with that off, a menu that only reads
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# touch events is simply dead under a mouse - which is what the report was.
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# So the press and the pan are the behaviour, and touch and mouse are two
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# ways in to them.
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signal node_picked(id: String)
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const LOCKED_COLOR: Color = Color(0.36, 0.39, 0.5)
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const READY_COLOR: Color = Color(0.55, 0.6, 1.0)
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const DONE_COLOR: Color = Color(0.45, 0.9, 0.55)
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const SELECTED_RING: Color = Color(1.0, 0.85, 0.4)
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# A locked node needs a dark core as well as a dim glow. NeonDraw tops every
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# shape with a near-white core stroke, which at this size dominates the glow
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# entirely - so a "dim" colour alone still came out the brightest thing on
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# screen, making unreachable nodes look like the highlighted ones.
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const LOCKED_CORE: Color = Color(0.17, 0.19, 0.26)
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const LOCKED_PULSE: float = 0.5
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@export var node_radius: float = 46.0
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@export var row_spacing: float = 250.0
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# One wheel notch: about a third of the default row spacing, so a notch is a
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# clear step without skipping a whole depth of the tree.
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const WHEEL_STEP: float = 90.0
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# #83: a second tap on the node already selected buys it. The separate buy
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# button is gone - it sat at the bottom of the panel, a long way from the node
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# being chosen, and meant every purchase was look-down-tap-look-up. Tapping
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# the thing you want is the shorter sentence.
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#
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# Deliberately "tap the SAME node twice" rather than a timed double-tap: no
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# window to miss on a slow phone, no accidental purchase from a fast
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# double-tap while browsing, and the first tap always does something visible
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# (it selects, and the panel fills in with the cost and what it unlocks) so
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# the second one is never a blind commitment.
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signal node_confirmed(id: String)
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var selected_id: String = ""
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var scroll_y: float = 0.0
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var _dragging: bool = false
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func _content_height() -> float:
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# The canvas deliberately exceeds the viewport. Four depths at this
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# spacing leave clear breathing room around 92px-wide nodes and make each
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# research branch read as a route rising away from Shipyards.
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return maxf(size.y, GameState.max_skill_depth() * row_spacing + node_radius * 3.0)
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func _max_scroll() -> float:
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return maxf(0.0, _content_height() - size.y)
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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call_deferred("reset_scroll")
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func reset_scroll() -> void:
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# Start at Shipyards, the base of the tree, whenever the menu opens.
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# The player then swipes up to travel along the branches.
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scroll_y = _max_scroll()
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queue_redraw()
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func node_screen_pos(node: Dictionary) -> Vector2:
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# Every dependency depth gets its own widely-spaced horizontal row. The
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# x lane is stable within a branch (set beside SKILL_TREE), so Logistics,
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# Freight and Freight Yards rise vertically instead of zig-zagging across
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# the display. scroll_y exposes the part of this tall canvas in view.
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var margin: float = node_radius * 1.4
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return Vector2(
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lerpf(margin, size.x - margin, float(node.x)),
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_content_height() - margin - float(GameState.skill_depth(node.id)) * row_spacing - scroll_y
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)
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func _state_color(node: Dictionary) -> Color:
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if GameState.is_unlocked(node.id):
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return DONE_COLOR
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if GameState.prerequisite_met(node.id):
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return READY_COLOR
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return LOCKED_COLOR
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# Returns true when the press landed on a node, so the caller knows the
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# touch was consumed.
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func handle_touch(event: InputEventScreenTouch) -> bool:
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return handle_press(event.pressed, event.position)
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func handle_drag(event: InputEventScreenDrag) -> bool:
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return handle_pan(event.relative)
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# A left click is the same gesture as a tap. Other buttons are left alone so
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# they stay available for whatever else wants them.
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func handle_mouse_button(event: InputEventMouseButton) -> bool:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
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return handle_pan(Vector2(0.0, WHEEL_STEP))
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
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return handle_pan(Vector2(0.0, -WHEEL_STEP))
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if event.button_index != MOUSE_BUTTON_LEFT:
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return false
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return handle_press(event.pressed, event.position)
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# Only while the button is held. A touch drag cannot arrive without a finger
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# on the glass, but the mouse moves across the menu the whole time it is
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# open, and panning the tree under a hovering pointer would make the menu
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# impossible to read.
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func handle_mouse_motion(event: InputEventMouseMotion) -> bool:
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if not _dragging:
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return false
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return handle_pan(event.relative)
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func handle_press(pressed: bool, at: Vector2) -> bool:
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if not visible:
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return false
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if not pressed:
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_dragging = false
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return true
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_dragging = true
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var local: Vector2 = at - global_position
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for node in GameState.SKILL_TREE:
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if local.distance_to(node_screen_pos(node)) <= node_radius * 1.25:
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var confirming: bool = selected_id == node.id
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selected_id = node.id
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queue_redraw()
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node_picked.emit(node.id)
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if confirming:
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node_confirmed.emit(node.id)
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return true
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return false
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func handle_pan(relative: Vector2) -> bool:
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if not visible:
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return false
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# Dragging a finger upward reveals higher research; dragging downward
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# returns to the root. Clamp hard so the canvas never leaves an empty gap.
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scroll_y = clampf(scroll_y - relative.y, 0.0, _max_scroll())
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queue_redraw()
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return true
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func _draw() -> void:
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# Links first, so nodes sit on top of them.
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for node in GameState.SKILL_TREE:
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if node.requires == "":
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continue
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var parent: Dictionary = GameState.skill_node(node.requires)
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if parent.is_empty():
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continue
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var from: Vector2 = node_screen_pos(parent)
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var to: Vector2 = node_screen_pos(node)
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# A link reads as "live" only once the step it leads to is actually
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# reachable, so the eye follows the researched path outwards.
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var lit: bool = GameState.is_unlocked(node.id)
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var reachable: bool = GameState.prerequisite_met(node.id)
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var link_color: Color = DONE_COLOR if lit else (READY_COLOR if reachable else LOCKED_COLOR)
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var trim: Vector2 = (to - from).normalized() * node_radius
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NeonDraw.draw_glowing_line(self, from + trim, to - trim, link_color,
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1.0 if reachable else LOCKED_PULSE, 0.4,
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NeonDraw.DEFAULT_CORE if reachable else LOCKED_CORE)
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for node in GameState.SKILL_TREE:
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var centre: Vector2 = node_screen_pos(node)
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var colour: Color = _state_color(node)
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var reach: bool = GameState.prerequisite_met(node.id)
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var pulse: float = 1.0 if reach else LOCKED_PULSE
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var core_stroke: Color = NeonDraw.DEFAULT_CORE if reach else LOCKED_CORE
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var hexagon: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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hexagon.append(centre + Vector2(cos(a), sin(a)) * node_radius)
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NeonDraw.draw_glowing_polygon(self, hexagon, colour, pulse, core_stroke)
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# Researched nodes get a filled-in core; the rest stay hollow.
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if GameState.is_unlocked(node.id):
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var core: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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core.append(centre + Vector2(cos(a), sin(a)) * node_radius * 0.42)
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NeonDraw.draw_glowing_polygon(self, core, colour, 1.0)
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if node.id == selected_id:
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var ring: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU
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ring.append(centre + Vector2(cos(a), sin(a)) * node_radius * 1.32)
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NeonDraw.draw_glowing_polygon(self, ring, SELECTED_RING, 0.9)
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