GasVentField called queue_redraw() every frame and its _draw rebuilt six vents of seven glowing polygons each - 168 antialiased polylines re-tessellated per frame, since every NeonDraw call expands into four. Measured first: 40 rasterisations over 30 frames, costing 6.6ms against a 32.4ms floor. For scale, the black hole's cached disc costs 0.1ms. Both halves are pieces now. The sources never move, never recolour and never fade, so they are rasterised once. The rising bubbles genuinely change size and opacity, but size is scale and opacity is modulate - neither needs the geometry rebuilding. 40 rasterisations over 30 frames became 0. Two things worth recording. The static extraction alone measured NOTHING - 7.1ms against 6.6ms, inside the noise. softpipe is a CPU rasteriser: it prices FILL, and cached geometry fills the same pixels. It cannot see a tessellation saving at all. After the full change the frame time read NEGATIVE with the floor drifting 28 to 39ms between runs, so no millisecond figure is claimed here. The rasterisation count is the reproducible result; what it is worth on a phone is unmeasured. And scaling a NeonPiece scales its STROKE with it. The bubbles were first built as unit circles scaled up by their radius, which multiplied NeonDraw's widths by five to fourteen - a hundred pixels of glow around a fourteen pixel bubble. They rendered as bright blobs, the rasterisation count said 40 -> 0, and only the screenshot disagreed. Built at the largest radius and scaled DOWN now, so the stroke only ever thins. The trap is noted at the call site: scale is safe for moving and shrinking a piece and quietly wrong for growing one. NeonPiece.add_polygon gained a width, which it needed to keep the vents' authored stroke rather than silently fattening them. 179/179. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
123 lines
5.2 KiB
GDScript
123 lines
5.2 KiB
GDScript
extends Node2D
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# By path, not by its `ResourcePickupVFX` global name: a bare class-name
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# reference needs the global class cache already warm, which it is not when
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# this script is reached indirectly - loading Main.tscn from inside a preview
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# scene made it a hard parse error. Same workaround PlanetSetups and
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# PlanetSetupEditor already use.
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const RESOURCE_PICKUP_VFX = preload("res://vfx/ResourcePickupVFX.gd")
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@export var fleet_path: NodePath = NodePath("../Fleet")
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@onready var fleet: Node2D = get_node(fleet_path)
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const SOURCE_COLOUR: Color = Color(0.85, 0.52, 1.0)
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const CORE_COLOUR: Color = Color(0.15, 0.03, 0.22)
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# Offsets from a vent's centre, and each bubble's radius.
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const SOURCE_BUBBLES: Array = [
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[Vector2(-20.0, 8.0), 20.0],
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[Vector2(18.0, 14.0), 27.0],
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[Vector2(17.0, -22.0), 15.0],
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]
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const BUBBLES_PER_VENT: int = 4
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const BUBBLE_MIN_RADIUS: float = 5.0
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const BUBBLE_MAX_RADIUS: float = 14.0
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const EMISSION_COLOUR: Color = Color(0.92, 0.68, 1.0)
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var vents: Array[Vector2] = []
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# One row of rising-bubble pieces per vent.
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var bubbles: Array = []
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var progress: float = 0.0
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var emission_phase: float = 0.0
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func _ready() -> void:
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# #91: the vents are ground features and must never cover the fleet.
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# SurfaceFeatures is added AFTER Fleet in PlanetSurface.tscn, so at the
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# default z_index of 0 the later sibling simply wins and the player flies
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# UNDER their own gas source. Same fix, and the same reason, as #50's
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# capture rings and the rocks on a rocky surface (Rock.gd) - the
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# difference is that this field draws in its own _draw() rather than
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# spawning child nodes, so the depth belongs on the field itself.
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z_index = -1
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var rng := RandomNumberGenerator.new()
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rng.seed = hash(GameState.planet_id if GameState.planet_id != "" else GameState.planet_name)
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for i in range(6): vents.append(Vector2(rng.randf_range(-800,800), rng.randf_range(-650,650)))
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_build_sources()
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_build_bubbles()
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_place_bubbles()
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# The sources never move, never change colour and never fade - they were
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# simply being re-tessellated every frame alongside the bubbles rising out of
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# them, because one _draw() covered both. Eighteen glowing polygons a frame,
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# each of which NeonDraw expands into four antialiased polylines. Rasterised
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# once into a piece each now, per the rule issues #6 and #10 set.
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func _build_sources() -> void:
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for vent in vents:
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var piece: NeonPiece = NeonPiece.create(self, vent, SOURCE_COLOUR)
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piece.core_color = CORE_COLOUR
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piece.z_index = -1
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for bubble in SOURCE_BUBBLES:
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var ring := PackedVector2Array()
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for i in range(12):
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var angle: float = TAU * float(i) / 12.0
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ring.append(Vector2(bubble[0]) + Vector2(cos(angle), sin(angle)) * float(bubble[1]))
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piece.add_polygon(ring, 0.9, 0.6)
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# One piece per rising bubble, built as a UNIT circle and thereafter only
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# moved, scaled and faded. The bubble genuinely changes size and opacity as
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# it climbs, which is why this used to redraw - but size is scale and opacity
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# is modulate, and neither needs the geometry rebuilding.
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func _build_bubbles() -> void:
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for vent in vents:
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var row: Array = []
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for i in range(BUBBLES_PER_VENT):
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var piece: NeonPiece = NeonPiece.create(self, vent, EMISSION_COLOUR)
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piece.core_color = CORE_COLOUR
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piece.z_index = -1
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# Built at the LARGEST size a bubble reaches and scaled DOWN,
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# never up. Scaling a piece scales its stroke with it, and a unit
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# circle blown up to radius 14 took NeonDraw's widths with it -
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# a hundred pixels of glow around a fourteen pixel bubble, which
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# rendered as a bright blob rather than a bubble. Downward, the
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# stroke only ever thins, which is what a smaller bubble wants.
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var ring := PackedVector2Array()
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for point in range(10):
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var angle: float = TAU * float(point) / 10.0
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ring.append(Vector2(cos(angle), sin(angle)) * BUBBLE_MAX_RADIUS)
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piece.add_polygon(ring, 0.75, 0.45)
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row.append(piece)
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bubbles.append(row)
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# Where one bubble sits, how big it is and how faded, for a point in its
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# climb. Unchanged arithmetic - only the thing it is applied to changed.
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func _place_bubbles() -> void:
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for v in range(vents.size()):
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for i in range(BUBBLES_PER_VENT):
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var travel: float = fmod(emission_phase + float(i) * 0.25, 1.0)
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var piece: NeonPiece = bubbles[v][i]
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piece.position = vents[v] + Vector2(
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sin((travel + float(i)) * TAU) * 11.0,
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-48.0 - travel * 92.0)
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var radius: float = lerpf(BUBBLE_MIN_RADIUS, BUBBLE_MAX_RADIUS, travel)
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var k: float = radius / BUBBLE_MAX_RADIUS
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piece.scale = Vector2(k, k)
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piece.modulate.a = 1.0 - travel * 0.72
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func _process(delta: float) -> void:
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emission_phase = fmod(emission_phase + delta * 0.55, 1.0)
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# Node properties only. Nothing is rasterised after the first frame.
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_place_bubbles()
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for vent in vents:
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if fleet.get_centroid().distance_to(vent) < 90.0:
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progress += delta
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if progress >= 1.0:
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# #56: a full fleet hold rejects the deposit - keep the
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# undelivered whole units in progress rather than discarding
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# them, so gas is only ever lost by not gathering it.
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var whole: int = int(progress)
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var taken: int = GameState.collect_gas_cargo(whole)
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progress -= float(taken)
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RESOURCE_PICKUP_VFX.spawn(get_tree().root,
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to_global(vent), GameState.RESOURCE_GAS, taken)
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return
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progress = 0.0
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