spaceship/enemies/EnemyBigLaserBeam.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00

106 lines
3.8 KiB
GDScript

class_name EnemyBigLaserBeam
extends Node2D
# Self-contained charge -> fire -> flash sequence for the mothership's big
# laser (see EnemyBigLaserComponent). Lives independently of the enemy that
# fired it once launched - added to the tree root, exactly like
# ArtilleryShell/EnemyProjectile - so the mothership dying mid-charge
# doesn't cancel a shot already telegraphed to the player.
#
# The aim direction is locked once, in launch(), and never touched again:
# that is what makes the telegraph dodgeable. Nothing in _process() re-reads
# the fleet's position while charging.
#
# Damage: every ship in group "player_ships" whose perpendicular distance
# to the beam segment is within beam_half_width, AND whose projection along
# the beam falls inside [0, beam_range], takes Ship.take_damage(damage) -
# same all-or-nothing shield semantics as every other damage source in this
# game (Ship.take_damage already handles the absorb_hit check itself).
signal finished
@export var charge_time: float = 2.5
@export var beam_range: float = 1200.0
@export var beam_half_width: float = 35.0
@export var damage: int = 3
@export var color: Color = Color(0.55, 0.05, 0.85)
enum Phase { CHARGING, FLASH }
const FLASH_DURATION: float = 0.25
var phase: int = Phase.CHARGING
var origin: Vector2 = Vector2.ZERO
var aim_direction: Vector2 = Vector2.RIGHT
var charge_left: float = 0.0
var flash_time: float = 0.0
func launch(from: Vector2, toward: Vector2) -> void:
origin = from
aim_direction = toward.normalized() if toward.length() > 0.001 else Vector2.RIGHT
position = origin
rotation = aim_direction.angle()
charge_left = charge_time
phase = Phase.CHARGING
queue_redraw()
func _process(delta: float) -> void:
match phase:
Phase.CHARGING:
charge_left -= delta
if charge_left <= 0.0:
_fire()
queue_redraw()
Phase.FLASH:
flash_time -= delta
queue_redraw()
if flash_time <= 0.0:
finished.emit()
queue_free()
func _fire() -> void:
phase = Phase.FLASH
flash_time = FLASH_DURATION
for ship in get_tree().get_nodes_in_group("player_ships"):
if not is_instance_valid(ship):
continue
var to_ship: Vector2 = ship.global_position - origin
var along: float = to_ship.dot(aim_direction)
if along < 0.0 or along > beam_range:
continue
var perpendicular: float = (to_ship - aim_direction * along).length()
if perpendicular <= beam_half_width:
ship.take_damage(damage)
queue_redraw()
func _draw() -> void:
# Drawn in local space, rotated in launch() so local +X already points
# along the locked aim_direction - the same reason the beam segment's
# own math is done in world space up in _fire() (global_position/origin)
# while _draw() only ever needs the length along that local +X axis.
match phase:
Phase.CHARGING:
var progress: float = clampf(1.0 - charge_left / maxf(charge_time, 0.001), 0.0, 1.0)
var width: float = lerpf(4.0, beam_half_width * 2.0, progress)
_draw_beam_line(width, 0.65)
# Countdown arc at the origin, the same idiom as
# ArtilleryShell's growing-ring-plus-arc telegraph.
draw_arc(Vector2.ZERO, 40.0, -PI / 2.0, -PI / 2.0 + TAU * progress, 32,
Color(color, 0.85), 8.0, true)
Phase.FLASH:
var fprogress: float = 1.0 - flash_time / FLASH_DURATION
var width: float = lerpf(beam_half_width * 2.2, 6.0, fprogress)
_draw_beam_line(width, 1.0 - fprogress * 0.3)
func _draw_beam_line(width: float, alpha: float) -> void:
# Three-layer glow along local +X - the same soft-halo / core / bright-
# hairline structure as ArtilleryShell._draw_ring, adapted from a ring
# to a straight line.
var to: Vector2 = Vector2(beam_range, 0.0)
draw_line(Vector2.ZERO, to, Color(color, 0.16 * alpha), width * 2.6, true)
draw_line(Vector2.ZERO, to, Color(color, 0.5 * alpha), width, true)
draw_line(Vector2.ZERO, to, Color(1.0, 0.92, 0.98, 0.9 * alpha), width * 0.35, true)