#85 - on a computer the sticks and the pivot pair are dead weight: WASD steers, the mouse aims, Q/E pivot. All four go together the first time a keyboard or a mouse is used, and only where there is no touchscreen. A touch device with a keyboard attached keeps everything, because a finger is still a way to play it. #86 - the default gun shoots faster (500 -> 850) and further (320 -> 620). The interesting half is that a bolt now STOPS where the gun's range ends. Projectile lifetime is derived from fire_range at launch rather than set independently, so the distance a shot covers and the distance the aim guide draws are one number. They were two, and they disagreed: the guide promised 320 while a bolt actually flew speed * lifetime = 750, so shots landed on things well past the line saying where they would stop. #87 - the ship that fires throws sparks, so a shot is visibly attached to the vessel it came from; with a whole fleet shooting there was nothing tying the two together, which started mattering once the player had to aim. Enemy deaths gained a shockwave ring and roughly double the debris - a kill used to read as a small red puff that was easy to miss in a fight. #88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and acceleration, and every enemy's. Scaling the enemies too keeps it a change of TEMPO rather than a difficulty cut, and scaling acceleration alongside speed keeps the handling from #77's tuning intact. Three tests carried assertions that were really about one balance pass: test_enemy_mothership pinned a literal 35.0 and now compares against the chaser, which is what "never reaches ramming speed" actually means; test_planet_atmosphere_transition flew far enough at the new speed to reach the landed garrison, and now clears it, since that test is about the handoff and not about a fight it never meant to pick. Also repaired real data loss, caught only because test_gas_burner failed: Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped collected_outputs, capabilities, map_radius and map_phase, and had recreated a stale copy of it at the pre-#84 root path. Without collected_outputs no transporter ever collects a burner's energy. Both files restored from git. It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and lunar_surface.gdshader at their old root paths - the root Main.tscn still carried 27 references to the flat layout. They are dead weight the engine never loads, since project.godot and every preload point into the folders, but they are exactly the kind of thing that wastes an hour later when someone edits the wrong copy. Deleted, and the root is now down to ui_theme.tres, icon.svg, web_shell.html and the two config files. Suite 119/119. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
64 lines
2.3 KiB
GDScript
64 lines
2.3 KiB
GDScript
extends Area2D
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# #86: faster. The bolt used to crawl far enough behind a moving target that
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# leading a shot was guesswork rather than skill.
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@export var speed: float = 850.0
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# How long a bolt lives if nothing sets a range. VesselWeaponComponent always
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# does - see set_range() - so this only covers a projectile fired by something
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# that has no range of its own.
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@export var lifetime: float = 1.5
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@export var damage: int = 1
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@export var bolt_length: float = 20.0
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var velocity: Vector2 = Vector2.ZERO
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var age: float = 0.0
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func _ready() -> void:
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add_to_group("player_projectiles")
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area_entered.connect(_on_area_entered)
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# Draw once. The earlier invisible-bolt bug came from _draw() deriving
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# the bolt's look from `age` - drawing only at age==0 froze it at
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# whatever the age==0 case rendered as. _draw() below is now a fixed
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# shape with no age dependency, so one draw is safe and matches the
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# Ship.gd/Asteroid.gd pattern: position/rotation are transform
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# properties Godot applies at render time without re-tessellating.
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queue_redraw()
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# The gun's reach, in world units. Converted to a lifetime here rather than
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# stored separately, so the distance a bolt COVERS and the distance the aim
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# guide DRAWS are the same number rather than two that have to be kept in
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# step. They were not: the guide showed fire_range (320) while a bolt actually
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# flew speed * lifetime (750), so shots landed well past the line promising
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# where they would stop.
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func set_range(world_units: float) -> void:
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if world_units > 0.0 and speed > 0.0:
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lifetime = world_units / speed
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func launch(direction: Vector2) -> void:
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velocity = direction.normalized() * speed
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rotation = direction.angle() + PI / 2.0
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func _physics_process(delta: float) -> void:
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position += velocity * delta
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age += delta
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if age >= lifetime:
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queue_free()
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func _on_area_entered(area: Area2D) -> void:
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# Asteroids answer take_damage() exactly as enemies do, so both are hit by
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# the same branch rather than by a second special case.
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if area.is_in_group("enemies") or area.is_in_group("asteroids"):
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area.take_damage(damage)
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queue_free()
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func _draw() -> void:
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# Fixed-length, constant-brightness bolt. Drawn once and left alone.
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var tip: Vector2 = Vector2(0, -bolt_length * 0.6)
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var tail: Vector2 = Vector2(0, bolt_length * 0.4)
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NeonDraw.draw_glowing_line(self, tail, tip, Color(1.0, 0.85, 0.3), 1.0, 0.5)
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