spaceship/vfx/MuzzleSparkVFX.gd
Loïc Wisniewski 3f5e7ac80b Implement #85, #86, #87 and #88
#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>
2026-08-22 02:20:12 +02:00

67 lines
2.2 KiB
GDScript

extends Node2D
# Forgejo #87: a brief spray of sparks off the hull that just fired.
#
# Firing was silent at the ship's end - a bolt simply appeared in front of it.
# With a whole fleet shooting there was nothing tying a shot to the vessel it
# came from, which mattered more once the player started aiming: you could not
# see which of your ships were actually in the fight.
#
# Deliberately tiny and short. This fires several times a second per vessel,
# so it has to be legible at a glance and gone before the next one - anything
# with weight would turn a firing fleet into a smear.
#
# No class_name, and it loads itself by path: a global class-name identifier
# is not reliably resolvable from a script reached through a preload chain,
# which is what happens here. Same reason as ResourcePickupVFX.
const SELF_PATH: String = "res://vfx/MuzzleSparkVFX.gd"
const SPARK_COUNT: int = 4
const DURATION: float = 0.13
const SPREAD: float = 0.5
const LENGTH: float = 9.0
const COLOR: Color = Color(1.0, 0.88, 0.42)
var age: float = 0.0
var sparks: Array = []
static func spawn(parent: Node, world_position: Vector2, direction: Vector2) -> void:
if direction.length() < 0.001:
return
var vfx: Node2D = (load(SELF_PATH) as GDScript).new()
vfx.position = world_position
vfx.rotation = direction.angle()
parent.add_child(vfx)
func _ready() -> void:
# Built once here rather than per frame: the streaks never change shape,
# only how far along their own line they have travelled, so _draw reads
# fixed values. Same discipline as the explosion particles.
for i in range(SPARK_COUNT):
sparks.append({
"angle": randf_range(-SPREAD, SPREAD),
"speed": randf_range(190.0, 340.0),
"length": randf_range(LENGTH * 0.6, LENGTH),
})
queue_redraw()
func _process(delta: float) -> void:
age += delta
if age >= DURATION:
queue_free()
return
queue_redraw()
func _draw() -> void:
var t: float = clampf(age / DURATION, 0.0, 1.0)
var fade: float = 1.0 - t
for spark in sparks:
var heading: Vector2 = Vector2.RIGHT.rotated(float(spark.angle))
var start: Vector2 = heading * float(spark.speed) * age
var end: Vector2 = start + heading * float(spark.length)
NeonDraw.draw_glowing_line(self, start, end, COLOR, fade, 0.35,
COLOR.darkened(0.7))