spaceship/vessels/VesselCooldownFillComponent.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

84 lines
2.3 KiB
GDScript

class_name VesselCooldownFillComponent
extends Node2D
# Shared per-vessel cooldown state and hull-fill feedback for abilities that
# grant one independently recharging shot per ship.
var cooldown_duration: float = 1.0
var cooldown_left: float = 0.0
func setup() -> void:
show_behind_parent = true
queue_redraw()
func is_ready() -> bool:
return cooldown_left <= 0.0
func _begin_cooldown(duration: float) -> bool:
if not is_ready():
return false
cooldown_duration = maxf(duration, 0.001)
cooldown_left = cooldown_duration
queue_redraw()
return true
func tick(delta: float) -> void:
if cooldown_left <= 0.0:
return
cooldown_left = maxf(cooldown_left - delta, 0.0)
queue_redraw()
func cooldown_progress() -> float:
return 1.0 - cooldown_left / maxf(cooldown_duration, 0.001)
func _filled_hull(points: PackedVector2Array, progress: float) -> PackedVector2Array:
if points.size() < 3 or progress <= 0.001:
return PackedVector2Array()
if progress >= 0.999:
return points.duplicate()
var top: float = INF
var bottom: float = -INF
for point in points:
top = minf(top, point.y)
bottom = maxf(bottom, point.y)
var fill_y: float = lerpf(bottom, top, clampf(progress, 0.0, 1.0))
var clipped := PackedVector2Array()
var previous: Vector2 = points[-1]
var previous_inside: bool = previous.y >= fill_y
for current in points:
var current_inside: bool = current.y >= fill_y
if current_inside != previous_inside:
var amount: float = (fill_y - previous.y) / (current.y - previous.y)
clipped.append(previous.lerp(current, amount))
if current_inside:
clipped.append(current)
previous = current
previous_inside = current_inside
return clipped
func _draw() -> void:
var ship: Node = get_parent()
if ship == null or ship.definition == null:
return
var hull: PackedVector2Array = ship.definition.hull_points
var ready_color: Color = _ready_color()
if is_ready():
draw_colored_polygon(hull, Color(ready_color, 0.42))
NeonDraw.draw_glowing_polygon(self, hull, ready_color, 0.75,
ship.core_color, 0.75)
return
draw_colored_polygon(hull, Color(_cooling_color(), 0.58))
var filled: PackedVector2Array = _filled_hull(hull, cooldown_progress())
if filled.size() >= 3:
draw_colored_polygon(filled, Color(ready_color, 0.68))
func _ready_color() -> Color: return Color.WHITE
func _cooling_color() -> Color: return Color(0.2, 0.2, 0.2)