spaceship/vfx/LaserBeamEffect.gd
Loïc Wisniewski 78836882af Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that
already crosses the screen; beam width becomes a per-shot vessel stat.
#205 the Energy Propulser gains three upgrades - dash recharge, dash reach,
and boosted-cruise drain - which turns three constants into vessel stats.
#206 three further doctrines carry the fleet from ten to twenty.
#207 the prologue's World Ship gets a marker, through the scanner's own
guidance arrow rather than a second one.
#208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo
reaching the hold, a rock breaking, and a gas bomb blooming.
#215 building health bars are larger, plated and framed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 12:16:17 +02:00

150 lines
6.5 KiB
GDScript

class_name LaserBeamEffect
extends Node2D
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
# The laser shot itself: the strike and the picture of it, with nothing in it
# about who fired or why.
#
# This used to live inside LaserController, which meant the beam was a thing
# only the FLEET could do - the player's laser button, the fleet's hold, the
# fleet's aim. Garrisoned vessels (#103 follow-up) need the same shot with a
# different trigger and a different magazine, so the effect moved out here.
# Same shape as EnemyBigLaserBeam and ArtilleryShell on the enemy side: added
# to the tree root, self-animating, self-freeing, and it outlives the vessel
# that fired it.
#
# The damage below is dealt at the INSTANT of the shot, in full, along the
# whole beam. The extension in _draw is the picture of that, not a travelling
# projectile - a beam that had to arrive would be a change to how the weapon
# plays.
signal struck(hit_count: int)
const BEAM_COLOR := Color(0.3, 0.9, 1.0)
# The width an unupgraded emitter cuts, and what the definition declares.
# #204 made it a vessel stat, so the width in force is `half_width` below;
# this is only what a beam fired without one falls back to.
const BEAM_HALF_WIDTH := 38.0
# NeonDraw's widest layer is 18px at scale 1, so dividing by it makes the
# glow span exactly what the beam hits. The DRAWN beam is scaled from the hit
# width rather than tuned separately: the two were once independent numbers
# and had drifted apart, so the beam struck anything within 22 units of the
# line while its outer glow spanned about 11, killing things it visibly
# missed. Kept a ratio rather than a constant now that the width can grow -
# a wider beam has to LOOK wider, or the drift comes back with every level.
const NEON_WIDEST_LAYER := 18.0
# #90: the beam was one flat line that blinked on at full length and faded.
# It now IGNITES - it runs out of the ship over the first slice of its life,
# holds white-hot, and falls away.
const FLASH_DURATION := 0.34
const IGNITE_FRACTION := 0.3
# The white-hot rod down the middle of the coloured glow. Drawn INSIDE the
# beam's own width, never wider: the drawn beam is deliberately the same span
# as the hit test, and a halo painted past that would put the "it visibly
# missed" complaint back the other way round.
const CORE_SCALE := 0.42
const CORE_COLOR := Color(0.85, 0.99, 1.0)
# Both ends of the beam, as fractions of its own width.
const TIP_FRACTION := 0.55
const MUZZLE_FRACTION := 0.8
# By path, not by class name - see the note at the top of MuzzleSparkVFX.
const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
var from: Vector2 = Vector2.ZERO
var to: Vector2 = Vector2.ZERO
var time: float = FLASH_DURATION
# Per beam, so two lasers firing together do not flicker in lockstep.
var phase: float = 0.0
var hit_count: int = 0
# How far either side of the line this beam strikes, and how wide it is drawn.
var half_width: float = BEAM_HALF_WIDTH
static func fire(world: Node, origin: Vector2, direction: Vector2,
beam_range: float, damage: int,
beam_half_width: float = BEAM_HALF_WIDTH) -> LaserBeamEffect:
var effect := LaserBeamEffect.new()
effect.half_width = maxf(beam_half_width, 1.0)
var heading: Vector2 = direction.normalized() if direction.length() > 0.001 else Vector2.UP
effect.from = origin
effect.to = origin + heading * beam_range
effect.phase = randf() * TAU
world.add_child(effect)
effect._strike(heading, damage)
# #90: something happens at the hull, not just out in space. The ordinary
# gun already does this (#87); the laser fired in complete silence at its
# own end, which is most of why a shot read as a line appearing rather
# than as a vessel firing.
MUZZLE_SPARK.spawn(world, origin, heading, BEAM_COLOR)
return effect
func _strike(direction: Vector2, damage: int) -> void:
hit_count = 0
var range_along: float = from.distance_to(to)
# Every attackable composition shares this contract, including opened boss
# eyes. Shooting a path through an asteroid field still works unchanged.
for enemy in get_tree().get_nodes_in_group(COMBAT_TARGET.GROUP):
if not is_instance_valid(enemy) or not (enemy is Node2D):
continue
var to_enemy: Vector2 = enemy.global_position - from
var along: float = to_enemy.dot(direction)
if along < 0.0 or along > range_along:
continue
var perpendicular: float = (to_enemy - direction * along).length()
if perpendicular <= half_width:
enemy.take_damage(damage)
hit_count += 1
struck.emit(hit_count)
queue_redraw()
func _process(delta: float) -> void:
time = maxf(time - delta, 0.0)
queue_redraw()
if time <= 0.0:
queue_free()
# How far along its length the beam is currently drawn. Cubic ease-out, so it
# leaves the ship fast and settles into full reach rather than crawling.
# Public because it is the whole of #90's "it comes out of the ship".
func extension() -> float:
var progress: float = 1.0 - time / FLASH_DURATION
var out: float = clampf(progress / IGNITE_FRACTION, 0.0, 1.0)
return 1.0 - pow(1.0 - out, 3.0)
func tip() -> Vector2:
return from.lerp(to, extension())
func _draw() -> void:
var progress: float = 1.0 - time / FLASH_DURATION
# Full brightness while it extends, then away. Squared so it holds its
# light and drops at the end, instead of dimming from the first frame the
# way a plain linear fade did.
var decay: float = clampf((progress - IGNITE_FRACTION) / (1.0 - IGNITE_FRACTION), 0.0, 1.0)
var alpha: float = 1.0 - decay * decay
# A live blade hums. Small enough to be texture rather than a blink.
var flicker: float = 1.0 + 0.09 * sin(time * 70.0 + phase)
var at: Vector2 = tip()
var width_scale: float = half_width * 2.0 / NEON_WIDEST_LAYER
NeonDraw.draw_glowing_line(self, from, at, BEAM_COLOR, alpha,
width_scale * flicker * (1.0 - decay * 0.45))
# The white-hot rod, over the same span at a fraction of the width. This
# is where the extra light comes from: brighter through the middle, not
# broader across.
NeonDraw.draw_glowing_line(self, from, at, CORE_COLOR, alpha,
width_scale * CORE_SCALE * flicker)
# The leading cap, brightest while the blade is still running out.
var cap: float = half_width * TIP_FRACTION * (0.7 + 0.3 * (1.0 - decay)) * flicker
NeonDraw.draw_glowing_circle(self, at, cap, CORE_COLOR, alpha)
# And the flare left at the emitter, which fades faster than the beam so
# the hull does not keep glowing after the shot is over.
var muzzle: float = half_width * MUZZLE_FRACTION * (1.0 - progress)
if muzzle > 1.0:
NeonDraw.draw_glowing_circle(self, from, muzzle, CORE_COLOR,
alpha * (1.0 - progress))