A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
277 lines
12 KiB
GDScript
277 lines
12 KiB
GDScript
class_name IconButton
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extends Control
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# Square neon-outlined button, hand-drawn to match the game's existing
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# no-texture glowing look (same NeonDraw technique as ships/enemies) -
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# no icon image assets, just a glyph drawn inside the frame.
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signal pressed
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# Scenes store `icon` as a plain int, so NEW ENTRIES MUST BE APPENDED -
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# inserting one would silently repoint every button after it.
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enum Icon {
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MAP, CLOSE, SHIP, DOWN_ARROW, UP_ARROW, BUILD, ROTATE_CW, ROTATE_CCW,
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# One per building, each a miniature of what actually gets placed. The
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# build menu used to pick from the generic set, which left the mothership
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# and the command centre sharing a folded-map glyph and neither of them
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# looking anything like the structure they build.
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MOTHERSHIP, CRAFTER, COMMAND_CENTER, EXTRACTOR,
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}
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# Size the glyphs were originally drawn against. Every glyph dimension is
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# scaled by (actual size / this), so the button can be resized in the scene
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# without the icon inside it staying small.
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const REFERENCE_SIZE: float = 56.0
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@export var icon: int = Icon.MAP
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@export var glow_color: Color = Color(0.25, 0.85, 1.0)
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# Colour of the bright core stroke. Defaults to near-white, which reads well
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# on the dark space background; scenes drawing over a bright backdrop (the
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# lunar surface) override this with a dark colour so the button doesn't wash
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# out. See NeonDraw.
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@export var core_color: Color = Color(1.0, 1.0, 1.0)
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# When false the button is drawn greyed out, but STILL emits `pressed` -
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# the caller decides what to do, which is what lets an unavailable option
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# explain itself instead of silently doing nothing.
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@export var enabled: bool = true: set = set_enabled
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@export var disabled_color: Color = Color(0.42, 0.45, 0.5)
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var pressed_down: bool = false
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func set_enabled(value: bool) -> void:
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if enabled == value:
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return
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enabled = value
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queue_redraw()
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func _ready() -> void:
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queue_redraw()
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func _gui_input(event: InputEvent) -> void:
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if event is InputEventScreenTouch:
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_handle_press(event.pressed, event.position)
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accept_event()
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elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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_handle_press(event.pressed, event.position)
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accept_event()
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func _handle_press(is_pressed: bool, at_position: Vector2) -> void:
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if is_pressed:
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pressed_down = true
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queue_redraw()
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elif pressed_down:
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pressed_down = false
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queue_redraw()
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# Only counts as a real press if the finger/cursor is still over
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# the button when it lifts - dragging off before releasing (a
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# common way to "cancel" a touch) must not still trigger it.
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if Rect2(Vector2.ZERO, size).has_point(at_position):
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pressed.emit()
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func _active_color() -> Color:
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return glow_color if enabled else disabled_color
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func _draw() -> void:
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var rect_size: Vector2 = size
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var s: float = min(rect_size.x, rect_size.y) / REFERENCE_SIZE
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# Constant glow, brighter while held. Only the press state changes it,
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# so the button redraws on press/release instead of every frame.
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var pulse: float = 1.0 if pressed_down else 0.85
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var margin: float = 4.0 * s
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var square: PackedVector2Array = PackedVector2Array([
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Vector2(margin, margin),
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Vector2(rect_size.x - margin, margin),
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Vector2(rect_size.x - margin, rect_size.y - margin),
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Vector2(margin, rect_size.y - margin),
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])
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NeonDraw.draw_glowing_polygon(self, square, _active_color(), pulse, core_color)
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var center: Vector2 = rect_size / 2.0
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match icon:
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Icon.CLOSE:
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_draw_close(center, pulse, s)
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Icon.SHIP:
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_draw_ship(center, pulse, s)
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Icon.MAP:
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_draw_map(center, pulse, s)
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Icon.DOWN_ARROW:
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_draw_arrow(center, pulse, 1.0, s)
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Icon.UP_ARROW:
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_draw_arrow(center, pulse, -1.0, s)
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Icon.BUILD:
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_draw_build(center, pulse, s)
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Icon.ROTATE_CW:
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_draw_rotate(center, pulse, s, 1.0)
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Icon.ROTATE_CCW:
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_draw_rotate(center, pulse, s, -1.0)
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Icon.MOTHERSHIP:
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_draw_mothership_icon(center, pulse, s)
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Icon.CRAFTER:
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_draw_crafter_icon(center, pulse, s)
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Icon.COMMAND_CENTER:
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_draw_command_icon(center, pulse, s)
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Icon.EXTRACTOR:
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_draw_extractor_icon(center, pulse, s)
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func _draw_close(center: Vector2, pulse: float, s: float) -> void:
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var r: float = 10.0 * s
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NeonDraw.draw_glowing_line(self, center + Vector2(-r, -r), center + Vector2(r, r), _active_color(), pulse, 0.5 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-r, r), center + Vector2(r, -r), _active_color(), pulse, 0.5 * s, core_color)
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func _draw_ship(center: Vector2, pulse: float, s: float) -> void:
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var nose: Vector2 = center + Vector2(0, -11) * s
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var left: Vector2 = center + Vector2(-7, 8) * s
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var right: Vector2 = center + Vector2(7, 8) * s
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var points: PackedVector2Array = PackedVector2Array([nose, left, right])
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NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color)
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func _draw_arrow(center: Vector2, pulse: float, direction: float, s: float) -> void:
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var r: float = 9.0 * s
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var tip: Vector2 = center + Vector2(0, r * direction)
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var shaft_top: Vector2 = center + Vector2(0, -r * direction)
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NeonDraw.draw_glowing_line(self, shaft_top, tip, _active_color(), pulse, 0.5 * s, core_color)
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NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color)
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NeonDraw.draw_glowing_line(self, tip, tip + Vector2(r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color)
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func _draw_build(center: Vector2, pulse: float, s: float) -> void:
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# A plus inside a frame - "add a structure".
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var r: float = 11.0 * s
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var frame: PackedVector2Array = PackedVector2Array([
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center + Vector2(-r, -r), center + Vector2(r, -r),
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center + Vector2(r, r), center + Vector2(-r, r),
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])
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NeonDraw.draw_glowing_polygon(self, frame, _active_color(), pulse, core_color)
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var arm: float = r * 0.55
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NeonDraw.draw_glowing_line(self, center + Vector2(-arm, 0), center + Vector2(arm, 0), _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(0, -arm), center + Vector2(0, arm), _active_color(), pulse, 0.4 * s, core_color)
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func _draw_rotate(center: Vector2, pulse: float, s: float, direction: float) -> void:
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# Three-quarter arc with an arrowhead on the leading end, mirrored for
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# the counter-clockwise variant.
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var r: float = 11.0 * s
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var segments: int = 14
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var sweep: float = TAU * 0.75
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var start: float = -PI * 0.5
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var arc: PackedVector2Array = PackedVector2Array()
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for i in range(segments + 1):
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var t: float = float(i) / segments
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var a: float = start + sweep * t * direction
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arc.append(center + Vector2(cos(a), sin(a)) * r)
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for i in range(segments):
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NeonDraw.draw_glowing_line(self, arc[i], arc[i + 1], _active_color(), pulse, 0.34 * s, core_color)
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var tip: Vector2 = arc[arc.size() - 1]
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var tangent: Vector2 = (tip - arc[arc.size() - 2]).normalized()
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var normal: Vector2 = Vector2(-tangent.y, tangent.x)
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var head: float = 5.0 * s
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NeonDraw.draw_glowing_line(self, tip, tip - tangent * head + normal * head, _active_color(), pulse, 0.34 * s, core_color)
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NeonDraw.draw_glowing_line(self, tip, tip - tangent * head - normal * head, _active_color(), pulse, 0.34 * s, core_color)
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# --- building glyphs, each echoing the placed structure's silhouette ------
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func _draw_mothership_icon(center: Vector2, pulse: float, s: float) -> void:
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# Radial flagship: a reactor core with six swept talons around it, the
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# same silhouette as the placed structure.
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for i in range(6):
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var base: float = (float(i) / 6.0) * TAU
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var talon: PackedVector2Array = PackedVector2Array()
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for step in [0.0, 0.5, 1.0]:
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var a: float = base + 0.72 * pow(step, 1.3)
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talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s)
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for step in [1.0, 0.5, 0.0]:
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var a: float = base + 0.72 * pow(step, 1.3) - (0.34 * (1.0 - step) + 0.05)
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talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s)
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NeonDraw.draw_glowing_polygon(self, talon, _active_color(), pulse, core_color)
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for radius in [6.5, 3.0]:
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var ring: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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ring.append(center + Vector2(cos(a), sin(a)) * radius * s)
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NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color)
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func _draw_crafter_icon(center: Vector2, pulse: float, s: float) -> void:
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# Reactor core, truss spine, and an open cradle holding a hull.
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var core_centre: Vector2 = center + Vector2(-11, 0) * s
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var core: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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core.append(core_centre + Vector2(cos(a), sin(a)) * 5.0 * s)
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NeonDraw.draw_glowing_polygon(self, core, _active_color(), pulse, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-6, 0) * s,
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center + Vector2(-2, 0) * s, _active_color(), pulse, 0.35 * s, core_color)
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var bay: Vector2 = center + Vector2(6, 0) * s
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var cradle: PackedVector2Array = PackedVector2Array()
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for i in range(13):
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var a: float = lerpf(-0.25 * PI, 1.25 * PI, float(i) / 12.0)
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cradle.append(bay + Vector2(cos(a), sin(a)) * 10.0 * s)
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NeonDraw.draw_glowing_path(self, cradle, _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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bay + Vector2(0, -6) * s, bay + Vector2(-5, 4) * s, bay + Vector2(5, 4) * s,
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]), _active_color(), pulse, core_color)
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func _draw_command_icon(center: Vector2, pulse: float, s: float) -> void:
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# Diamond with three formation pips - "arrangement".
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var d: float = 14.0 * s
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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center + Vector2(0, -d), center + Vector2(d, 0),
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center + Vector2(0, d), center + Vector2(-d, 0),
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]), _active_color(), pulse, core_color)
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for p in [Vector2(0, -5), Vector2(-5, 4), Vector2(5, 4)]:
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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center + (p + Vector2(0, -3)) * s,
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center + (p + Vector2(-2.6, 2.4)) * s,
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center + (p + Vector2(2.6, 2.4)) * s,
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]), _active_color(), pulse, core_color)
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func _draw_extractor_icon(center: Vector2, pulse: float, s: float) -> void:
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# A derrick standing on a planet's limb, with ore lifting off it - the
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# one building that only works over a planet, so the planet is the point.
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var limb: PackedVector2Array = PackedVector2Array()
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for i in range(11):
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var a: float = lerpf(-0.82 * PI, -0.18 * PI, float(i) / 10.0)
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limb.append(center + (Vector2(0, 22) + Vector2(cos(a), sin(a)) * 17.0) * s)
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NeonDraw.draw_glowing_path(self, limb, _active_color(), pulse, 0.45 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-3.5, -1) * s, center + Vector2(3.5, -1) * s, _active_color(), pulse, 0.35 * s, core_color)
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# Shaft driven down through the limb - without it the derrick reads as a
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# tower standing on a hill rather than as something mining the planet.
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NeonDraw.draw_glowing_line(self, center + Vector2(0, -1) * s, center + Vector2(0, 14) * s, _active_color(), pulse, 0.3 * s, core_color)
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var ore_centre: Vector2 = center + Vector2(0, -15) * s
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var ore: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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ore.append(ore_centre + Vector2(cos(a), sin(a)) * 4.0 * s)
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NeonDraw.draw_glowing_polygon(self, ore, _active_color(), pulse, core_color)
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func _draw_map(center: Vector2, pulse: float, s: float) -> void:
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var w: float = 11.0 * s
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var h: float = 9.0 * s
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var outline: PackedVector2Array = PackedVector2Array([
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center + Vector2(-w, -h), center + Vector2(w, -h * 0.7),
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center + Vector2(w, h), center + Vector2(-w, h * 0.7),
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])
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NeonDraw.draw_glowing_polygon(self, outline, _active_color(), pulse, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-w * 0.34, -h * 0.9), center + Vector2(-w * 0.34, h * 0.77), _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(w * 0.34, -h * 0.77), center + Vector2(w * 0.34, h * 0.9), _active_color(), pulse, 0.4 * s, core_color)
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