spaceship/planets/BlackHoleVisual.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

49 lines
1.8 KiB
GDScript

extends Node2D
# Same informal interface as GasGiantVisual/RockyPlanetVisual - configure(),
# extractor_anchor(), animates via its own _process(). No solid body: the
# core stays genuinely empty (nothing drawn inside CORE_RADIUS), and an
# accretion disc of rotating arc segments - not closed rings - stands in
# for a surface, brighter and thicker toward the centre.
var disc_phase: float = 0.0
const CORE_RADIUS: float = 46.0
const RING_COUNT: int = 5
const RING_STEP: float = 16.0
const DISC_COLOR: Color = Color(0.55, 0.15, 0.85)
const DISC_HOT_COLOR: Color = Color(0.9, 0.6, 1.0)
func configure(_shape_seed: int) -> void:
queue_redraw()
func extractor_anchor() -> Vector2:
return Vector2(0.0, -(CORE_RADIUS + float(RING_COUNT - 1) * RING_STEP + 12.0))
func _process(delta: float) -> void:
disc_phase += delta
queue_redraw()
func _draw() -> void:
for i in range(RING_COUNT):
var radius: float = CORE_RADIUS + float(i) * RING_STEP
# 1.0 at the innermost ring, fading to 0.0 at the outermost - drives
# both colour (hotter inward) and stroke weight/brightness.
var t: float = 1.0 - float(i) / float(maxi(RING_COUNT - 1, 1))
var ring_color: Color = DISC_COLOR.lerp(DISC_HOT_COLOR, t * 0.65)
# Alternating spin direction per ring and a speed tied to t reads as
# genuine turbulence rather than one disc rotating as a rigid whole.
var spin: float = disc_phase * (0.12 + t * 0.22) * (1.0 if i % 2 == 0 else -1.0)
for arc_i in range(2):
var start: float = spin + float(arc_i) * PI + 0.15
var end: float = start + PI - 0.3
var points := PackedVector2Array()
var steps: int = 24
for j in range(steps + 1):
var angle: float = lerpf(start, end, float(j) / float(steps))
points.append(Vector2(cos(angle), sin(angle)) * radius)
NeonDraw.draw_glowing_path(self, points, ring_color, 0.5 + t * 0.5, 0.45 + t * 0.35)