#80 - desktop combat. The mouse aims, the left button fires, and the number keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin sticks are built for thumbs; on a desktop they mean dragging a virtual stick with a pointer that could simply BE the crosshair. The pointer path hands its heading to FireStickController rather than driving weapons itself, so exactly one thing in the scene aims a gun, and a held stick wins - a finger on it is a deliberate act, a mouse resting somewhere is not. Abilities gained fire_at(), which aims and fires in one call instead of pretending to be a press-drag-release touch. It is gated on the absence of a touchscreen, because Godot emulates a mouse button from every touch and without that a tap on a phone would fire the guns. The gate has an explicit override, and not for tidiness: headless reports a touchscreen, so with the automatic answer alone the aiming could never be exercised by a test and the only covered behaviour would be the guard. #81 - the bottom-left control hint is gone, from both scenes and from GameController. #82 - a chaser is destroyed by the impact when it reaches a vessel. It used to pass through the wreck untouched and line up another pass, which made a ramming enemy strictly better than any other. Data-driven per enemy (dies_on_contact), because a sniper that happens to drift into a ship has not spent itself doing it - and routed through take_damage, so it dies exactly as it dies to gunfire. The enemy is told about the impact BEFORE the ship resolves its own damage, since resolving it can free the ship. #83 - the research tree's buy button is gone; tapping a node twice buys it. Deliberately "the same node twice" rather than a timed double-tap: no window to miss on a slow phone, no accidental purchase while browsing, and the first tap always does something visible, so the second is never a blind commitment. The status line now says "Tap again to research" - with the button gone it is the only thing distinguishing an affordable node from an unaffordable one. test_enemy_collision asserted the exact behaviour #82 reversed, and now checks the ram costs both. Suite 117/117. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
35 lines
1.9 KiB
GDScript
35 lines
1.9 KiB
GDScript
class_name EnemyDefinition
|
|
extends Resource
|
|
|
|
# Data-driven enemy stats and appearance, mirroring VesselDefinition's role
|
|
# for player ships. Enemy.gd instantiates component_scenes exactly like
|
|
# Ship.gd does, so behaviour (pursuit, ranged fire, ...) lives in capability
|
|
# components rather than in a type switch here.
|
|
|
|
@export var enemy_id: String = "chaser"
|
|
@export var display_name: String = "Chaser"
|
|
@export var max_hp: int = 3
|
|
@export var speed: float = 140.0
|
|
@export var acceleration: float = 260.0
|
|
@export var rotation_speed: float = 6.0
|
|
@export var hull_points: PackedVector2Array = PackedVector2Array([
|
|
Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
|
|
])
|
|
@export var glow_color: Color = Color(1.0, 0.15, 0.2)
|
|
# Interior detail drawn on top of the hull, as consecutive PAIRS of points
|
|
# (a, b, c, d -> segments a-b and c-d). Every enemy used to be a single flat
|
|
# outline, which left the artillery and the turret spawner as the same
|
|
# octagon at two sizes - the silhouette carried no information about what a
|
|
# thing did. Kept as DATA rather than a per-type draw branch, for the same
|
|
# reason hull_points is: adding an enemy must not mean editing Enemy.gd.
|
|
@export var detail_lines: PackedVector2Array = PackedVector2Array()
|
|
# Rings, as triples of (centre x, centre y, radius). Sensor domes, muzzles
|
|
# and bay openings all read better as circles than as polygon chords.
|
|
@export var detail_rings: PackedVector2Array = PackedVector2Array()
|
|
# #82: this enemy is destroyed by the impact when it reaches a player vessel,
|
|
# rather than shrugging it off and lining up another pass. Data, not a type
|
|
# check: the chaser rams because ramming is its whole behaviour, while a
|
|
# sniper that happens to drift into a ship has not spent itself doing it.
|
|
@export var dies_on_contact: bool = false
|
|
@export var core_color: Color = Color(0.06, 0.02, 0.03)
|
|
@export var component_scenes: Array[PackedScene] = []
|