#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>
197 lines
7.8 KiB
GDScript
197 lines
7.8 KiB
GDScript
extends Area2D
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signal destroyed
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const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
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@export var max_speed: float = 460.0
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@export var acceleration: float = 450.0
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@export var rotation_speed: float = 8.0
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@export var arrive_radius: float = 6.0
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@export var vessel_type: String = "interceptor"
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var definition: Resource
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var glow_color: Color = Color(0.25, 0.85, 1.0)
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var core_color: Color = Color.WHITE
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# The ship's TRUE world velocity - what `position` is actually integrated
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# from, and the single source of truth for how fast this vessel is moving.
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# Nothing else may contribute motion; see the note in _physics_process.
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var velocity: Vector2 = Vector2.ZERO
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# The velocity of this ship's formation SLOT (the fleet anchor's own travel).
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# Fed forward into the steering below rather than added on top of it: matching
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# the slot's speed is most of the job of holding formation, so supplying it
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# directly leaves `velocity` free to be a small correction and lets the ship
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# sit in its slot with no steady-state lag and no teleporting.
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var fleet_velocity: Vector2 = Vector2.ZERO
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var move_target: Vector2
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# Compatibility accessors keep old saves/tests readable while shield state
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# itself belongs exclusively to the optional ShieldComponent.
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var shield_charges: int:
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get:
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var component: Node = get_component("shield")
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return component.charges if component != null else 0
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set(value):
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var component: Node = get_component("shield")
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if component != null:
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component.set_charges(value)
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var shield_recharge_left: float:
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get:
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var component: Node = get_component("shield")
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return component.recharge_left if component != null else 0.0
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set(value):
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var component: Node = get_component("shield")
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if component != null:
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component.recharge_left = value
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var projectile_damage: int:
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get:
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var component: Node = get_component("weapon")
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return component.projectile_damage if component != null else 0
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func _ready() -> void:
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move_target = position
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add_to_group("player_ships")
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area_entered.connect(_on_area_entered)
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definition = VESSEL_DEFINITIONS.get_definition(vessel_type)
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if definition == null:
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return
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glow_color = definition.glow_color
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for component_scene in definition.component_scenes:
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var component: Node = component_scene.instantiate()
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add_child(component)
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if component.has_method("setup"):
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component.setup()
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apply_vessel_stats()
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queue_redraw()
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func get_component(capability: String) -> Node:
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for child in get_children():
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if child.get("capability_id") == capability:
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return child
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return null
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func has_capability(capability: String) -> bool:
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return get_component(capability) != null
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func set_move_target(world_pos: Vector2) -> void:
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move_target = world_pos
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func apply_vessel_stats() -> void:
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if definition == null:
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definition = VESSEL_DEFINITIONS.get_definition(vessel_type)
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if definition == null:
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return
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max_speed = GameState.vessel_stat(vessel_type, "max_speed")
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acceleration = GameState.vessel_stat(vessel_type, "acceleration")
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for child in get_children():
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if child.has_method("apply_stats"):
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child.apply_stats()
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func has_shield() -> bool:
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var component: Node = get_component("shield")
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return component != null and component.is_active()
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func _physics_process(delta: float) -> void:
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for child in get_children():
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if child.has_method("tick"):
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child.tick(delta)
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# #59: multiplied here, at the point of use, rather than baked into the
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# cached max_speed/acceleration fields apply_vessel_stats() sets - those
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# stay the true base values, so a stat upgrade researched mid-boost can't
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# corrupt them, and the fader takes effect the instant it moves with no
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# re-apply needed. arrive_radius is scaled too: at N physics ticks/sec a
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# ship's per-tick step is `speed * delta`, and once that step outgrows
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# the (otherwise fixed) arrive_radius it can overshoot the snap-to-target
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# zone every tick while chasing a target that is ALSO now receding N
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# times faster - a small, boost-proportional radius keeps the same
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# "snaps onto its slot" formation tightness at any boost level that
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# 1.0x already has.
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var boost: float = GameState.fleet_speed_multiplier
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var effective_acceleration: float = acceleration * boost
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var to_target: Vector2 = move_target - position
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var distance: float = to_target.length()
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# Snap only when the slot is STANDING STILL. A stationary target is the
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# one case where converging asymptotically would leave a permanent
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# sub-pixel residue, and settling exactly is what "the fleet has arrived"
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# means everywhere else in the game. While the slot is moving the ship
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# steers continuously instead - a snap there would be a teleport, which
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# is what used to make `velocity` read zero for a ship that was in fact
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# travelling at cruise speed, and that lie is what the whole
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# stop()/fleet_velocity bookkeeping tangle existed to paper over.
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if fleet_velocity == Vector2.ZERO and distance <= arrive_radius * boost:
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position = move_target
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velocity = Vector2.ZERO
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else:
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# Feed-forward plus correction. The ship aims to travel at its slot's
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# velocity, plus whatever extra closes the gap to the slot - so
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# holding formation costs no error, and `velocity` stays the ship's
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# real motion rather than a residual that has to be added to
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# something else to mean anything.
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var correction: Vector2 = Vector2.ZERO
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if distance > 0.001:
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var braking_speed: float = sqrt(2.0 * effective_acceleration * distance)
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correction = to_target.normalized() * min(max_speed * boost, braking_speed)
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var desired_velocity: Vector2 = fleet_velocity + correction
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# HARD BOUND on how fast any single vessel may travel, applied to the
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# total and re-applied every tick. Feed-forward plus correction can
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# ask for more than a vessel can actually fly, and without this the
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# excess was free speed: a ship that had been handed a large velocity
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# kept it, decaying only at `acceleration`. Clamping the REQUEST is
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# not enough - the clamp has to sit on the integrated result, so no
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# sequence of commands can leave a vessel travelling faster than its
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# own top speed.
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desired_velocity = desired_velocity.limit_length(max_speed * boost)
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velocity = velocity.move_toward(desired_velocity, effective_acceleration * delta)
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velocity = velocity.limit_length(max_speed * boost)
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position += velocity * delta
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if velocity.length() > 8.0:
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var target_angle: float = velocity.angle() + PI / 2.0
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rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
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func take_damage(_amount: int) -> bool:
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# Ships have no hit points - any unabsorbed hit is lethal. A shield
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# charge absorbs a hit entirely regardless of its amount, matching
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# VesselShieldComponent's existing all-or-nothing semantics; `_amount`
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# is accepted (not `int`-clamped away) so callers like EnemyProjectile
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# have a normal damage parameter to pass even though it isn't graded here.
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for child in get_children():
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if child.has_method("absorb_hit") and child.absorb_hit():
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return true
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ShipExplosionVFX.spawn(get_tree().root, position)
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destroyed.emit()
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queue_free()
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return false
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func _on_area_entered(area: Area2D) -> void:
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if not (area.is_in_group("enemies") or area.is_in_group("asteroids")):
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return
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# The enemy is told about the impact BEFORE this ship resolves its own
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# damage, because resolving it can free this node - and a ship that dies
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# to a ramming chaser must still take the chaser with it. Whether the
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# impact actually destroys the enemy is the enemy's decision (#82).
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if area.is_in_group("enemies") and area.has_method("collide_with_player_vessel"):
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area.collide_with_player_vessel()
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var absorbed: bool = take_damage(1)
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if absorbed and area.is_in_group("asteroids") and is_instance_valid(area):
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area.queue_free()
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func _draw() -> void:
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var points: PackedVector2Array = definition.hull_points if definition != null else PackedVector2Array([
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Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
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])
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NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0, core_color)
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