spaceship/ExplosionVFXBase.gd
Loïc Wisniewski b641fa5891 Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
  grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
  SkillTreeView). Node depth is derived from prerequisites, so the layout
  cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
  and description.
- Ship crafter redrawn as a space factory with an assembly animation;
  mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
  gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
  the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
  fleet_velocity). Ship zeroes its velocity when seated in its slot even
  while the anchor drags that slot forward, so braking from velocity alone
  stopped the fleet dead instead of coasting - and whether it did depended
  on the frame rate.

Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
  Static geometry is rasterised once in _draw(); moving parts are NeonPiece
  children animated through node properties, which reuse the cached
  geometry. Every NeonDraw call expands into four antialiased polylines, so
  redrawing to move something re-tessellated all of it.

Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
  Android's FUSE bridge, read through proot, where load("res://Main.tscn")
  alone cost 8.5s per test against ~2s natively - and nearly every test
  loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
  buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
  result no longer depends on how busy the machine is. Without it,
  parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.

Bundles Carrois Gothic SC (Apache 2.0) with its licence text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00

82 lines
2.8 KiB
GDScript

class_name ExplosionVFXBase
extends Node2D
# Shared particle motion/fade/lifetime logic for all explosion VFX types.
# Subclasses fix their own visual style and color as facts about
# themselves (see LightBurstVFX/AsteroidExplosionVFX), not as parameters
# passed in by whatever destroyed the object - so "ships always explode
# blue" is guaranteed by the class hierarchy, not by remembering to pass
# the right Color() at each call site.
@export var particle_count: int = 12
@export var lifetime: float = 0.5
@export var min_speed: float = 60.0
@export var max_speed: float = 220.0
var age: float = 0.0
var particles: Array = []
func _ready() -> void:
randomize()
for i in range(particle_count):
var angle: float = randf() * TAU
var speed: float = randf_range(min_speed, max_speed)
var p: Dictionary = {
"pos": Vector2.ZERO,
"vel": Vector2(cos(angle), sin(angle)) * speed,
"rot": randf() * TAU,
"rot_speed": randf_range(-6.0, 6.0),
"size": _random_particle_size(),
}
# Each particle is its own child CanvasItem, drawn once at its own
# fixed local shape (subclass decides the shape via
# _configure_particle). From here on the "animation" is just this
# child's position/rotation, exactly like Ship.gd/Asteroid.gd - no
# redraw, no re-tessellating four polylines per particle per frame.
var visual: ExplosionParticle = ExplosionParticle.new()
_configure_particle(visual, p)
if _particle_spins():
visual.rotation = p["rot"]
add_child(visual)
p["visual"] = visual
particles.append(p)
func _process(delta: float) -> void:
age += delta
if age >= lifetime:
queue_free()
return
# CanvasItem modulate is inherited down the tree, so setting it once
# here fades every particle's already-drawn shape for free - no need
# to recompute or re-draw a single one of them.
modulate.a = clamp(1.0 - (age / lifetime), 0.0, 1.0)
for p in particles:
p["pos"] += p["vel"] * delta
p["vel"] *= 0.9
p["rot"] += p["rot_speed"] * delta
var visual: ExplosionParticle = p["visual"]
visual.position = p["pos"]
if _particle_spins():
visual.rotation = p["rot"]
func _random_particle_size() -> float:
return randf_range(10.0, 20.0)
# Called once per particle at spawn time. Subclasses set visual.draw_callable
# to a closure that draws their own fixed local shape (a streak, a rock
# chunk, ...) - it must not depend on `p` beyond values fixed at spawn (size,
# initial velocity direction), since it never runs again.
func _configure_particle(_visual: ExplosionParticle, _p: Dictionary) -> void:
pass
# True for particle styles whose shape itself spins independently of its
# direction of travel (tumbling debris). Energy streaks are drawn already
# aligned to their (fixed) velocity direction, so giving them this unrelated
# per-particle spin as well would visibly rotate them off their travel line.
func _particle_spins() -> bool:
return false