spaceship/IconButton.gd
Loïc Wisniewski 097e17f7aa Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.

The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.

The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.

Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.

Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.

Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.

Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
  matching target_id, regardless of purpose. Once pickup states shared
  target_id with delivery states (both address a building, not an
  extractor), a transporter delivering gas made the SAME building look
  "busy" to the unrelated energy-pickup dispatch, starving it even
  with a second, genuinely free transporter sitting idle at the hub.
  Split into _transporter_inbound_to() (delivery states only) and a
  new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
  sizing) had no room for a 7th building - despite the ticket's own
  note that no layout changes should be needed. A naive 4th row ran
  off the bottom of a 720x1280 viewport; fitting one meant both adding
  a 4th row top AND shrinking the shared button/label/cost sizing so
  each row's content no longer taller than the compressed row spacing.
  Caught only by actually screenshotting it - a real build menu, not
  headless, since --headless renders nothing.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00

630 lines
29 KiB
GDScript

class_name IconButton
extends Control
# Square neon-outlined button, hand-drawn to match the game's existing
# no-texture glowing look (same NeonDraw technique as ships/enemies) -
# no icon image assets, just a glyph drawn inside the frame.
signal pressed
# Scenes store `icon` as a plain int, so NEW ENTRIES MUST BE APPENDED -
# inserting one would silently repoint every button after it.
enum Icon {
MAP, CLOSE, SHIP, DOWN_ARROW, UP_ARROW, BUILD, ROTATE_CW, ROTATE_CCW,
# One per building, each a miniature of what actually gets placed. The
# build menu used to pick from the generic set, which left the mothership
# and the command centre sharing a folded-map glyph and neither of them
# looking anything like the structure they build.
MOTHERSHIP, CRAFTER, COMMAND_CENTER, EXTRACTOR, TRANSPORT_HUB, SHIP_LAB,
# Moving ore between the fleet and a building (#24). Two arrows passing
# each other: the single up/down arrows already mean "load" and "store"
# one way each, and this button is the place where both live.
TRANSFER,
# Ship-lab upgrade glyphs. These deliberately describe the effect rather
# than the building hosting it, so cards remain scannable at a glance.
UPGRADE_DAMAGE, UPGRADE_RATE, UPGRADE_RANGE, UPGRADE_THRUSTERS,
UPGRADE_SHIELD_HITS, UPGRADE_SHIELD_RECHARGE, UPGRADE_CARGO,
UPGRADE_ENGINES, UPGRADE_UNLOCK_SHIELD,
ACTION_MENU,
GAS,
LEFT_ARROW, RIGHT_ARROW,
MINUS, PLUS,
SHIELD_VESSEL,
GAS_BOMBER, GAS_BOMB,
# Appended, not inserted alongside the other building icons above -
# inserting there would silently renumber every icon int already
# stored in existing scenes (#54).
GAS_BURNER,
}
# Size the glyphs were originally drawn against. Every glyph dimension is
# scaled by (actual size / this), so the button can be resized in the scene
# without the icon inside it staying small.
const REFERENCE_SIZE: float = 56.0
@export var icon: int = Icon.MAP
@export var glow_color: Color = Color(0.25, 0.85, 1.0)
# Selection is an additional frame, never a recolour. It lets menus retain
# semantic colours (vessel class, danger, cargo) while still making the
# active choice unmistakable.
@export var highlighted: bool = false: set = set_highlighted
# Colour of the bright core stroke. Defaults to near-white, which reads well
# on the dark space background; scenes drawing over a bright backdrop (the
# lunar surface) override this with a dark colour so the button doesn't wash
# out. See NeonDraw.
@export var core_color: Color = Color(1.0, 1.0, 1.0)
# When false the button is drawn greyed out, but STILL emits `pressed` -
# the caller decides what to do, which is what lets an unavailable option
# explain itself instead of silently doing nothing.
@export var enabled: bool = true: set = set_enabled
@export var disabled_color: Color = Color(0.42, 0.45, 0.5)
var pressed_down: bool = false
func set_enabled(value: bool) -> void:
if enabled == value:
return
enabled = value
queue_redraw()
func set_highlighted(value: bool) -> void:
if highlighted == value:
return
highlighted = value
queue_redraw()
func _ready() -> void:
queue_redraw()
func _blocked_by_modal() -> bool:
# A panel is open and this button is not part of it, so it is sitting
# BEHIND the panel and must not react.
#
# The panels cannot simply swallow GUI input with a mouse_filter of STOP:
# the skill tree and the formation editor are driven from raw
# _unhandled_input (see SkillTreeView), and a Control that consumes
# touches through the GUI system swallows them before they ever get
# there. So the panels stay transparent to input and the buttons check
# instead.
for menu in get_tree().get_nodes_in_group("modal_menus"):
# is_visible_in_tree(), NOT visible. Hiding a parent leaves the
# child's own `visible` flag true, and the build menu's info popup is
# itself a modal panel - so closing the build menu with the X left an
# invisible popup still claiming to be open, and every button in the
# game was blocked from then on. That is not a state a player can
# get out of.
if menu.is_visible_in_tree() and not menu.is_ancestor_of(self):
return true
return false
func _gui_input(event: InputEvent) -> void:
if _blocked_by_modal():
return
if event is InputEventScreenTouch:
_handle_press(event.pressed, event.position)
accept_event()
elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
_handle_press(event.pressed, event.position)
accept_event()
func _handle_press(is_pressed: bool, at_position: Vector2) -> void:
if is_pressed:
pressed_down = true
queue_redraw()
elif pressed_down:
pressed_down = false
queue_redraw()
# Only counts as a real press if the finger/cursor is still over
# the button when it lifts - dragging off before releasing (a
# common way to "cancel" a touch) must not still trigger it.
if Rect2(Vector2.ZERO, size).has_point(at_position):
pressed.emit()
func _active_color() -> Color:
return glow_color if enabled else disabled_color
func _draw() -> void:
var rect_size: Vector2 = size
var s: float = min(rect_size.x, rect_size.y) / REFERENCE_SIZE
# Constant glow, brighter while held. Only the press state changes it,
# so the button redraws on press/release instead of every frame.
var pulse: float = 1.0 if pressed_down else 0.85
var margin: float = 4.0 * s
var square: PackedVector2Array = PackedVector2Array([
Vector2(margin, margin),
Vector2(rect_size.x - margin, margin),
Vector2(rect_size.x - margin, rect_size.y - margin),
Vector2(margin, rect_size.y - margin),
])
NeonDraw.draw_glowing_polygon(self, square, _active_color(), pulse, core_color)
if highlighted:
# The inset frame reads as a selection focus ring. It deliberately uses
# the bright core rather than the button's glow colour, so selecting a
# blue shield or pink transporter does not change what that colour means.
var inset: float = 10.0 * s
var focus: PackedVector2Array = PackedVector2Array([
Vector2(inset, inset), Vector2(rect_size.x - inset, inset),
Vector2(rect_size.x - inset, rect_size.y - inset), Vector2(inset, rect_size.y - inset),
])
NeonDraw.draw_glowing_polygon(self, focus, core_color, 1.0, core_color, 0.72 * s)
var center: Vector2 = rect_size / 2.0
match icon:
Icon.CLOSE:
_draw_close(center, pulse, s)
Icon.SHIP:
_draw_ship(center, pulse, s)
Icon.MAP:
_draw_map(center, pulse, s)
Icon.DOWN_ARROW:
_draw_arrow(center, pulse, 1.0, s)
Icon.UP_ARROW:
_draw_arrow(center, pulse, -1.0, s)
Icon.BUILD:
_draw_build(center, pulse, s)
Icon.ROTATE_CW:
_draw_rotate(center, pulse, s, 1.0)
Icon.ROTATE_CCW:
_draw_rotate(center, pulse, s, -1.0)
Icon.MOTHERSHIP:
_draw_mothership_icon(center, pulse, s)
Icon.CRAFTER:
_draw_crafter_icon(center, pulse, s)
Icon.COMMAND_CENTER:
_draw_command_icon(center, pulse, s)
Icon.EXTRACTOR:
_draw_extractor_icon(center, pulse, s)
Icon.TRANSPORT_HUB:
_draw_transport_hub_icon(center, pulse, s)
Icon.SHIP_LAB:
_draw_ship_lab_icon(center, pulse, s)
Icon.TRANSFER:
_draw_transfer_icon(center, pulse, s)
Icon.UPGRADE_DAMAGE:
_draw_upgrade_damage(center, pulse, s)
Icon.UPGRADE_RATE:
_draw_upgrade_rate(center, pulse, s)
Icon.UPGRADE_RANGE:
_draw_upgrade_range(center, pulse, s)
Icon.UPGRADE_THRUSTERS:
_draw_upgrade_thrusters(center, pulse, s)
Icon.UPGRADE_SHIELD_HITS:
_draw_upgrade_shield_hits(center, pulse, s)
Icon.UPGRADE_SHIELD_RECHARGE:
_draw_upgrade_shield_recharge(center, pulse, s)
Icon.UPGRADE_CARGO:
_draw_upgrade_cargo(center, pulse, s)
Icon.UPGRADE_ENGINES:
_draw_upgrade_engines(center, pulse, s)
Icon.UPGRADE_UNLOCK_SHIELD:
_draw_upgrade_unlock_shield(center, pulse, s)
Icon.ACTION_MENU:
_draw_action_menu(center, pulse, s)
Icon.GAS:
_draw_gas(center, pulse, s)
Icon.LEFT_ARROW:
_draw_horizontal_arrow(center, pulse, -1.0, s)
Icon.RIGHT_ARROW:
_draw_horizontal_arrow(center, pulse, 1.0, s)
Icon.MINUS:
_draw_minus(center, pulse, s)
Icon.PLUS:
_draw_plus(center, pulse, s)
Icon.SHIELD_VESSEL:
_draw_shield_vessel(center, pulse, s)
Icon.GAS_BOMBER:
_draw_gas_bomber(center, pulse, s)
Icon.GAS_BOMB:
_draw_gas_bomb(center, pulse, s)
Icon.GAS_BURNER:
_draw_gas_burner_icon(center, pulse, s)
func _draw_close(center: Vector2, pulse: float, s: float) -> void:
var r: float = 10.0 * s
NeonDraw.draw_glowing_line(self, center + Vector2(-r, -r), center + Vector2(r, r), _active_color(), pulse, 0.5 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-r, r), center + Vector2(r, -r), _active_color(), pulse, 0.5 * s, core_color)
func _draw_ship(center: Vector2, pulse: float, s: float) -> void:
var nose: Vector2 = center + Vector2(0, -11) * s
var left: Vector2 = center + Vector2(-7, 8) * s
var right: Vector2 = center + Vector2(7, 8) * s
var points: PackedVector2Array = PackedVector2Array([nose, left, right])
NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color)
func _draw_shield_vessel(center: Vector2, pulse: float, s: float) -> void:
var points: PackedVector2Array = PackedVector2Array()
for i in range(6):
var angle: float = -PI / 2.0 + float(i) * TAU / 6.0
points.append(center + Vector2(cos(angle), sin(angle)) * 11.0 * s)
NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color)
func _draw_gas_bomber(center: Vector2, pulse: float, s: float) -> void:
var hull := PackedVector2Array([
center + Vector2(0, -12) * s,
center + Vector2(-12, 7) * s,
center + Vector2(-5, 5) * s,
center + Vector2(0, 11) * s,
center + Vector2(5, 5) * s,
center + Vector2(12, 7) * s,
])
NeonDraw.draw_glowing_polygon(self, hull, _active_color(), pulse, core_color)
NeonDraw.draw_glowing_circle(self, center + Vector2(0, 2) * s, 4.0 * s,
_active_color(), pulse, core_color)
func _draw_gas_bomb(center: Vector2, pulse: float, s: float) -> void:
NeonDraw.draw_glowing_circle(self, center, 7.0 * s, _active_color(), pulse, core_color)
for direction in [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]:
NeonDraw.draw_glowing_circle(self, center + direction * 9.0 * s, 3.5 * s,
_active_color(), pulse * 0.85, core_color)
func _draw_gas_burner_icon(center: Vector2, pulse: float, s: float) -> void:
# A hexagonal chamber with a hot core and vents, miniaturised from the
# building's own silhouette (BuildingVisualBase._draw_gas_burner_static)
# so the menu icon reads as the same structure being placed.
var outer: PackedVector2Array = PackedVector2Array()
var core: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
outer.append(center + Vector2(cos(a), sin(a)) * 11.0 * s)
core.append(center + Vector2(cos(a), sin(a)) * 5.5 * s)
NeonDraw.draw_glowing_polygon(self, outer, _active_color(), pulse, core_color)
NeonDraw.draw_glowing_polygon(self, core, _active_color(), pulse * 0.85, core_color)
for i in range(4):
var a: float = (float(i) / 4.0) * TAU + PI / 4.0
var dir: Vector2 = Vector2(cos(a), sin(a))
NeonDraw.draw_glowing_line(self, center + dir * 11.0 * s, center + dir * 15.5 * s,
_active_color(), pulse, 0.35 * s, core_color)
func _draw_arrow(center: Vector2, pulse: float, direction: float, s: float) -> void:
var r: float = 9.0 * s
var tip: Vector2 = center + Vector2(0, r * direction)
var shaft_top: Vector2 = center + Vector2(0, -r * direction)
NeonDraw.draw_glowing_line(self, shaft_top, tip, _active_color(), pulse, 0.5 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color)
func _draw_horizontal_arrow(center: Vector2, pulse: float, direction: float, s: float) -> void:
var r: float = 10.0 * s
var tip: Vector2 = center + Vector2(r * direction, 0.0)
var tail: Vector2 = center + Vector2(-r * direction, 0.0)
NeonDraw.draw_glowing_line(self, tail, tip, _active_color(), pulse, 0.5 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-r * 0.8 * direction, -r * 0.7), _active_color(), pulse, 0.5 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-r * 0.8 * direction, r * 0.7), _active_color(), pulse, 0.5 * s, core_color)
func _draw_minus(center: Vector2, pulse: float, s: float) -> void:
var r: float = 9.0 * s
NeonDraw.draw_glowing_line(self, center + Vector2(-r, 0.0), center + Vector2(r, 0.0),
_active_color(), pulse, 0.55 * s, core_color)
func _draw_plus(center: Vector2, pulse: float, s: float) -> void:
_draw_minus(center, pulse, s)
var r: float = 9.0 * s
NeonDraw.draw_glowing_line(self, center + Vector2(0.0, -r), center + Vector2(0.0, r),
_active_color(), pulse, 0.55 * s, core_color)
func _draw_transfer_icon(center: Vector2, pulse: float, s: float) -> void:
# Two shafts side by side pointing opposite ways. Drawn as a pair rather
# than as one double-headed arrow because the button's whole job is that
# ore moves BOTH ways here, and a double-headed arrow reads as one thing
# sliding back and forth.
var r: float = 10.0 * s
var gap: float = 7.0 * s
for side in [-1.0, 1.0]:
# Left shaft points up (into the fleet), right shaft points down.
var direction: float = side
var x: float = gap * side
var tip: Vector2 = center + Vector2(x, r * direction)
var tail: Vector2 = center + Vector2(x, -r * direction)
NeonDraw.draw_glowing_line(self, tail, tip, _active_color(), pulse, 0.42 * s, core_color)
var head: float = 5.0 * s
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-head, -head * direction),
_active_color(), pulse, 0.42 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(head, -head * direction),
_active_color(), pulse, 0.42 * s, core_color)
# --- ship-lab upgrade glyphs ---------------------------------------------
func _draw_upgrade_damage(center: Vector2, pulse: float, s: float) -> void:
# A heavy projectile striking a target.
NeonDraw.draw_glowing_line(self, center + Vector2(-13, 0) * s, center + Vector2(5, 0) * s, _active_color(), pulse, 0.7 * s, core_color)
for a in [0.0, PI * 0.5, PI, PI * 1.5]:
var dir := Vector2(cos(a), sin(a))
NeonDraw.draw_glowing_line(self, center + Vector2(8, 0) * s, center + Vector2(8, 0) * s + dir * 7.0 * s, _active_color(), pulse, 0.4 * s, core_color)
func _draw_upgrade_rate(center: Vector2, pulse: float, s: float) -> void:
# Three successive shots: more fire per second.
for x in [-9.0, 0.0, 9.0]:
NeonDraw.draw_glowing_line(self, center + Vector2(x - 3, 7) * s, center + Vector2(x + 3, -7) * s, _active_color(), pulse, 0.55 * s, core_color)
func _draw_upgrade_range(center: Vector2, pulse: float, s: float) -> void:
# Reticle with a long sight line.
var r := 10.0 * s
for i in range(12):
var a := TAU * float(i) / 12.0
var b := TAU * float(i + 1) / 12.0
NeonDraw.draw_glowing_line(self, center + Vector2(cos(a), sin(a)) * r, center + Vector2(cos(b), sin(b)) * r, _active_color(), pulse, 0.32 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-15, 0) * s, center + Vector2(15, 0) * s, _active_color(), pulse, 0.38 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(0, -15) * s, center + Vector2(0, 15) * s, _active_color(), pulse, 0.38 * s, core_color)
func _draw_upgrade_thrusters(center: Vector2, pulse: float, s: float) -> void:
# Ship nozzle with two exhaust flames.
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([center + Vector2(-10, -7) * s, center + Vector2(5, -7) * s, center + Vector2(11, 0) * s, center + Vector2(5, 7) * s, center + Vector2(-10, 7) * s]), _active_color(), pulse, core_color)
for y in [-4.0, 4.0]:
NeonDraw.draw_glowing_line(self, center + Vector2(-10, y) * s, center + Vector2(-17, y * 1.5) * s, _active_color(), pulse, 0.45 * s, core_color)
func _draw_upgrade_shield_hits(center: Vector2, pulse: float, s: float) -> void:
# Layered hexagonal shield walls.
for r in [8.0, 13.0]:
var hex := PackedVector2Array()
for i in range(6):
var a := TAU * float(i) / 6.0 + PI / 6.0
hex.append(center + Vector2(cos(a), sin(a)) * r * s)
NeonDraw.draw_glowing_polygon(self, hex, _active_color(), pulse, core_color)
func _draw_upgrade_shield_recharge(center: Vector2, pulse: float, s: float) -> void:
# A shield with a circular recovery arrow.
var arc := PackedVector2Array()
for i in range(10):
var a := lerpf(-PI * 0.2, PI * 1.35, float(i) / 9.0)
arc.append(center + Vector2(cos(a), sin(a)) * 11.0 * s)
NeonDraw.draw_glowing_path(self, arc, _active_color(), pulse, 0.45 * s, core_color)
var tip: Vector2 = arc[arc.size() - 1]
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(6, -1) * s, _active_color(), pulse, 0.45 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(1, 6) * s, _active_color(), pulse, 0.45 * s, core_color)
func _draw_upgrade_cargo(center: Vector2, pulse: float, s: float) -> void:
# Freight crate, with outward arrows suggesting expanded volume.
var box := 8.0 * s
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([center + Vector2(-box, -box) , center + Vector2(box, -box), center + Vector2(box, box), center + Vector2(-box, box)]), _active_color(), pulse, core_color)
for side in [-1.0, 1.0]:
NeonDraw.draw_glowing_line(self, center + Vector2(side * 10, 0) * s, center + Vector2(side * 16, 0) * s, _active_color(), pulse, 0.38 * s, core_color)
func _draw_upgrade_engines(center: Vector2, pulse: float, s: float) -> void:
# Engine core with speed streaks.
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([center + Vector2(-4, -8) * s, center + Vector2(7, -5) * s, center + Vector2(10, 0) * s, center + Vector2(7, 5) * s, center + Vector2(-4, 8) * s, center + Vector2(-8, 0) * s]), _active_color(), pulse, core_color)
for y in [-7.0, 0.0, 7.0]:
NeonDraw.draw_glowing_line(self, center + Vector2(-18, y) * s, center + Vector2(-9, y) * s, _active_color(), pulse, 0.4 * s, core_color)
func _draw_upgrade_unlock_shield(center: Vector2, pulse: float, s: float) -> void:
# A shield silhouette with a plus: unlock the whole vessel, not a stat.
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([center + Vector2(0, -13) * s, center + Vector2(11, -7) * s, center + Vector2(8, 7) * s, center + Vector2(0, 13) * s, center + Vector2(-8, 7) * s, center + Vector2(-11, -7) * s]), _active_color(), pulse, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-4, 0) * s, center + Vector2(4, 0) * s, _active_color(), pulse, 0.45 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(0, -4) * s, center + Vector2(0, 4) * s, _active_color(), pulse, 0.45 * s, core_color)
func _draw_action_menu(center: Vector2, pulse: float, s: float) -> void:
# A small, intentionally neutral stack of choices. It marks a button that
# opens context actions rather than carrying out one particular action.
for y in [-8.0, 0.0, 8.0]:
NeonDraw.draw_glowing_line(self, center + Vector2(-10, y) * s, center + Vector2(10, y) * s, _active_color(), pulse, 0.42 * s, core_color)
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
center + Vector2(-15, y - 2) * s, center + Vector2(-11, y) * s,
center + Vector2(-15, y + 2) * s,
]), _active_color(), pulse, core_color)
func _draw_gas(center: Vector2, pulse: float, s: float) -> void:
# Three drifting bubbles: the visual language for gaseous resources.
for data in [[Vector2(-6,-3), 6.0], [Vector2(6,4), 8.0], [Vector2(4,-9), 4.0]]:
var ring := PackedVector2Array()
for i in range(10):
var a := TAU * float(i) / 10.0
ring.append(center + (data[0] + Vector2(cos(a), sin(a)) * data[1]) * s)
NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color)
func _draw_build(center: Vector2, pulse: float, s: float) -> void:
# A plus inside a frame - "add a structure".
var r: float = 11.0 * s
var frame: PackedVector2Array = PackedVector2Array([
center + Vector2(-r, -r), center + Vector2(r, -r),
center + Vector2(r, r), center + Vector2(-r, r),
])
NeonDraw.draw_glowing_polygon(self, frame, _active_color(), pulse, core_color)
var arm: float = r * 0.55
NeonDraw.draw_glowing_line(self, center + Vector2(-arm, 0), center + Vector2(arm, 0), _active_color(), pulse, 0.4 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(0, -arm), center + Vector2(0, arm), _active_color(), pulse, 0.4 * s, core_color)
func _draw_rotate(center: Vector2, pulse: float, s: float, direction: float) -> void:
# Three-quarter arc with an arrowhead on the leading end, mirrored for
# the counter-clockwise variant.
var r: float = 11.0 * s
var segments: int = 14
var sweep: float = TAU * 0.75
var start: float = -PI * 0.5
var arc: PackedVector2Array = PackedVector2Array()
for i in range(segments + 1):
var t: float = float(i) / segments
var a: float = start + sweep * t * direction
arc.append(center + Vector2(cos(a), sin(a)) * r)
for i in range(segments):
NeonDraw.draw_glowing_line(self, arc[i], arc[i + 1], _active_color(), pulse, 0.34 * s, core_color)
var tip: Vector2 = arc[arc.size() - 1]
var tangent: Vector2 = (tip - arc[arc.size() - 2]).normalized()
var normal: Vector2 = Vector2(-tangent.y, tangent.x)
var head: float = 5.0 * s
NeonDraw.draw_glowing_line(self, tip, tip - tangent * head + normal * head, _active_color(), pulse, 0.34 * s, core_color)
NeonDraw.draw_glowing_line(self, tip, tip - tangent * head - normal * head, _active_color(), pulse, 0.34 * s, core_color)
# --- building glyphs, each echoing the placed structure's silhouette ------
func _draw_mothership_icon(center: Vector2, pulse: float, s: float) -> void:
# Radial flagship: a reactor core with six swept talons around it, the
# same silhouette as the placed structure.
for i in range(6):
var base: float = (float(i) / 6.0) * TAU
var talon: PackedVector2Array = PackedVector2Array()
for step in [0.0, 0.5, 1.0]:
var a: float = base + 0.72 * pow(step, 1.3)
talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s)
for step in [1.0, 0.5, 0.0]:
var a: float = base + 0.72 * pow(step, 1.3) - (0.34 * (1.0 - step) + 0.05)
talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s)
NeonDraw.draw_glowing_polygon(self, talon, _active_color(), pulse, core_color)
for radius in [6.5, 3.0]:
var ring: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
ring.append(center + Vector2(cos(a), sin(a)) * radius * s)
NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color)
func _draw_ship_lab_icon(center: Vector2, pulse: float, s: float) -> void:
# A vessel inside brackets: something being examined, not built.
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
center + Vector2(0, -9) * s, center + Vector2(5, 5) * s,
center + Vector2(0, 2) * s, center + Vector2(-5, 5) * s,
]), _active_color(), pulse, core_color)
for sx in [-1.0, 1.0]:
var x: float = sx * 11.0 * s
NeonDraw.draw_glowing_line(self, center + Vector2(x, -11 * s), center + Vector2(x, 11 * s),
_active_color(), pulse, 0.35 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(x, -11 * s), center + Vector2(x - sx * 4.0 * s, -11 * s),
_active_color(), pulse, 0.35 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(x, 11 * s), center + Vector2(x - sx * 4.0 * s, 11 * s),
_active_color(), pulse, 0.35 * s, core_color)
func _draw_transport_hub_icon(center: Vector2, pulse: float, s: float) -> void:
# A ring of docking cradles with a freight box in the middle: reads as
# "things are stationed here and go out from here", which is what the hub
# does, and shares no silhouette with the crafter's open cradle.
var ring_r: float = 11.0 * s
var ring: PackedVector2Array = PackedVector2Array()
for i in range(8):
var a: float = (float(i) / 8.0) * TAU + PI / 8.0
ring.append(center + Vector2(cos(a), sin(a)) * ring_r)
NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color)
var box: float = 4.2 * s
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
center + Vector2(-box, -box), center + Vector2(box, -box),
center + Vector2(box, box), center + Vector2(-box, box),
]), _active_color(), pulse, core_color)
# Three stubby berths, so the ring reads as occupied rather than as a
# plain octagon.
for i in range(3):
var a: float = (float(i) / 3.0) * TAU - PI / 2.0
var dir: Vector2 = Vector2(cos(a), sin(a))
NeonDraw.draw_glowing_line(self, center + dir * (box * 1.5),
center + dir * (ring_r - 1.5 * s), _active_color(), pulse, 0.35 * s, core_color)
func _draw_crafter_icon(center: Vector2, pulse: float, s: float) -> void:
# Reactor core, truss spine, and an open cradle holding a hull.
var core_centre: Vector2 = center + Vector2(-11, 0) * s
var core: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
core.append(core_centre + Vector2(cos(a), sin(a)) * 5.0 * s)
NeonDraw.draw_glowing_polygon(self, core, _active_color(), pulse, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-6, 0) * s,
center + Vector2(-2, 0) * s, _active_color(), pulse, 0.35 * s, core_color)
var bay: Vector2 = center + Vector2(6, 0) * s
var cradle: PackedVector2Array = PackedVector2Array()
for i in range(13):
var a: float = lerpf(-0.25 * PI, 1.25 * PI, float(i) / 12.0)
cradle.append(bay + Vector2(cos(a), sin(a)) * 10.0 * s)
NeonDraw.draw_glowing_path(self, cradle, _active_color(), pulse, 0.4 * s, core_color)
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
bay + Vector2(0, -6) * s, bay + Vector2(-5, 4) * s, bay + Vector2(5, 4) * s,
]), _active_color(), pulse, core_color)
func _draw_command_icon(center: Vector2, pulse: float, s: float) -> void:
# Hex plotting rim with spokes to a diamond hub, echoing the placed
# structure's silhouette: half the ports carry a formation token.
var hex_r: float = 11.0 * s
var hub_r: float = 4.0 * s
var hex: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
hex.append(center + Vector2(cos(a), sin(a)) * hex_r)
NeonDraw.draw_glowing_polygon(self, hex, _active_color(), pulse, core_color)
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
var dir: Vector2 = Vector2(cos(a), sin(a))
NeonDraw.draw_glowing_line(self, center + dir * hub_r, center + dir * hex_r, _active_color(), pulse, 0.32 * s, core_color)
if i % 2 == 0:
var tip: Vector2 = center + dir * hex_r
var t: float = 2.6 * s
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
tip + Vector2(0, -t), tip + Vector2(t, 0), tip + Vector2(0, t), tip + Vector2(-t, 0),
]), _active_color(), pulse, core_color)
NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
center + Vector2(0, -hub_r), center + Vector2(hub_r, 0),
center + Vector2(0, hub_r), center + Vector2(-hub_r, 0),
]), _active_color(), pulse, core_color)
func _draw_extractor_icon(center: Vector2, pulse: float, s: float) -> void:
# A derrick standing on a planet's limb, with ore lifting off it - the
# one building that only works over a planet, so the planet is the point.
var limb: PackedVector2Array = PackedVector2Array()
for i in range(11):
var a: float = lerpf(-0.82 * PI, -0.18 * PI, float(i) / 10.0)
limb.append(center + (Vector2(0, 22) + Vector2(cos(a), sin(a)) * 17.0) * s)
NeonDraw.draw_glowing_path(self, limb, _active_color(), pulse, 0.45 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(-6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color)
NeonDraw.draw_glowing_line(self, center + Vector2(6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color)
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)
# Shaft driven down through the limb - without it the derrick reads as a
# tower standing on a hill rather than as something mining the planet.
NeonDraw.draw_glowing_line(self, center + Vector2(0, -1) * s, center + Vector2(0, 14) * s, _active_color(), pulse, 0.3 * s, core_color)
var ore_centre: Vector2 = center + Vector2(0, -15) * s
var ore: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
ore.append(ore_centre + Vector2(cos(a), sin(a)) * 4.0 * s)
NeonDraw.draw_glowing_polygon(self, ore, _active_color(), pulse, core_color)
func _draw_map(center: Vector2, pulse: float, s: float) -> void:
var w: float = 11.0 * s
var h: float = 9.0 * s
var outline: PackedVector2Array = PackedVector2Array([
center + Vector2(-w, -h), center + Vector2(w, -h * 0.7),
center + Vector2(w, h), center + Vector2(-w, h * 0.7),
])
NeonDraw.draw_glowing_polygon(self, outline, _active_color(), pulse, core_color)
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)
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)