feat: M2 run skeleton — belt, card draft, node fork, room sequencing, run tally

Belt (canon: charges are the cost, the belt is the ammo): cards are
CARD_TYPES indices consumed on play, next slides into the 2-slot hand;
belt cap 8; HUD shows hand glyphs + upcoming-card ticks. Card pool
grows to 4: SHOCKWAVE, HEATWAVE, DASH (impulse along held movement
direction — aimable while frozen, no aim input), IGNITE (nearest-enemy
heat spike past threshold). Rooms: spawn-budget waves (base 8 +4/room,
4 rooms/run); clear -> interstitial fork (CARD vs SCRAP +8) -> CARD
opens a 3-option draft + scrap decline (+4) -> next room; final clear
or mech destruction -> tally overlay (rooms/kills/scrap/chem) with
relaunch on 1. Interstitial owns the pause while active; the hand
yields input and time authority to it. Mech death now signals the run
manager instead of hard-reloading.

Chain semantics (same-tag surge / cross-tag chemistry trigger)
deliberately deferred to M3.

Smoke gate: belt consumption white-boxed in the card phase, _until
moved to process_frame (physics awaits deadlock under pause), run
phase covers clear->fork->draft->belt growth->room advance->tally.
3/3 green on nh3-dev headless 4.7.1.
This commit is contained in:
2026-08-07 20:30:43 -07:00
parent 32383865f1
commit fc4fc59a2b
14 changed files with 474 additions and 46 deletions
+15 -3
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@@ -26,10 +26,22 @@ The playable slice that falsified the design's three core bets:
Post-falsifier addition, same milestone: kill-fed charges + salvage Post-falsifier addition, same milestone: kill-fed charges + salvage
drops + salvage-gated card levels (canon 2026-08-07). drops + salvage-gated card levels (canon 2026-08-07).
### M2 — (next: operator decision pending) ### M2 — run skeleton (BUILT 2026-08-07, playtest pending)
Candidates on the table: run skeleton (belt + draft + node map — 1. Belt — cards consumed on play, next slides in; drafting refills ✓
recommended), third tag (VOLT + 2 chemistry rows), tuning pass. 2. Card draft node — 3 options + scrap decline (canon pick anatomy) ✓
3. Node fork between rooms — CARD vs SCRAP cache ✓
4. Room sequencing — spawn-budget rooms (4/run), clear → node → next ✓
5. Run end — tally overlay + relaunch; death routes there too ✓
6. Two new greybox cards (DASH, IGNITE) so drafting has texture ✓
Operator playtest verdict pending. Chain semantics (same-tag surge /
cross-tag chemistry trigger) deliberately NOT in M2 — M3 candidate.
### M3 — (next: operator decision pending)
Candidates: chain semantics + third tag (VOLT); tuning pass; base
stub (meta persistence between runs).
## Parking lot (post-greybox) ## Parking lot (post-greybox)
+11 -9
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@@ -34,15 +34,17 @@ _As of 2026-08-07 (post-falsifier):_
- Salvage loop playtested and KEPT (operator, 2026-08-07: "interesting - Salvage loop playtested and KEPT (operator, 2026-08-07: "interesting
mechanic, let's keep it and move on"). Everything remains knobs; no mechanic, let's keep it and move on"). Everything remains knobs; no
tuning pass done yet. tuning pass done yet.
- Greybox milestone (M1) complete and UNTAGGED — operator ruling - M1 (greybox falsifier) done, untagged — v1.0 reserved for the
2026-08-07: **v1.0 is reserved for the public release candidate**, public RC (operator ruling 2026-08-07; internal milestones are 0.x).
never internal milestones; internal milestones are 0.x. ROADMAP.md - **M2 (run skeleton) BUILT 2026-08-07, operator playtest pending**:
restructured accordingly (M1 done, M2 = next-phase pick). belt (consume-on-play, draft refills), draft node (3 + scrap
- Next-phase scope (M2) is the open operator decision — decline), CARD-vs-SCRAP fork between rooms, spawn-budget rooms
recommendation on the table: belt + minimal node-map run skeleton (4/run), tally + relaunch, DASH + IGNITE greybox cards. Chain
(bet 3's fun question resolves at the belt stage per canon). semantics deliberately deferred to M3.
- Advisor repo still has NO git remote (canon single-disk) — offered - Advisor repo remote WIRED 2026-08-07:
twice, undecided. git@gitea.phasefinal.com:vh/game-design-advisor.git (private,
created via tea CLI with the vh token), main pushed — canon is
backed up.
## Recent decisions ## Recent decisions
+20
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@@ -60,6 +60,26 @@ card_2={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
opt_1={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
opt_2={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":50,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
opt_3={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":51,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
opt_4={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":52,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names] [layer_names]
+13 -1
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@@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=3] [gd_scene load_steps=11 format=3]
[ext_resource type="Script" path="res://scripts/arena.gd" id="1"] [ext_resource type="Script" path="res://scripts/arena.gd" id="1"]
[ext_resource type="PackedScene" path="res://scenes/mech.tscn" id="2"] [ext_resource type="PackedScene" path="res://scenes/mech.tscn" id="2"]
@@ -6,6 +6,8 @@
[ext_resource type="Script" path="res://scripts/hand.gd" id="4"] [ext_resource type="Script" path="res://scripts/hand.gd" id="4"]
[ext_resource type="Script" path="res://scripts/hand_hud.gd" id="5"] [ext_resource type="Script" path="res://scripts/hand_hud.gd" id="5"]
[ext_resource type="AudioStream" path="res://assets/audio/chem_sting_kinetic_heat_ph.wav" id="6"] [ext_resource type="AudioStream" path="res://assets/audio/chem_sting_kinetic_heat_ph.wav" id="6"]
[ext_resource type="Script" path="res://scripts/interstitial.gd" id="7"]
[ext_resource type="Script" path="res://scripts/interstitial_hud.gd" id="8"]
[sub_resource type="RectangleShape2D" id="wall_h"] [sub_resource type="RectangleShape2D" id="wall_h"]
size = Vector2(640, 16) size = Vector2(640, 16)
@@ -89,3 +91,13 @@ anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
mouse_filter = 2 mouse_filter = 2
script = ExtResource("5") script = ExtResource("5")
[node name="Interstitial" type="CanvasLayer" parent="."]
layer = 3
script = ExtResource("7")
[node name="HUD" type="Control" parent="Interstitial"]
anchor_right = 1.0
anchor_bottom = 1.0
mouse_filter = 2
script = ExtResource("8")
+73
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@@ -8,14 +8,87 @@ extends Node2D
const CHEM_FX := preload("res://scripts/chemistry_fx.gd") const CHEM_FX := preload("res://scripts/chemistry_fx.gd")
const SALVAGE := preload("res://scripts/salvage.gd") const SALVAGE := preload("res://scripts/salvage.gd")
## Run structure: rooms with a spawn budget; clear a room -> node fork
## (card draft vs scrap) -> next room; final room or death -> tally.
@export var rooms_enabled := true
@export var rooms_per_run := 4
@export var room_budget_base := 8
@export var room_budget_per_room := 4
var kills: int = 0 var kills: int = 0
var chem_procs: int = 0 var chem_procs: int = 0
var room: int = 1
var rooms_cleared: int = 0
func _ready() -> void: func _ready() -> void:
add_to_group("arena") add_to_group("arena")
$Spawner.grunt_spawned.connect(_on_grunt_spawned) $Spawner.grunt_spawned.connect(_on_grunt_spawned)
$Mech.hull_changed.connect(_on_hull_changed) $Mech.hull_changed.connect(_on_hull_changed)
$Mech.destroyed.connect(_on_mech_destroyed)
$Interstitial.fork_chosen.connect(_on_fork_chosen)
$Interstitial.draft_chosen.connect(_on_draft_chosen)
$Interstitial.restart_requested.connect(func() -> void: get_tree().reload_current_scene())
if rooms_enabled:
_begin_room()
func _physics_process(_delta: float) -> void:
if not rooms_enabled or $Interstitial.active:
return
if $Spawner.room_exhausted() and get_tree().get_nodes_in_group("enemies").is_empty():
_room_cleared()
func _begin_room() -> void:
$Spawner.begin_room(room_budget_base + (room - 1) * room_budget_per_room)
func _room_cleared() -> void:
rooms_cleared += 1
$Hand.force_close()
if room >= rooms_per_run:
$Interstitial.open_tally(_stats(), false)
else:
$Interstitial.open_fork()
func _on_fork_chosen(kind: String) -> void:
if kind == "scrap":
$Hand.add_salvage($Interstitial.fork_scrap_reward)
_advance()
else:
var opts: Array[int] = []
for i in 3:
opts.append(randi() % $Hand.CARD_TYPES.size())
$Interstitial.open_draft(opts)
func _on_draft_chosen(card_id: int) -> void:
if card_id >= 0:
$Hand.belt_append(card_id)
else:
$Hand.add_salvage($Interstitial.draft_decline_scrap)
_advance()
func _advance() -> void:
room += 1
_begin_room()
func _on_mech_destroyed() -> void:
$Hand.force_close()
$Interstitial.open_tally(_stats(), true)
func _stats() -> Dictionary:
return {
"rooms": rooms_cleared,
"kills": kills,
"scrap": $Hand.salvage_total,
"chem": chem_procs,
}
func chemistry_proc(at: Vector2, axis: Vector2) -> void: func chemistry_proc(at: Vector2, axis: Vector2) -> void:
+101 -26
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@@ -72,32 +72,49 @@ extends CanvasLayer
## so it owns the stop; capped so chain procs can't lock the world). ## so it owns the stop; capped so chain procs can't lock the world).
@export var hitstop_s := 0.08 @export var hitstop_s := 0.08
@export_group("KINETIC card") @export_group("KINETIC cards")
@export var kinetic_cost := 1
@export var kinetic_radius := 160.0 @export var kinetic_radius := 160.0
@export var kinetic_impulse := 480.0 @export var kinetic_impulse := 480.0
@export var kinetic_damage := 0.5 @export var kinetic_damage := 0.5
@export var dash_impulse := 420.0
@export_group("HEAT card") @export_group("HEAT cards")
@export var heat_cost := 1
@export var heat_radius := 140.0 @export var heat_radius := 140.0
@export var heat_amount := 2.0 @export var heat_amount := 2.0
@export var ignite_range := 200.0
@export var ignite_heat := 3.5
@export_group("Belt")
## Starting belt as CARD_TYPES indices; cards are consumed on play,
## the next slides into the hand (canon: charges are the cost, the
## belt is the ammo). Drafting between rooms refills it.
@export var belt_start: Array[int] = [0, 1, 0, 1]
@export var belt_cap := 8
const FX_RING := preload("res://scripts/fx_ring.gd") const FX_RING := preload("res://scripts/fx_ring.gd")
## The greybox card pool. Content prototypes inside ratified card-system
## canon — flag DASH/IGNITE for the canon card table when they earn it.
const CARD_TYPES: Array[Dictionary] = [
{"name": "SHOCKWAVE", "glyph": "S", "hue": Color(0.75, 0.85, 0.95), "cost": 1, "method": "_play_kinetic"},
{"name": "HEATWAVE", "glyph": "H", "hue": Color(0.95, 0.55, 0.2), "cost": 1, "method": "_play_heat"},
{"name": "DASH", "glyph": "D", "hue": Color(0.85, 0.92, 1.0), "cost": 1, "method": "_play_dash"},
{"name": "IGNITE", "glyph": "I", "hue": Color(1.0, 0.45, 0.15), "cost": 1, "method": "_play_ignite"},
]
var charges := 0 var charges := 0
var hand_open := false var hand_open := false
var meter := 0.0 var meter := 0.0
var salvage_total := 0 var salvage_total := 0
# The belt: CARD_TYPES indices; belt[0] and belt[1] are the hand
# (Q = slot 1, E = slot 2). Playing consumes the entry.
var belt: Array[int] = []
var _kill_progress := 0 var _kill_progress := 0
var _last_ms := 0 var _last_ms := 0
var _release_from := 1.0 var _release_from := 1.0
var _release_t := -1.0 var _release_t := -1.0
var _hitstop_t := 0.0 var _hitstop_t := 0.0
# Slot order is the hand: Q = slot 1, E = slot 2.
var cards: Array[Dictionary] = []
func _ready() -> void: func _ready() -> void:
add_to_group("hand") add_to_group("hand")
@@ -106,10 +123,7 @@ func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS process_mode = Node.PROCESS_MODE_ALWAYS
meter = meter_max meter = meter_max
_last_ms = Time.get_ticks_msec() _last_ms = Time.get_ticks_msec()
cards = [ belt = belt_start.duplicate()
{"name": "KINETIC", "hue": Color(0.75, 0.85, 0.95), "cost_of": func() -> int: return kinetic_cost, "play": _play_kinetic},
{"name": "HEAT", "hue": Color(0.95, 0.55, 0.2), "cost_of": func() -> int: return heat_cost, "play": _play_heat},
]
func _exit_tree() -> void: func _exit_tree() -> void:
@@ -134,19 +148,22 @@ func _process(_delta: float) -> void:
else: else:
meter = minf(meter + regen_rate * real_dt, meter_max) meter = minf(meter + regen_rate * real_dt, meter_max)
if Input.is_action_just_pressed("hand_toggle"): # While the interstitial owns the screen (and the pause), the hand
# does not fight it for input or time authority.
if not _interstitial_active():
if Input.is_action_just_pressed("hand_toggle"):
if hand_open:
_set_open(false)
elif can_open():
_set_open(true)
if hand_open: if hand_open:
_set_open(false) if Input.is_action_just_pressed("card_1"):
elif can_open(): try_play(0)
_set_open(true) if Input.is_action_just_pressed("card_2"):
if hand_open: try_play(1)
if Input.is_action_just_pressed("card_1"): if meter_mode:
try_play(0) # Bands shift as the meter drains under an open hand.
if Input.is_action_just_pressed("card_2"): _apply_time_state()
try_play(1)
if meter_mode:
# Bands shift as the meter drains under an open hand.
_apply_time_state()
# Release ramp: after the hand closes, time spools back up to full # Release ramp: after the hand closes, time spools back up to full
# speed on the wall clock instead of snapping. # speed on the wall clock instead of snapping.
@@ -212,12 +229,30 @@ func frac() -> float:
func try_play(slot: int) -> void: func try_play(slot: int) -> void:
var card := cards[slot] if slot >= belt.size():
var cost: int = card.cost_of.call() return
var card := CARD_TYPES[belt[slot]]
var cost: int = card.cost
if charges < cost: if charges < cost:
return return
charges -= cost charges -= cost
card.play.call() belt.remove_at(slot)
call(card.method)
func belt_append(card_id: int) -> void:
if belt.size() < belt_cap:
belt.append(card_id)
func force_close() -> void:
if hand_open:
_set_open(false)
func _interstitial_active() -> bool:
var i := get_tree().get_first_node_in_group("interstitial")
return i != null and i.active
func _set_open(open: bool) -> void: func _set_open(open: bool) -> void:
@@ -234,6 +269,8 @@ func _set_open(open: bool) -> void:
func _apply_time_state() -> void: func _apply_time_state() -> void:
if _interstitial_active():
return
var tree := get_tree() var tree := get_tree()
if not hand_open: if not hand_open:
tree.paused = false tree.paused = false
@@ -312,6 +349,44 @@ func _play_heat() -> void:
_ring(mech.global_position, radius, Color(0.95, 0.55, 0.2)) _ring(mech.global_position, radius, Color(0.95, 0.55, 0.2))
func _play_dash() -> void:
# Dash: impulse to M03 along the HELD MOVEMENT DIRECTION — no aim,
# and direction can be set while frozen (movement keys read during
# pause). Mobility verb; positioning stays the whole control surface.
var mech := _mech()
if mech == null:
return
var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
if dir == Vector2.ZERO:
dir = mech.velocity.normalized() if mech.velocity.length() > 1.0 else Vector2.UP
mech.impulse(dir * dash_impulse)
_ring(mech.global_position, 30.0, Color(0.85, 0.92, 1.0))
func _play_ignite() -> void:
# Ignite: the nearest enemy in range takes a heat spike past the
# grunt threshold — a targeted pop, no aim (nearest = positioning).
var mech := _mech()
if mech == null:
return
var lvl := card_level()
var best: Node2D = null
var best_d := ignite_range * ignite_range
for e in get_tree().get_nodes_in_group("enemies"):
var d: float = mech.global_position.distance_squared_to(e.global_position)
if d < best_d:
best_d = d
best = e
if best == null:
return
best.add_heat(ignite_heat * level_power_scale[lvl - 1])
var ring: Node2D = FX_RING.new()
ring.position = best.global_position
ring.max_radius = 18.0
ring.color = Color(1.0, 0.45, 0.15)
_mech().get_parent().add_child(ring)
func _ring(at: Vector2, radius: float, color: Color) -> void: func _ring(at: Vector2, radius: float, color: Color) -> void:
var ring: Node2D = FX_RING.new() var ring: Node2D = FX_RING.new()
ring.position = at ring.position = at
+16 -3
View File
@@ -15,22 +15,35 @@ func _draw() -> void:
var y0 := 320.0 var y0 := 320.0
var lvl: int = _hand.card_level() var lvl: int = _hand.card_level()
for i in _hand.cards.size(): var font_slots := ThemeDB.fallback_font
var card: Dictionary = _hand.cards[i] for i in 2:
var rect := Rect2(x0 + i * (slot_w + gap), y0, slot_w, slot_h) var rect := Rect2(x0 + i * (slot_w + gap), y0, slot_w, slot_h)
var affordable: bool = _hand.charges >= card.cost_of.call() if i >= _hand.belt.size():
# Belt ran dry: empty slot frame.
draw_rect(rect, Color(0.2, 0.22, 0.25, 0.6))
continue
var card: Dictionary = _hand.CARD_TYPES[_hand.belt[i]]
var affordable: bool = _hand.charges >= int(card.cost)
var hue: Color = card.hue var hue: Color = card.hue
if not affordable: if not affordable:
hue = Color(hue.r, hue.g, hue.b, 0.25) hue = Color(hue.r, hue.g, hue.b, 0.25)
elif not _hand.hand_open: elif not _hand.hand_open:
hue = Color(hue.r, hue.g, hue.b, 0.6) hue = Color(hue.r, hue.g, hue.b, 0.6)
draw_rect(rect, hue) draw_rect(rect, hue)
draw_string(font_slots, Vector2(rect.position.x + 8.0, rect.position.y + 20.0), card.glyph,
HORIZONTAL_ALIGNMENT_LEFT, -1, 12, Color(0.1, 0.1, 0.12, 0.9))
if _hand.hand_open: if _hand.hand_open:
draw_rect(rect.grow(1.0), Color(1, 1, 1, 0.9 if affordable else 0.3), false, 1.0) draw_rect(rect.grow(1.0), Color(1, 1, 1, 0.9 if affordable else 0.3), false, 1.0)
# Card level: notches under the slot. # Card level: notches under the slot.
for n in lvl: for n in lvl:
draw_rect(Rect2(rect.position.x + n * 8.0, rect.end.y + 3.0, 5.0, 3.0), Color(0.95, 0.8, 0.35)) draw_rect(Rect2(rect.position.x + n * 8.0, rect.end.y + 3.0, 5.0, 3.0), Color(0.95, 0.8, 0.35))
# Belt depth: upcoming cards as thin ticks left of the slots, in
# card hue — the ammo readout.
for i in range(2, _hand.belt.size()):
var card: Dictionary = _hand.CARD_TYPES[_hand.belt[i]]
draw_rect(Rect2(x0 - 12.0 - (i - 2) * 6.0, y0 + 8.0, 4.0, 16.0), Color(card.hue.r, card.hue.g, card.hue.b, 0.7))
# Salvage counter: scrap diamond + running total, right of the slots. # Salvage counter: scrap diamond + running total, right of the slots.
var dx := x0 + total + 16.0 var dx := x0 + total + 16.0
var dy := y0 + 14.0 var dy := y0 + 14.0
+88
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@@ -0,0 +1,88 @@
extends CanvasLayer
## Between-rooms layer: node fork (CARD vs SCRAP), card draft (3
## options + scrap decline — canon pick anatomy, compressed), and the
## run tally. Pauses the world while active; runs ALWAYS so it can
## read input. Number keys 1-4 select. Greybox dev UI — draw calls
## and letters, no art.
signal fork_chosen(kind: String)
signal draft_chosen(card_id: int)
signal restart_requested
const MODE_NONE := ""
const MODE_FORK := "fork"
const MODE_DRAFT := "draft"
const MODE_TALLY := "tally"
@export var fork_scrap_reward := 8
@export var draft_decline_scrap := 4
var mode := MODE_NONE
var active := false
var draft_options: Array[int] = []
var tally_stats := {}
var tally_failed := false
func _ready() -> void:
add_to_group("interstitial")
process_mode = Node.PROCESS_MODE_ALWAYS
layer = 3
visible = false
func open_fork() -> void:
_open(MODE_FORK)
func open_draft(options: Array[int]) -> void:
draft_options = options
_open(MODE_DRAFT)
func open_tally(stats: Dictionary, failed: bool) -> void:
tally_stats = stats
tally_failed = failed
_open(MODE_TALLY)
func close() -> void:
mode = MODE_NONE
active = false
visible = false
get_tree().paused = false
func _open(m: String) -> void:
mode = m
active = true
visible = true
get_tree().paused = true
$HUD.queue_redraw()
func _process(_delta: float) -> void:
if not active:
return
$HUD.queue_redraw()
match mode:
MODE_FORK:
if Input.is_action_just_pressed("opt_1"):
close()
fork_chosen.emit("card")
elif Input.is_action_just_pressed("opt_2"):
close()
fork_chosen.emit("scrap")
MODE_DRAFT:
for i in draft_options.size():
if Input.is_action_just_pressed("opt_%d" % (i + 1)):
close()
draft_chosen.emit(draft_options[i])
return
if Input.is_action_just_pressed("opt_4"):
close()
draft_chosen.emit(-1)
MODE_TALLY:
if Input.is_action_just_pressed("opt_1"):
close()
restart_requested.emit()
+1
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@@ -0,0 +1 @@
uid://jel57j8g5hj4
+53
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@@ -0,0 +1,53 @@
extends Control
## Draw layer for the interstitial (fork / draft / tally). Reads the
## parent CanvasLayer's state. Greybox dev UI.
@onready var _layer: CanvasLayer = get_parent()
const KINETIC_HUE := Color(0.75, 0.85, 0.95)
const HEAT_HUE := Color(0.95, 0.55, 0.2)
const SCRAP_HUE := Color(0.95, 0.8, 0.35)
func _draw() -> void:
if not _layer.active:
return
var font := ThemeDB.fallback_font
draw_rect(Rect2(0, 0, 640, 360), Color(0, 0, 0, 0.55))
match _layer.mode:
"fork":
_tile(Rect2(230, 140, 60, 56), Color(0.35, 0.4, 0.45), "1")
draw_rect(Rect2(248, 152, 24, 32), KINETIC_HUE.lerp(HEAT_HUE, 0.5))
_tile(Rect2(350, 140, 60, 56), Color(0.35, 0.4, 0.45), "2")
_diamond(Vector2(380, 166))
draw_string(font, Vector2(372, 186), "+%d" % _layer.fork_scrap_reward, HORIZONTAL_ALIGNMENT_LEFT, -1, 9, Color(0.9, 0.9, 0.9))
"draft":
var hand := get_tree().get_first_node_in_group("hand")
for i in _layer.draft_options.size():
var card: Dictionary = hand.CARD_TYPES[_layer.draft_options[i]]
var r := Rect2(200 + i * 76, 140, 56, 64)
_tile(r, Color(0.3, 0.33, 0.38), str(i + 1))
draw_rect(Rect2(r.position.x + 16, r.position.y + 10, 24, 32), card.hue)
draw_string(font, Vector2(r.position.x + 22, r.position.y + 30), card.glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, Color(0.1, 0.1, 0.12))
_tile(Rect2(200 + 3 * 76, 148, 56, 48), Color(0.3, 0.33, 0.38), "4")
_diamond(Vector2(200 + 3 * 76 + 24, 168))
draw_string(font, Vector2(200 + 3 * 76 + 12, 186), "+%d" % _layer.draft_decline_scrap, HORIZONTAL_ALIGNMENT_LEFT, -1, 9, Color(0.9, 0.9, 0.9))
"tally":
var col := Color(0.75, 0.3, 0.25) if _layer.tally_failed else Color(0.45, 0.7, 0.45)
draw_rect(Rect2(200, 110, 240, 8), col)
var y := 150.0
for key in _layer.tally_stats:
draw_string(font, Vector2(250, y), "%s %s" % [key, str(_layer.tally_stats[key])], HORIZONTAL_ALIGNMENT_LEFT, -1, 11, Color(0.9, 0.9, 0.92))
y += 20.0
draw_string(font, Vector2(250, y + 12), "1 = relaunch", HORIZONTAL_ALIGNMENT_LEFT, -1, 9, Color(0.6, 0.65, 0.7))
func _tile(r: Rect2, c: Color, key_hint: String) -> void:
draw_rect(r, c)
draw_rect(r.grow(1.0), Color(0.9, 0.9, 0.95, 0.5), false, 1.0)
draw_string(ThemeDB.fallback_font, Vector2(r.position.x + 3, r.end.y - 4), key_hint, HORIZONTAL_ALIGNMENT_LEFT, -1, 8, Color(0.95, 0.95, 0.95, 0.8))
func _diamond(at: Vector2) -> void:
var pts := PackedVector2Array([at + Vector2(0, -6), at + Vector2(5, 0), at + Vector2(0, 6), at + Vector2(-5, 0)])
draw_colored_polygon(pts, SCRAP_HUE)
+1
View File
@@ -0,0 +1 @@
uid://bdf8tosbv1a2r
+14 -2
View File
@@ -4,13 +4,16 @@ extends CharacterBody2D
## combos) — movement input is the entire control surface. ## combos) — movement input is the entire control surface.
signal hull_changed(hull: float, hull_max: float) signal hull_changed(hull: float, hull_max: float)
signal destroyed
@export var move_speed := 160.0 @export var move_speed := 160.0
@export var accel := 900.0 @export var accel := 900.0
@export var decel := 1200.0 @export var decel := 1200.0
@export var hull_max := 100.0 @export var hull_max := 100.0
@export var dash_decay := 4.0
var hull: float var hull: float
var _dash := Vector2.ZERO
func _ready() -> void: func _ready() -> void:
@@ -21,15 +24,24 @@ func _ready() -> void:
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down") var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
var rate := accel if dir != Vector2.ZERO else decel var rate := accel if dir != Vector2.ZERO else decel
velocity = velocity.move_toward(dir * move_speed, rate * delta) _dash = _dash.lerp(Vector2.ZERO, 1.0 - exp(-dash_decay * delta))
velocity = velocity.move_toward(dir * move_speed, rate * delta) + _dash
move_and_slide() move_and_slide()
velocity -= _dash
func impulse(v: Vector2) -> void:
_dash += v
func take_damage(amount: float) -> void: func take_damage(amount: float) -> void:
if hull <= 0.0:
return
hull = maxf(hull - amount, 0.0) hull = maxf(hull - amount, 0.0)
hull_changed.emit(hull, hull_max) hull_changed.emit(hull, hull_max)
if hull <= 0.0: if hull <= 0.0:
get_tree().reload_current_scene() # The run manager decides what death means (tally + relaunch).
destroyed.emit()
func _draw() -> void: func _draw() -> void:
+17
View File
@@ -16,6 +16,19 @@ const BURSTER := preload("res://scenes/burster.tscn")
var _timer := 0.0 var _timer := 0.0
var _spawned := 0 var _spawned := 0
# Room budget: > 0 caps total spawns this room; 0 = endless trickle.
var room_total := 0
var room_spawned := 0
func begin_room(total: int, grace := 1.5) -> void:
room_total = total
room_spawned = 0
_timer = grace
func room_exhausted() -> bool:
return room_total > 0 and room_spawned >= room_total
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
@@ -23,8 +36,12 @@ func _physics_process(delta: float) -> void:
if _timer > 0.0: if _timer > 0.0:
return return
_timer = spawn_interval _timer = spawn_interval
if room_exhausted():
return
if get_tree().get_nodes_in_group("enemies").size() < target_count: if get_tree().get_nodes_in_group("enemies").size() < target_count:
_spawn() _spawn()
if room_total > 0:
room_spawned += 1
func _spawn() -> void: func _spawn() -> void:
+51 -2
View File
@@ -31,6 +31,9 @@ func _on_global_timeout() -> void:
func _run() -> void: func _run() -> void:
var arena := ARENA.instantiate() var arena := ARENA.instantiate()
# Mechanic phases need the old endless trickle; the run-structure
# phase re-enables rooms with tiny budgets at the end.
arena.rooms_enabled = false
add_child(arena) add_child(arena)
await get_tree().physics_frame await get_tree().physics_frame
await get_tree().physics_frame await get_tree().physics_frame
@@ -117,6 +120,9 @@ func _test_hand(arena: Node, mech: CharacterBody2D) -> void:
if expect_pause and not get_tree().paused: if expect_pause and not get_tree().paused:
_failures.append("hand open in freeze state did not pause the world") _failures.append("hand open in freeze state did not pause the world")
# Belt white-box: slot 2 must serve HEAT twice in a row (plays
# consume belt entries, the next slides in).
hand.belt.assign([0, 1, 1, 0])
var c0: int = hand.charges var c0: int = hand.charges
# Play HEAT twice: charges spent, heat painted past threshold. # Play HEAT twice: charges spent, heat painted past threshold.
@@ -145,6 +151,47 @@ func _test_hand(arena: Node, mech: CharacterBody2D) -> void:
await _test_meter(hand) await _test_meter(hand)
await _test_salvage(hand, mech) await _test_salvage(hand, mech)
await _test_chemistry(arena, mech) await _test_chemistry(arena, mech)
await _test_run(arena, hand)
func _test_run(arena: Node, hand: Node) -> void:
# Run structure with tiny budgets: clear -> fork -> draft grows the
# belt -> room advances -> final clear -> tally (left open; the
# relaunch path would reload the smoke scene).
arena.rooms_per_run = 2
arena.room = 1
arena.room_budget_base = 2
arena.room_budget_per_room = 0
arena.rooms_enabled = true
arena._begin_room()
for e in get_tree().get_nodes_in_group("enemies"):
e.hit(9999.0, Vector2.ZERO)
var inter: CanvasLayer = arena.get_node("Interstitial")
if not await _until(func() -> bool: return inter.active, 30.0, "room clear never opened the interstitial"):
return
if inter.mode != "fork":
_failures.append("expected fork after non-final room, got '%s'" % inter.mode)
return
if not get_tree().paused:
_failures.append("interstitial did not pause the world")
await _tap("opt_1")
if not inter.active or inter.mode != "draft":
_failures.append("fork CARD choice did not open the draft (mode '%s')" % inter.mode)
return
var b0: int = hand.belt.size()
await _tap("opt_1")
if hand.belt.size() != b0 + 1:
_failures.append("draft pick did not grow the belt (%d -> %d)" % [b0, hand.belt.size()])
if inter.active or get_tree().paused:
_failures.append("interstitial did not close after the draft pick")
return
if arena.room != 2:
_failures.append("room did not advance after draft (room %d)" % arena.room)
return
if not await _until(func() -> bool: return inter.active, 30.0, "final room never reached the tally"):
return
if inter.mode != "tally":
_failures.append("expected tally after final room, got '%s'" % inter.mode)
func _test_salvage(hand: Node, mech: CharacterBody2D) -> void: func _test_salvage(hand: Node, mech: CharacterBody2D) -> void:
@@ -290,13 +337,15 @@ func _tap(action: String) -> void:
await get_tree().process_frame await get_tree().process_frame
## Awaits process_frame, not physics_frame: physics stops under pause
## (hand freeze, interstitial) and a physics await would deadlock.
func _until(pred: Callable, timeout: float, what: String) -> bool: func _until(pred: Callable, timeout: float, what: String) -> bool:
var t := 0.0 var t := 0.0
while t < timeout: while t < timeout:
if pred.call(): if pred.call():
return true return true
await get_tree().physics_frame await get_tree().process_frame
t += get_physics_process_delta_time() t += 1.0 / 60.0
_failures.append("timeout: " + what) _failures.append("timeout: " + what)
return false return false