Files
urm03/scripts/chemistry_fx.gd
vh 1976149ce5 feat: KINETIC+HEAT chemistry row + self-heating burster — greybox build complete
Chemistry row *Spread* (canon CONCEPT.md § tag grammar): a heated
enemy slammed into another (knockback impact >= threshold, not a
walking bump) spreads its heat on contact and passes momentum, so
chains cascade with decaying force — chemistry feeding chemistry.
Authorship-loud feedback stack per canon: ~80ms hitstop (owned by the
hand, capped so chain procs can't lock the world; rides on top of
freeze/thaw states), the two tag hues meeting at the point of impact
(oriented fx, no proc text), and a per-pair audio sting (procedural
placeholder, _ph-marked per asset policy).

Burster: second enemy type, HEAT-tagged walking bomb (orange base,
literal tag mirror) — self-heats ~0.5/s toward threshold, big
detonation. Every 4th spawn. Detonations are now symmetric: they
damage enemies AND the mech in radius (one grammar on both sides;
heat play prices standing close). Grunt scene exports drive both
enemy types — no subclass.

Smoke gate extended: burster self-heat observed (retry-tolerant),
deterministic staged chemistry proc (heated striker slammed into cold
neighbor outside weapon range -> proc counter, heat spread). 3/3
green on nh3-dev headless 4.7.1. Known cosmetic: 2 ObjectDB instances
reported leaked at exit (constant, exit-order artifact — audio stream
alive at quit), not a runtime leak.
2026-08-07 11:47:21 -07:00

30 lines
934 B
GDScript

extends Node2D
## KINETIC+HEAT chemistry proc marker: the two tag hues visibly meet
## at the point of impact (canon feedback stack — the light and the
## sting are the noun; no proc text, ever). Oriented along the impact
## axis: KINETIC steel-blue sweeps in from the striker side, HEAT
## orange flares out the struck side, white core where they touch.
var axis := Vector2.RIGHT
var duration := 0.28
var max_r := 26.0
var _t := 0.0
func _process(delta: float) -> void:
_t += delta
queue_redraw()
if _t >= duration:
queue_free()
func _draw() -> void:
var k := clampf(_t / duration, 0.0, 1.0)
var a := 1.0 - k
var r := lerpf(6.0, max_r, k)
var ang := axis.angle()
draw_arc(Vector2.ZERO, r, ang + PI - 1.2, ang + PI + 1.2, 20, Color(0.75, 0.85, 0.95, a), 3.0)
draw_arc(Vector2.ZERO, r * 0.8, ang - 1.2, ang + 1.2, 20, Color(0.95, 0.55, 0.2, a), 3.0)
draw_circle(Vector2.ZERO, lerpf(5.0, 1.0, k), Color(1, 1, 1, a))