fc4fc59a2b
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.
50 lines
1.2 KiB
GDScript
50 lines
1.2 KiB
GDScript
class_name Mech
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extends CharacterBody2D
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## M03, greybox slab. Piloting is positioning ONLY (canon: no aim, no
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## combos) — movement input is the entire control surface.
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signal hull_changed(hull: float, hull_max: float)
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signal destroyed
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@export var move_speed := 160.0
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@export var accel := 900.0
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@export var decel := 1200.0
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@export var hull_max := 100.0
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@export var dash_decay := 4.0
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var hull: float
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var _dash := Vector2.ZERO
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func _ready() -> void:
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add_to_group("mech")
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hull = hull_max
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func _physics_process(delta: float) -> void:
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var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
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var rate := accel if dir != Vector2.ZERO else decel
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_dash = _dash.lerp(Vector2.ZERO, 1.0 - exp(-dash_decay * delta))
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velocity = velocity.move_toward(dir * move_speed, rate * delta) + _dash
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move_and_slide()
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velocity -= _dash
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func impulse(v: Vector2) -> void:
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_dash += v
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func take_damage(amount: float) -> void:
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if hull <= 0.0:
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return
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hull = maxf(hull - amount, 0.0)
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hull_changed.emit(hull, hull_max)
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if hull <= 0.0:
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# The run manager decides what death means (tally + relaunch).
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destroyed.emit()
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func _draw() -> void:
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draw_rect(Rect2(-10, -12, 20, 24), Color(0.82, 0.84, 0.88))
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draw_rect(Rect2(-6, -6, 12, 12), Color(0.55, 0.6, 0.68))
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