extends Node2D @export var shield_radius := 50.0 var current_shields := 100.0 var max_shields := 100.0 var _hit_flash_timer := 0.0 var _hits: Array[Dictionary] = [] var _time := 0.0 static var _shell_texture: ImageTexture static var _shell_material: ShaderMaterial var _shell: Sprite2D static func shell_texture() -> ImageTexture: if _shell_texture != null: return _shell_texture var image := Image.create(256,256,false,Image.FORMAT_RGBA8) # Build the soft rim once; every ship shares this texture and material. for y in 256: for x in 256: var point := (Vector2(x,y)+Vector2.ONE*0.5-Vector2.ONE*128.0)/112.0 var radius := point.length() var edge := absf(radius-1.0) var alpha := exp(-pow(edge/0.010,2.0))*0.34 alpha += exp(-pow(edge/0.05,2.0))*0.075 if radius < 1.0: alpha += 0.012+exp(-pow(edge/0.09,2.0))*0.025 var highlight := pow(maxf(0.0,cos(point.angle()*3.0)),24.0) alpha += exp(-pow(edge/0.016,2.0))*highlight*0.18 image.set_pixel(x,y,Color(1,1,1,clampf(alpha,0.0,1.0))) image.generate_mipmaps() _shell_texture = ImageTexture.create_from_image(image) return _shell_texture func _uses_cached_shell() -> bool: return true func _sync_shell() -> void: if _shell == null: return _shell.visible = current_shields > 0.0 _shell.scale = Vector2.ONE*shield_radius/112.0 var ratio := clampf(current_shields/max_shields,0.0,1.0) _shell.self_modulate = Color(Color("61d8ff").lerp(Color("a4edff"),ratio*0.35),0.35+ratio*0.65) func _ready() -> void: if _uses_cached_shell(): _shell = Sprite2D.new() _shell.name = "CachedShieldShell" _shell.texture = shell_texture() _shell.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS if _shell_material == null: _shell_material = ShaderMaterial.new() _shell_material.shader = preload("res://resources/ui/shield_shell.gdshader") _shell.material = _shell_material add_child(_shell) _sync_shell() var owner := get_parent() if owner is CharacterBody2D and owner.has_method("take_damage"): owner.add_to_group("shielded_combatants") func _process(delta: float) -> void: _time += delta var had_hits := not _hits.is_empty() _hit_flash_timer = maxf(0.0,_hit_flash_timer-delta) for i in range(_hits.size()-1,-1,-1): _hits[i].age += delta if _hits[i].age >= 0.42: _hits.remove_at(i) visible = current_shields > 0.0 or not _hits.is_empty() var owner := get_parent() if owner.has_method("is_mini_boosting") and bool(owner.get("_is_destroyed")): visible = false # Only impacts rebuild geometry. The GPU pulses the cached ambient shell. if had_hits or (visible and not _uses_cached_shell()): queue_redraw() func set_shield_values(current: float, maximum: float) -> void: var changed := current_shields != current or max_shields != maxf(1.0,maximum) current_shields = current max_shields = maxf(1.0,maximum) visible = current_shields > 0.0 or not _hits.is_empty() _sync_shell() if changed and not _uses_cached_shell(): queue_redraw() func flash_hit(world_point := Vector2.INF, damage_type := DamageTypes.Type.ENERGY, strength := 1.0) -> void: _hit_flash_timer = 0.22 var direction := Vector2.UP if not world_point.is_finite() else to_local(world_point).normalized() if direction.length_squared()<0.01: direction = Vector2.UP if _hits.size()>=6: _hits.pop_front() _hits.append({"angle":direction.angle(),"age":0.0,"kind":damage_type,"strength":clampf(strength,0.4,1.4)}) visible = true queue_redraw() func _draw() -> void: _draw_impacts() func _draw_impacts() -> void: for hit in _hits: var t := float(hit.age)/0.42 var fade := (1.0-t)*(1.0-t)*float(hit.strength) var color: Color = [Color("ffd18b"),Color("75dfff"),Color("a1f475")][int(hit.kind)] var angle: float = hit.angle var spread := 0.12+t*1.2 var radius := shield_radius+t*2.0 for layer in 3: draw_arc(Vector2.ZERO,radius-float(layer)*1.5,angle-spread,angle+spread,28,Color(color,fade*(0.6 if layer==0 else 0.13)),1.4 if layer==0 else 3.0,true) var contact := Vector2.RIGHT.rotated(angle)*shield_radius draw_circle(contact,8.0*(1.0-t),Color(color,fade*0.12)) for ring in 2: draw_arc(contact,3.0+t*(17.0+ring*8.0),angle+PI*0.5,angle+PI*1.5,22,Color(color,fade*(0.5 if ring==0 else 0.17)),1.1,true) if t<0.35: var core := (1.0-t/0.35)*float(hit.strength) draw_circle(contact,5*core,Color(color,core*0.22)) draw_circle(contact,1.8*core,Color(color.lightened(0.7),core))