extends Node2D const VFX := preload("res://scripts/game/extension_vfx.gd") var arriving := true var ship_texture: Texture2D var ship_rotation := 0.0 var _age := 0.0 var _shards: Array[Dictionary] = [] func _ready() -> void: z_index = 27 var rng := RandomNumberGenerator.new() rng.randomize() for index in 28: _shards.append({"angle": rng.randf_range(0, TAU), "distance": rng.randf_range(25, 85), "size": rng.randf_range(1, 3)}) func _process(delta: float) -> void: _age += delta queue_redraw() if _age >= 1.0: queue_free() func _draw() -> void: var progress := clampf(_age, 0, 1) var fade := pow(1.0 - progress, 2) var radius := 28.0 + (70.0 * (1.0 - progress) if arriving else progress * 70.0) draw_texture_rect(VFX.radial_texture(), Rect2(-90, -90, 180, 180), false, Color(0.42, 0.35, 1.0, fade * 0.65)) for ring in 3: var r := radius + float(ring) * 6.0 var color := Color(0.45 + float(ring) * 0.15, 0.55 + float(ring) * 0.1, 1.0, fade * 0.6) for segment in 4: var start := float(segment) * TAU / 4.0 + progress * (2.0 if ring % 2 == 0 else -2.0) draw_arc(Vector2.ZERO, r, start, start + 1.05, 24, color, 1.5, true) for shard in _shards: var angle := float(shard["angle"]) + progress * 1.2 var distance := float(shard["distance"]) * (1.0 - progress if arriving else progress) var point := Vector2.RIGHT.rotated(angle) * distance draw_line(point, point + Vector2.RIGHT.rotated(angle + 0.7) * 6.0, Color(0.7, 0.85, 1.0, fade), float(shard["size"]), true) if ship_texture != null: draw_set_transform(Vector2.ZERO, ship_rotation, Vector2.ONE * (1.0 + progress * 0.6)) var dimensions := ship_texture.get_size() dimensions *= 64.0 / maxf(dimensions.x, dimensions.y) draw_texture_rect(ship_texture, Rect2(-dimensions * 0.5, dimensions), false, Color(0.5, 0.7, 1.0, fade * 0.45)) draw_set_transform(Vector2.ZERO)