extends Node2D const VFX := preload("res://scripts/game/extension_vfx.gd") var color := Color("ffb15c") var direction := Vector2.DOWN var blast := false var _age := 0.0 var _particles: Array[Dictionary] = [] func _ready() -> void: z_index = 26 var rng := RandomNumberGenerator.new() rng.randomize() for index in (28 if blast else 14): var ray := Vector2.RIGHT.rotated(rng.randf_range(0, TAU)) if blast else direction.rotated(rng.randf_range(-1.0, 1.0)) _particles.append({"velocity": ray * rng.randf_range(45, 155), "size": rng.randf_range(1.0, 2.3)}) func _process(delta: float) -> void: _age += delta queue_redraw() if _age >= (0.8 if blast else 0.4): queue_free() func _draw() -> void: var life := 0.8 if blast else 0.4 var progress := clampf(_age / life, 0, 1) var fade := pow(1.0 - progress, 2) var radius := (65.0 if blast else 35.0) * (0.4 + progress) draw_texture_rect(VFX.radial_texture(), Rect2(-radius, -radius, radius * 2, radius * 2), false, Color(color, fade * 0.9)) if blast: draw_arc(Vector2.ZERO, 8.0 + progress * 80.0, 0, TAU, 64, Color(color, fade * 0.6), 2.0, true) draw_arc(Vector2.ZERO, 5.0 + progress * 55.0, 0, TAU, 64, Color("fff2d3", fade * 0.35), 1.0, true) for particle in _particles: var velocity: Vector2 = particle["velocity"] var point := velocity * _age * (1.0 - progress * 0.35) draw_line(point, point - velocity.normalized() * (3.0 + 7.0 * fade), Color(color, fade), float(particle["size"]), true)