Commit Graph

6 Commits

Author SHA1 Message Date
claude 801f328093 Fix idle/run animation flicker and bullet cell bleed; add F1 hitbox overlay
ci / verify (push) Successful in 46s
The ship looked like it played both animations at once because it effectively
did. is_moving() read the tail of `pending`, which _reconcile drains on every
snapshot -- so it returned false about 20 times a second and the sprite
alternated between the run and idle strips. Now reads the last sampled input,
which survives the queue being emptied.

Bullets were still wrong for a reason my earlier ASCII check could not see: I
had dumped alpha only, and this pack animates as a colour shimmer over a fixed
silhouette, so identical-looking frames told me nothing. The actual defect was
that several sprites overflow their 16px cell and bleed into the neighbour
below -- the first "heavy" I picked dragged in a solid slice of the sprite
above it. Cells are re-picked to ones with empty borders in every frame, and
build_local_assets.py now asserts that rather than trusting the choice, so a
future pick that bleeds fails at build time instead of looking like a
rendering bug.

Added a hitbox overlay on F1 (src/view/debug_draw.gd). It draws what the
simulation actually collides against over what is drawn: player hitbox against
sprite radius, the muzzle point, enemy and boss radii, aggro rings, every live
bullet's radius, and terrain outlined by which of the three flags each tile
sets -- so a pit that stops feet but not bullets looks different from a wall.
It deliberately ignores fog, since hiding half the evidence would defeat the
point, and it reads every number from SimConfig/MapGrid/Content rather than
keeping its own copies, or it would just confirm its own mistakes.

Nearly every "that looked wrong" report in this project has been art and
simulation disagreeing, and each took a round trip to diagnose. This makes that
class of bug visible directly.

163 tests. check.sh, test.sh and smoke.sh pass.
2026-09-04 00:12:37 +02:00
claude afe76c22ce Fix bullet atlas, animation speed, sprite flip, fire rate, silent shots
ci / verify (push) Successful in 46s
Bullet sprites were wrong because I read the pack's layout backwards. Each of
its 8 PNGs is one ANIMATION FRAME, and a column within a file is a COLOUR
variant -- so walking columns cycled the palette while the shape sat still, and
the rows I picked were in a region of larger multi-cell sprites, which is the
scattered debris that showed on screen. tools/build_local_assets.py now composes
a proper atlas: 8 frames across, one row per SimConfig.KIND_*.

Animations ran at whatever the machine's framerate was, because they counted
_process calls. At 240fps that is four times too fast on its own, before the
requested halving. Both actor and bullet animation are now driven by elapsed
seconds, so they look the same on any machine.

The knight shifted sideways instead of mirroring: a Rect2 with negative width
does not flip, the draw call normalises it, so the sprite kept its orientation
and jumped right by its own width. Mirrored through the canvas transform about
the sprite's centre instead.

Shots were silent when a bullet spawned inside an enemy. The sound rode on
BULLET_SPAWN, which is deliberately suppressed for a bullet resolved and removed
within the same tick -- so no event, no sound, and this got more likely the
closer you stood. Firing is now its own event (PLAYER_FIRED): the shot happened
whether or not a bullet survived to be replicated. Protocol 3 -> 4, because
inserting mid-enum shifts the wire value of every event after it.

Fire cooldown 7 -> 14 ticks (4.3 shots/sec).

Licence question 2, confirmed verbatim: the paid tier DOES grant commercial use
("You may use these assets in personal, commercial or non-commercial
projects"), but its next sentence still forbids redistribution "no matter how
much you modify it". Paying moves these from local-only-and-non-commercial to
local-only-and-commercial; it never makes them committable. Only replacing them
with permissively licensed art does that.

Question 3: CREDITS.md now credits every pack, including the two whose licences
do not require it and the unused ones in considering_dont_use_yet/.

158 tests. check.sh, test.sh and smoke.sh pass.
2026-09-04 00:03:04 +02:00
claude e1f9fa8096 Unlock menu after failed join; remove contact damage; cover clean disconnects
ci / verify (push) Successful in 45s
A failed connection left the connect buttons disabled forever. _show_menu()
returned early when a menu already existed, so the set_busy(false) that
re-enables them never ran on the way back from _abort_connect -- the player was
locked out of both joining and hosting with no way out but a restart. Also
guards against a second attempt stacking on an in-flight one.

Contact damage is gone as a concept: nothing in this game hurts you by touching
it, because every threat should be a bullet you can see and dodge. The Stalker
walked at you and dealt contact damage and nothing else, so it now carries a
point-blank shotgun instead -- five pellets, 62 degrees, 18-tick lifetime for
about 78px of reach, so it still has to close and leaves nothing lingering.
tests/unit/test_content.gd asserts every hostile enemy has an emitter, so a new
enemy cannot quietly reintroduce the mechanic.

The menu's "Disconnect" DOES get the anti-cheese protection -- verified, not
assumed. It calls Net.shutdown(), the socket closes, and the server takes the
same linkdead path as a SIGKILL, because the channel is keyed on the socket
closing rather than on how it closed. Made permanent: a --leave-after bot flag
and two smoke assertions covering the polite exit alongside the hard kill, so a
future "clean leave" message that skipped the channel would fail a test. The
menu now says so out loud in a dungeon -- the mechanic only reads as fair if
the cost is known before clicking.

103 tests, 12 smoke assertions; check.sh, test.sh and smoke.sh all pass.
2026-09-03 19:37:26 +02:00
claude f70de1b825 Fix permanent input-timing desync; no i-frames; UI respawn; guard dead joins
ci / verify (push) Successful in 45s
The real cause of the ship/bullet separation, which the previous commit only
half-addressed. The server dropped inputs past a lead of 12 while the client
only re-synced past 16, so a client whose lead drifted into 13-16 had every
input silently rejected while believing its timing was fine. The server coasted
on held_input and then stopped; the client kept predicting. The two separated
permanently and the reconciler fought it every snapshot -- "shoved around".
It needed two independent clocks to drift, hence "only after some time", and
nothing in the loop could notice, hence "then persists". The listen-server
diagnostic could never reproduce it: one process, one physics tick, lead
constant by construction.

Two defences: INPUT_MAX_LEAD (40) is now far wider than the client's correction
band (3..20), asserted by tests/unit/test_input_lead.gd so narrowing it fails a
test; and an ack-stall detector re-syncs when last_input_tick stops advancing,
which catches the whole class regardless of cause -- lead alone cannot, because
a wrong lead looks normal from the client. diag_prediction.gd now injects a +14
tick drift and exits non-zero unless the gap recovers.

Also:
- No invulnerability frames. Every bullet that touches a player lands; i-frames
  made dense patterns safer than sparse ones, which inverts the genre. Measured:
  a stationary player survives ~13.6s of the Warden's opening phase, ~17.5s
  drifting. spawn_grace remains the only invulnerable state.
- Death is exited with a HUD button, disabled for the first 3s. The lockout is
  enforced in SimWorld, not just by graying the button -- a client that ignores
  its own UI still waits. The interact key no longer respawns.
- Joining a server that is not there no longer drops the player into an empty
  lobby they cannot act in. Net.join() only creates an ENet object; the game
  scene now waits for the server to actually place us in an instance, with an
  8s timeout, and headless runs exit non-zero instead of idling.

Protocol 2 -> 3. 98 tests; check.sh, test.sh and smoke.sh all pass.
2026-09-03 19:19:33 +02:00
claude 005679f1b5 Fix bullet/ship desync; rework death, escape, arrival and hub awareness
(1) Bullets appeared to trail the ship. Two independent causes, measured with
the new tools/diag_prediction.gd rather than guessed at:
  - ServerRuntime ticked before ClientRuntime, so input sampled on frame N was
    not consumed until frame N+1, leaving the drawn ship a constant one tick
    (4.00px at 240 u/s) ahead of the authoritative one that bullets spawn from.
    ClientRuntime now sets process_physics_priority = -10. Gap on a listen
    server: 4.00px -> 0.10px mean, 0.30px worst.
  - PLAYER_MUZZLE_OFFSET was PLAYER_RADIUS + 6 = 12px against a 13px drawn
    ship, so bullets were born inside the sprite. Regression from the previous
    commit's hitbox shrink; it now derives from PLAYER_VISUAL_RADIUS.

(2) No more timed respawn. A downed player stays down until they ask for the
hub (E), which is an ordinary input -- the server has no "revive me" message.

(3) Escape channel 3s -> 1s, and damage no longer cancels it. An interruptible
channel makes killing the process strictly better than using the button, so a
dropped connection now runs the same channel: the player stays in the world as
linkdead, still killable, and is only released once it completes. Instances
refuse to close while a linkdead body is resolving, or a solo drop would delete
it on the next tick and hand the exploit straight back.

(4) Escape opens an in-game menu: return to hub (routed through the same held-
escape channel, not a new message), disconnect, quit.

(5) Server pushes a roster so the hub shows who is online and which dungeon
they are in. Entering a dungeon grants 2s arrival protection -- invulnerable
AND weapons-cold, since invulnerability alone would make the spawn a free
firing position -- flagged in the snapshot and drawn on every protected ship.

(6) Cleared dungeons hold the party 30s (was 5s) with a visible countdown.

(7) The hub's grey circle was a 100k-HP target dummy that read as scenery. Now
drawn as a bullseye so its purpose is legible.

Protocol version 1 -> 2. 91 tests (was 78); smoke.sh gains a bot that is
SIGKILLed mid-dungeon to prove the disconnect path end to end. check.sh,
test.sh and smoke.sh all pass.
2026-09-03 18:43:19 +02:00
claude c4beeae38f Initial commit: Transcience MVP
Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated
server with client-side prediction. Clients send input only; the server
resolves every hit for both players and enemies (no PvP).

- SimWorld: whole simulation as plain RefCounted objects (no nodes, no
  physics server), ~0.24ms/tick at peak load -- runs headless for free and
  drives 78 tests in under a second
- BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn
  events rather than per-tick state
- Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash
  enemies and bosses -- a new boss is data in src/content/content.gd, no
  simulation changes
- The Warden of the Fold: stationary 4-phase boss built entirely on that
  format
- Lobby hub with a portal into on-demand dungeon instances; one process
  hosts the hub plus every concurrent dungeon
- Emergency escape: 3s server-owned channel, cancelled by damage
- tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over
  ENet), bench.gd; git hooks wired to the same scripts
- docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
2026-09-03 16:03:57 +02:00