d9a59fff03
The lobby connect menu and three pieces of the HUD (hit-flash overlay, boss bar centering, death-message centering, hint label) were all silently broken by the same Godot gotcha: set_anchors_preset(preset) with the default keep_offsets=false does NOT zero the offsets to the preset's margins -- it recomputes them to preserve the control's *current* rect, which for a freshly constructed Control is (0,0). Anchors end up correct; the actual rect stays pinned to the top-left corner regardless. Fixed by switching to set_anchors_and_offsets_preset() everywhere a Control is built in code, and by using offset_left/offset_top (anchor-relative) instead of .position (absolute) for the HUD hint label. Documented as gotcha #5 in CLAUDE.md. Also split PLAYER_RADIUS into two constants: PLAYER_RADIUS (6.0, the authoritative hitbox used by SimWorld) and PLAYER_VISUAL_RADIUS (13.0, view-only, used by world_view.gd). The client renders every ship a little late relative to the server -- interpolation delay, reconciliation smoothing -- so a hitbox that matched the sprite would let bullets connect against a ship the player watched dodge clear of them. A smaller hitbox means the occasional bullet visibly clips the sprite without a hit, which reads as more forgiving of latency than the reverse. Verified headlessly: a throwaway scene instantiating MainMenu/HUD under a real 1280x720 viewport, asserting the panel is centered and _canvas.size / hint position resolve correctly, before and after each fix. check.sh, test.sh (78/78) and smoke.sh all pass.
74 lines
3.2 KiB
GDScript
74 lines
3.2 KiB
GDScript
class_name SimConfig
|
|
extends RefCounted
|
|
## Tuning constants shared verbatim by the server simulation and the client
|
|
## replica. Nothing here may differ between the two builds -- if a value needs
|
|
## to differ, it belongs in [GameConfig], not here.
|
|
|
|
# --- Time -------------------------------------------------------------------
|
|
const TICK_RATE := 60
|
|
const TICK_DELTA := 1.0 / 60.0
|
|
## Server sends a snapshot every N ticks (60 / 3 = 20 Hz).
|
|
const SNAPSHOT_INTERVAL := 3
|
|
## How far behind the newest snapshot the client renders remote actors.
|
|
const INTERPOLATION_DELAY_TICKS := 6
|
|
|
|
# --- Arena ------------------------------------------------------------------
|
|
const ARENA_HALF := Vector2(620.0, 340.0)
|
|
## Bullets are culled once they leave the arena by this margin.
|
|
const BULLET_CULL_MARGIN := 64.0
|
|
|
|
# --- Player -----------------------------------------------------------------
|
|
const PLAYER_SPEED := 240.0
|
|
## Authoritative hitbox. Smaller than PLAYER_VISUAL_RADIUS on purpose: a client
|
|
## renders its own and everyone else's ship a little late (interpolation delay,
|
|
## reconciliation smoothing), so a hitbox that matched the sprite exactly would
|
|
## let bullets connect against a ship the player watched dodge clear of them.
|
|
## Erring small means the occasional bullet visibly clips the ship without a
|
|
## hit -- a client-side illusion, but the one that reads as fair, versus a
|
|
## bullet that visibly missed still registering as a hit.
|
|
const PLAYER_RADIUS := 6.0
|
|
## Render-only. Used by src/view/, never by anything under src/sim/.
|
|
const PLAYER_VISUAL_RADIUS := 13.0
|
|
const PLAYER_MAX_HP := 100
|
|
const PLAYER_FIRE_COOLDOWN := 7 # ticks
|
|
const PLAYER_BULLET_SPEED := 620.0
|
|
const PLAYER_BULLET_RADIUS := 4.0
|
|
const PLAYER_BULLET_LIFETIME := 90 # ticks
|
|
const PLAYER_BULLET_DAMAGE := 6
|
|
const PLAYER_IFRAMES := 36 # ticks of invulnerability after a hit
|
|
const PLAYER_RESPAWN_DELAY := 180 # ticks
|
|
|
|
# --- Anti-cheat guards ------------------------------------------------------
|
|
## Inputs older than this (relative to the newest accepted) are discarded.
|
|
const INPUT_MAX_AGE := 30
|
|
## Inputs claiming to be further ahead than this of the server tick are clamped.
|
|
const INPUT_MAX_LEAD := 12
|
|
## Hard ceiling on inputs consumed from one peer in a single tick.
|
|
const INPUT_MAX_PER_TICK := 4
|
|
|
|
# --- Emergency escape -------------------------------------------------------
|
|
const ESCAPE_CHANNEL_TICKS := 180 # 3 seconds
|
|
## Taking damage while channelling cancels the escape.
|
|
const ESCAPE_BREAK_ON_DAMAGE := true
|
|
|
|
# --- Bullets ----------------------------------------------------------------
|
|
const MAX_BULLETS := 4096
|
|
const TEAM_PLAYER := 0
|
|
const TEAM_ENEMY := 1
|
|
|
|
# --- Bullet visual kinds (index into the renderer's atlas) ------------------
|
|
const KIND_PLAYER_SHOT := 0
|
|
const KIND_ORB := 1
|
|
const KIND_NEEDLE := 2
|
|
const KIND_HEAVY := 3
|
|
|
|
# --- Instances --------------------------------------------------------------
|
|
const LOBBY_INSTANCE_ID := 1
|
|
const DUNGEON_PARTY_MAX := 4
|
|
## How long a forming dungeon waits for more players before it locks.
|
|
const DUNGEON_FORMING_TICKS := 300
|
|
|
|
# --- Portal -----------------------------------------------------------------
|
|
const PORTAL_POS := Vector2(0.0, -220.0)
|
|
const PORTAL_RADIUS := 60.0
|