Fixes Relay and Practice room and implements Hivemind boss

This commit is contained in:
2026-03-09 11:37:06 -04:00
parent b7715172c2
commit 171a40a4a8
5 changed files with 643 additions and 27 deletions
+26
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@@ -0,0 +1,26 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://scripts/enemies/hivemind.gd" id="1"]
[sub_resource type="CircleShape2D" id="1"]
radius = 35.0
[sub_resource type="CircleShape2D" id="2"]
radius = 40.0
[node name="Hivemind" type="CharacterBody2D"]
collision_layer = 8
collision_mask = 1
script = ExtResource("1")
[node name="Collision" type="CollisionShape2D" parent="."]
shape = SubResource("1")
[node name="Visual" type="Node2D" parent="."]
[node name="ContactArea" type="Area2D" parent="."]
collision_layer = 0
collision_mask = 2
[node name="ContactCollision" type="CollisionShape2D" parent="ContactArea"]
shape = SubResource("2")
+575
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extends EnemyBase
# ---------------------------------------------------------------------------
# Hivemind — Floor 3 Final Boss
# Phase 1: Assembly (spawn waves, enemies join core on death)
# Phase 2: Active (mimics Repeater spread, Warden sweep, Drifter projectiles)
# Phase 3: Unique (rotating beam, room pulse, homing projectiles)
# ---------------------------------------------------------------------------
enum Phase { ASSEMBLY, ACTIVE, UNIQUE, CLIMAX }
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ROOM_HW := 480.0
const ROOM_HH := 270.0
const WALL_T := 32.0
# Assembly phase
const WAVE_COUNT := 3
const ENEMIES_PER_WAVE := 5
const WAVE_DELAY := 2.0
const ASSEMBLY_COMPLETE := 15 # kills needed to complete assembly
# Phase 2 attacks
const ATTACK_CD_P2 := 3.5
const SPREAD_COUNT := 5
const SPREAD_ANGLE := 0.6 # radians total spread
const SPREAD_SPEED := 120.0
const SWEEP_SPEED := 60.0
const SWEEP_PROJ_SPACE := 22.0
const DRIFT_COUNT := 4
const DRIFT_SPEED := 45.0
const DRIFT_CURVE := 0.8
# Phase 3 attacks
const ATTACK_CD_P3 := 2.5
const BEAM_ROT_SPEED := 1.2 # rad/sec
const BEAM_DURATION := 3.0
const BEAM_LENGTH := 500.0
const BEAM_WIDTH := 28.0
const PULSE_FORCE := 350.0
const PULSE_CD := 5.0
const HOMING_COUNT := 3
const HOMING_SPEED := 70.0
const HOMING_TURN := 1.5 # rad/sec
const FREEZE_DURATION := 2.0
const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var _phase: Phase = Phase.ASSEMBLY
var _room_center: Vector2
# Assembly
var _wave_index: int = 0
var _wave_timer: float = 1.5
var _kills: int = 0
var _assembly_parts: Array[Node2D] = []
var _spawned_enemies: Array[Node] = []
# Core visual
var _core_visual: Node2D = null
var _core_poly: Polygon2D = null
# Phase 2/3 attacks
var _attack_timer: float = 2.0
var _attack_index: int = 0
var _projectiles: Array[Dictionary] = [] # {node, vel, type, ...}
# Beam state
var _beam_active: bool = false
var _beam_angle: float = 0.0
var _beam_timer: float = 0.0
var _beam_node: Node2D = null
# Pulse state
var _pulse_timer: float = 3.0
# Climax
var _climax_timer: float = 0.0
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
super._ready()
max_health = 350.0
current_health = max_health
contact_damage = 1.0
contact_cooldown = 0.8
_room_center = global_position
_build_core_visual()
_core_visual.visible = false # hidden during assembly
func _physics_process(delta: float) -> void:
_tick_spawn_delay(delta)
if not is_active():
return
match _phase:
Phase.ASSEMBLY:
_tick_assembly(delta)
Phase.ACTIVE:
_tick_active(delta)
Phase.UNIQUE:
_tick_unique(delta)
Phase.CLIMAX:
_tick_climax(delta)
_tick_projectiles(delta)
_tick_flash(delta)
velocity = Vector2.ZERO
move_and_slide()
# ---------------------------------------------------------------------------
# Core Visual
# ---------------------------------------------------------------------------
func _build_core_visual() -> void:
_core_visual = Node2D.new()
_core_visual.position = Vector2.ZERO
# Main body — irregular polygon
_core_poly = Polygon2D.new()
_core_poly.polygon = PackedVector2Array([
Vector2(-35, -25), Vector2(-15, -40), Vector2(20, -35),
Vector2(40, -10), Vector2(35, 20), Vector2(10, 40),
Vector2(-25, 30), Vector2(-40, 5)
])
_core_poly.color = Color(0.25, 0.15, 0.35)
_core_visual.add_child(_core_poly)
# Eye/core indicator
var eye := Polygon2D.new()
var pts := PackedVector2Array()
for i in 8:
var a := TAU * i / 8.0
pts.append(Vector2(cos(a), sin(a)) * 12.0)
eye.polygon = pts
eye.color = Color(0.8, 0.2, 0.5)
_core_visual.add_child(eye)
add_child(_core_visual)
# ---------------------------------------------------------------------------
# Phase 1 — Assembly
# ---------------------------------------------------------------------------
func _tick_assembly(delta: float) -> void:
_wave_timer -= delta
if _wave_timer <= 0.0 and _wave_index < WAVE_COUNT:
_spawn_wave()
_wave_index += 1
_wave_timer = WAVE_DELAY + randf_range(0.0, 1.0)
# Check if assembly complete
if _kills >= ASSEMBLY_COMPLETE:
_enter_active()
func _spawn_wave() -> void:
var scenes := [DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE]
var hw := ROOM_HW - WALL_T - 80.0
var hh := ROOM_HH - WALL_T - 80.0
for i in ENEMIES_PER_WAVE:
var scene = scenes[randi() % scenes.size()]
var enemy = scene.instantiate()
var pos := Vector2(
randf_range(-hw, hw),
randf_range(-hh, hh)
)
# Avoid spawning too close to center
if pos.length() < 100.0:
pos = pos.normalized() * 100.0
get_parent().add_child(enemy)
enemy.global_position = _room_center + pos
# Track enemy for assembly phase
_spawned_enemies.append(enemy)
enemy.tree_exited.connect(_on_enemy_died.bind(enemy), CONNECT_ONE_SHOT)
func _on_enemy_died(enemy: Node) -> void:
if _phase != Phase.ASSEMBLY:
return
# Remove from tracked list
_spawned_enemies.erase(enemy)
_kills += 1
# Create visual part flying to center (use last known position offset)
var part := Polygon2D.new()
var pts := PackedVector2Array()
for i in 6:
var a := TAU * i / 6.0
pts.append(Vector2(cos(a), sin(a)) * randf_range(8.0, 14.0))
part.polygon = pts
part.color = Color(0.4, 0.2, 0.5, 0.8)
# Position near center since enemy is already freed by now
part.global_position = _room_center + Vector2(randf_range(-100, 100), randf_range(-100, 100))
get_parent().add_child(part)
_assembly_parts.append(part)
# Tween to center
var tw := get_tree().create_tween()
tw.tween_property(part, "global_position", _room_center, 0.8).set_ease(Tween.EASE_IN)
tw.tween_property(part, "modulate:a", 0.0, 0.3)
tw.tween_callback(part.queue_free)
func _enter_active() -> void:
_phase = Phase.ACTIVE
_core_visual.visible = true
_attack_timer = 1.5
_attack_index = 0
# Clean up any remaining assembly parts
for part in _assembly_parts:
if is_instance_valid(part):
part.queue_free()
_assembly_parts.clear()
# Emit boss health bar start
EventBus.boss_health_changed.emit(current_health, max_health)
# ---------------------------------------------------------------------------
# Phase 2 — Active (mimic attacks)
# ---------------------------------------------------------------------------
func _tick_active(delta: float) -> void:
_find_player()
_tick_contact(delta)
_attack_timer -= delta
if _attack_timer <= 0.0:
_do_active_attack()
_attack_index = (_attack_index + 1) % 3
_attack_timer = ATTACK_CD_P2
func _do_active_attack() -> void:
match _attack_index:
0: _attack_spread()
1: _attack_sweep()
2: _attack_drift()
func _attack_spread() -> void:
# Repeater-style spread shot toward player
if _player == null:
return
var base_dir := ((_player.global_position) - global_position).normalized()
var start_angle := base_dir.angle() - SPREAD_ANGLE * 0.5
var step := SPREAD_ANGLE / float(SPREAD_COUNT - 1) if SPREAD_COUNT > 1 else 0.0
for i in SPREAD_COUNT:
var angle := start_angle + step * i
var dir := Vector2.from_angle(angle)
_spawn_projectile(global_position, dir * SPREAD_SPEED, "spread")
func _attack_sweep() -> void:
# Warden-style horizontal sweep with gaps
var inner_left := -ROOM_HW + WALL_T
var inner_right := ROOM_HW - WALL_T
var sweep_dir := 1.0 if randf() < 0.5 else -1.0
var start_y := _room_center.y + (-ROOM_HH + WALL_T) * -sweep_dir
var vel := Vector2(0.0, SWEEP_SPEED * sweep_dir)
# One gap
var gap_center := randf_range(inner_left + 80.0, inner_right - 80.0)
var gap_width := 90.0
var x := inner_left
while x <= inner_right:
if abs(x - gap_center) > gap_width * 0.5:
_spawn_projectile(Vector2(_room_center.x + x, start_y), vel, "sweep")
x += SWEEP_PROJ_SPACE
func _attack_drift() -> void:
# Drifter-style curving projectiles
for i in DRIFT_COUNT:
var angle := TAU * i / float(DRIFT_COUNT) + randf_range(-0.2, 0.2)
var dir := Vector2.from_angle(angle)
var curve := DRIFT_CURVE if randf() < 0.5 else -DRIFT_CURVE
_spawn_projectile(global_position, dir * DRIFT_SPEED, "drift", {"curve": curve})
# ---------------------------------------------------------------------------
# Phase 3 — Unique attacks
# ---------------------------------------------------------------------------
func _enter_unique() -> void:
_phase = Phase.UNIQUE
_attack_timer = 1.0
_attack_index = 0
_pulse_timer = PULSE_CD * 0.5
# Visual change — cracking/glowing
_core_poly.color = Color(0.5, 0.15, 0.25)
func _tick_unique(delta: float) -> void:
_find_player()
_tick_contact(delta)
# Rotating beam
if _beam_active:
_tick_beam(delta)
else:
_attack_timer -= delta
if _attack_timer <= 0.0:
_do_unique_attack()
_attack_index = (_attack_index + 1) % 3
_attack_timer = ATTACK_CD_P3
# Pulse on separate timer
_pulse_timer -= delta
if _pulse_timer <= 0.0:
_attack_pulse()
_pulse_timer = PULSE_CD
func _do_unique_attack() -> void:
match _attack_index:
0: _start_beam()
1: _attack_homing()
2: _attack_homing() # double up on homing since beam takes time
func _start_beam() -> void:
_beam_active = true
_beam_timer = BEAM_DURATION
_beam_angle = randf() * TAU
_beam_node = Node2D.new()
_beam_node.position = Vector2.ZERO
var poly := Polygon2D.new()
var hw := BEAM_WIDTH * 0.5
poly.polygon = PackedVector2Array([
Vector2(0, -hw), Vector2(BEAM_LENGTH, -hw),
Vector2(BEAM_LENGTH, hw), Vector2(0, hw)
])
poly.color = Color(1.0, 0.3, 0.4, 0.7)
_beam_node.add_child(poly)
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = Vector2(BEAM_LENGTH, BEAM_WIDTH)
cs.shape = rs
cs.position = Vector2(BEAM_LENGTH * 0.5, 0)
area.add_child(cs)
area.body_entered.connect(_on_beam_hit)
_beam_node.add_child(area)
add_child(_beam_node)
func _tick_beam(delta: float) -> void:
_beam_timer -= delta
_beam_angle += BEAM_ROT_SPEED * delta
if _beam_node != null:
_beam_node.rotation = _beam_angle
if _beam_timer <= 0.0:
_end_beam()
func _end_beam() -> void:
_beam_active = false
if _beam_node != null:
_beam_node.queue_free()
_beam_node = null
func _on_beam_hit(body: Node) -> void:
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(1.0)
func _attack_pulse() -> void:
# Push player toward walls
if _player == null or not is_instance_valid(_player):
return
var dir := (_player.global_position - global_position).normalized()
if _player.has_method("apply_knockback"):
_player.apply_knockback(dir * PULSE_FORCE)
# Visual pulse ring
var ring := Polygon2D.new()
var pts := PackedVector2Array()
for i in 24:
var a := TAU * i / 24.0
pts.append(Vector2(cos(a), sin(a)) * 50.0)
ring.polygon = pts
ring.color = Color(0.8, 0.3, 0.5, 0.5)
ring.global_position = global_position
get_parent().add_child(ring)
var tw := get_tree().create_tween()
tw.tween_property(ring, "scale", Vector2(8.0, 8.0), 0.4)
tw.parallel().tween_property(ring, "modulate:a", 0.0, 0.4)
tw.tween_callback(ring.queue_free)
func _attack_homing() -> void:
for i in HOMING_COUNT:
var angle := TAU * i / float(HOMING_COUNT) + randf_range(-0.3, 0.3)
var dir := Vector2.from_angle(angle)
_spawn_projectile(global_position + dir * 30.0, dir * HOMING_SPEED, "homing")
# ---------------------------------------------------------------------------
# Projectile system
# ---------------------------------------------------------------------------
func _spawn_projectile(pos: Vector2, vel: Vector2, type: String, extra: Dictionary = {}) -> void:
var proj := Node2D.new()
proj.global_position = pos
var poly := Polygon2D.new()
var size := 10.0 if type != "sweep" else 14.0
var hs := size * 0.5
poly.polygon = PackedVector2Array([
Vector2(-hs, -hs), Vector2(hs, -hs),
Vector2(hs, hs), Vector2(-hs, hs)
])
match type:
"spread": poly.color = Color(0.9, 0.5, 0.2)
"sweep": poly.color = Color(0.7, 0.3, 0.5)
"drift": poly.color = Color(0.5, 0.4, 0.8)
"homing": poly.color = Color(1.0, 0.2, 0.4)
proj.add_child(poly)
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2
var cs := CollisionShape2D.new()
var circle := CircleShape2D.new()
circle.radius = hs
cs.shape = circle
area.add_child(cs)
area.body_entered.connect(_on_proj_hit.bind(proj))
proj.add_child(area)
get_parent().add_child(proj)
var data := {"node": proj, "vel": vel, "type": type}
data.merge(extra)
_projectiles.append(data)
func _on_proj_hit(body: Node, proj: Node2D) -> void:
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(1.0)
if is_instance_valid(proj):
proj.queue_free()
func _tick_projectiles(delta: float) -> void:
var still_valid: Array[Dictionary] = []
for p in _projectiles:
var node: Node2D = p["node"]
if not is_instance_valid(node):
continue
var vel: Vector2 = p["vel"]
# Apply curve for drift projectiles
if p["type"] == "drift" and p.has("curve"):
var curve_rate: float = p["curve"]
vel = vel.rotated(curve_rate * delta)
p["vel"] = vel
# Homing behavior
if p["type"] == "homing" and _player != null and is_instance_valid(_player):
var to_player := (_player.global_position - node.global_position).normalized()
var current_dir := vel.normalized()
var new_dir := current_dir.rotated(
clampf(current_dir.angle_to(to_player), -HOMING_TURN * delta, HOMING_TURN * delta)
)
vel = new_dir * vel.length()
p["vel"] = vel
node.global_position += vel * delta
# Bounds check
var rel := node.global_position - _room_center
if absf(rel.x) > ROOM_HW + 20.0 or absf(rel.y) > ROOM_HH + 20.0:
node.queue_free()
else:
still_valid.append(p)
_projectiles = still_valid
func _clear_projectiles() -> void:
for p in _projectiles:
if is_instance_valid(p["node"]):
p["node"].queue_free()
_projectiles.clear()
# ---------------------------------------------------------------------------
# Damage / Phase transitions
# ---------------------------------------------------------------------------
func take_damage(amount: float) -> void:
if _phase == Phase.ASSEMBLY or _phase == Phase.CLIMAX:
return # invulnerable during assembly and climax
current_health -= amount
_flash_timer = 0.1
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health)
if current_health <= 0.0:
_enter_climax()
return
if _phase == Phase.ACTIVE and current_health <= max_health * 0.3:
_enter_unique()
func _tick_flash(delta: float) -> void:
if _flash_timer > 0.0:
_flash_timer -= delta
_core_poly.color = Color(2.5, 2.5, 2.5)
else:
match _phase:
Phase.ACTIVE:
_core_poly.color = Color(0.25, 0.15, 0.35)
Phase.UNIQUE:
_core_poly.color = Color(0.5, 0.15, 0.25)
# ---------------------------------------------------------------------------
# Climax / Death
# ---------------------------------------------------------------------------
func _enter_climax() -> void:
_phase = Phase.CLIMAX
_climax_timer = FREEZE_DURATION
velocity = Vector2.ZERO
_end_beam()
func _tick_climax(delta: float) -> void:
_climax_timer -= delta
var blink := fmod(_climax_timer, 0.25) < 0.125
_core_poly.color = Color(2.0, 0.3, 0.3) if blink else Color(0.2, 0.05, 0.08)
if _climax_timer <= 0.0:
_die()
func _die() -> void:
_clear_projectiles()
_end_beam()
EventBus.boss_died.emit()
queue_free()
+24 -23
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@@ -50,9 +50,8 @@ var _visual : Node2D
var _contact_area : Area2D var _contact_area : Area2D
var _teleport_timer : float = 3.0 # initial delay before first teleport var _teleport_timer : float = 3.0 # initial delay before first teleport
var _in_transit : bool = false
var _transit_timer : float = 0.0 var _transit_timer : float = 0.0
var _fade_out : bool = false var _fade_timer : float = 0.0
var _teleport_count : int = 0 var _teleport_count : int = 0
var _next_drifter_threshold : int = 0 var _next_drifter_threshold : int = 0
@@ -94,35 +93,37 @@ func _physics_process(delta: float) -> void:
move_and_slide() move_and_slide()
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Teleport cycle # Teleport cycle (fully timer-based, no tween callbacks)
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
enum TeleportState { IDLE, FADING_OUT, IN_TRANSIT }
var _tp_state: int = TeleportState.IDLE
func _tick_teleport(delta: float) -> void: func _tick_teleport(delta: float) -> void:
if _in_transit: match _tp_state:
TeleportState.IDLE:
_teleport_timer -= delta
if _teleport_timer <= 0.0:
_start_fade_out()
TeleportState.FADING_OUT:
_fade_timer -= delta
_visual.modulate.a = _fade_timer / FADE_OUT_TIME
if _fade_timer <= 0.0:
_enter_transit()
TeleportState.IN_TRANSIT:
_transit_timer -= delta _transit_timer -= delta
if _transit_timer <= 0.0: if _transit_timer <= 0.0:
_reappear() _reappear()
return
_teleport_timer -= delta func _start_fade_out() -> void:
if _teleport_timer <= 0.0: _tp_state = TeleportState.FADING_OUT
_start_teleport() _fade_timer = FADE_OUT_TIME
func _start_teleport() -> void: func _enter_transit() -> void:
_in_transit = true _tp_state = TeleportState.IN_TRANSIT
_fade_out = true
# Quick fade out
var tw := create_tween()
tw.tween_property(_visual, "modulate:a", 0.0, FADE_OUT_TIME)
tw.finished.connect(_on_fade_finished)
func _on_fade_finished() -> void:
if not _fade_out:
return
_fade_out = false
_contact_area.monitoring = false _contact_area.monitoring = false
_contact_area.monitorable = false _contact_area.monitorable = false
_visual.visible = false _visual.visible = false
_visual.modulate.a = 0.0
_transit_timer = TRANSIT_TIME _transit_timer = TRANSIT_TIME
func _reappear() -> void: func _reappear() -> void:
@@ -147,7 +148,7 @@ func _reappear() -> void:
var base_color := Color(0.3, 0.8, 1.0) if _phase == Phase.TWO else Color(1, 1, 1, 1) var base_color := Color(0.3, 0.8, 1.0) if _phase == Phase.TWO else Color(1, 1, 1, 1)
tw.tween_property(_visual, "modulate", base_color, 0.15) tw.tween_property(_visual, "modulate", base_color, 0.15)
_in_transit = false _tp_state = TeleportState.IDLE
_teleport_count += 1 _teleport_count += 1
# Fire burst # Fire burst
@@ -255,7 +256,7 @@ func _spawn_drifters() -> void:
# Damage / Phase # Damage / Phase
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
func take_damage(amount: float) -> void: func take_damage(amount: float) -> void:
if _in_transit or _phase == Phase.CLIMAX: if _tp_state != TeleportState.IDLE or _phase == Phase.CLIMAX:
return return
current_health -= amount current_health -= amount
+13
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@@ -491,6 +491,19 @@ func _reset_practice() -> void:
_practice_boss.queue_free() _practice_boss.queue_free()
_practice_boss = null _practice_boss = null
# Clear all enemies (drifters spawned by Relay, etc.)
for enemy in get_tree().get_nodes_in_group("enemies"):
if is_instance_valid(enemy):
enemy.queue_free()
# Clear any projectiles/nodes in contents that aren't permanent
for child in contents.get_children():
# Keep labels, polygons, and areas (the UI elements)
if child is Label or child is Polygon2D or child is Area2D:
continue
# Remove everything else (projectiles, spawned enemies, etc.)
child.queue_free()
_practice_active = false _practice_active = false
_reset_prompt.visible = false _reset_prompt.visible = false
+2 -1
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@@ -21,6 +21,7 @@ const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
const SUPERVISOR_SCENE = preload("res://scenes/enemies/supervisor.tscn") const SUPERVISOR_SCENE = preload("res://scenes/enemies/supervisor.tscn")
const WARDEN_SCENE = preload("res://scenes/enemies/warden.tscn") const WARDEN_SCENE = preload("res://scenes/enemies/warden.tscn")
const RELAY_SCENE = preload("res://scenes/enemies/relay.tscn") const RELAY_SCENE = preload("res://scenes/enemies/relay.tscn")
const HIVEMIND_SCENE = preload("res://scenes/enemies/hivemind.tscn")
const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn") const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn") const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
const SHOP_PEDESTAL_SCR = preload("res://scripts/items/shop_item_pedestal.gd") const SHOP_PEDESTAL_SCR = preload("res://scripts/items/shop_item_pedestal.gd")
@@ -267,7 +268,7 @@ func _spawn_boss() -> void:
match RunManager.current_floor: match RunManager.current_floor:
1: scene = WARDEN_SCENE 1: scene = WARDEN_SCENE
2: scene = RELAY_SCENE 2: scene = RELAY_SCENE
_: scene = SUPERVISOR_SCENE _: scene = HIVEMIND_SCENE
var boss = scene.instantiate() var boss = scene.instantiate()
contents.add_child(boss) contents.add_child(boss)
boss.global_position = to_global(Vector2.ZERO) # room centre boss.global_position = to_global(Vector2.ZERO) # room centre