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extends EnemyBase
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# ---------------------------------------------------------------------------
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# Hivemind — Floor 3 Final Boss
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# Phase 1: Assembly (spawn waves, enemies join core on death)
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# Phase 2: Active (mimics Repeater spread, Warden sweep, Drifter projectiles)
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# Phase 3: Unique (rotating beam, room pulse, homing projectiles)
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# ---------------------------------------------------------------------------
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enum Phase { ASSEMBLY, ACTIVE, UNIQUE, CLIMAX }
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const ROOM_HW := 480.0
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const ROOM_HH := 270.0
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const WALL_T := 32.0
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# Assembly phase
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const WAVE_COUNT := 3
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const ENEMIES_PER_WAVE := 5
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const WAVE_DELAY := 2.0
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const ASSEMBLY_COMPLETE := 15 # kills needed to complete assembly
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# Phase 2 attacks
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const ATTACK_CD_P2 := 3.5
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const SPREAD_COUNT := 5
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const SPREAD_ANGLE := 0.6 # radians total spread
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const SPREAD_SPEED := 120.0
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const SWEEP_SPEED := 60.0
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const SWEEP_PROJ_SPACE := 22.0
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const DRIFT_COUNT := 4
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const DRIFT_SPEED := 45.0
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const DRIFT_CURVE := 0.8
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# Phase 3 attacks
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const ATTACK_CD_P3 := 2.5
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const BEAM_ROT_SPEED := 1.2 # rad/sec
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const BEAM_DURATION := 3.0
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const BEAM_LENGTH := 500.0
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const BEAM_WIDTH := 28.0
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const PULSE_FORCE := 350.0
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const PULSE_CD := 5.0
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const HOMING_COUNT := 3
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const HOMING_SPEED := 70.0
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const HOMING_TURN := 1.5 # rad/sec
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const FREEZE_DURATION := 2.0
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const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
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const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
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const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var _phase: Phase = Phase.ASSEMBLY
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var _room_center: Vector2
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# Assembly
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var _wave_index: int = 0
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var _wave_timer: float = 1.5
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var _kills: int = 0
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var _assembly_parts: Array[Node2D] = []
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var _spawned_enemies: Array[Node] = []
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# Core visual
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var _core_visual: Node2D = null
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var _core_poly: Polygon2D = null
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# Phase 2/3 attacks
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var _attack_timer: float = 2.0
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var _attack_index: int = 0
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var _projectiles: Array[Dictionary] = [] # {node, vel, type, ...}
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# Beam state
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var _beam_active: bool = false
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var _beam_angle: float = 0.0
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var _beam_timer: float = 0.0
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var _beam_node: Node2D = null
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# Pulse state
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var _pulse_timer: float = 3.0
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# Climax
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var _climax_timer: float = 0.0
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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super._ready()
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max_health = 350.0
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current_health = max_health
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contact_damage = 1.0
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contact_cooldown = 0.8
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_room_center = global_position
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_build_core_visual()
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_core_visual.visible = false # hidden during assembly
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func _physics_process(delta: float) -> void:
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_tick_spawn_delay(delta)
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if not is_active():
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return
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match _phase:
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Phase.ASSEMBLY:
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_tick_assembly(delta)
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Phase.ACTIVE:
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_tick_active(delta)
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Phase.UNIQUE:
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_tick_unique(delta)
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Phase.CLIMAX:
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_tick_climax(delta)
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_tick_projectiles(delta)
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_tick_flash(delta)
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velocity = Vector2.ZERO
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move_and_slide()
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# ---------------------------------------------------------------------------
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# Core Visual
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# ---------------------------------------------------------------------------
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func _build_core_visual() -> void:
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_core_visual = Node2D.new()
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_core_visual.position = Vector2.ZERO
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# Main body — irregular polygon
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_core_poly = Polygon2D.new()
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_core_poly.polygon = PackedVector2Array([
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Vector2(-35, -25), Vector2(-15, -40), Vector2(20, -35),
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Vector2(40, -10), Vector2(35, 20), Vector2(10, 40),
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Vector2(-25, 30), Vector2(-40, 5)
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])
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_core_poly.color = Color(0.25, 0.15, 0.35)
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_core_visual.add_child(_core_poly)
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# Eye/core indicator
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var eye := Polygon2D.new()
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var pts := PackedVector2Array()
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for i in 8:
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var a := TAU * i / 8.0
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pts.append(Vector2(cos(a), sin(a)) * 12.0)
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eye.polygon = pts
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eye.color = Color(0.8, 0.2, 0.5)
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_core_visual.add_child(eye)
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add_child(_core_visual)
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# ---------------------------------------------------------------------------
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# Phase 1 — Assembly
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# ---------------------------------------------------------------------------
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func _tick_assembly(delta: float) -> void:
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_wave_timer -= delta
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if _wave_timer <= 0.0 and _wave_index < WAVE_COUNT:
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_spawn_wave()
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_wave_index += 1
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_wave_timer = WAVE_DELAY + randf_range(0.0, 1.0)
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# Check if assembly complete
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if _kills >= ASSEMBLY_COMPLETE:
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_enter_active()
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func _spawn_wave() -> void:
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var scenes := [DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE]
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var hw := ROOM_HW - WALL_T - 80.0
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var hh := ROOM_HH - WALL_T - 80.0
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for i in ENEMIES_PER_WAVE:
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var scene = scenes[randi() % scenes.size()]
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var enemy = scene.instantiate()
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var pos := Vector2(
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randf_range(-hw, hw),
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randf_range(-hh, hh)
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)
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# Avoid spawning too close to center
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if pos.length() < 100.0:
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pos = pos.normalized() * 100.0
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get_parent().add_child(enemy)
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enemy.global_position = _room_center + pos
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# Track enemy for assembly phase
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_spawned_enemies.append(enemy)
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enemy.tree_exited.connect(_on_enemy_died.bind(enemy), CONNECT_ONE_SHOT)
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func _on_enemy_died(enemy: Node) -> void:
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if _phase != Phase.ASSEMBLY:
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return
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# Remove from tracked list
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_spawned_enemies.erase(enemy)
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_kills += 1
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# Create visual part flying to center (use last known position offset)
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var part := Polygon2D.new()
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var pts := PackedVector2Array()
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for i in 6:
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var a := TAU * i / 6.0
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pts.append(Vector2(cos(a), sin(a)) * randf_range(8.0, 14.0))
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part.polygon = pts
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part.color = Color(0.4, 0.2, 0.5, 0.8)
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# Position near center since enemy is already freed by now
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part.global_position = _room_center + Vector2(randf_range(-100, 100), randf_range(-100, 100))
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get_parent().add_child(part)
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_assembly_parts.append(part)
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# Tween to center
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var tw := get_tree().create_tween()
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tw.tween_property(part, "global_position", _room_center, 0.8).set_ease(Tween.EASE_IN)
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tw.tween_property(part, "modulate:a", 0.0, 0.3)
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tw.tween_callback(part.queue_free)
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func _enter_active() -> void:
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_phase = Phase.ACTIVE
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_core_visual.visible = true
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_attack_timer = 1.5
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_attack_index = 0
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# Clean up any remaining assembly parts
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for part in _assembly_parts:
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if is_instance_valid(part):
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part.queue_free()
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_assembly_parts.clear()
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# Emit boss health bar start
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EventBus.boss_health_changed.emit(current_health, max_health)
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# ---------------------------------------------------------------------------
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# Phase 2 — Active (mimic attacks)
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# ---------------------------------------------------------------------------
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func _tick_active(delta: float) -> void:
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_find_player()
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_tick_contact(delta)
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_attack_timer -= delta
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if _attack_timer <= 0.0:
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_do_active_attack()
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_attack_index = (_attack_index + 1) % 3
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_attack_timer = ATTACK_CD_P2
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func _do_active_attack() -> void:
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match _attack_index:
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0: _attack_spread()
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1: _attack_sweep()
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2: _attack_drift()
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func _attack_spread() -> void:
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# Repeater-style spread shot toward player
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if _player == null:
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return
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var base_dir := ((_player.global_position) - global_position).normalized()
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var start_angle := base_dir.angle() - SPREAD_ANGLE * 0.5
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var step := SPREAD_ANGLE / float(SPREAD_COUNT - 1) if SPREAD_COUNT > 1 else 0.0
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for i in SPREAD_COUNT:
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var angle := start_angle + step * i
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var dir := Vector2.from_angle(angle)
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_spawn_projectile(global_position, dir * SPREAD_SPEED, "spread")
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func _attack_sweep() -> void:
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# Warden-style horizontal sweep with gaps
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var inner_left := -ROOM_HW + WALL_T
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var inner_right := ROOM_HW - WALL_T
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var sweep_dir := 1.0 if randf() < 0.5 else -1.0
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var start_y := _room_center.y + (-ROOM_HH + WALL_T) * -sweep_dir
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var vel := Vector2(0.0, SWEEP_SPEED * sweep_dir)
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# One gap
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var gap_center := randf_range(inner_left + 80.0, inner_right - 80.0)
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var gap_width := 90.0
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var x := inner_left
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while x <= inner_right:
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if abs(x - gap_center) > gap_width * 0.5:
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_spawn_projectile(Vector2(_room_center.x + x, start_y), vel, "sweep")
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x += SWEEP_PROJ_SPACE
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func _attack_drift() -> void:
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# Drifter-style curving projectiles
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for i in DRIFT_COUNT:
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var angle := TAU * i / float(DRIFT_COUNT) + randf_range(-0.2, 0.2)
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var dir := Vector2.from_angle(angle)
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var curve := DRIFT_CURVE if randf() < 0.5 else -DRIFT_CURVE
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_spawn_projectile(global_position, dir * DRIFT_SPEED, "drift", {"curve": curve})
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# ---------------------------------------------------------------------------
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# Phase 3 — Unique attacks
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# ---------------------------------------------------------------------------
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func _enter_unique() -> void:
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_phase = Phase.UNIQUE
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_attack_timer = 1.0
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_attack_index = 0
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_pulse_timer = PULSE_CD * 0.5
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# Visual change — cracking/glowing
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_core_poly.color = Color(0.5, 0.15, 0.25)
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func _tick_unique(delta: float) -> void:
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_find_player()
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_tick_contact(delta)
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# Rotating beam
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if _beam_active:
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_tick_beam(delta)
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else:
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_attack_timer -= delta
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if _attack_timer <= 0.0:
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_do_unique_attack()
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_attack_index = (_attack_index + 1) % 3
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_attack_timer = ATTACK_CD_P3
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|
|
# Pulse on separate timer
|
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|
|
|
_pulse_timer -= delta
|
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|
|
|
if _pulse_timer <= 0.0:
|
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|
|
|
_attack_pulse()
|
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|
|
|
_pulse_timer = PULSE_CD
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
func _do_unique_attack() -> void:
|
|
|
|
|
match _attack_index:
|
|
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|
|
0: _start_beam()
|
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|
|
1: _attack_homing()
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|
2: _attack_homing() # double up on homing since beam takes time
|
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|
|
func _start_beam() -> void:
|
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|
|
_beam_active = true
|
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|
|
_beam_timer = BEAM_DURATION
|
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|
|
|
_beam_angle = randf() * TAU
|
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|
|
_beam_node = Node2D.new()
|
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|
|
_beam_node.position = Vector2.ZERO
|
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|
|
|
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|
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|
|
var poly := Polygon2D.new()
|
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|
|
var hw := BEAM_WIDTH * 0.5
|
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|
|
poly.polygon = PackedVector2Array([
|
|
|
|
|
Vector2(0, -hw), Vector2(BEAM_LENGTH, -hw),
|
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|
|
Vector2(BEAM_LENGTH, hw), Vector2(0, hw)
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|
|
])
|
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|
|
poly.color = Color(1.0, 0.3, 0.4, 0.7)
|
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|
|
_beam_node.add_child(poly)
|
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|
|
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|
|
var area := Area2D.new()
|
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|
|
|
area.collision_layer = 0
|
|
|
|
|
area.collision_mask = 2
|
|
|
|
|
var cs := CollisionShape2D.new()
|
|
|
|
|
var rs := RectangleShape2D.new()
|
|
|
|
|
rs.size = Vector2(BEAM_LENGTH, BEAM_WIDTH)
|
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|
|
cs.shape = rs
|
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|
|
cs.position = Vector2(BEAM_LENGTH * 0.5, 0)
|
|
|
|
|
area.add_child(cs)
|
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|
|
area.body_entered.connect(_on_beam_hit)
|
|
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|
|
_beam_node.add_child(area)
|
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|
|
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|
|
add_child(_beam_node)
|
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|
|
|
|
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()
|