Small update fixes
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@@ -31,6 +31,7 @@ var _slick_count: int = 0
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# Knockback — applied by enemies (e.g., Hivemind pulse)
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var _knockback_velocity: Vector2 = Vector2.ZERO
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var _knockback_flash_timer: float = 0.0
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func _ready() -> void:
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add_to_group("player")
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@@ -62,8 +63,9 @@ func _handle_movement() -> void:
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input_dir = input_dir.normalized()
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if _slick_count > 0:
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# Oil slick — momentum-based: velocity slowly drifts toward desired direction
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velocity = velocity.lerp(input_dir * stats.speed, 0.08)
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# Oil slick — 40% slower + momentum-based movement
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var slick_speed := stats.speed * 0.6
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velocity = velocity.lerp(input_dir * slick_speed, 0.12)
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else:
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velocity = input_dir * stats.speed
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@@ -168,6 +170,12 @@ func _handle_iframes(delta: float) -> void:
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body.modulate = Color(1, 1, 1, 1)
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return
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# Knockback flash — magenta pulse when pushed by enemy ability
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if _knockback_flash_timer > 0.0:
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_knockback_flash_timer -= delta
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body.modulate = Color(1.0, 0.4, 0.7, 1.0)
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return
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# Shield active — cyan tint
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if _shield_active:
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body.modulate = Color(0.4, 0.9, 1.0)
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@@ -216,6 +224,10 @@ func take_damage(amount: float) -> void:
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func _die() -> void:
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if RunManager.run_active:
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# Disable player so they can't move during death screen
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set_physics_process(false)
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set_process_input(false)
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visible = false
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RunManager.end_run(false)
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else:
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# In hub/practice — signal for practice room handling, then heal
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@@ -277,6 +289,7 @@ func exit_slick() -> void:
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# ---------------------------------------------------------------------------
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func apply_knockback(force: Vector2) -> void:
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_knockback_velocity = force
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_knockback_flash_timer = 0.25 # brief magenta flash to show player was pushed
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# ---------------------------------------------------------------------------
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# Room event handlers
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