Initial commit — Station 0 vertical slice in progress
Includes full design documentation (ARCHITECTURE, DESIGN_NOTES, CONTENT_SPEC, PRODUCTION_NOTES) and active Godot 4 / GDScript codebase. Core systems built: player, floor generation, room system, enemy base, body part upgrades, run manager, save system, HUD, EventBus.
This commit is contained in:
@@ -0,0 +1,136 @@
|
||||
extends CharacterBody2D
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# ANCHOR — Structural integrity corruption
|
||||
# Pathfinds to nearest wall, locks in. Fires slow homing projectiles.
|
||||
# Does not move once anchored.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
const ENEMY_PROJECTILE = preload("res://scenes/enemies/enemy_projectile.tscn")
|
||||
|
||||
enum State { SEEKING, ANCHORED }
|
||||
|
||||
var max_health: float = 40.0
|
||||
var current_health: float = 40.0
|
||||
var speed: float = 95.0
|
||||
var contact_damage: float = 0.5
|
||||
var contact_cooldown: float = 0.8
|
||||
|
||||
const SHOT_COOLDOWN := 2.2
|
||||
# Room interior half-extents (960×540 room, 32px walls, 16px gap buffer)
|
||||
const INNER_HALF_X := 432.0
|
||||
const INNER_HALF_Y := 222.0
|
||||
|
||||
var _player: Node2D = null
|
||||
var _state: State = State.SEEKING
|
||||
var _target_wall: Vector2
|
||||
var _shot_timer: float = 1.0 # initial fire delay
|
||||
var _contact_timer: float = 0.0
|
||||
var _flash_timer: float = 0.0
|
||||
|
||||
@onready var visual: Node2D = $Visual
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("enemies")
|
||||
$ContactArea.body_entered.connect(_on_contact_entered)
|
||||
_compute_wall_target()
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Find the nearest wall face and set it as the target
|
||||
# ---------------------------------------------------------------------------
|
||||
func _compute_wall_target() -> void:
|
||||
var room_center: Vector2 = (get_parent() as Node2D).global_position
|
||||
var lp: Vector2 = global_position - room_center
|
||||
|
||||
var d_left: float = lp.x - (-INNER_HALF_X)
|
||||
var d_right: float = INNER_HALF_X - lp.x
|
||||
var d_up: float = lp.y - (-INNER_HALF_Y)
|
||||
var d_down: float = INNER_HALF_Y - lp.y
|
||||
var md: float = minf(minf(d_left, d_right), minf(d_up, d_down))
|
||||
|
||||
if md == d_left:
|
||||
_target_wall = room_center + Vector2(-INNER_HALF_X, lp.y)
|
||||
elif md == d_right:
|
||||
_target_wall = room_center + Vector2( INNER_HALF_X, lp.y)
|
||||
elif md == d_up:
|
||||
_target_wall = room_center + Vector2(lp.x, -INNER_HALF_Y)
|
||||
else:
|
||||
_target_wall = room_center + Vector2(lp.x, INNER_HALF_Y)
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_find_player()
|
||||
_tick_contact(delta)
|
||||
_tick_flash(delta)
|
||||
match _state:
|
||||
State.SEEKING:
|
||||
_do_seek()
|
||||
State.ANCHORED:
|
||||
_do_anchored(delta)
|
||||
move_and_slide()
|
||||
|
||||
func _find_player() -> void:
|
||||
if _player == null or not is_instance_valid(_player):
|
||||
_player = get_tree().get_first_node_in_group("player")
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Move toward the nearest wall, then lock in
|
||||
# ---------------------------------------------------------------------------
|
||||
func _do_seek() -> void:
|
||||
var diff := _target_wall - global_position
|
||||
if diff.length() < 12.0:
|
||||
velocity = Vector2.ZERO
|
||||
_state = State.ANCHORED
|
||||
else:
|
||||
velocity = diff.normalized() * speed
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Stationary — fire slow homing projectiles at the player
|
||||
# ---------------------------------------------------------------------------
|
||||
func _do_anchored(delta: float) -> void:
|
||||
velocity = Vector2.ZERO
|
||||
_shot_timer -= delta
|
||||
if _shot_timer <= 0.0 and _player != null:
|
||||
_fire_at_player()
|
||||
_shot_timer = SHOT_COOLDOWN
|
||||
|
||||
func _fire_at_player() -> void:
|
||||
var dir := (_player.global_position - global_position).normalized()
|
||||
var proj = ENEMY_PROJECTILE.instantiate()
|
||||
proj.position = (get_parent() as Node2D).to_local(global_position)
|
||||
proj.direction = dir
|
||||
proj.speed = 120.0
|
||||
proj.damage = 1.0
|
||||
proj.max_range = 720.0
|
||||
proj.homing = true
|
||||
proj.homing_target = _player
|
||||
get_parent().call_deferred("add_child", proj)
|
||||
|
||||
func take_damage(amount: float) -> void:
|
||||
current_health -= amount
|
||||
_flash_timer = 0.1
|
||||
if current_health <= 0.0:
|
||||
_die()
|
||||
|
||||
func _die() -> void:
|
||||
_spawn_drop()
|
||||
queue_free()
|
||||
|
||||
func _spawn_drop() -> void:
|
||||
var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
|
||||
orb.position = (get_parent() as Node2D).to_local(global_position)
|
||||
get_parent().call_deferred("add_child", orb)
|
||||
|
||||
func _on_contact_entered(body: Node) -> void:
|
||||
if body.is_in_group("player") and _contact_timer == 0.0:
|
||||
body.take_damage(contact_damage)
|
||||
_contact_timer = contact_cooldown
|
||||
|
||||
func _tick_contact(delta: float) -> void:
|
||||
_contact_timer = maxf(_contact_timer - delta, 0.0)
|
||||
|
||||
func _tick_flash(delta: float) -> void:
|
||||
if _flash_timer > 0.0:
|
||||
_flash_timer -= delta
|
||||
visual.modulate = Color(2.5, 2.5, 2.5)
|
||||
else:
|
||||
visual.modulate = Color(1.0, 1.0, 1.0)
|
||||
@@ -0,0 +1,17 @@
|
||||
extends Area2D
|
||||
|
||||
var value: int = 1
|
||||
|
||||
func _ready() -> void:
|
||||
body_entered.connect(_on_body_entered)
|
||||
|
||||
# Placeholder visual — gold circle
|
||||
func _draw() -> void:
|
||||
draw_circle(Vector2.ZERO, 5.0, Color(1.0, 0.8, 0.1))
|
||||
draw_arc(Vector2.ZERO, 5.0, 0, TAU, 16, Color(1.0, 1.0, 0.4), 1.0)
|
||||
|
||||
func _on_body_entered(body: Node) -> void:
|
||||
if body.is_in_group("player"):
|
||||
UpgradeManager.hub_credits += value
|
||||
EventBus.credits_changed.emit(UpgradeManager.hub_credits)
|
||||
queue_free()
|
||||
@@ -0,0 +1,79 @@
|
||||
extends CharacterBody2D
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# DRIFTER — Locomotion corruption
|
||||
# Moves in slow arcs and wide curves. Never charges straight. Contact only.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
var max_health: float = 16.0
|
||||
var current_health: float = 16.0
|
||||
var speed: float = 80.0
|
||||
var contact_damage: float = 1.0
|
||||
var contact_cooldown: float = 0.8
|
||||
|
||||
var _player: Node2D = null
|
||||
var _contact_timer: float = 0.0
|
||||
var _flash_timer: float = 0.0
|
||||
var _wobble_time: float = 0.0
|
||||
var _wobble_phase: float = 0.0 # random start so groups don't sync
|
||||
|
||||
@onready var visual: Node2D = $Visual
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("enemies")
|
||||
$ContactArea.body_entered.connect(_on_contact_entered)
|
||||
_wobble_phase = randf() * TAU
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_find_player()
|
||||
_tick_contact(delta)
|
||||
_tick_flash(delta)
|
||||
_do_arc_chase(delta)
|
||||
move_and_slide()
|
||||
|
||||
func _find_player() -> void:
|
||||
if _player == null or not is_instance_valid(_player):
|
||||
_player = get_tree().get_first_node_in_group("player")
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Arcing movement — sinusoidal perpendicular drift applied to toward-player dir
|
||||
# ---------------------------------------------------------------------------
|
||||
func _do_arc_chase(delta: float) -> void:
|
||||
if _player == null:
|
||||
velocity = Vector2.ZERO
|
||||
return
|
||||
var toward := (_player.global_position - global_position).normalized()
|
||||
var perp := toward.rotated(PI * 0.5)
|
||||
_wobble_time += delta
|
||||
var wobble := sin(_wobble_time * 1.8 + _wobble_phase) * 0.75
|
||||
velocity = (toward + perp * wobble).normalized() * speed
|
||||
|
||||
func take_damage(amount: float) -> void:
|
||||
current_health -= amount
|
||||
_flash_timer = 0.1
|
||||
if current_health <= 0.0:
|
||||
_die()
|
||||
|
||||
func _die() -> void:
|
||||
_spawn_drop()
|
||||
queue_free()
|
||||
|
||||
func _spawn_drop() -> void:
|
||||
var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
|
||||
orb.position = (get_parent() as Node2D).to_local(global_position)
|
||||
get_parent().call_deferred("add_child", orb)
|
||||
|
||||
func _on_contact_entered(body: Node) -> void:
|
||||
if body.is_in_group("player") and _contact_timer == 0.0:
|
||||
body.take_damage(contact_damage)
|
||||
_contact_timer = contact_cooldown
|
||||
|
||||
func _tick_contact(delta: float) -> void:
|
||||
_contact_timer = maxf(_contact_timer - delta, 0.0)
|
||||
|
||||
func _tick_flash(delta: float) -> void:
|
||||
if _flash_timer > 0.0:
|
||||
_flash_timer -= delta
|
||||
visual.modulate = Color(2.5, 2.5, 2.5)
|
||||
else:
|
||||
visual.modulate = Color(1.0, 1.0, 1.0)
|
||||
@@ -0,0 +1,76 @@
|
||||
extends CharacterBody2D
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Stats — override in derived enemy types
|
||||
# ---------------------------------------------------------------------------
|
||||
var max_health: float = 10.0
|
||||
var current_health: float = 10.0
|
||||
var speed: float = 60.0
|
||||
var contact_damage: float = 1.0
|
||||
var contact_cooldown: float = 0.8
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Internal state
|
||||
# ---------------------------------------------------------------------------
|
||||
var _contact_timer: float = 0.0
|
||||
var _flash_timer: float = 0.0
|
||||
var _player: Node2D = null
|
||||
|
||||
@onready var visual: Node2D = $Visual
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("enemies")
|
||||
$ContactArea.body_entered.connect(_on_contact_entered)
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_contact_timer = maxf(_contact_timer - delta, 0.0)
|
||||
_tick_flash(delta)
|
||||
_chase_player()
|
||||
move_and_slide()
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# AI — simple chaser
|
||||
# ---------------------------------------------------------------------------
|
||||
func _chase_player() -> void:
|
||||
if _player == null or not is_instance_valid(_player):
|
||||
_player = get_tree().get_first_node_in_group("player")
|
||||
if _player != null:
|
||||
velocity = (_player.global_position - global_position).normalized() * speed
|
||||
else:
|
||||
velocity = Vector2.ZERO
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Damage / death
|
||||
# ---------------------------------------------------------------------------
|
||||
func take_damage(amount: float) -> void:
|
||||
current_health -= amount
|
||||
_flash_timer = 0.1
|
||||
if current_health <= 0.0:
|
||||
_die()
|
||||
|
||||
func _die() -> void:
|
||||
_spawn_drop()
|
||||
queue_free()
|
||||
|
||||
func _spawn_drop() -> void:
|
||||
var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
|
||||
orb.position = (get_parent() as Node2D).to_local(global_position)
|
||||
get_parent().call_deferred("add_child", orb)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Contact damage
|
||||
# ---------------------------------------------------------------------------
|
||||
func _on_contact_entered(body: Node) -> void:
|
||||
if body.is_in_group("player") and _contact_timer == 0.0:
|
||||
body.take_damage(contact_damage)
|
||||
_contact_timer = contact_cooldown
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Hit flash
|
||||
# ---------------------------------------------------------------------------
|
||||
func _tick_flash(delta: float) -> void:
|
||||
if _flash_timer > 0.0:
|
||||
_flash_timer -= delta
|
||||
visual.modulate = Color(2.5, 2.5, 2.5)
|
||||
else:
|
||||
visual.modulate = Color(1.0, 1.0, 1.0)
|
||||
@@ -0,0 +1,44 @@
|
||||
extends Area2D
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Shared enemy projectile — used by Repeater (linear) and Anchor (homing)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
var direction: Vector2 = Vector2.RIGHT
|
||||
var speed: float = 200.0
|
||||
var damage: float = 1.0
|
||||
var max_range: float = 500.0
|
||||
|
||||
# Homing — disabled by default
|
||||
var homing: bool = false
|
||||
var homing_target: Node2D = null
|
||||
|
||||
const HOMING_STRENGTH := 2.0 # radians/second turn rate
|
||||
|
||||
var _distance_traveled: float = 0.0
|
||||
|
||||
func _ready() -> void:
|
||||
rotation = direction.angle()
|
||||
body_entered.connect(_on_body_entered)
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if homing and homing_target != null and is_instance_valid(homing_target):
|
||||
var to_target := (homing_target.global_position - global_position).normalized()
|
||||
direction = direction.lerp(to_target, HOMING_STRENGTH * delta).normalized()
|
||||
rotation = direction.angle()
|
||||
|
||||
var move := direction * speed * delta
|
||||
position += move
|
||||
_distance_traveled += move.length()
|
||||
if _distance_traveled >= max_range:
|
||||
queue_free()
|
||||
|
||||
func _on_body_entered(body: Node) -> void:
|
||||
if body.is_in_group("player"):
|
||||
body.take_damage(damage)
|
||||
queue_free()
|
||||
elif body is StaticBody2D:
|
||||
queue_free()
|
||||
|
||||
func _draw() -> void:
|
||||
draw_circle(Vector2.ZERO, 4.0, Color(1.0, 0.4, 0.1))
|
||||
@@ -0,0 +1,136 @@
|
||||
extends CharacterBody2D
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# REPEATER — Task-loop corruption
|
||||
# Drifts to last known player position, stops, fires a rotating burst loop.
|
||||
# Does not re-track the player — stuck completing a subroutine.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
const ENEMY_PROJECTILE = preload("res://scenes/enemies/enemy_projectile.tscn")
|
||||
|
||||
enum State { DRIFTING, FIRING }
|
||||
|
||||
var max_health: float = 24.0
|
||||
var current_health: float = 24.0
|
||||
var speed: float = 60.0
|
||||
var contact_damage: float = 0.5
|
||||
var contact_cooldown: float = 0.8
|
||||
|
||||
const BURST_SIZE := 3 # shots per burst
|
||||
const SHOT_INTERVAL := 0.18 # seconds between shots within a burst
|
||||
const BURST_PAUSE := 1.8 # seconds after burst completes before rotating
|
||||
const ROTATE_STEP := 0.3491 # 20° in radians
|
||||
|
||||
var _player: Node2D = null
|
||||
var _state: State = State.DRIFTING
|
||||
var _target_pos: Vector2
|
||||
var _target_set: bool = false
|
||||
var _fire_angle: float = 0.0
|
||||
var _shot_count: int = 0
|
||||
var _shot_timer: float = 0.0
|
||||
var _contact_timer: float = 0.0
|
||||
var _flash_timer: float = 0.0
|
||||
|
||||
@onready var visual: Node2D = $Visual
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("enemies")
|
||||
$ContactArea.body_entered.connect(_on_contact_entered)
|
||||
_fire_angle = randf() * TAU # random initial burst direction
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_find_player()
|
||||
_tick_contact(delta)
|
||||
_tick_flash(delta)
|
||||
match _state:
|
||||
State.DRIFTING:
|
||||
_do_drift()
|
||||
State.FIRING:
|
||||
_do_fire(delta)
|
||||
move_and_slide()
|
||||
|
||||
func _find_player() -> void:
|
||||
if _player == null or not is_instance_valid(_player):
|
||||
_player = get_tree().get_first_node_in_group("player")
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Drift toward last known position, then lock and fire
|
||||
# ---------------------------------------------------------------------------
|
||||
func _do_drift() -> void:
|
||||
if _player == null:
|
||||
velocity = Vector2.ZERO
|
||||
return
|
||||
# Capture target position once
|
||||
if not _target_set:
|
||||
_target_pos = _player.global_position
|
||||
_target_set = true
|
||||
|
||||
var diff := _target_pos - global_position
|
||||
if diff.length() < 12.0:
|
||||
velocity = Vector2.ZERO
|
||||
# Aim first burst toward player
|
||||
if _player != null:
|
||||
_fire_angle = (_player.global_position - global_position).angle()
|
||||
_state = State.FIRING
|
||||
_shot_count = 0
|
||||
_shot_timer = 0.0
|
||||
else:
|
||||
velocity = diff.normalized() * speed
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Stationary burst loop — fire 3, pause, rotate 20° CW, repeat
|
||||
# ---------------------------------------------------------------------------
|
||||
func _do_fire(delta: float) -> void:
|
||||
velocity = Vector2.ZERO
|
||||
_shot_timer -= delta
|
||||
if _shot_timer > 0.0:
|
||||
return
|
||||
|
||||
if _shot_count < BURST_SIZE:
|
||||
_fire_projectile()
|
||||
_shot_count += 1
|
||||
_shot_timer = SHOT_INTERVAL
|
||||
else:
|
||||
# Burst done — rotate 20° clockwise and reset
|
||||
_fire_angle += ROTATE_STEP
|
||||
_shot_count = 0
|
||||
_shot_timer = BURST_PAUSE
|
||||
|
||||
func _fire_projectile() -> void:
|
||||
var proj = ENEMY_PROJECTILE.instantiate()
|
||||
proj.position = (get_parent() as Node2D).to_local(global_position)
|
||||
proj.direction = Vector2.from_angle(_fire_angle)
|
||||
proj.speed = 280.0
|
||||
proj.damage = 1.0
|
||||
proj.max_range = 520.0
|
||||
get_parent().call_deferred("add_child", proj)
|
||||
|
||||
func take_damage(amount: float) -> void:
|
||||
current_health -= amount
|
||||
_flash_timer = 0.1
|
||||
if current_health <= 0.0:
|
||||
_die()
|
||||
|
||||
func _die() -> void:
|
||||
_spawn_drop()
|
||||
queue_free()
|
||||
|
||||
func _spawn_drop() -> void:
|
||||
var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
|
||||
orb.position = (get_parent() as Node2D).to_local(global_position)
|
||||
get_parent().call_deferred("add_child", orb)
|
||||
|
||||
func _on_contact_entered(body: Node) -> void:
|
||||
if body.is_in_group("player") and _contact_timer == 0.0:
|
||||
body.take_damage(contact_damage)
|
||||
_contact_timer = contact_cooldown
|
||||
|
||||
func _tick_contact(delta: float) -> void:
|
||||
_contact_timer = maxf(_contact_timer - delta, 0.0)
|
||||
|
||||
func _tick_flash(delta: float) -> void:
|
||||
if _flash_timer > 0.0:
|
||||
_flash_timer -= delta
|
||||
visual.modulate = Color(2.5, 2.5, 2.5)
|
||||
else:
|
||||
visual.modulate = Color(1.0, 1.0, 1.0)
|
||||
@@ -0,0 +1,339 @@
|
||||
extends CharacterBody2D
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# The Supervisor — Phase 1/2/Climax boss
|
||||
# Corrupted supervisor protocol attempting to decommission the player.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
enum Phase { ONE, TWO, CLIMAX }
|
||||
|
||||
const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Stats
|
||||
# ---------------------------------------------------------------------------
|
||||
var max_health: float = 200.0
|
||||
var current_health: float = 200.0
|
||||
var contact_damage: float = 1.0
|
||||
var contact_cooldown: float = 0.8
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Patrol (Phase 1)
|
||||
# ---------------------------------------------------------------------------
|
||||
const PATROL_W := 200.0
|
||||
const PATROL_H := 100.0
|
||||
const PATROL_SPEED_P1 := 75.0
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Chase (Phase 2)
|
||||
# ---------------------------------------------------------------------------
|
||||
const PATROL_SPEED_P2 := 105.0
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Calibration beam
|
||||
# ---------------------------------------------------------------------------
|
||||
const BEAM_RANGE := 240.0
|
||||
const BEAM_HALFANG := 0.50 # ~28.6° half-angle for sensor cone
|
||||
const BEAM_COOLDOWN_P1 := 3.5
|
||||
const BEAM_COOLDOWN_P2 := 2.2
|
||||
const BEAM_DURATION := 0.75 # active damage window (shorter = more dodgeable)
|
||||
|
||||
# Wind-up before firing — boss stops and flashes a warning
|
||||
const WIND_UP_DURATION := 0.65 # seconds of warning before beam fires
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Climax freeze
|
||||
# ---------------------------------------------------------------------------
|
||||
const FREEZE_DURATION := 2.0
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Internal state
|
||||
# ---------------------------------------------------------------------------
|
||||
var _phase: Phase = Phase.ONE
|
||||
var _player: Node2D = null
|
||||
|
||||
var _patrol_points: Array[Vector2] = []
|
||||
var _patrol_index: int = 0
|
||||
|
||||
var _contact_timer: float = 0.0
|
||||
var _flash_timer: float = 0.0
|
||||
|
||||
# Beam state
|
||||
var _beam_timer: float = 1.5 # initial delay before first beam check
|
||||
var _beam_active: bool = false
|
||||
var _beam_node: Node2D = null
|
||||
var _beam_dur_timer: float = 0.0
|
||||
|
||||
# Wind-up state
|
||||
var _winding_up: bool = false
|
||||
var _wind_up_timer: float = 0.0
|
||||
var _wind_up_dir: Vector2 = Vector2.RIGHT # locked direction when wind-up starts
|
||||
|
||||
var _drifter_spawned: bool = false
|
||||
var _freeze_timer: float = 0.0
|
||||
|
||||
@onready var visual: Node2D = $Visual
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Ready
|
||||
# ---------------------------------------------------------------------------
|
||||
func _ready() -> void:
|
||||
add_to_group("enemies")
|
||||
$ContactArea.body_entered.connect(_on_contact_entered)
|
||||
var c := global_position
|
||||
_patrol_points = [
|
||||
c + Vector2(-PATROL_W, -PATROL_H),
|
||||
c + Vector2( PATROL_W, -PATROL_H),
|
||||
c + Vector2( PATROL_W, PATROL_H),
|
||||
c + Vector2(-PATROL_W, PATROL_H),
|
||||
]
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Physics loop
|
||||
# ---------------------------------------------------------------------------
|
||||
func _physics_process(delta: float) -> void:
|
||||
_find_player()
|
||||
_tick_contact(delta)
|
||||
_tick_beam(delta)
|
||||
_tick_flash(delta)
|
||||
|
||||
var pct := current_health / max_health
|
||||
if _phase == Phase.ONE and pct <= 0.55:
|
||||
_enter_phase_two()
|
||||
elif _phase == Phase.TWO and pct <= 0.20:
|
||||
_enter_climax()
|
||||
|
||||
match _phase:
|
||||
Phase.ONE:
|
||||
# Stop and lock on during wind-up
|
||||
if _winding_up:
|
||||
velocity = Vector2.ZERO
|
||||
else:
|
||||
_do_patrol(PATROL_SPEED_P1)
|
||||
Phase.TWO:
|
||||
if _winding_up:
|
||||
velocity = Vector2.ZERO
|
||||
else:
|
||||
_do_chase(PATROL_SPEED_P2)
|
||||
_maybe_spawn_drifter()
|
||||
Phase.CLIMAX:
|
||||
_do_climax(delta)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Player lookup
|
||||
# ---------------------------------------------------------------------------
|
||||
func _find_player() -> void:
|
||||
if _player == null or not is_instance_valid(_player):
|
||||
_player = get_tree().get_first_node_in_group("player")
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Phase transitions
|
||||
# ---------------------------------------------------------------------------
|
||||
func _enter_phase_two() -> void:
|
||||
_phase = Phase.TWO
|
||||
_winding_up = false
|
||||
|
||||
func _enter_climax() -> void:
|
||||
_phase = Phase.CLIMAX
|
||||
velocity = Vector2.ZERO
|
||||
_freeze_timer = FREEZE_DURATION
|
||||
_winding_up = false
|
||||
if is_instance_valid(_beam_node):
|
||||
_beam_node.queue_free()
|
||||
_beam_node = null
|
||||
_beam_active = false
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Phase 1 — rectangular patrol
|
||||
# ---------------------------------------------------------------------------
|
||||
func _do_patrol(spd: float) -> void:
|
||||
if _patrol_points.is_empty():
|
||||
return
|
||||
var target := _patrol_points[_patrol_index]
|
||||
var diff := target - global_position
|
||||
if diff.length() < 10.0:
|
||||
_patrol_index = (_patrol_index + 1) % _patrol_points.size()
|
||||
else:
|
||||
velocity = diff.normalized() * spd
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Phase 2 — direct player chase
|
||||
# ---------------------------------------------------------------------------
|
||||
func _do_chase(spd: float) -> void:
|
||||
if _player == null:
|
||||
velocity = Vector2.ZERO
|
||||
return
|
||||
velocity = (_player.global_position - global_position).normalized() * spd
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Phase 2 — spawn one Drifter
|
||||
# ---------------------------------------------------------------------------
|
||||
func _maybe_spawn_drifter() -> void:
|
||||
if _drifter_spawned:
|
||||
return
|
||||
_drifter_spawned = true
|
||||
var drifter = DRIFTER_SCENE.instantiate()
|
||||
drifter.position = (get_parent() as Node2D).to_local(global_position + Vector2(0, 130))
|
||||
get_parent().call_deferred("add_child", drifter)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Climax — frozen distress signal, then die
|
||||
# ---------------------------------------------------------------------------
|
||||
func _do_climax(delta: float) -> void:
|
||||
velocity = Vector2.ZERO
|
||||
_freeze_timer -= delta
|
||||
var blink := fmod(_freeze_timer, 0.3) < 0.15
|
||||
visual.modulate = Color(2.0, 0.3, 0.3) if blink else Color(0.25, 0.08, 0.08)
|
||||
if _freeze_timer <= 0.0:
|
||||
_die()
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Calibration beam — with wind-up warning
|
||||
# ---------------------------------------------------------------------------
|
||||
func _tick_beam(delta: float) -> void:
|
||||
if _phase == Phase.CLIMAX:
|
||||
return
|
||||
|
||||
# Active beam — count down duration
|
||||
if _beam_active:
|
||||
_beam_dur_timer -= delta
|
||||
if _beam_dur_timer <= 0.0:
|
||||
_beam_active = false
|
||||
if is_instance_valid(_beam_node):
|
||||
_beam_node.queue_free()
|
||||
_beam_node = null
|
||||
return
|
||||
|
||||
# Wind-up — boss is stopped and flashing; fires when timer expires
|
||||
if _winding_up:
|
||||
_wind_up_timer -= delta
|
||||
if _wind_up_timer <= 0.0:
|
||||
_winding_up = false
|
||||
_fire_beam()
|
||||
var cd := BEAM_COOLDOWN_P1 if _phase == Phase.ONE else BEAM_COOLDOWN_P2
|
||||
_beam_timer = cd
|
||||
return
|
||||
|
||||
# Cooldown between beams
|
||||
if _beam_timer > 0.0:
|
||||
_beam_timer -= delta
|
||||
return
|
||||
|
||||
# Check sensor cone — start wind-up if player is in range
|
||||
if _player_in_sensor_cone():
|
||||
_winding_up = true
|
||||
_wind_up_timer = WIND_UP_DURATION
|
||||
# Lock the fire direction to current heading at the moment of detection
|
||||
_wind_up_dir = velocity.normalized() if velocity.length() > 1.0 else Vector2.RIGHT
|
||||
else:
|
||||
_beam_timer = 0.3 # recheck soon
|
||||
|
||||
func _player_in_sensor_cone() -> bool:
|
||||
if _player == null:
|
||||
return false
|
||||
var to_player := _player.global_position - global_position
|
||||
if to_player.length() > BEAM_RANGE:
|
||||
return false
|
||||
var forward := velocity.normalized() if velocity.length() > 1.0 else Vector2.RIGHT
|
||||
return absf(forward.angle_to(to_player.normalized())) < BEAM_HALFANG
|
||||
|
||||
func _fire_beam() -> void:
|
||||
_beam_active = true
|
||||
_beam_dur_timer = BEAM_DURATION
|
||||
|
||||
var forward := _wind_up_dir # use direction locked at wind-up start
|
||||
var beam_len := BEAM_RANGE
|
||||
var beam_w := 30.0
|
||||
var offset := 24.0
|
||||
|
||||
var beam := Node2D.new()
|
||||
beam.position = (get_parent() as Node2D).to_local(global_position)
|
||||
beam.rotation = forward.angle()
|
||||
|
||||
var poly := Polygon2D.new()
|
||||
poly.polygon = PackedVector2Array([
|
||||
Vector2(offset, -beam_w * 0.5),
|
||||
Vector2(offset + beam_len, -beam_w * 0.5),
|
||||
Vector2(offset + beam_len, beam_w * 0.5),
|
||||
Vector2(offset, beam_w * 0.5),
|
||||
])
|
||||
poly.color = Color(1.0, 0.9, 0.3, 0.60)
|
||||
beam.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_len, beam_w)
|
||||
cs.shape = rs
|
||||
cs.position = Vector2(offset + beam_len * 0.5, 0.0)
|
||||
area.add_child(cs)
|
||||
area.body_entered.connect(func(body: Node) -> void:
|
||||
if body.is_in_group("player"):
|
||||
body.take_damage(1.0))
|
||||
beam.add_child(area)
|
||||
|
||||
get_parent().call_deferred("add_child", beam)
|
||||
_beam_node = beam
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Damage / death
|
||||
# ---------------------------------------------------------------------------
|
||||
func take_damage(amount: float) -> void:
|
||||
current_health -= amount
|
||||
_flash_timer = 0.1
|
||||
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health)
|
||||
if current_health <= 0.0:
|
||||
_die()
|
||||
|
||||
func _die() -> void:
|
||||
EventBus.boss_died.emit()
|
||||
if is_instance_valid(_beam_node):
|
||||
_beam_node.queue_free()
|
||||
_spawn_drop()
|
||||
queue_free()
|
||||
|
||||
func _spawn_drop() -> void:
|
||||
var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
|
||||
orb.position = (get_parent() as Node2D).to_local(global_position)
|
||||
get_parent().call_deferred("add_child", orb)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Contact damage
|
||||
# ---------------------------------------------------------------------------
|
||||
func _on_contact_entered(body: Node) -> void:
|
||||
if body.is_in_group("player") and _contact_timer == 0.0:
|
||||
body.take_damage(contact_damage)
|
||||
_contact_timer = contact_cooldown
|
||||
|
||||
func _tick_contact(delta: float) -> void:
|
||||
_contact_timer = maxf(_contact_timer - delta, 0.0)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Visual — flash on hit, wind-up warning pulse, phase tints, climax strobe
|
||||
# ---------------------------------------------------------------------------
|
||||
func _tick_flash(delta: float) -> void:
|
||||
if _phase == Phase.CLIMAX:
|
||||
return # climax handles its own visual in _do_climax
|
||||
|
||||
# Wind-up: rapid yellow-white warning pulse — overrides everything else
|
||||
if _winding_up:
|
||||
var pulse := fmod(_wind_up_timer, 0.18) < 0.09
|
||||
var base := Color(1.0, 0.65, 0.2) if _phase == Phase.TWO else Color(1.0, 1.0, 1.0)
|
||||
visual.modulate = Color(2.4, 2.1, 0.3) if pulse else base
|
||||
return
|
||||
|
||||
# Hit flash
|
||||
if _flash_timer > 0.0:
|
||||
_flash_timer -= delta
|
||||
visual.modulate = Color(2.5, 2.5, 2.5)
|
||||
return
|
||||
|
||||
# Resting tint per phase
|
||||
if _phase == Phase.TWO:
|
||||
visual.modulate = Color(1.0, 0.65, 0.2)
|
||||
else:
|
||||
visual.modulate = Color(1.0, 1.0, 1.0)
|
||||
Reference in New Issue
Block a user