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.
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extends CharacterBody2D
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# ---------------------------------------------------------------------------
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# The Supervisor — Phase 1/2/Climax boss
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# Corrupted supervisor protocol attempting to decommission the player.
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# ---------------------------------------------------------------------------
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enum Phase { ONE, TWO, CLIMAX }
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const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
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# ---------------------------------------------------------------------------
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# Stats
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# ---------------------------------------------------------------------------
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var max_health: float = 200.0
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var current_health: float = 200.0
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var contact_damage: float = 1.0
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var contact_cooldown: float = 0.8
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# ---------------------------------------------------------------------------
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# Patrol (Phase 1)
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# ---------------------------------------------------------------------------
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const PATROL_W := 200.0
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const PATROL_H := 100.0
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const PATROL_SPEED_P1 := 75.0
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# ---------------------------------------------------------------------------
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# Chase (Phase 2)
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# ---------------------------------------------------------------------------
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const PATROL_SPEED_P2 := 105.0
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# ---------------------------------------------------------------------------
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# Calibration beam
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# ---------------------------------------------------------------------------
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const BEAM_RANGE := 240.0
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const BEAM_HALFANG := 0.50 # ~28.6° half-angle for sensor cone
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const BEAM_COOLDOWN_P1 := 3.5
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const BEAM_COOLDOWN_P2 := 2.2
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const BEAM_DURATION := 0.75 # active damage window (shorter = more dodgeable)
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# Wind-up before firing — boss stops and flashes a warning
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const WIND_UP_DURATION := 0.65 # seconds of warning before beam fires
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# ---------------------------------------------------------------------------
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# Climax freeze
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# ---------------------------------------------------------------------------
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const FREEZE_DURATION := 2.0
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# ---------------------------------------------------------------------------
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# Internal state
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# ---------------------------------------------------------------------------
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var _phase: Phase = Phase.ONE
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var _player: Node2D = null
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var _patrol_points: Array[Vector2] = []
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var _patrol_index: int = 0
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var _contact_timer: float = 0.0
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var _flash_timer: float = 0.0
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# Beam state
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var _beam_timer: float = 1.5 # initial delay before first beam check
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var _beam_active: bool = false
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var _beam_node: Node2D = null
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var _beam_dur_timer: float = 0.0
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# Wind-up state
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var _winding_up: bool = false
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var _wind_up_timer: float = 0.0
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var _wind_up_dir: Vector2 = Vector2.RIGHT # locked direction when wind-up starts
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var _drifter_spawned: bool = false
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var _freeze_timer: float = 0.0
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@onready var visual: Node2D = $Visual
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# ---------------------------------------------------------------------------
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# Ready
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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add_to_group("enemies")
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$ContactArea.body_entered.connect(_on_contact_entered)
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var c := global_position
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_patrol_points = [
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c + Vector2(-PATROL_W, -PATROL_H),
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c + Vector2( PATROL_W, -PATROL_H),
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c + Vector2( PATROL_W, PATROL_H),
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c + Vector2(-PATROL_W, PATROL_H),
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]
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# ---------------------------------------------------------------------------
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# Physics loop
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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_find_player()
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_tick_contact(delta)
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_tick_beam(delta)
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_tick_flash(delta)
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var pct := current_health / max_health
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if _phase == Phase.ONE and pct <= 0.55:
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_enter_phase_two()
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elif _phase == Phase.TWO and pct <= 0.20:
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_enter_climax()
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match _phase:
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Phase.ONE:
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# Stop and lock on during wind-up
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if _winding_up:
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velocity = Vector2.ZERO
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else:
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_do_patrol(PATROL_SPEED_P1)
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Phase.TWO:
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if _winding_up:
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velocity = Vector2.ZERO
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else:
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_do_chase(PATROL_SPEED_P2)
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_maybe_spawn_drifter()
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Phase.CLIMAX:
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_do_climax(delta)
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move_and_slide()
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# ---------------------------------------------------------------------------
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# Player lookup
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# ---------------------------------------------------------------------------
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func _find_player() -> void:
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if _player == null or not is_instance_valid(_player):
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_player = get_tree().get_first_node_in_group("player")
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# ---------------------------------------------------------------------------
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# Phase transitions
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# ---------------------------------------------------------------------------
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func _enter_phase_two() -> void:
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_phase = Phase.TWO
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_winding_up = false
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func _enter_climax() -> void:
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_phase = Phase.CLIMAX
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velocity = Vector2.ZERO
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_freeze_timer = FREEZE_DURATION
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_winding_up = false
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if is_instance_valid(_beam_node):
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_beam_node.queue_free()
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_beam_node = null
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_beam_active = false
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# ---------------------------------------------------------------------------
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# Phase 1 — rectangular patrol
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# ---------------------------------------------------------------------------
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func _do_patrol(spd: float) -> void:
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if _patrol_points.is_empty():
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return
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var target := _patrol_points[_patrol_index]
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var diff := target - global_position
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if diff.length() < 10.0:
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_patrol_index = (_patrol_index + 1) % _patrol_points.size()
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else:
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velocity = diff.normalized() * spd
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# ---------------------------------------------------------------------------
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# Phase 2 — direct player chase
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# ---------------------------------------------------------------------------
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func _do_chase(spd: float) -> void:
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if _player == null:
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velocity = Vector2.ZERO
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return
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velocity = (_player.global_position - global_position).normalized() * spd
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# ---------------------------------------------------------------------------
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# Phase 2 — spawn one Drifter
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# ---------------------------------------------------------------------------
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func _maybe_spawn_drifter() -> void:
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if _drifter_spawned:
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return
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_drifter_spawned = true
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var drifter = DRIFTER_SCENE.instantiate()
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drifter.position = (get_parent() as Node2D).to_local(global_position + Vector2(0, 130))
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get_parent().call_deferred("add_child", drifter)
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# ---------------------------------------------------------------------------
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# Climax — frozen distress signal, then die
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# ---------------------------------------------------------------------------
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func _do_climax(delta: float) -> void:
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velocity = Vector2.ZERO
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_freeze_timer -= delta
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var blink := fmod(_freeze_timer, 0.3) < 0.15
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visual.modulate = Color(2.0, 0.3, 0.3) if blink else Color(0.25, 0.08, 0.08)
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if _freeze_timer <= 0.0:
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_die()
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# ---------------------------------------------------------------------------
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# Calibration beam — with wind-up warning
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# ---------------------------------------------------------------------------
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func _tick_beam(delta: float) -> void:
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if _phase == Phase.CLIMAX:
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return
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# Active beam — count down duration
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if _beam_active:
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_beam_dur_timer -= delta
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if _beam_dur_timer <= 0.0:
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_beam_active = false
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if is_instance_valid(_beam_node):
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_beam_node.queue_free()
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_beam_node = null
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return
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# Wind-up — boss is stopped and flashing; fires when timer expires
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if _winding_up:
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_wind_up_timer -= delta
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if _wind_up_timer <= 0.0:
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_winding_up = false
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_fire_beam()
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var cd := BEAM_COOLDOWN_P1 if _phase == Phase.ONE else BEAM_COOLDOWN_P2
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_beam_timer = cd
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return
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# Cooldown between beams
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if _beam_timer > 0.0:
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_beam_timer -= delta
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return
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# Check sensor cone — start wind-up if player is in range
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if _player_in_sensor_cone():
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_winding_up = true
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_wind_up_timer = WIND_UP_DURATION
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# Lock the fire direction to current heading at the moment of detection
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_wind_up_dir = velocity.normalized() if velocity.length() > 1.0 else Vector2.RIGHT
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else:
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_beam_timer = 0.3 # recheck soon
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func _player_in_sensor_cone() -> bool:
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if _player == null:
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return false
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var to_player := _player.global_position - global_position
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if to_player.length() > BEAM_RANGE:
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return false
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var forward := velocity.normalized() if velocity.length() > 1.0 else Vector2.RIGHT
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return absf(forward.angle_to(to_player.normalized())) < BEAM_HALFANG
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func _fire_beam() -> void:
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_beam_active = true
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_beam_dur_timer = BEAM_DURATION
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var forward := _wind_up_dir # use direction locked at wind-up start
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var beam_len := BEAM_RANGE
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var beam_w := 30.0
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var offset := 24.0
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var beam := Node2D.new()
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beam.position = (get_parent() as Node2D).to_local(global_position)
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beam.rotation = forward.angle()
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var poly := Polygon2D.new()
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poly.polygon = PackedVector2Array([
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Vector2(offset, -beam_w * 0.5),
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Vector2(offset + beam_len, -beam_w * 0.5),
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Vector2(offset + beam_len, beam_w * 0.5),
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Vector2(offset, beam_w * 0.5),
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])
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poly.color = Color(1.0, 0.9, 0.3, 0.60)
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beam.add_child(poly)
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var area := Area2D.new()
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area.collision_layer = 0
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area.collision_mask = 2
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var cs := CollisionShape2D.new()
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var rs := RectangleShape2D.new()
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rs.size = Vector2(beam_len, beam_w)
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cs.shape = rs
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cs.position = Vector2(offset + beam_len * 0.5, 0.0)
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area.add_child(cs)
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area.body_entered.connect(func(body: Node) -> void:
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if body.is_in_group("player"):
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body.take_damage(1.0))
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beam.add_child(area)
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get_parent().call_deferred("add_child", beam)
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_beam_node = beam
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# ---------------------------------------------------------------------------
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# Damage / death
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# ---------------------------------------------------------------------------
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func take_damage(amount: float) -> void:
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current_health -= amount
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_flash_timer = 0.1
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EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health)
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if current_health <= 0.0:
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_die()
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func _die() -> void:
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EventBus.boss_died.emit()
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if is_instance_valid(_beam_node):
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_beam_node.queue_free()
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_spawn_drop()
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queue_free()
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func _spawn_drop() -> void:
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var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
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orb.position = (get_parent() as Node2D).to_local(global_position)
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get_parent().call_deferred("add_child", orb)
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# ---------------------------------------------------------------------------
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# Contact damage
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# ---------------------------------------------------------------------------
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func _on_contact_entered(body: Node) -> void:
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if body.is_in_group("player") and _contact_timer == 0.0:
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body.take_damage(contact_damage)
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_contact_timer = contact_cooldown
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func _tick_contact(delta: float) -> void:
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_contact_timer = maxf(_contact_timer - delta, 0.0)
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# ---------------------------------------------------------------------------
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# Visual — flash on hit, wind-up warning pulse, phase tints, climax strobe
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# ---------------------------------------------------------------------------
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func _tick_flash(delta: float) -> void:
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if _phase == Phase.CLIMAX:
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return # climax handles its own visual in _do_climax
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# Wind-up: rapid yellow-white warning pulse — overrides everything else
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if _winding_up:
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var pulse := fmod(_wind_up_timer, 0.18) < 0.09
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var base := Color(1.0, 0.65, 0.2) if _phase == Phase.TWO else Color(1.0, 1.0, 1.0)
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visual.modulate = Color(2.4, 2.1, 0.3) if pulse else base
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return
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# Hit flash
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if _flash_timer > 0.0:
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_flash_timer -= delta
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visual.modulate = Color(2.5, 2.5, 2.5)
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return
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# Resting tint per phase
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if _phase == Phase.TWO:
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visual.modulate = Color(1.0, 0.65, 0.2)
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else:
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visual.modulate = Color(1.0, 1.0, 1.0)
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