Small overhaul

This commit is contained in:
2026-03-09 21:36:35 -04:00
parent 7d33eddd08
commit 3684517d1b
9 changed files with 182 additions and 29 deletions
+33 -17
View File
@@ -55,7 +55,7 @@ const PULSE_CD := 5.0
const HOMING_COUNT := 4
const HOMING_SPEED := 80.0
const HOMING_TURN := 1.8 # rad/sec
const HOMING_LIFETIME := 4.0 # seconds before homing projectiles expire
const HOMING_LIFETIME := 7.0 # seconds before homing projectiles expire
const FREEZE_DURATION := 2.0
@@ -80,6 +80,7 @@ var _wave_spawned: bool = false # has current wave been spawned?
var _core_visual: Node2D = null
var _core_poly: Polygon2D = null
var _contact_area: Area2D = null
var _collision_shape: CollisionShape2D = null
# Teleport state
enum TeleportState { IDLE, FADING_OUT, IN_TRANSIT }
@@ -128,14 +129,23 @@ func _ready() -> void:
contact_cooldown = 0.8
_room_center = global_position
# Get scene collision nodes
_contact_area = $ContactArea
_collision_shape = $Collision
_build_core_visual()
_core_visual.visible = false # hidden during assembly
_core_visual.scale = Vector2(_core_scale, _core_scale)
# Disable contact during assembly
# Disable and scale down collision during assembly
if _contact_area:
_contact_area.monitoring = false
_contact_area.monitorable = false
_contact_area.scale = Vector2(_core_scale, _core_scale)
if _collision_shape:
_collision_shape.disabled = true
_collision_shape.scale = Vector2(_core_scale, _core_scale)
func _physics_process(delta: float) -> void:
@@ -188,20 +198,12 @@ func _build_core_visual() -> void:
eye.color = Color(0.8, 0.2, 0.5)
_core_visual.add_child(eye)
# Contact area for damage
_contact_area = Area2D.new()
_contact_area.collision_layer = 0
_contact_area.collision_mask = 2
var cs := CollisionShape2D.new()
var circle := CircleShape2D.new()
circle.radius = 40.0
cs.shape = circle
_contact_area.add_child(cs)
_contact_area.body_entered.connect(_on_contact_hit)
_core_visual.add_child(_contact_area)
add_child(_core_visual)
# Connect scene's contact area to damage handler
if _contact_area:
_contact_area.body_entered.connect(_on_contact_hit)
func _on_contact_hit(body: Node) -> void:
if _phase == Phase.ASSEMBLY:
@@ -296,16 +298,26 @@ func _grow_core() -> void:
_core_visual.visible = true
_core_visual.scale = Vector2(_core_scale, _core_scale)
# Scale collision shapes to match visual
if _contact_area:
_contact_area.scale = Vector2(_core_scale, _core_scale)
if _collision_shape:
_collision_shape.scale = Vector2(_core_scale, _core_scale)
func _enter_active() -> void:
_phase = Phase.ACTIVE
_core_visual.visible = true
_core_visual.scale = Vector2(1.0, 1.0)
# Enable contact
# Enable and scale up collision
if _contact_area:
_contact_area.monitoring = true
_contact_area.monitorable = true
_contact_area.scale = Vector2(1.0, 1.0)
if _collision_shape:
_collision_shape.disabled = false
_collision_shape.scale = Vector2(1.0, 1.0)
_teleport_timer = 2.0
_sweep_timer = 3.0
@@ -315,7 +327,7 @@ func _enter_active() -> void:
_spawn_orbiters()
# Emit boss health bar start
EventBus.boss_health_changed.emit(current_health, max_health)
EventBus.boss_health_changed.emit(current_health, max_health, "THE HIVEMIND")
# ---------------------------------------------------------------------------
@@ -362,6 +374,8 @@ func _enter_transit() -> void:
_core_visual.modulate.a = 0.0
if _contact_area:
_contact_area.monitoring = false
if _collision_shape:
_collision_shape.disabled = true
_transit_timer = TRANSIT_TIME
@@ -382,6 +396,8 @@ func _reappear() -> void:
_core_visual.modulate = Color(2.0, 2.0, 2.0, 1.0)
if _contact_area:
_contact_area.monitoring = true
if _collision_shape:
_collision_shape.disabled = false
var tw := create_tween()
var base_color := Color(0.5, 0.15, 0.25) if _phase == Phase.UNIQUE else Color(1, 1, 1, 1)
@@ -874,7 +890,7 @@ 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)
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE HIVEMIND")
if current_health <= 0.0:
_enter_climax()
+2 -2
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@@ -33,7 +33,7 @@ const HOMING_COUNT_P2 := 6
const HOMING_SPEED := 100.0
const HOMING_TURN_SPEED := 1.8 # radians per second
const HOMING_DELAY := 0.3 # delay after radial burst before homing fires
const HOMING_LIFETIME := 4.0 # seconds before homing projectiles expire
const HOMING_LIFETIME := 7.0 # seconds before homing projectiles expire
const DRIFTER_SPAWN_MIN := 2
const DRIFTER_SPAWN_MAX := 4
@@ -364,7 +364,7 @@ func take_damage(amount: float) -> void:
return
current_health -= amount
EventBus.boss_health_changed.emit(current_health, max_health)
EventBus.boss_health_changed.emit(current_health, max_health, "THE RELAY")
if current_health <= 5.0 and _phase != Phase.CLIMAX:
_enter_climax()
+1 -1
View File
@@ -316,7 +316,7 @@ func _fire_beam() -> void:
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)
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE SUPERVISOR")
if current_health <= 0.0:
_die()
+1 -1
View File
@@ -352,7 +352,7 @@ func take_damage(amount: float) -> void:
return # already dying
current_health -= amount
_flash_timer = 0.1
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health)
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE WARDEN")
if current_health <= 0.0:
_enter_climax()