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()
+6 -1
View File
@@ -46,9 +46,14 @@ signal card_game_ended(player_won: bool)
# ---------------------------------------------------------------------------
# Boss
# ---------------------------------------------------------------------------
signal boss_health_changed(current: float, maximum: float)
signal boss_health_changed(current: float, maximum: float, boss_name: String)
signal boss_died
# ---------------------------------------------------------------------------
# Practice Room Simulation
# ---------------------------------------------------------------------------
signal practice_player_died
# ---------------------------------------------------------------------------
# Perspective / View
# ---------------------------------------------------------------------------
+116
View File
@@ -66,6 +66,8 @@ var _boss_prompts: Array[Label] = []
var _practice_boss: Node2D = null
var _practice_active: bool = false
var _reset_prompt: Label = null
var _status_popup: Label = null
var _status_timer: float = 0.0
# ---------------------------------------------------------------------------
# Node refs
@@ -95,6 +97,18 @@ func setup(room_type: int, connections: Dictionary, hub_ref: Node) -> void:
_build_armory_workbench()
elif _type == HubRoomType.PRACTICE:
_build_practice_room()
# Connect simulation events
EventBus.practice_player_died.connect(_on_practice_player_died)
EventBus.boss_died.connect(_on_practice_boss_defeated)
# ---------------------------------------------------------------------------
# Process — handle status popup timer
# ---------------------------------------------------------------------------
func _process(delta: float) -> void:
if _status_timer > 0.0:
_status_timer -= delta
if _status_timer <= 0.0 and _status_popup != null:
_status_popup.visible = false
# ---------------------------------------------------------------------------
# Wall generation (same logic as room.gd)
@@ -409,6 +423,14 @@ func _build_practice_room() -> void:
_reset_prompt.visible = false
contents.add_child(_reset_prompt)
# Status popup (centered, hidden until triggered)
_status_popup = Label.new()
_status_popup.text = ""
_status_popup.position = Vector2(-100, 0)
_status_popup.visible = false
_status_popup.add_theme_font_size_override("font_size", 24)
contents.add_child(_status_popup)
func _create_boss_terminal(boss_idx: int, pos: Vector2) -> void:
# Terminal visual — colored rectangle
var poly := Polygon2D.new()
@@ -464,6 +486,9 @@ func _spawn_practice_boss(boss_idx: int) -> void:
p.visible = false
_player_at_boss_terminal = -1
# Lock doors during simulation
_set_doors_locked(true)
# Spawn the boss
var scene: PackedScene
match boss_idx:
@@ -486,6 +511,9 @@ func _on_practice_boss_died() -> void:
# Keep reset prompt visible so player can spawn another
func _reset_practice() -> void:
# Show disruption message only if simulation was active
var was_active := _practice_active
# Kill current boss if alive
if _practice_boss != null and is_instance_valid(_practice_boss):
_practice_boss.queue_free()
@@ -507,9 +535,97 @@ func _reset_practice() -> void:
_practice_active = false
_reset_prompt.visible = false
# Unlock doors
_set_doors_locked(false)
# Heal player
_heal_player()
# Show disruption message if simulation was running
if was_active:
_show_status("SIMULATION DISRUPTED", Color(0.8, 0.6, 0.2))
func _on_practice_boss_defeated() -> void:
if not _practice_active:
return
_practice_active = false
_practice_boss = null
_reset_prompt.visible = false
# Clear any spawned enemies (drifters from Relay, etc.)
for enemy in get_tree().get_nodes_in_group("enemies"):
if is_instance_valid(enemy):
enemy.queue_free()
# Clear projectiles
for child in contents.get_children():
if child is Label or child is Polygon2D or child is Area2D:
continue
child.queue_free()
# Unlock doors
_set_doors_locked(false)
# Heal player
_heal_player()
# Show success message
_show_status("SIMULATION PASSED", Color(0.2, 0.9, 0.4))
func _on_practice_player_died() -> void:
if not _practice_active:
return
# Clear boss and enemies
if _practice_boss != null and is_instance_valid(_practice_boss):
_practice_boss.queue_free()
_practice_boss = null
for enemy in get_tree().get_nodes_in_group("enemies"):
if is_instance_valid(enemy):
enemy.queue_free()
# Clear projectiles
for child in contents.get_children():
if child is Label or child is Polygon2D or child is Area2D:
continue
child.queue_free()
_practice_active = false
_reset_prompt.visible = false
# Unlock doors
_set_doors_locked(false)
# Player already healed in player._die(), but ensure full health
_heal_player()
# Show failure message
_show_status("SIMULATION FAILED", Color(0.9, 0.2, 0.2))
func _set_doors_locked(locked: bool) -> void:
for area in _doors.values():
(area as Area2D).monitoring = not locked
func _heal_player() -> void:
var player := get_tree().get_first_node_in_group("player")
if player != null:
var stats = player.get_node_or_null("Stats")
if stats != null and stats.has_method("heal"):
stats.heal(999)
EventBus.player_health_changed.emit(stats.current_health, stats.max_health)
func _show_status(text: String, color: Color) -> void:
if _status_popup == null:
return
_status_popup.text = text
_status_popup.modulate = color
_status_popup.position = Vector2(-float(text.length()) * 6.0, 0) # rough centering
_status_popup.visible = true
_status_timer = 2.5 # show for 2.5 seconds
+2 -1
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@@ -207,7 +207,8 @@ func _die() -> void:
if RunManager.run_active:
RunManager.end_run(false)
else:
# In hub/practice — just heal to full instead of dying
# In hub/practice — signal for practice room handling, then heal
EventBus.practice_player_died.emit()
stats.heal(stats.max_health)
# ---------------------------------------------------------------------------
+6
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@@ -143,4 +143,10 @@ func heal(amount: float) -> void:
current_health = minf(current_health + amount, max_health)
func _on_part_equipped(_part: Resource, _slot: String) -> void:
var old_max := max_health
recalculate()
# If max_health increased, grant the extra HP immediately
if max_health > old_max:
current_health += (max_health - old_max)
# Update UI
EventBus.player_health_changed.emit(current_health, max_health)
+14 -5
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@@ -31,7 +31,7 @@ const ORIGIN := Vector2(32, 32) # center of first heart (screen px)
# ---------------------------------------------------------------------------
const BOSS_BAR_W := 400.0
const BOSS_BAR_H := 18.0
const BOSS_BAR_POS := Vector2(280.0, 490.0) # top-left corner (960×540 viewport)
const BOSS_BAR_POS := Vector2(280.0, 510.0) # bottom center (960×540 viewport)
# ---------------------------------------------------------------------------
# State
@@ -141,9 +141,16 @@ func _on_health_changed(current_hp: float, max_hp: float) -> void:
# ---------------------------------------------------------------------------
# Boss health bar
# ---------------------------------------------------------------------------
func _on_boss_health_changed(current_hp: float, max_hp: float) -> void:
var _boss_name: String = ""
func _on_boss_health_changed(current_hp: float, max_hp: float, boss_name: String) -> void:
if _boss_bar_root == null:
_build_boss_bar(max_hp)
_build_boss_bar(max_hp, boss_name)
elif _boss_name != boss_name:
# Different boss, update label
_boss_name = boss_name
if _boss_bar_label != null:
_boss_bar_label.text = boss_name
_boss_max_hp = max_hp
_update_boss_bar(current_hp)
@@ -153,9 +160,11 @@ func _on_boss_died() -> void:
_boss_bar_root = null
_boss_bar_fill = null
_boss_bar_label = null
_boss_name = ""
func _build_boss_bar(max_hp: float) -> void:
func _build_boss_bar(max_hp: float, boss_name: String) -> void:
_boss_max_hp = max_hp
_boss_name = boss_name
_boss_bar_root = Node2D.new()
_boss_bar_root.position = BOSS_BAR_POS
@@ -163,7 +172,7 @@ func _build_boss_bar(max_hp: float) -> void:
# Name label
_boss_bar_label = Label.new()
_boss_bar_label.text = "THE SUPERVISOR"
_boss_bar_label.text = boss_name
_boss_bar_label.position = Vector2(0, -22)
_boss_bar_root.add_child(_boss_bar_label)