Small overhaul
This commit is contained in:
+33
-17
@@ -55,7 +55,7 @@ const PULSE_CD := 5.0
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const HOMING_COUNT := 4
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const HOMING_SPEED := 80.0
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const HOMING_TURN := 1.8 # rad/sec
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const HOMING_LIFETIME := 4.0 # seconds before homing projectiles expire
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const HOMING_LIFETIME := 7.0 # seconds before homing projectiles expire
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const FREEZE_DURATION := 2.0
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@@ -80,6 +80,7 @@ var _wave_spawned: bool = false # has current wave been spawned?
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var _core_visual: Node2D = null
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var _core_poly: Polygon2D = null
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var _contact_area: Area2D = null
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var _collision_shape: CollisionShape2D = null
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# Teleport state
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enum TeleportState { IDLE, FADING_OUT, IN_TRANSIT }
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@@ -128,14 +129,23 @@ func _ready() -> void:
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contact_cooldown = 0.8
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_room_center = global_position
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# Get scene collision nodes
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_contact_area = $ContactArea
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_collision_shape = $Collision
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_build_core_visual()
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_core_visual.visible = false # hidden during assembly
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_core_visual.scale = Vector2(_core_scale, _core_scale)
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# Disable contact during assembly
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# Disable and scale down collision during assembly
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if _contact_area:
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_contact_area.monitoring = false
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_contact_area.monitorable = false
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_contact_area.scale = Vector2(_core_scale, _core_scale)
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if _collision_shape:
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_collision_shape.disabled = true
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_collision_shape.scale = Vector2(_core_scale, _core_scale)
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func _physics_process(delta: float) -> void:
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@@ -188,20 +198,12 @@ func _build_core_visual() -> void:
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eye.color = Color(0.8, 0.2, 0.5)
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_core_visual.add_child(eye)
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# Contact area for damage
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_contact_area = Area2D.new()
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_contact_area.collision_layer = 0
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_contact_area.collision_mask = 2
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var cs := CollisionShape2D.new()
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var circle := CircleShape2D.new()
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circle.radius = 40.0
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cs.shape = circle
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_contact_area.add_child(cs)
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_contact_area.body_entered.connect(_on_contact_hit)
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_core_visual.add_child(_contact_area)
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add_child(_core_visual)
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# Connect scene's contact area to damage handler
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if _contact_area:
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_contact_area.body_entered.connect(_on_contact_hit)
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func _on_contact_hit(body: Node) -> void:
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if _phase == Phase.ASSEMBLY:
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@@ -296,16 +298,26 @@ func _grow_core() -> void:
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_core_visual.visible = true
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_core_visual.scale = Vector2(_core_scale, _core_scale)
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# Scale collision shapes to match visual
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if _contact_area:
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_contact_area.scale = Vector2(_core_scale, _core_scale)
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if _collision_shape:
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_collision_shape.scale = Vector2(_core_scale, _core_scale)
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func _enter_active() -> void:
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_phase = Phase.ACTIVE
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_core_visual.visible = true
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_core_visual.scale = Vector2(1.0, 1.0)
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# Enable contact
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# Enable and scale up collision
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if _contact_area:
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_contact_area.monitoring = true
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_contact_area.monitorable = true
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_contact_area.scale = Vector2(1.0, 1.0)
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if _collision_shape:
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_collision_shape.disabled = false
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_collision_shape.scale = Vector2(1.0, 1.0)
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_teleport_timer = 2.0
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_sweep_timer = 3.0
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@@ -315,7 +327,7 @@ func _enter_active() -> void:
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_spawn_orbiters()
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# Emit boss health bar start
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EventBus.boss_health_changed.emit(current_health, max_health)
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EventBus.boss_health_changed.emit(current_health, max_health, "THE HIVEMIND")
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# ---------------------------------------------------------------------------
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@@ -362,6 +374,8 @@ func _enter_transit() -> void:
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_core_visual.modulate.a = 0.0
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if _contact_area:
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_contact_area.monitoring = false
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if _collision_shape:
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_collision_shape.disabled = true
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_transit_timer = TRANSIT_TIME
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@@ -382,6 +396,8 @@ func _reappear() -> void:
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_core_visual.modulate = Color(2.0, 2.0, 2.0, 1.0)
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if _contact_area:
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_contact_area.monitoring = true
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if _collision_shape:
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_collision_shape.disabled = false
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var tw := create_tween()
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var base_color := Color(0.5, 0.15, 0.25) if _phase == Phase.UNIQUE else Color(1, 1, 1, 1)
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@@ -874,7 +890,7 @@ 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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EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE HIVEMIND")
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if current_health <= 0.0:
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_enter_climax()
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@@ -33,7 +33,7 @@ const HOMING_COUNT_P2 := 6
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const HOMING_SPEED := 100.0
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const HOMING_TURN_SPEED := 1.8 # radians per second
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const HOMING_DELAY := 0.3 # delay after radial burst before homing fires
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const HOMING_LIFETIME := 4.0 # seconds before homing projectiles expire
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const HOMING_LIFETIME := 7.0 # seconds before homing projectiles expire
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const DRIFTER_SPAWN_MIN := 2
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const DRIFTER_SPAWN_MAX := 4
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@@ -364,7 +364,7 @@ func take_damage(amount: float) -> void:
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return
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current_health -= amount
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EventBus.boss_health_changed.emit(current_health, max_health)
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EventBus.boss_health_changed.emit(current_health, max_health, "THE RELAY")
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if current_health <= 5.0 and _phase != Phase.CLIMAX:
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_enter_climax()
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@@ -316,7 +316,7 @@ func _fire_beam() -> void:
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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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EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE SUPERVISOR")
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if current_health <= 0.0:
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_die()
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@@ -352,7 +352,7 @@ func take_damage(amount: float) -> void:
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return # already dying
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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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EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE WARDEN")
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if current_health <= 0.0:
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_enter_climax()
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@@ -46,9 +46,14 @@ signal card_game_ended(player_won: bool)
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# ---------------------------------------------------------------------------
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# Boss
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# ---------------------------------------------------------------------------
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signal boss_health_changed(current: float, maximum: float)
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signal boss_health_changed(current: float, maximum: float, boss_name: String)
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signal boss_died
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# ---------------------------------------------------------------------------
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# Practice Room Simulation
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# ---------------------------------------------------------------------------
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signal practice_player_died
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# ---------------------------------------------------------------------------
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# Perspective / View
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# ---------------------------------------------------------------------------
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@@ -66,6 +66,8 @@ var _boss_prompts: Array[Label] = []
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var _practice_boss: Node2D = null
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var _practice_active: bool = false
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var _reset_prompt: Label = null
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var _status_popup: Label = null
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var _status_timer: float = 0.0
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# ---------------------------------------------------------------------------
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# Node refs
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@@ -95,6 +97,18 @@ func setup(room_type: int, connections: Dictionary, hub_ref: Node) -> void:
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_build_armory_workbench()
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elif _type == HubRoomType.PRACTICE:
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_build_practice_room()
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# Connect simulation events
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EventBus.practice_player_died.connect(_on_practice_player_died)
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EventBus.boss_died.connect(_on_practice_boss_defeated)
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# ---------------------------------------------------------------------------
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# Process — handle status popup timer
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# ---------------------------------------------------------------------------
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func _process(delta: float) -> void:
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if _status_timer > 0.0:
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_status_timer -= delta
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if _status_timer <= 0.0 and _status_popup != null:
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_status_popup.visible = false
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# ---------------------------------------------------------------------------
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# Wall generation (same logic as room.gd)
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@@ -409,6 +423,14 @@ func _build_practice_room() -> void:
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_reset_prompt.visible = false
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contents.add_child(_reset_prompt)
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# Status popup (centered, hidden until triggered)
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_status_popup = Label.new()
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_status_popup.text = ""
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_status_popup.position = Vector2(-100, 0)
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_status_popup.visible = false
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_status_popup.add_theme_font_size_override("font_size", 24)
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contents.add_child(_status_popup)
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func _create_boss_terminal(boss_idx: int, pos: Vector2) -> void:
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# Terminal visual — colored rectangle
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var poly := Polygon2D.new()
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@@ -464,6 +486,9 @@ func _spawn_practice_boss(boss_idx: int) -> void:
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p.visible = false
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_player_at_boss_terminal = -1
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# Lock doors during simulation
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_set_doors_locked(true)
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# Spawn the boss
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var scene: PackedScene
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match boss_idx:
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@@ -486,6 +511,9 @@ func _on_practice_boss_died() -> void:
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# Keep reset prompt visible so player can spawn another
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func _reset_practice() -> void:
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# Show disruption message only if simulation was active
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var was_active := _practice_active
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# Kill current boss if alive
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if _practice_boss != null and is_instance_valid(_practice_boss):
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_practice_boss.queue_free()
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@@ -507,9 +535,97 @@ func _reset_practice() -> void:
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_practice_active = false
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_reset_prompt.visible = false
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# Unlock doors
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_set_doors_locked(false)
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# Heal player
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_heal_player()
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# Show disruption message if simulation was running
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if was_active:
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_show_status("SIMULATION DISRUPTED", Color(0.8, 0.6, 0.2))
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func _on_practice_boss_defeated() -> void:
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if not _practice_active:
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return
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_practice_active = false
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_practice_boss = null
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_reset_prompt.visible = false
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# Clear any spawned enemies (drifters from Relay, etc.)
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if is_instance_valid(enemy):
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enemy.queue_free()
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# Clear projectiles
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for child in contents.get_children():
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if child is Label or child is Polygon2D or child is Area2D:
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continue
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child.queue_free()
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# Unlock doors
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_set_doors_locked(false)
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# Heal player
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_heal_player()
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# Show success message
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_show_status("SIMULATION PASSED", Color(0.2, 0.9, 0.4))
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func _on_practice_player_died() -> void:
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if not _practice_active:
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return
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# Clear boss and enemies
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if _practice_boss != null and is_instance_valid(_practice_boss):
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_practice_boss.queue_free()
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_practice_boss = null
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if is_instance_valid(enemy):
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enemy.queue_free()
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# Clear projectiles
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for child in contents.get_children():
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if child is Label or child is Polygon2D or child is Area2D:
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continue
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child.queue_free()
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_practice_active = false
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_reset_prompt.visible = false
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# Unlock doors
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_set_doors_locked(false)
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# Player already healed in player._die(), but ensure full health
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_heal_player()
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# Show failure message
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_show_status("SIMULATION FAILED", Color(0.9, 0.2, 0.2))
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func _set_doors_locked(locked: bool) -> void:
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for area in _doors.values():
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(area as Area2D).monitoring = not locked
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func _heal_player() -> void:
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var player := get_tree().get_first_node_in_group("player")
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if player != null:
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var stats = player.get_node_or_null("Stats")
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if stats != null and stats.has_method("heal"):
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stats.heal(999)
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EventBus.player_health_changed.emit(stats.current_health, stats.max_health)
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func _show_status(text: String, color: Color) -> void:
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if _status_popup == null:
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return
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_status_popup.text = text
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_status_popup.modulate = color
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_status_popup.position = Vector2(-float(text.length()) * 6.0, 0) # rough centering
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_status_popup.visible = true
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_status_timer = 2.5 # show for 2.5 seconds
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@@ -207,7 +207,8 @@ func _die() -> void:
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if RunManager.run_active:
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RunManager.end_run(false)
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else:
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# In hub/practice — just heal to full instead of dying
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# In hub/practice — signal for practice room handling, then heal
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EventBus.practice_player_died.emit()
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stats.heal(stats.max_health)
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# ---------------------------------------------------------------------------
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@@ -143,4 +143,10 @@ func heal(amount: float) -> void:
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current_health = minf(current_health + amount, max_health)
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func _on_part_equipped(_part: Resource, _slot: String) -> void:
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var old_max := max_health
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recalculate()
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# If max_health increased, grant the extra HP immediately
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if max_health > old_max:
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current_health += (max_health - old_max)
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# Update UI
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EventBus.player_health_changed.emit(current_health, max_health)
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+14
-5
@@ -31,7 +31,7 @@ const ORIGIN := Vector2(32, 32) # center of first heart (screen px)
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# ---------------------------------------------------------------------------
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const BOSS_BAR_W := 400.0
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const BOSS_BAR_H := 18.0
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const BOSS_BAR_POS := Vector2(280.0, 490.0) # top-left corner (960×540 viewport)
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const BOSS_BAR_POS := Vector2(280.0, 510.0) # bottom center (960×540 viewport)
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# ---------------------------------------------------------------------------
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# State
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@@ -141,9 +141,16 @@ func _on_health_changed(current_hp: float, max_hp: float) -> void:
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# ---------------------------------------------------------------------------
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# Boss health bar
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# ---------------------------------------------------------------------------
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func _on_boss_health_changed(current_hp: float, max_hp: float) -> void:
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var _boss_name: String = ""
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func _on_boss_health_changed(current_hp: float, max_hp: float, boss_name: String) -> void:
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if _boss_bar_root == null:
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_build_boss_bar(max_hp)
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_build_boss_bar(max_hp, boss_name)
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elif _boss_name != boss_name:
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# Different boss, update label
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_boss_name = boss_name
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if _boss_bar_label != null:
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_boss_bar_label.text = boss_name
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_boss_max_hp = max_hp
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_update_boss_bar(current_hp)
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@@ -153,9 +160,11 @@ func _on_boss_died() -> void:
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_boss_bar_root = null
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_boss_bar_fill = null
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_boss_bar_label = null
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_boss_name = ""
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func _build_boss_bar(max_hp: float) -> void:
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func _build_boss_bar(max_hp: float, boss_name: String) -> void:
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_boss_max_hp = max_hp
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_boss_name = boss_name
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_boss_bar_root = Node2D.new()
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_boss_bar_root.position = BOSS_BAR_POS
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@@ -163,7 +172,7 @@ func _build_boss_bar(max_hp: float) -> void:
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# Name label
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_boss_bar_label = Label.new()
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_boss_bar_label.text = "THE SUPERVISOR"
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_boss_bar_label.text = boss_name
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_boss_bar_label.position = Vector2(0, -22)
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_boss_bar_root.add_child(_boss_bar_label)
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Reference in New Issue
Block a user