Gameplay changes

This commit is contained in:
2026-03-12 15:57:15 -04:00
parent 3a744290eb
commit 6d11481ce8
7 changed files with 223 additions and 13 deletions
+55 -2
View File
@@ -50,6 +50,29 @@ const BURST_PROJ_DAMAGE := 1.0
const HOMING_PROJ_DAMAGE := 1.0
const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
const ALL_PART_PATHS: Array[String] = [
"res://data/body_parts/torso_reinforced_chassis.tres",
"res://data/body_parts/torso_lightweight_frame.tres",
"res://data/body_parts/left_arm_scatter_emitter.tres",
"res://data/body_parts/left_arm_shield_projector.tres",
"res://data/body_parts/right_arm_heavy_emitter.tres",
"res://data/body_parts/right_arm_rapid_emitter.tres",
]
const ALL_ITEM_PATHS: Array[String] = [
"res://data/run_items/coolant_leak.tres",
"res://data/run_items/overclock_module.tres",
"res://data/run_items/scrap_magnet.tres",
"res://data/run_items/memory_spike.tres",
"res://data/run_items/rust_coat.tres",
"res://data/run_items/static_discharge.tres",
"res://data/run_items/fragmented_map.tres",
"res://data/run_items/plating_shard.tres",
"res://data/run_items/range_booster.tres",
]
# ---------------------------------------------------------------------------
# State
@@ -130,6 +153,7 @@ func _tick_teleport(delta: float) -> void:
_reappear()
func _start_fade_out() -> void:
AudioManager.play("relay_teleport")
_tp_state = TeleportState.FADING_OUT
_fade_timer = FADE_OUT_TIME
@@ -142,7 +166,6 @@ func _enter_transit() -> void:
_transit_timer = TRANSIT_TIME
func _reappear() -> void:
AudioManager.play("relay_teleport")
# Pick random position within room bounds
var min_x := _room_center.x - ROOM_HW + WALL_T + WALL_MARGIN
var max_x := _room_center.x + ROOM_HW - WALL_T - WALL_MARGIN
@@ -362,6 +385,11 @@ func _spawn_drifters() -> void:
var offset := Vector2.from_angle(randf() * TAU) * randf_range(DRIFTER_OFFSET_MIN, DRIFTER_OFFSET_MAX)
get_parent().add_child(drifter)
drifter.global_position = global_position + offset
# Signal drifters: weaker than normal drifters
drifter.max_health = drifter.max_health * 0.5
drifter.current_health = drifter.max_health
drifter.speed = drifter.speed * 0.7
drifter.scale = Vector2(0.7, 0.7)
# ---------------------------------------------------------------------------
# Damage / Phase
@@ -416,7 +444,6 @@ func _tick_climax(delta: float) -> void:
func _die() -> void:
AudioManager.play("enemy_death")
EventBus.boss_died.emit()
# Cleanup burst projectiles
for proj in _burst_projs:
@@ -430,4 +457,30 @@ func _die() -> void:
proj.queue_free()
_homing_projs.clear()
# Always spawn item pickup
_spawn_item_drop()
# Also spawn body part if player doesn't have all
_spawn_body_part_drop()
EventBus.boss_died.emit()
queue_free()
func _spawn_item_drop() -> void:
var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
var pickup = RUN_ITEM_PICKUP.instantiate()
pickup.item = load(chosen)
pickup.global_position = global_position + Vector2(-30, 0)
get_parent().add_child(pickup)
func _spawn_body_part_drop() -> void:
var unacquired: Array[String] = []
for path in ALL_PART_PATHS:
if path not in UpgradeManager.acquired_part_paths:
unacquired.append(path)
if unacquired.is_empty():
return
var chosen: String = unacquired[randi() % unacquired.size()]
var pickup = BODY_PART_PICKUP.instantiate()
pickup.part = load(chosen)
pickup.global_position = global_position + Vector2(30, 0)
get_parent().add_child(pickup)