Fixes Relay bug, adds a small "prep" timer when entering a new room, and lowers Anchors health
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@@ -26,8 +26,8 @@ var _shot_timer: float = 1.0
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var _anchor_timer: float = 0.0
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func _ready() -> void:
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max_health = 40.0
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current_health = 40.0
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max_health = 30.0
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current_health = 30.0
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speed = 95.0
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contact_damage = 0.5
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super._ready()
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@@ -43,10 +43,13 @@ func _pick_floor_point() -> void:
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_target_pos = room_center + Vector2(rx, ry)
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func _physics_process(delta: float) -> void:
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_tick_spawn_delay(delta)
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_find_player()
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_tick_contact(delta)
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_tick_flash(delta)
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_tick_slow(delta)
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if not is_active():
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return
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match _state:
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State.DRIFTING:
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@@ -17,10 +17,13 @@ func _ready() -> void:
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_wobble_phase = randf() * TAU
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func _physics_process(delta: float) -> void:
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_tick_spawn_delay(delta)
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_find_player()
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_tick_contact(delta)
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_tick_flash(delta)
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_tick_slow(delta)
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if not is_active():
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return
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_do_arc_chase(delta)
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velocity *= _slow_factor
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move_and_slide()
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@@ -13,10 +13,13 @@ var contact_cooldown: float = 0.8
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# ---------------------------------------------------------------------------
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# Internal state — shared across all enemies
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# ---------------------------------------------------------------------------
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const SPAWN_DELAY: float = 0.5
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var _contact_timer: float = 0.0
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var _flash_timer: float = 0.0
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var _slow_factor: float = 1.0
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var _slow_timer: float = 0.0
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var _spawn_timer: float = SPAWN_DELAY
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var _player: Node2D = null
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@onready var visual: Node2D = $Visual
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@@ -25,6 +28,13 @@ func _ready() -> void:
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add_to_group("enemies")
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$ContactArea.body_entered.connect(_on_contact_entered)
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func is_active() -> bool:
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return _spawn_timer <= 0.0
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func _tick_spawn_delay(delta: float) -> void:
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if _spawn_timer > 0.0:
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_spawn_timer -= delta
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# ---------------------------------------------------------------------------
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# Shared helpers — call from derived _physics_process as needed
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# ---------------------------------------------------------------------------
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@@ -83,6 +93,8 @@ func _spawn_drop() -> void:
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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 not is_active():
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return
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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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@@ -51,6 +51,8 @@ var _contact_area : Area2D
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var _teleport_timer : float = 3.0 # initial delay before first teleport
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var _in_transit : bool = false
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var _transit_timer : float = 0.0
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var _fade_out : bool = false
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var _teleport_count : int = 0
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var _next_drifter_threshold : int = 0
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@@ -75,12 +77,15 @@ func _ready() -> void:
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_room_center = global_position
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_roll_drifter_threshold()
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_roll_teleport_cooldown()
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_teleport_timer = 2.5 # initial delay before first teleport
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func _physics_process(delta: float) -> void:
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_tick_spawn_delay(delta)
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if _phase == Phase.CLIMAX:
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_tick_climax(delta)
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return
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if not is_active():
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return
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_tick_teleport(delta)
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_tick_burst_projs(delta)
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@@ -93,6 +98,9 @@ func _physics_process(delta: float) -> void:
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# ---------------------------------------------------------------------------
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func _tick_teleport(delta: float) -> void:
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if _in_transit:
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_transit_timer -= delta
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if _transit_timer <= 0.0:
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_reappear()
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return
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_teleport_timer -= delta
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@@ -101,21 +109,21 @@ func _tick_teleport(delta: float) -> void:
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func _start_teleport() -> void:
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_in_transit = true
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_fade_out = true
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# Fade out
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# Quick fade out
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var tw := create_tween()
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tw.tween_property(_visual, "modulate:a", 0.0, FADE_OUT_TIME)
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tw.tween_callback(Callable(self, "_on_fade_out_done"))
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tw.finished.connect(_on_fade_finished)
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func _on_fade_out_done() -> void:
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func _on_fade_finished() -> void:
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if not _fade_out:
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return
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_fade_out = false
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_contact_area.monitoring = false
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_contact_area.monitorable = false
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_visual.visible = false
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# Transit delay then reappear
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var tw := create_tween()
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tw.tween_interval(TRANSIT_TIME)
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tw.tween_callback(Callable(self, "_reappear"))
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_transit_timer = TRANSIT_TIME
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func _reappear() -> void:
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# Pick random position within room bounds
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@@ -56,10 +56,13 @@ func _snap_to_wall() -> void:
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global_position = wall_pos
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func _physics_process(delta: float) -> void:
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_tick_spawn_delay(delta)
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_find_player()
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_tick_contact(delta)
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_tick_flash(delta)
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_tick_slow(delta)
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if not is_active():
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return
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velocity = Vector2.ZERO
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_do_fire(delta)
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velocity *= _slow_factor
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@@ -110,10 +110,13 @@ func _update_facing(dir: Vector2) -> void:
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# Physics loop
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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_tick_spawn_delay(delta)
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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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if not is_active():
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return
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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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@@ -79,10 +79,13 @@ func _ready() -> void:
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# Physics loop
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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_tick_spawn_delay(delta)
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_find_player()
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_tick_contact(delta)
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_tick_flash(delta)
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_tick_sweep_projs(delta)
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if not is_active():
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return
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if _phase == Phase.ONE and current_health / max_health <= 0.4:
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_enter_phase_two()
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