Adds Warden Boss

This commit is contained in:
2026-03-06 13:04:42 -05:00
parent 2a94011b67
commit 924b58f018
3 changed files with 388 additions and 4 deletions
+34
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@@ -0,0 +1,34 @@
[gd_scene load_steps=5 format=3]
[ext_resource type="Script" path="res://scripts/enemies/warden.gd" id="1"]
[sub_resource type="CircleShape2D" id="1"]
radius = 26.0
[sub_resource type="CircleShape2D" id="2"]
radius = 30.0
[node name="Warden" type="CharacterBody2D"]
collision_layer = 8
collision_mask = 1
script = ExtResource("1")
[node name="Collision" type="CollisionShape2D" parent="."]
shape = SubResource("1")
[node name="Visual" type="Node2D" parent="."]
[node name="Body" type="Polygon2D" parent="Visual"]
polygon = PackedVector2Array(28, 0, 14, -24, -14, -24, -28, 0, -14, 24, 14, 24)
color = Color(0.35, 0.18, 0.12, 1)
[node name="Eye" type="Polygon2D" parent="Visual"]
polygon = PackedVector2Array(14, -6, 28, -6, 28, 6, 14, 6)
color = Color(1.0, 0.5, 0.1, 1)
[node name="ContactArea" type="Area2D" parent="."]
collision_layer = 0
collision_mask = 2
[node name="ContactCollision" type="CollisionShape2D" parent="ContactArea"]
shape = SubResource("2")
+343
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@@ -0,0 +1,343 @@
extends EnemyBase
# ---------------------------------------------------------------------------
# Warden — Floor 1 boss
# Orbits the room center. Barrier sweeps + proximity mines.
# ---------------------------------------------------------------------------
enum Phase { ONE, TWO, CLIMAX }
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ORBIT_RADIUS := 220.0
const ROOM_HW := 480.0
const ROOM_HH := 270.0
const WALL_T := 32.0
const ORBIT_SPEED_P1 := 0.96 # rad/sec ≈ 55 deg/sec
const ORBIT_SPEED_P2 := 1.40 # rad/sec ≈ 80 deg/sec
const TELEGRAPH_TIME := 0.6
const PASS_DELAY := 0.9
const SWEEP_SPEED_P1 := 80.0
const SWEEP_SPEED_P2 := 130.0
const SWEEP_CD_P1 := 5.0
const SWEEP_CD_P2 := 3.5
const PROJ_SPACING := 18.0
const GAP_W := 90.0
const MINE_CD_P1 := 4.0
const MINE_CD_P2 := 2.5
const MINE_RADIUS := 22.0
const MINE_CAP := 10
const FREEZE_DURATION := 1.5
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var _phase: Phase = Phase.ONE
var _room_center: Vector2 = Vector2.ZERO
var _orbit_angle: float = 0.0
# Sweep
var _sweep_cd_timer: float = 3.0 # initial delay before first sweep
var _telegraphing: bool = false
var _telegraph_timer: float = 0.0
var _passes_total: int = 0
var _passes_fired: int = 0
var _pass_delay_timer: float = 0.0
var _sweep_dir: float = 1.0 # 1 = downward, -1 = upward
var _sweep_projs: Array = [] # [{node: Node2D, vel: Vector2}]
# Mines
var _mine_cd_timer: float = MINE_CD_P1
var _mines: Array = [] # [Node2D]
# Climax
var _freeze_timer: float = 0.0
# ---------------------------------------------------------------------------
# Ready
# ---------------------------------------------------------------------------
func _ready() -> void:
max_health = 150.0
current_health = 150.0
contact_damage = 1.0
contact_cooldown = 0.8
super._ready()
_room_center = global_position
_orbit_angle = 0.0
global_position = _room_center + Vector2(ORBIT_RADIUS, 0.0)
# ---------------------------------------------------------------------------
# Physics loop
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
_find_player()
_tick_contact(delta)
_tick_flash(delta)
_tick_sweep_projs(delta)
if _phase == Phase.ONE and current_health / max_health <= 0.4:
_enter_phase_two()
match _phase:
Phase.ONE, Phase.TWO:
_do_orbit(ORBIT_SPEED_P2 if _phase == Phase.TWO else ORBIT_SPEED_P1, delta)
_tick_sweep(delta)
_tick_mines(delta)
Phase.CLIMAX:
_do_climax(delta)
move_and_slide()
# ---------------------------------------------------------------------------
# Phase transitions
# ---------------------------------------------------------------------------
func _enter_phase_two() -> void:
_phase = Phase.TWO
_sweep_cd_timer = SWEEP_CD_P2 * 0.6 # first P2 sweep sooner
func _enter_climax() -> void:
_phase = Phase.CLIMAX
velocity = Vector2.ZERO
_freeze_timer = FREEZE_DURATION
_telegraphing = false
# ---------------------------------------------------------------------------
# Orbit — position set directly; velocity stays zero so move_and_slide is no-op
# ---------------------------------------------------------------------------
func _do_orbit(angular_speed: float, delta: float) -> void:
if _telegraphing:
velocity = Vector2.ZERO
return
_orbit_angle += angular_speed * delta
global_position = _room_center + Vector2(cos(_orbit_angle), sin(_orbit_angle)) * ORBIT_RADIUS
velocity = Vector2.ZERO
# ---------------------------------------------------------------------------
# Barrier Sweep — multi-pass horizontal wall with gaps
# ---------------------------------------------------------------------------
func _tick_sweep(delta: float) -> void:
# Telegraph: boss pauses + flashes yellow, then fires first pass
if _telegraphing:
_telegraph_timer -= delta
if _telegraph_timer <= 0.0:
_telegraphing = false
_passes_fired = 0
_pass_delay_timer = 0.0
_fire_sweep_pass()
return
# Waiting between passes
if _passes_fired > 0 and _passes_fired < _passes_total:
_pass_delay_timer -= delta
if _pass_delay_timer <= 0.0:
_fire_sweep_pass()
return
# All passes done — start cooldown
if _passes_total > 0 and _passes_fired >= _passes_total:
_passes_total = 0
_passes_fired = 0
_sweep_cd_timer = SWEEP_CD_P2 if _phase == Phase.TWO else SWEEP_CD_P1
return
# Cooldown ticking
_sweep_cd_timer -= delta
if _sweep_cd_timer <= 0.0:
_telegraphing = true
_telegraph_timer = TELEGRAPH_TIME
_passes_total = randi_range(2, 4) if _phase == Phase.TWO else randi_range(1, 3)
_sweep_dir = 1.0 if randf() < 0.5 else -1.0
func _fire_sweep_pass() -> void:
_passes_fired += 1
_pass_delay_timer = PASS_DELAY
var speed := SWEEP_SPEED_P2 if _phase == Phase.TWO else SWEEP_SPEED_P1
var move_vel := Vector2(0.0, speed * _sweep_dir)
var inner_left := -ROOM_HW + WALL_T
var inner_right := ROOM_HW - WALL_T
var room_w := inner_right - inner_left
var num_gaps := randi_range(1, 3)
# Gap centers evenly spaced
var gaps: Array[float] = []
for i in num_gaps:
gaps.append(inner_left + room_w * float(i + 1) / float(num_gaps + 1))
# Start Y: outside the wall at the entering edge
var start_y: float
if _sweep_dir > 0.0:
start_y = _room_center.y - ROOM_HH + WALL_T - 10.0 # top, moving down
else:
start_y = _room_center.y + ROOM_HH - WALL_T + 10.0 # bottom, moving up
var x := inner_left
while x <= inner_right:
var in_gap := false
for gx in gaps:
if abs(x - gx) < GAP_W * 0.5:
in_gap = true
break
if not in_gap:
_spawn_sweep_proj(Vector2(_room_center.x + x, start_y), move_vel)
x += PROJ_SPACING
func _spawn_sweep_proj(world_pos: Vector2, vel: Vector2) -> void:
var proj := Node2D.new()
var rect := ColorRect.new()
rect.size = Vector2(14.0, 14.0)
rect.position = Vector2(-7.0, -7.0)
rect.color = Color(0.9, 0.7, 0.1, 0.9)
proj.add_child(rect)
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = Vector2(12.0, 12.0)
cs.shape = rs
area.add_child(cs)
area.body_entered.connect(func(body: Node) -> void:
if body.is_in_group("player"):
body.take_damage(1.0)
proj.queue_free())
proj.add_child(area)
get_parent().add_child(proj)
proj.global_position = world_pos # set after add_child so global_position resolves
_sweep_projs.append({"node": proj, "vel": vel})
func _tick_sweep_projs(delta: float) -> void:
var i := _sweep_projs.size() - 1
while i >= 0:
var entry: Dictionary = _sweep_projs[i]
var node: Node2D = entry["node"]
if not is_instance_valid(node):
_sweep_projs.remove_at(i)
i -= 1
continue
node.global_position += entry["vel"] * delta
if absf(node.global_position.y - _room_center.y) > ROOM_HH + 30.0:
node.queue_free()
_sweep_projs.remove_at(i)
i -= 1
# ---------------------------------------------------------------------------
# Mine Drop — stationary proximity mine at current orbit position
# ---------------------------------------------------------------------------
func _tick_mines(delta: float) -> void:
# Prune freed references
_mines = _mines.filter(func(m: Node) -> bool: return is_instance_valid(m))
_mine_cd_timer -= delta
if _mine_cd_timer <= 0.0:
_mine_cd_timer = MINE_CD_P2 if _phase == Phase.TWO else MINE_CD_P1
if _mines.size() < MINE_CAP:
_spawn_mine(global_position)
func _spawn_mine(world_pos: Vector2) -> void:
var mine := Node2D.new()
# Visual — dark red polygon circle
var poly := Polygon2D.new()
var pts := PackedVector2Array()
for i in 12:
var a := TAU * i / 12.0
pts.append(Vector2(cos(a), sin(a)) * MINE_RADIUS)
poly.polygon = pts
poly.color = Color(0.55, 0.05, 0.05, 0.9)
mine.add_child(poly)
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2
var cs := CollisionShape2D.new()
var circle := CircleShape2D.new()
circle.radius = MINE_RADIUS
cs.shape = circle
area.add_child(cs)
area.body_entered.connect(func(body: Node) -> void:
if body.is_in_group("player"):
body.take_damage(1.0)
mine.queue_free())
mine.add_child(area)
get_parent().add_child(mine)
mine.global_position = world_pos
_mines.append(mine)
func _clear_mines() -> void:
for mine in _mines:
if is_instance_valid(mine):
mine.queue_free()
_mines.clear()
# ---------------------------------------------------------------------------
# Climax — freeze + blink, then die
# ---------------------------------------------------------------------------
func _do_climax(delta: float) -> void:
velocity = Vector2.ZERO
_freeze_timer -= delta
var blink := fmod(_freeze_timer, 0.3) < 0.15
visual.modulate = Color(2.0, 0.3, 0.3) if blink else Color(0.25, 0.08, 0.08)
if _freeze_timer <= 0.0:
_die()
# ---------------------------------------------------------------------------
# Damage / death
# ---------------------------------------------------------------------------
func take_damage(amount: float) -> void:
if _phase == Phase.CLIMAX:
return # already dying
current_health -= amount
_flash_timer = 0.1
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health)
if current_health <= 0.0:
_enter_climax()
func _die() -> void:
_clear_mines()
for entry in _sweep_projs:
if is_instance_valid(entry["node"]):
entry["node"].queue_free()
_sweep_projs.clear()
EventBus.boss_died.emit()
queue_free()
# ---------------------------------------------------------------------------
# Visual — phase-aware tints (overrides EnemyBase._tick_flash)
# ---------------------------------------------------------------------------
func _tick_flash(delta: float) -> void:
if _phase == Phase.CLIMAX:
return # _do_climax owns the visual
# Telegraph: yellow warning pulse (same pattern as Supervisor wind-up)
if _telegraphing:
var pulse := fmod(_telegraph_timer, 0.18) < 0.09
var base := Color(1.0, 0.65, 0.2) if _phase == Phase.TWO else Color(1.0, 1.0, 1.0)
visual.modulate = Color(2.4, 2.1, 0.3) if pulse else base
return
# Hit flash
if _flash_timer > 0.0:
_flash_timer -= delta
visual.modulate = Color(2.5, 2.5, 2.5)
return
# Idle tint
visual.modulate = Color(1.0, 0.65, 0.2) if _phase == Phase.TWO else Color(1.0, 1.0, 1.0)
+11 -4
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@@ -19,6 +19,7 @@ const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn") const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn") const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
const SUPERVISOR_SCENE = preload("res://scenes/enemies/supervisor.tscn") const SUPERVISOR_SCENE = preload("res://scenes/enemies/supervisor.tscn")
const WARDEN_SCENE = preload("res://scenes/enemies/warden.tscn")
const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.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 RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
const SHOP_PEDESTAL_SCR = preload("res://scripts/items/shop_item_pedestal.gd") const SHOP_PEDESTAL_SCR = preload("res://scripts/items/shop_item_pedestal.gd")
@@ -261,7 +262,8 @@ func _spawn_enemies() -> void:
func _spawn_boss() -> void: func _spawn_boss() -> void:
var boss = SUPERVISOR_SCENE.instantiate() var scene = WARDEN_SCENE if RunManager.current_floor == 1 else SUPERVISOR_SCENE
var boss = scene.instantiate()
contents.add_child(boss) contents.add_child(boss)
boss.global_position = to_global(Vector2.ZERO) # room centre boss.global_position = to_global(Vector2.ZERO) # room centre
boss.tree_exited.connect(_on_enemy_died, CONNECT_DEFERRED) boss.tree_exited.connect(_on_enemy_died, CONNECT_DEFERRED)
@@ -281,6 +283,8 @@ func _on_enemy_died() -> void:
func _spawn_floor_exit() -> void: func _spawn_floor_exit() -> void:
var is_final_floor := RunManager.current_floor >= 3
# Visual — bright teal portal offset from body part drop (which is at center) # Visual — bright teal portal offset from body part drop (which is at center)
var poly := Polygon2D.new() var poly := Polygon2D.new()
poly.polygon = PackedVector2Array([-35, -50, 35, -50, 35, 50, -35, 50]) poly.polygon = PackedVector2Array([-35, -50, 35, -50, 35, 50, -35, 50])
@@ -289,7 +293,7 @@ func _spawn_floor_exit() -> void:
contents.add_child(poly) contents.add_child(poly)
var lbl := Label.new() var lbl := Label.new()
lbl.text = "NEXT FLOOR" lbl.text = "EXTRACT" if is_final_floor else "NEXT FLOOR"
lbl.position = Vector2(85, -75) lbl.position = Vector2(85, -75)
contents.add_child(lbl) contents.add_child(lbl)
@@ -307,8 +311,11 @@ func _spawn_floor_exit() -> void:
area.body_entered.connect(func(body: Node) -> void: area.body_entered.connect(func(body: Node) -> void:
if body.is_in_group("player"): if body.is_in_group("player"):
RunManager.player_health_carry = body.stats.current_health RunManager.player_health_carry = body.stats.current_health
RunManager.advance_floor() if RunManager.current_floor >= 3:
get_tree().call_deferred("change_scene_to_file", "res://scenes/run/floor.tscn")) RunManager.end_run(true)
else:
RunManager.advance_floor()
get_tree().call_deferred("change_scene_to_file", "res://scenes/run/floor.tscn"))
contents.add_child(area) contents.add_child(area)