Implements mini map and updates door lights
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@@ -1,5 +1,7 @@
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extends CanvasLayer
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const MiniMapScript = preload("res://scripts/ui/mini_map.gd")
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# ---------------------------------------------------------------------------
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# Heart geometry — two polygons per slot: background (dark) + fill (red)
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# ---------------------------------------------------------------------------
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@@ -39,6 +41,7 @@ const ORIGIN := Vector2(32, 32) # center of first heart (screen px)
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# Each entry: { "bg": Polygon2D, "fill": Polygon2D }
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var _slots: Array = []
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var _credits_label: Label
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var _mini_map: Control
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# DEPRECATED — Boss bar nodes (commented out)
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#var _boss_bar_root: Node2D = null
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@@ -56,6 +59,7 @@ func _ready() -> void:
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#EventBus.boss_health_changed.connect(_on_boss_health_changed)
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#EventBus.boss_died.connect(_on_boss_died)
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_build_credits_label()
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_build_mini_map()
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# Initialise once the scene is fully set up
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call_deferred("_init_from_player")
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@@ -126,6 +130,12 @@ func _build_credits_label() -> void:
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_credits_label.text = "SCRAP: %d" % amount
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add_child(_credits_label)
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func _build_mini_map() -> void:
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_mini_map = Control.new()
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_mini_map.set_script(MiniMapScript)
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add_child(_mini_map)
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func _on_credits_changed(new_total: int) -> void:
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_credits_label.text = "SCRAP: %d" % new_total
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