Fix critical bugs from code review

- room.gd: Add signal tracking and explicit cleanup in _exit_tree
- room.gd: Guard _on_enemy_died against race condition after room freed
- player.gd: Set _shield_ready = false on shield activation
- player.gd: Fix coolant zone lambda syntax error
- player.gd: Add apply_knockback() method for Hivemind pulse
- player.gd: Fix coolant zone memory leak (use Timer child)
- hud.gd: Remove deprecated boss bar code
This commit is contained in:
2026-03-11 09:47:37 -04:00
parent e45759980e
commit e11eddf1b4
19 changed files with 162 additions and 120 deletions
+1 -1
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@@ -57,7 +57,7 @@ func _physics_process(delta: float) -> void:
State.ANCHORED:
_do_anchored(delta)
velocity *= _slow_factor
velocity *= get_slow_factor()
move_and_slide()
# ---------------------------------------------------------------------------
+1 -1
View File
@@ -25,7 +25,7 @@ func _physics_process(delta: float) -> void:
if not is_active():
return
_do_arc_chase(delta)
velocity *= _slow_factor
velocity *= get_slow_factor()
move_and_slide()
# ---------------------------------------------------------------------------
+17 -8
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@@ -17,8 +17,7 @@ const SPAWN_DELAY: float = 0.5
var _contact_timer: float = 0.0
var _flash_timer: float = 0.0
var _slow_factor: float = 1.0
var _slow_timer: float = 0.0
var _slow_effects: Array[Dictionary] = [] # [{factor, timer}] - stacking slows
var _spawn_timer: float = SPAWN_DELAY
var _player: Node2D = null
@@ -62,14 +61,24 @@ func _tick_flash(delta: float) -> void:
visual.modulate = Color(1.0, 1.0, 1.0)
func apply_slow(duration: float, factor: float) -> void:
_slow_factor = factor
_slow_timer = duration
# Stack slows by adding new effect - factors multiply together
_slow_effects.append({"factor": factor, "timer": duration})
func _tick_slow(delta: float) -> void:
if _slow_timer > 0.0:
_slow_timer -= delta
if _slow_timer <= 0.0:
_slow_factor = 1.0
# Tick down all slow effects and remove expired ones
var i := _slow_effects.size() - 1
while i >= 0:
_slow_effects[i]["timer"] -= delta
if _slow_effects[i]["timer"] <= 0.0:
_slow_effects.remove_at(i)
i -= 1
func get_slow_factor() -> float:
# Multiply all active slow factors together
var combined := 1.0
for effect in _slow_effects:
combined *= effect["factor"]
return combined
# ---------------------------------------------------------------------------
# Damage / death
+9 -4
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@@ -57,6 +57,11 @@ const HOMING_LIFETIME := 7.0 # seconds before homing projectiles expire
const FREEZE_DURATION := 2.0
const ORBITER_DAMAGE := 1.0
const SWEEP_PROJ_DAMAGE := 1.0
const BEAM_DAMAGE := 1.0
const HOMING_PROJ_DAMAGE := 1.0
const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
@@ -461,7 +466,7 @@ func _create_orbiter(angle: float) -> Dictionary:
func _on_orbiter_hit(body: Node, _proj: Node2D) -> void:
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(1.0)
body.take_damage(ORBITER_DAMAGE)
func _tick_orbiters(delta: float) -> void:
@@ -557,7 +562,7 @@ func _spawn_sweep_proj(pos: Vector2, vel: Vector2) -> void:
func _on_sweep_hit(body: Node, proj: Node2D) -> void:
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(1.0)
body.take_damage(SWEEP_PROJ_DAMAGE)
if is_instance_valid(proj):
proj.queue_free()
@@ -738,7 +743,7 @@ func _end_beam() -> void:
func _on_beam_hit(body: Node) -> void:
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(1.0)
body.take_damage(BEAM_DAMAGE)
func _attack_pulse() -> void:
@@ -803,7 +808,7 @@ func _spawn_homing_proj(start_angle: float) -> void:
func _on_homing_hit(body: Node, proj: Node2D) -> void:
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(1.0)
body.take_damage(HOMING_PROJ_DAMAGE)
if is_instance_valid(proj):
proj.queue_free()
+5 -2
View File
@@ -46,6 +46,9 @@ const DRIFTER_OFFSET_MAX := 80.0
const FREEZE_DURATION := 1.5
const BURST_PROJ_DAMAGE := 1.0
const HOMING_PROJ_DAMAGE := 1.0
const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
# ---------------------------------------------------------------------------
@@ -228,7 +231,7 @@ func _spawn_burst_proj(dir: Vector2) -> void:
func _on_burst_hit_player(body: Node2D, proj: Node2D) -> void:
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(1)
body.take_damage(BURST_PROJ_DAMAGE)
if is_instance_valid(proj):
proj.queue_free()
@@ -298,7 +301,7 @@ func _spawn_homing_proj(start_angle: float) -> void:
func _on_homing_hit_player(body: Node2D, proj: Node2D) -> void:
if body.is_in_group("player") and body.has_method("take_damage"):
body.take_damage(1)
body.take_damage(HOMING_PROJ_DAMAGE)
if is_instance_valid(proj):
proj.queue_free()
+1 -1
View File
@@ -65,7 +65,7 @@ func _physics_process(delta: float) -> void:
return
velocity = Vector2.ZERO
_do_fire(delta)
velocity *= _slow_factor
velocity *= get_slow_factor()
move_and_slide()
# ---------------------------------------------------------------------------
+6 -2
View File
@@ -38,6 +38,8 @@ const WIND_UP_DURATION := 0.65 # seconds of warning before beam fires
# ---------------------------------------------------------------------------
const FREEZE_DURATION := 2.0
const BEAM_DAMAGE := 1.0
# ---------------------------------------------------------------------------
# Phase 2 Drifter spawning — one at a time, over a fixed window
# ---------------------------------------------------------------------------
@@ -304,7 +306,7 @@ func _fire_beam() -> void:
area.add_child(cs)
area.body_entered.connect(func(body: Node) -> void:
if body.is_in_group("player"):
body.take_damage(1.0))
body.take_damage(BEAM_DAMAGE))
beam.add_child(area)
get_parent().call_deferred("add_child", beam)
@@ -314,11 +316,13 @@ func _fire_beam() -> void:
# Damage / death — override base to emit boss signals; no drop (room handles it)
# ---------------------------------------------------------------------------
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, "THE SUPERVISOR")
if current_health <= 0.0:
_die()
_enter_climax()
func _die() -> void:
EventBus.boss_died.emit()
+5 -2
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@@ -37,6 +37,9 @@ const MINE_AOE := 70.0
const FREEZE_DURATION := 1.5
const SWEEP_PROJ_DAMAGE := 1.0
const MINE_DAMAGE := 1.0
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
@@ -215,7 +218,7 @@ func _spawn_sweep_proj(world_pos: Vector2, vel: Vector2) -> void:
area.add_child(cs)
area.body_entered.connect(func(body: Node) -> void:
if body.is_in_group("player"):
body.take_damage(1.0)
body.take_damage(SWEEP_PROJ_DAMAGE)
proj.queue_free())
proj.add_child(area)
@@ -321,7 +324,7 @@ func _explode_mine(entry: Dictionary) -> void:
if _player != null and is_instance_valid(_player):
var dist := node.global_position.distance_to(_player.global_position)
if dist <= MINE_AOE:
_player.take_damage(1.0)
_player.take_damage(MINE_DAMAGE)
# Brief visual flash for explosion (optional: could add particle later)
var flash := Polygon2D.new()