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
+17 -8
View File
@@ -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