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
+25 -4
View File
@@ -29,6 +29,9 @@ var _shield_flash_timer: float = 0.0 # brief white flash on absorb
# Oil slick — count of slick zones currently overlapping player
var _slick_count: int = 0
# Knockback — applied by enemies (e.g., Hivemind pulse)
var _knockback_velocity: Vector2 = Vector2.ZERO
func _ready() -> void:
add_to_group("player")
EventBus.room_entered.connect(_on_room_entered)
@@ -42,6 +45,8 @@ func _physics_process(delta: float) -> void:
_handle_shooting(delta)
_handle_iframes(delta)
_handle_shield(delta)
# Decay knockback
_knockback_velocity = _knockback_velocity.move_toward(Vector2.ZERO, 800.0 * delta)
move_and_slide()
# ---------------------------------------------------------------------------
@@ -62,6 +67,9 @@ func _handle_movement() -> void:
else:
velocity = input_dir * stats.speed
# Apply knockback on top of movement
velocity += _knockback_velocity
if input_dir.x != 0.0:
body.scale.x = sign(input_dir.x)
@@ -141,6 +149,7 @@ func _handle_shield(delta: float) -> void:
if _shield_ready and Input.is_physical_key_pressed(KEY_SPACE):
_shield_active = true
_shield_ready = false
# ---------------------------------------------------------------------------
# Iframes — flash body during invincibility
@@ -239,12 +248,18 @@ func _spawn_coolant_zone() -> void:
zone.body_entered.connect(func(b: Node) -> void:
if b.has_method("apply_slow"):
b.apply_slow(2.0, 0.4))
b.apply_slow(2.0, 0.4)
)
# Use a Timer child for self-cleanup (avoids SceneTreeTimer leak)
var timer := Timer.new()
timer.wait_time = 1.0
timer.one_shot = true
timer.timeout.connect(zone.queue_free)
zone.add_child(timer)
get_parent().call_deferred("add_child", zone)
get_tree().create_timer(1.0).timeout.connect(func() -> void:
if is_instance_valid(zone):
zone.queue_free())
timer.call_deferred("start")
# ---------------------------------------------------------------------------
# Oil slick — called by hazard Area2D nodes
@@ -255,6 +270,12 @@ func enter_slick() -> void:
func exit_slick() -> void:
_slick_count = maxi(_slick_count - 1, 0)
# ---------------------------------------------------------------------------
# Knockback — called by enemies (e.g., Hivemind pulse attack)
# ---------------------------------------------------------------------------
func apply_knockback(force: Vector2) -> void:
_knockback_velocity = force
# ---------------------------------------------------------------------------
# Room event handlers
# ---------------------------------------------------------------------------
+25
View File
@@ -10,6 +10,12 @@ const BASE_FIRE_RATE := 3.5 # shots per second
const BASE_RANGE := 400.0
const BASE_PROJ_SPEED := 520.0
# ---------------------------------------------------------------------------
# Stat caching — only recalculate when items/parts change
# ---------------------------------------------------------------------------
var _stats_dirty: bool = true
var _cached_item_count: int = -1 # Track item count to detect external changes
# ---------------------------------------------------------------------------
# Live stats (recalculated from base + equipped parts + run items)
# ---------------------------------------------------------------------------
@@ -52,6 +58,7 @@ var shield_projector: bool = false
func _ready() -> void:
EventBus.body_part_equipped.connect(_on_part_equipped)
EventBus.save_loaded.connect(_on_save_loaded)
EventBus.item_collected.connect(_on_item_collected)
recalculate()
if RunManager.player_health_carry > 0.0:
current_health = minf(RunManager.player_health_carry, max_health)
@@ -61,6 +68,7 @@ func _ready() -> void:
func _on_save_loaded() -> void:
var old_max := max_health
_stats_dirty = true
recalculate()
# Grant bonus HP from body parts on fresh start
if RunManager.player_health_carry < 0.0 and max_health > old_max:
@@ -68,7 +76,23 @@ func _on_save_loaded() -> void:
current_health = minf(current_health, max_health)
EventBus.player_health_changed.emit(current_health, max_health)
func _on_item_collected(_item: Resource) -> void:
_stats_dirty = true
recalculate()
EventBus.player_health_changed.emit(current_health, max_health)
func mark_dirty() -> void:
_stats_dirty = true
func recalculate() -> void:
# Skip if stats haven't changed (cached)
var current_item_count := RunManager.run_items.size()
if not _stats_dirty and _cached_item_count == current_item_count:
return
_cached_item_count = current_item_count
_stats_dirty = false
speed = BASE_SPEED + UpgradeManager.get_stat_modifier("speed")
max_health = BASE_MAX_HEALTH + UpgradeManager.get_stat_modifier("max_health")
damage = BASE_DAMAGE + UpgradeManager.get_stat_modifier("damage")
@@ -154,6 +178,7 @@ func heal(amount: float) -> void:
func _on_part_equipped(_part: Resource, _slot: String) -> void:
var old_max := max_health
_stats_dirty = true
recalculate()
# If max_health increased, grant the extra HP immediately
if max_health > old_max: