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
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@@ -28,13 +28,6 @@ const EMPTY_COLOR := Color(0.18, 0.04, 0.04) # dark maroon (background)
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const HEART_SPACING := 52 # px between heart centers
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const ORIGIN := Vector2(32, 32) # center of first heart (screen px)
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# ---------------------------------------------------------------------------
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# DEPRECATED — Boss bar (commented out)
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# ---------------------------------------------------------------------------
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#const BOSS_BAR_W := 400.0
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#const BOSS_BAR_H := 18.0
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#const BOSS_BAR_POS := Vector2(760.0, 1040.0) # bottom center (1920×1080 viewport)
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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@@ -43,12 +36,6 @@ 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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#var _boss_bar_fill: Polygon2D = null
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#var _boss_bar_label: Label = null
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#var _boss_max_hp: float = 1.0
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# ---------------------------------------------------------------------------
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# Boot
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# ---------------------------------------------------------------------------
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@@ -56,9 +43,6 @@ func _ready() -> void:
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EventBus.player_health_changed.connect(_on_health_changed)
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EventBus.credits_changed.connect(_on_credits_changed)
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EventBus.save_loaded.connect(_on_save_loaded)
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# DEPRECATED — Boss bar signal connections (commented out)
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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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@@ -153,69 +137,3 @@ func _on_health_changed(current_hp: float, max_hp: float) -> void:
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_rebuild(max_hp, current_hp)
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else:
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_update_display(current_hp)
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# ---------------------------------------------------------------------------
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# DEPRECATED — Boss health bar (commented out)
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# ---------------------------------------------------------------------------
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#var _boss_name: String = ""
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#
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#func _on_boss_health_changed(current_hp: float, max_hp: float, boss_name: String) -> void:
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# if _boss_bar_root == null:
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# _build_boss_bar(max_hp, boss_name)
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# elif _boss_name != boss_name:
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# # Different boss, update label
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# _boss_name = boss_name
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# if _boss_bar_label != null:
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# _boss_bar_label.text = boss_name
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# _boss_max_hp = max_hp
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# _update_boss_bar(current_hp)
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#
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#func _on_boss_died() -> void:
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# if _boss_bar_root != null:
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# _boss_bar_root.queue_free()
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# _boss_bar_root = null
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# _boss_bar_fill = null
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# _boss_bar_label = null
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# _boss_name = ""
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#
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#func _build_boss_bar(max_hp: float, boss_name: String) -> void:
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# _boss_max_hp = max_hp
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# _boss_name = boss_name
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#
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# _boss_bar_root = Node2D.new()
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# _boss_bar_root.position = BOSS_BAR_POS
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# add_child(_boss_bar_root)
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#
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# # Name label
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# _boss_bar_label = Label.new()
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# _boss_bar_label.text = boss_name
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# _boss_bar_label.position = Vector2(0, -22)
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# _boss_bar_root.add_child(_boss_bar_label)
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#
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# # Background
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# var bg := Polygon2D.new()
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# bg.polygon = PackedVector2Array([
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# Vector2(0, 0), Vector2(BOSS_BAR_W, 0),
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# Vector2(BOSS_BAR_W, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
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# ])
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# bg.color = Color(0.15, 0.05, 0.05)
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# _boss_bar_root.add_child(bg)
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#
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# # Fill
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# _boss_bar_fill = Polygon2D.new()
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# _boss_bar_fill.polygon = PackedVector2Array([
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# Vector2(0, 0), Vector2(BOSS_BAR_W, 0),
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# Vector2(BOSS_BAR_W, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
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# ])
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# _boss_bar_fill.color = Color(0.85, 0.1, 0.1)
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# _boss_bar_root.add_child(_boss_bar_fill)
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#
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#func _update_boss_bar(current_hp: float) -> void:
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# if _boss_bar_fill == null:
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# return
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# var pct := clampf(current_hp / _boss_max_hp, 0.0, 1.0)
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# var w := BOSS_BAR_W * pct
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# _boss_bar_fill.polygon = PackedVector2Array([
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# Vector2(0, 0), Vector2(w, 0),
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# Vector2(w, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
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# ])
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@@ -83,8 +83,8 @@ func _process(_delta: float) -> void:
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if _rooms_data.is_empty():
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return
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# Find player if not cached
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if _player == null:
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# Find player if not cached or freed
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if _player == null or not is_instance_valid(_player):
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_player = get_tree().get_first_node_in_group("player")
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if _player == null:
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return
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