Sync working project files - hub layout, boss roster, doc updates
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+11
-51
@@ -1,40 +1,30 @@
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extends CharacterBody2D
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extends EnemyBase
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# ---------------------------------------------------------------------------
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# DRIFTER — Locomotion corruption
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# Moves in slow arcs and wide curves. Never charges straight. Contact only.
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# ---------------------------------------------------------------------------
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var max_health: float = 16.0
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var current_health: float = 16.0
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var speed: float = 80.0
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var contact_damage: float = 1.0
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var contact_cooldown: float = 0.8
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var _player: Node2D = null
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var _contact_timer: float = 0.0
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var _flash_timer: float = 0.0
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var _wobble_time: float = 0.0
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var _wobble_phase: float = 0.0 # random start so groups don't sync
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@onready var visual: Node2D = $Visual
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var _wobble_time: float = 0.0
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var _wobble_phase: float = 0.0 # random start so groups don't sync
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func _ready() -> void:
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add_to_group("enemies")
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$ContactArea.body_entered.connect(_on_contact_entered)
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max_health = 24.0
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current_health = 24.0
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speed = 100.0
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contact_damage = 1.0
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super._ready()
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_wobble_phase = randf() * TAU
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func _physics_process(delta: float) -> void:
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_find_player()
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_tick_contact(delta)
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_tick_flash(delta)
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_tick_slow(delta)
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_do_arc_chase(delta)
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velocity *= _slow_factor
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move_and_slide()
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func _find_player() -> void:
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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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# ---------------------------------------------------------------------------
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# Arcing movement — sinusoidal perpendicular drift applied to toward-player dir
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# ---------------------------------------------------------------------------
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@@ -46,34 +36,4 @@ func _do_arc_chase(delta: float) -> void:
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var perp := toward.rotated(PI * 0.5)
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_wobble_time += delta
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var wobble := sin(_wobble_time * 1.8 + _wobble_phase) * 0.75
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velocity = (toward + perp * wobble).normalized() * speed
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func take_damage(amount: float) -> void:
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current_health -= amount
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_flash_timer = 0.1
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if current_health <= 0.0:
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_die()
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func _die() -> void:
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_spawn_drop()
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queue_free()
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func _spawn_drop() -> void:
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var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
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orb.position = (get_parent() as Node2D).to_local(global_position)
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get_parent().call_deferred("add_child", orb)
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func _on_contact_entered(body: Node) -> void:
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if body.is_in_group("player") and _contact_timer == 0.0:
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body.take_damage(contact_damage)
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_contact_timer = contact_cooldown
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func _tick_contact(delta: float) -> void:
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_contact_timer = maxf(_contact_timer - delta, 0.0)
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func _tick_flash(delta: float) -> void:
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if _flash_timer > 0.0:
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_flash_timer -= delta
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visual.modulate = Color(2.5, 2.5, 2.5)
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else:
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visual.modulate = Color(1.0, 1.0, 1.0)
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velocity = (toward + perp * wobble).normalized() * speed
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