Sync working project files - hub layout, boss roster, doc updates
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+47
-91
@@ -1,87 +1,74 @@
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extends CharacterBody2D
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extends EnemyBase
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# ---------------------------------------------------------------------------
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# REPEATER — Task-loop corruption
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# Drifts to last known player position, stops, fires a rotating burst loop.
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# Does not re-track the player — stuck completing a subroutine.
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# Snaps to the nearest wall on spawn and stays there forever.
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# Fires a rotating burst loop indefinitely — a stationary turret.
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# ---------------------------------------------------------------------------
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const ENEMY_PROJECTILE = preload("res://scenes/enemies/enemy_projectile.tscn")
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enum State { DRIFTING, FIRING }
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var max_health: float = 24.0
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var current_health: float = 24.0
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var speed: float = 60.0
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var contact_damage: float = 0.5
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var contact_cooldown: float = 0.8
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# Room interior half-extents (960×540 room, 32px walls, 16px gap buffer)
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const INNER_HALF_X := 432.0
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const INNER_HALF_Y := 222.0
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const BURST_SIZE := 3 # shots per burst
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const SHOT_INTERVAL := 0.18 # seconds between shots within a burst
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const BURST_PAUSE := 1.8 # seconds after burst completes before rotating
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const BURST_PAUSE := 1.8 # seconds after burst before rotating
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const ROTATE_STEP := 0.3491 # 20° in radians
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var _player: Node2D = null
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var _state: State = State.DRIFTING
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var _target_pos: Vector2
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var _target_set: bool = false
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var _fire_angle: float = 0.0
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var _shot_count: int = 0
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var _shot_timer: float = 0.0
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var _contact_timer: float = 0.0
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var _flash_timer: float = 0.0
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@onready var visual: Node2D = $Visual
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var _fire_angle: float = 0.0
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var _shot_count: int = 0
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var _shot_timer: float = 1.0 # initial delay before first burst
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func _ready() -> void:
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add_to_group("enemies")
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$ContactArea.body_entered.connect(_on_contact_entered)
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_fire_angle = randf() * TAU # random initial burst direction
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max_health = 30.0
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current_health = 30.0
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speed = 0.0
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contact_damage = 0.5
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super._ready()
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_fire_angle = randf() * TAU
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_snap_to_wall()
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# ---------------------------------------------------------------------------
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# Snap to the nearest wall face at spawn
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# ---------------------------------------------------------------------------
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func _snap_to_wall() -> void:
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var room_center: Vector2 = (get_parent() as Node2D).global_position
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var lp: Vector2 = global_position - room_center
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var d_left: float = lp.x - (-INNER_HALF_X)
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var d_right: float = INNER_HALF_X - lp.x
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var d_up: float = lp.y - (-INNER_HALF_Y)
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var d_down: float = INNER_HALF_Y - lp.y
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var md: float = minf(minf(d_left, d_right), minf(d_up, d_down))
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var wall_pos: Vector2
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if md == d_left:
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wall_pos = room_center + Vector2(-INNER_HALF_X, lp.y)
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elif md == d_right:
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wall_pos = room_center + Vector2( INNER_HALF_X, lp.y)
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elif md == d_up:
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wall_pos = room_center + Vector2(lp.x, -INNER_HALF_Y)
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else:
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wall_pos = room_center + Vector2(lp.x, INNER_HALF_Y)
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global_position = wall_pos
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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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match _state:
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State.DRIFTING:
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_do_drift()
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State.FIRING:
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_do_fire(delta)
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_tick_slow(delta)
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velocity = Vector2.ZERO
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_do_fire(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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# Drift toward last known position, then lock and fire
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# ---------------------------------------------------------------------------
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func _do_drift() -> void:
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if _player == null:
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velocity = Vector2.ZERO
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return
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# Capture target position once
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if not _target_set:
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_target_pos = _player.global_position
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_target_set = true
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var diff := _target_pos - global_position
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if diff.length() < 12.0:
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velocity = Vector2.ZERO
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# Aim first burst toward player
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if _player != null:
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_fire_angle = (_player.global_position - global_position).angle()
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_state = State.FIRING
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_shot_count = 0
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_shot_timer = 0.0
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else:
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velocity = diff.normalized() * speed
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# ---------------------------------------------------------------------------
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# Stationary burst loop — fire 3, pause, rotate 20° CW, repeat
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# ---------------------------------------------------------------------------
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func _do_fire(delta: float) -> void:
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velocity = Vector2.ZERO
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_shot_timer -= delta
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if _shot_timer > 0.0:
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return
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@@ -91,7 +78,6 @@ func _do_fire(delta: float) -> void:
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_shot_count += 1
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_shot_timer = SHOT_INTERVAL
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else:
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# Burst done — rotate 20° clockwise and reset
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_fire_angle += ROTATE_STEP
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_shot_count = 0
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_shot_timer = BURST_PAUSE
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@@ -103,34 +89,4 @@ func _fire_projectile() -> void:
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proj.speed = 280.0
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proj.damage = 1.0
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proj.max_range = 520.0
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get_parent().call_deferred("add_child", proj)
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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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get_parent().call_deferred("add_child", proj)
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