Sync working project files - hub layout, boss roster, doc updates
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@@ -1,4 +1,4 @@
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extends CharacterBody2D
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extends EnemyBase
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# ---------------------------------------------------------------------------
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# The Supervisor — Phase 1/2/Climax boss
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@@ -9,14 +9,6 @@ enum Phase { ONE, TWO, CLIMAX }
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const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
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# ---------------------------------------------------------------------------
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# Stats
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# ---------------------------------------------------------------------------
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var max_health: float = 200.0
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var current_health: float = 200.0
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var contact_damage: float = 1.0
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var contact_cooldown: float = 0.8
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# ---------------------------------------------------------------------------
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# Patrol (Phase 1)
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# ---------------------------------------------------------------------------
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@@ -46,18 +38,20 @@ const WIND_UP_DURATION := 0.65 # seconds of warning before beam fires
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# ---------------------------------------------------------------------------
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const FREEZE_DURATION := 2.0
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# ---------------------------------------------------------------------------
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# Phase 2 Drifter spawning — one at a time, over a fixed window
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# ---------------------------------------------------------------------------
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const DRIFTER_SPAWN_COUNT := 4 # total drifters spawned in phase 2
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const DRIFTER_SPAWN_INTERVAL := 8.0 # seconds between each spawn
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# ---------------------------------------------------------------------------
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# Internal state
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# ---------------------------------------------------------------------------
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var _phase: Phase = Phase.ONE
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var _player: Node2D = null
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var _patrol_points: Array[Vector2] = []
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var _patrol_index: int = 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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# Beam state
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var _beam_timer: float = 1.5 # initial delay before first beam check
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var _beam_active: bool = false
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@@ -65,21 +59,28 @@ var _beam_node: Node2D = null
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var _beam_dur_timer: float = 0.0
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# Wind-up state
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var _winding_up: bool = false
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var _wind_up_timer: float = 0.0
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var _winding_up: bool = false
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var _wind_up_timer: float = 0.0
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var _wind_up_dir: Vector2 = Vector2.RIGHT # locked direction when wind-up starts
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var _drifter_spawned: bool = false
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var _freeze_timer: float = 0.0
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# Phase 2 Drifter spawning
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var _drifters_spawned: int = 0
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var _drifter_timer: float = DRIFTER_SPAWN_INTERVAL
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@onready var visual: Node2D = $Visual
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var _freeze_timer: float = 0.0
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# Facing indicator — Line2D child added to visual at runtime
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var _facing_indicator: Line2D = null
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# ---------------------------------------------------------------------------
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# Ready
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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add_to_group("enemies")
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$ContactArea.body_entered.connect(_on_contact_entered)
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max_health = 200.0
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current_health = 200.0
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contact_damage = 1.0
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contact_cooldown = 0.8
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super._ready()
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var c := global_position
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_patrol_points = [
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c + Vector2(-PATROL_W, -PATROL_H),
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@@ -87,6 +88,23 @@ func _ready() -> void:
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c + Vector2( PATROL_W, PATROL_H),
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c + Vector2(-PATROL_W, PATROL_H),
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]
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_build_facing_indicator()
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# ---------------------------------------------------------------------------
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# Facing indicator — arrow line attached to the visual node
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# ---------------------------------------------------------------------------
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func _build_facing_indicator() -> void:
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var arrow := Line2D.new()
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arrow.width = 3.0
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arrow.default_color = Color(1.0, 0.9, 0.3, 0.85)
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arrow.add_point(Vector2(0.0, 0.0))
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arrow.add_point(Vector2(22.0, 0.0))
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visual.add_child(arrow)
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_facing_indicator = arrow
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func _update_facing(dir: Vector2) -> void:
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if _facing_indicator != null:
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_facing_indicator.rotation = dir.angle()
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# ---------------------------------------------------------------------------
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# Physics loop
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@@ -100,12 +118,11 @@ func _physics_process(delta: float) -> void:
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var pct := current_health / max_health
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if _phase == Phase.ONE and pct <= 0.55:
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_enter_phase_two()
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elif _phase == Phase.TWO and pct <= 0.20:
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elif _phase == Phase.TWO and current_health <= 5.0:
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_enter_climax()
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match _phase:
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Phase.ONE:
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# Stop and lock on during wind-up
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if _winding_up:
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velocity = Vector2.ZERO
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else:
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@@ -115,25 +132,38 @@ func _physics_process(delta: float) -> void:
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velocity = Vector2.ZERO
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else:
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_do_chase(PATROL_SPEED_P2)
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_maybe_spawn_drifter()
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_tick_drifter_spawns(delta)
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Phase.CLIMAX:
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_do_climax(delta)
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move_and_slide()
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# Update facing indicator (hidden during climax)
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if _phase != Phase.CLIMAX:
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if _facing_indicator != null:
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_facing_indicator.visible = true
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var facing: Vector2
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if _winding_up:
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facing = _wind_up_dir
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elif velocity.length() > 1.0:
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facing = velocity.normalized()
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elif _player != null:
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facing = (_player.global_position - global_position).normalized()
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else:
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facing = Vector2.RIGHT
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_update_facing(facing)
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else:
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if _facing_indicator != null:
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_facing_indicator.visible = false
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# ---------------------------------------------------------------------------
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# Player lookup
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# ---------------------------------------------------------------------------
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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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move_and_slide()
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# ---------------------------------------------------------------------------
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# Phase transitions
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# ---------------------------------------------------------------------------
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func _enter_phase_two() -> void:
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_phase = Phase.TWO
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_winding_up = false
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_phase = Phase.TWO
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_winding_up = false
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_drifters_spawned = 0
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_drifter_timer = DRIFTER_SPAWN_INTERVAL * 0.5 # first spawn sooner
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func _enter_climax() -> void:
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_phase = Phase.CLIMAX
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@@ -168,15 +198,18 @@ func _do_chase(spd: float) -> void:
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velocity = (_player.global_position - global_position).normalized() * spd
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# ---------------------------------------------------------------------------
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# Phase 2 — spawn one Drifter
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# Phase 2 — spawn Drifters one at a time on a fixed interval
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# ---------------------------------------------------------------------------
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func _maybe_spawn_drifter() -> void:
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if _drifter_spawned:
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func _tick_drifter_spawns(delta: float) -> void:
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if _drifters_spawned >= DRIFTER_SPAWN_COUNT:
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return
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_drifter_spawned = true
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var drifter = DRIFTER_SCENE.instantiate()
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drifter.position = (get_parent() as Node2D).to_local(global_position + Vector2(0, 130))
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get_parent().call_deferred("add_child", drifter)
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_drifter_timer -= delta
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if _drifter_timer <= 0.0:
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var drifter = DRIFTER_SCENE.instantiate()
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drifter.position = (get_parent() as Node2D).to_local(global_position + Vector2(0, 130))
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get_parent().call_deferred("add_child", drifter)
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_drifters_spawned += 1
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_drifter_timer = DRIFTER_SPAWN_INTERVAL
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# ---------------------------------------------------------------------------
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# Climax — frozen distress signal, then die
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@@ -196,7 +229,6 @@ func _tick_beam(delta: float) -> void:
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if _phase == Phase.CLIMAX:
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return
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# Active beam — count down duration
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if _beam_active:
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_beam_dur_timer -= delta
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if _beam_dur_timer <= 0.0:
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@@ -206,7 +238,6 @@ func _tick_beam(delta: float) -> void:
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_beam_node = null
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return
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# Wind-up — boss is stopped and flashing; fires when timer expires
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if _winding_up:
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_wind_up_timer -= delta
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if _wind_up_timer <= 0.0:
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@@ -216,19 +247,16 @@ func _tick_beam(delta: float) -> void:
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_beam_timer = cd
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return
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# Cooldown between beams
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if _beam_timer > 0.0:
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_beam_timer -= delta
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return
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# Check sensor cone — start wind-up if player is in range
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if _player_in_sensor_cone():
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_winding_up = true
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_wind_up_timer = WIND_UP_DURATION
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# Lock the fire direction to current heading at the moment of detection
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_wind_up_dir = velocity.normalized() if velocity.length() > 1.0 else Vector2.RIGHT
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else:
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_beam_timer = 0.3 # recheck soon
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_beam_timer = 0.3
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func _player_in_sensor_cone() -> bool:
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if _player == null:
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@@ -243,7 +271,7 @@ func _fire_beam() -> void:
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_beam_active = true
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_beam_dur_timer = BEAM_DURATION
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var forward := _wind_up_dir # use direction locked at wind-up start
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var forward := _wind_up_dir
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var beam_len := BEAM_RANGE
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var beam_w := 30.0
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var offset := 24.0
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@@ -280,7 +308,7 @@ func _fire_beam() -> void:
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_beam_node = beam
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# ---------------------------------------------------------------------------
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# Damage / death
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# Damage / death — override base to emit boss signals; no drop (room handles it)
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# ---------------------------------------------------------------------------
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func take_damage(amount: float) -> void:
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current_health -= amount
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@@ -293,47 +321,27 @@ func _die() -> void:
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EventBus.boss_died.emit()
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if is_instance_valid(_beam_node):
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_beam_node.queue_free()
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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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queue_free() # no drop — room.gd spawns the guaranteed body part
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# ---------------------------------------------------------------------------
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# Contact damage
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# ---------------------------------------------------------------------------
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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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# ---------------------------------------------------------------------------
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# Visual — flash on hit, wind-up warning pulse, phase tints, climax strobe
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# Visual — overrides base _tick_flash with phase-aware tints
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# ---------------------------------------------------------------------------
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func _tick_flash(delta: float) -> void:
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if _phase == Phase.CLIMAX:
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return # climax handles its own visual in _do_climax
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# Wind-up: rapid yellow-white warning pulse — overrides everything else
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if _winding_up:
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var pulse := fmod(_wind_up_timer, 0.18) < 0.09
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var base := Color(1.0, 0.65, 0.2) if _phase == Phase.TWO else Color(1.0, 1.0, 1.0)
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visual.modulate = Color(2.4, 2.1, 0.3) if pulse else base
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return
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# Hit flash
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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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return
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# Resting tint per phase
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if _phase == Phase.TWO:
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visual.modulate = Color(1.0, 0.65, 0.2)
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else:
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visual.modulate = Color(1.0, 1.0, 1.0)
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visual.modulate = Color(1.0, 1.0, 1.0)
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