Files
Station-0/scripts/enemies/repeater.gd
T
mmcghen e11eddf1b4 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
2026-03-11 09:47:37 -04:00

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GDScript
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extends EnemyBase
# ---------------------------------------------------------------------------
# REPEATER — Task-loop corruption
# Snaps to the nearest wall on spawn and stays there forever.
# Fires a rotating burst loop indefinitely — a stationary turret.
# ---------------------------------------------------------------------------
const ENEMY_PROJECTILE = preload("res://scenes/enemies/enemy_projectile.tscn")
# Room interior half-extents (960×540 room, 32px walls, 16px gap buffer)
const INNER_HALF_X := 432.0
const INNER_HALF_Y := 222.0
const BURST_SIZE := 3 # shots per burst
const SHOT_INTERVAL := 0.18 # seconds between shots within a burst
const BURST_PAUSE := 1.8 # seconds after burst before rotating
const ROTATE_STEP := 0.3491 # 20° in radians
var _fire_angle: float = 0.0
var _shot_count: int = 0
var _shot_timer: float = 1.0 # initial delay before first burst
func _ready() -> void:
max_health = 30.0
current_health = 30.0
speed = 0.0
contact_damage = 0.5
super._ready()
_fire_angle = randf() * TAU
_snap_to_wall()
# ---------------------------------------------------------------------------
# Snap to the nearest wall face at spawn
# ---------------------------------------------------------------------------
func _snap_to_wall() -> void:
var room_center: Vector2 = (get_parent() as Node2D).global_position
var lp: Vector2 = global_position - room_center
var d_left: float = lp.x - (-INNER_HALF_X)
var d_right: float = INNER_HALF_X - lp.x
var d_up: float = lp.y - (-INNER_HALF_Y)
var d_down: float = INNER_HALF_Y - lp.y
var md: float = minf(minf(d_left, d_right), minf(d_up, d_down))
var wall_pos: Vector2
if md == d_left:
wall_pos = room_center + Vector2(-INNER_HALF_X, lp.y)
elif md == d_right:
wall_pos = room_center + Vector2( INNER_HALF_X, lp.y)
elif md == d_up:
wall_pos = room_center + Vector2(lp.x, -INNER_HALF_Y)
else:
wall_pos = room_center + Vector2(lp.x, INNER_HALF_Y)
global_position = wall_pos
func _physics_process(delta: float) -> void:
_tick_spawn_delay(delta)
_find_player()
_tick_contact(delta)
_tick_flash(delta)
_tick_slow(delta)
if not is_active():
return
velocity = Vector2.ZERO
_do_fire(delta)
velocity *= get_slow_factor()
move_and_slide()
# ---------------------------------------------------------------------------
# Stationary burst loop — fire 3, pause, rotate 20° CW, repeat
# ---------------------------------------------------------------------------
func _do_fire(delta: float) -> void:
_shot_timer -= delta
if _shot_timer > 0.0:
return
if _shot_count < BURST_SIZE:
_fire_projectile()
_shot_count += 1
_shot_timer = SHOT_INTERVAL
else:
_fire_angle += ROTATE_STEP
_shot_count = 0
_shot_timer = BURST_PAUSE
func _fire_projectile() -> void:
var proj = ENEMY_PROJECTILE.instantiate()
proj.position = (get_parent() as Node2D).to_local(global_position)
proj.direction = Vector2.from_angle(_fire_angle)
proj.speed = 280.0
proj.damage = 1.0
proj.max_range = 520.0
get_parent().call_deferred("add_child", proj)