934 lines
25 KiB
GDScript
934 lines
25 KiB
GDScript
extends EnemyBase
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# ---------------------------------------------------------------------------
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# Hivemind — Floor 3 Final Boss
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# Phase 1: Assembly (spawn waves, enemies join core on death, core grows)
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# Phase 2: Active (teleports like Relay, orbiting projectiles follow)
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# Phase 3: Unique (rotating beam, room pulse, homing projectiles)
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# ---------------------------------------------------------------------------
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enum Phase { ASSEMBLY, ACTIVE, UNIQUE, CLIMAX }
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const ROOM_HW := 480.0
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const ROOM_HH := 270.0
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const WALL_T := 32.0
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const WALL_MARGIN := 80.0
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# Assembly phase
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const WAVE_COUNT := 3
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const ENEMIES_PER_WAVE := 3
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const WAVE_DELAY := 3.5
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# Teleport (like Relay)
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const TELEPORT_CD_MIN := 5.0
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const TELEPORT_CD_MAX := 7.0
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const FADE_OUT_TIME := 0.15
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const TRANSIT_TIME := 0.5
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# Orbiting projectiles
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const ORBIT_MAX := 6
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const ORBIT_RADIUS := 60.0
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const ORBIT_SPEED := 2.0 # rad/sec
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const ORBIT_PROJ_SIZE := 10.0
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const ORBIT_TRANSITION_SPEED := 200.0 # how fast orbiters follow after teleport
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const ORBIT_DECAY_TIME := 6.0 # orbiters fade after this time
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const ORBIT_REPLENISH_CD := 2.0 # spawn a new orbiter every X seconds
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# Sweep attack (from Warden)
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const SWEEP_CD := 4.5
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const SWEEP_SPEED := 65.0
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const SWEEP_PROJ_SPACE := 22.0
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const SWEEP_GAP_W := 90.0
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# Phase 3 attacks
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const ATTACK_CD_P3 := 2.5
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const BEAM_TELEGRAPH := 0.8 # warning time before beam fires
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const BEAM_ROT_SPEED := 1.2 # rad/sec
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const BEAM_DURATION := 3.0
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const BEAM_LENGTH := 500.0
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const BEAM_WIDTH := 28.0
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const PULSE_FORCE := 350.0
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const PULSE_CD := 5.0
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const HOMING_COUNT := 4
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const HOMING_SPEED := 80.0
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const HOMING_TURN := 1.8 # rad/sec
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const HOMING_LIFETIME := 4.0 # seconds before homing projectiles expire
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const FREEZE_DURATION := 2.0
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const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
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const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
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const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var _phase: Phase = Phase.ASSEMBLY
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var _room_center: Vector2
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# Assembly
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var _wave_index: int = 0
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var _wave_enemies: Array[Node] = [] # enemies from current wave
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var _spawned_enemies: Array[Node] = [] # all spawned enemies (for tracking)
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var _core_scale: float = 0.3 # starts small, grows to 1.0
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var _wave_spawned: bool = false # has current wave been spawned?
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# Core visual
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var _core_visual: Node2D = null
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var _core_poly: Polygon2D = null
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var _contact_area: Area2D = null
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# Teleport state
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enum TeleportState { IDLE, FADING_OUT, IN_TRANSIT }
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var _tp_state: int = TeleportState.IDLE
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var _teleport_timer: float = 3.0
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var _fade_timer: float = 0.0
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var _transit_timer: float = 0.0
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# Orbiting projectiles
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var _orbiters: Array[Dictionary] = [] # {node, angle, age, transitioning}
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var _orbit_angle: float = 0.0
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var _orbit_replenish_timer: float = 2.0
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# Sweep attack
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var _sweep_timer: float = 3.0
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var _sweep_projs: Array[Dictionary] = []
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# Phase 3 attacks
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var _attack_timer: float = 2.0
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var _attack_index: int = 0
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var _homing_projs: Array[Dictionary] = []
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# Beam state
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var _beam_telegraphing: bool = false
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var _beam_active: bool = false
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var _beam_angle: float = 0.0
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var _beam_timer: float = 0.0
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var _beam_node: Node2D = null
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var _telegraph_node: Node2D = null
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var _telegraph_timer: float = 0.0
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# Pulse state
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var _pulse_timer: float = 3.0
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# Climax
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var _climax_timer: float = 0.0
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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super._ready()
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max_health = 350.0
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current_health = max_health
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contact_damage = 1.5
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contact_cooldown = 0.8
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_room_center = global_position
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_build_core_visual()
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_core_visual.visible = false # hidden during assembly
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_core_visual.scale = Vector2(_core_scale, _core_scale)
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# Disable contact during assembly
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if _contact_area:
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_contact_area.monitoring = false
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_contact_area.monitorable = false
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func _physics_process(delta: float) -> void:
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_tick_spawn_delay(delta)
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if not is_active():
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return
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match _phase:
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Phase.ASSEMBLY:
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_tick_assembly(delta)
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Phase.ACTIVE:
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_tick_active(delta)
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Phase.UNIQUE:
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_tick_unique(delta)
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Phase.CLIMAX:
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_tick_climax(delta)
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_tick_orbiters(delta)
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_tick_sweep_projs(delta)
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_tick_homing_projs(delta)
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_tick_flash(delta)
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velocity = Vector2.ZERO
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move_and_slide()
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# ---------------------------------------------------------------------------
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# Core Visual
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# ---------------------------------------------------------------------------
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func _build_core_visual() -> void:
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_core_visual = Node2D.new()
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_core_visual.position = Vector2.ZERO
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# Main body — irregular polygon
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_core_poly = Polygon2D.new()
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_core_poly.polygon = PackedVector2Array([
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Vector2(-35, -25), Vector2(-15, -40), Vector2(20, -35),
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Vector2(40, -10), Vector2(35, 20), Vector2(10, 40),
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Vector2(-25, 30), Vector2(-40, 5)
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])
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_core_poly.color = Color(0.25, 0.15, 0.35)
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_core_visual.add_child(_core_poly)
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# Eye/core indicator
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var eye := Polygon2D.new()
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var pts := PackedVector2Array()
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for i in 8:
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var a := TAU * i / 8.0
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pts.append(Vector2(cos(a), sin(a)) * 12.0)
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eye.polygon = pts
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eye.color = Color(0.8, 0.2, 0.5)
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_core_visual.add_child(eye)
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# Contact area for damage
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_contact_area = Area2D.new()
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_contact_area.collision_layer = 0
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_contact_area.collision_mask = 2
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var cs := CollisionShape2D.new()
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var circle := CircleShape2D.new()
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circle.radius = 40.0
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cs.shape = circle
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_contact_area.add_child(cs)
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_contact_area.body_entered.connect(_on_contact_hit)
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_core_visual.add_child(_contact_area)
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add_child(_core_visual)
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func _on_contact_hit(body: Node) -> void:
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if _phase == Phase.ASSEMBLY:
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return
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if body.is_in_group("player") and body.has_method("take_damage"):
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body.take_damage(contact_damage)
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# ---------------------------------------------------------------------------
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# Phase 1 — Assembly
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# ---------------------------------------------------------------------------
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func _tick_assembly(_delta: float) -> void:
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# Spawn first wave immediately, subsequent waves after previous is cleared
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if not _wave_spawned and _wave_index < WAVE_COUNT:
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_spawn_wave()
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_wave_spawned = true
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# Check if assembly complete: all waves spawned AND all enemies dead
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if _wave_index >= WAVE_COUNT and _spawned_enemies.size() == 0:
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_enter_active()
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func _spawn_wave() -> void:
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var scenes := [DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE]
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var hw := ROOM_HW - WALL_T - 80.0
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var hh := ROOM_HH - WALL_T - 80.0
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_wave_enemies.clear()
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for i in ENEMIES_PER_WAVE:
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var scene = scenes[randi() % scenes.size()]
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var enemy = scene.instantiate()
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var pos := Vector2(
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randf_range(-hw, hw),
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randf_range(-hh, hh)
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)
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# Avoid spawning too close to center
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if pos.length() < 120.0:
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pos = pos.normalized() * 120.0
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get_parent().add_child(enemy)
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enemy.global_position = _room_center + pos
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# Track enemy for assembly phase
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_spawned_enemies.append(enemy)
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_wave_enemies.append(enemy)
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enemy.tree_exited.connect(_on_enemy_died.bind(enemy), CONNECT_ONE_SHOT)
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func _on_enemy_died(enemy: Node) -> void:
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if _phase != Phase.ASSEMBLY:
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_spawned_enemies.erase(enemy)
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_wave_enemies.erase(enemy)
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return
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# Remove from tracked lists
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_spawned_enemies.erase(enemy)
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_wave_enemies.erase(enemy)
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# Create purple dot flying to center
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var part := Polygon2D.new()
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var pts := PackedVector2Array()
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for i in 6:
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var a := TAU * i / 6.0
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pts.append(Vector2(cos(a), sin(a)) * randf_range(8.0, 14.0))
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part.polygon = pts
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part.color = Color(0.5, 0.2, 0.6, 0.9)
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# Position at edge since we don't know exact death position
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part.global_position = _room_center + Vector2(randf_range(-150, 150), randf_range(-150, 150))
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get_parent().add_child(part)
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# Tween to center and grow the core
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var tw := get_tree().create_tween()
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tw.tween_property(part, "global_position", _room_center, 0.6).set_ease(Tween.EASE_IN)
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tw.tween_callback(_grow_core)
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tw.tween_property(part, "modulate:a", 0.0, 0.2)
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tw.tween_callback(part.queue_free)
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# Check if wave is cleared — spawn next wave
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if _wave_enemies.size() == 0 and _wave_index < WAVE_COUNT:
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_wave_index += 1
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_wave_spawned = false # allow next wave to spawn
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func _grow_core() -> void:
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# Each kill grows the core toward full size
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var total_enemies := WAVE_COUNT * ENEMIES_PER_WAVE
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var growth_per_kill := 0.7 / float(total_enemies) # grows from 0.3 to 1.0
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_core_scale = minf(_core_scale + growth_per_kill, 1.0)
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# Show core once it starts growing
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if not _core_visual.visible:
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_core_visual.visible = true
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_core_visual.scale = Vector2(_core_scale, _core_scale)
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func _enter_active() -> void:
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_phase = Phase.ACTIVE
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_core_visual.visible = true
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_core_visual.scale = Vector2(1.0, 1.0)
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# Enable contact
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if _contact_area:
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_contact_area.monitoring = true
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_contact_area.monitorable = true
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_teleport_timer = 2.0
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_sweep_timer = 3.0
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_orbit_replenish_timer = ORBIT_REPLENISH_CD
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# Spawn orbiting projectiles
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_spawn_orbiters()
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# Emit boss health bar start
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EventBus.boss_health_changed.emit(current_health, max_health)
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# ---------------------------------------------------------------------------
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# Phase 2 — Active (teleport + orbiters + sweep)
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# ---------------------------------------------------------------------------
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func _tick_active(delta: float) -> void:
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_find_player()
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_tick_contact(delta)
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_tick_teleport(delta)
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# Sweep attack on timer (only when idle)
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if _tp_state == TeleportState.IDLE:
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_sweep_timer -= delta
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if _sweep_timer <= 0.0:
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_attack_sweep()
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_sweep_timer = SWEEP_CD
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func _tick_teleport(delta: float) -> void:
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match _tp_state:
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TeleportState.IDLE:
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_teleport_timer -= delta
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if _teleport_timer <= 0.0:
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_start_fade_out()
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TeleportState.FADING_OUT:
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_fade_timer -= delta
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_core_visual.modulate.a = _fade_timer / FADE_OUT_TIME
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if _fade_timer <= 0.0:
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_enter_transit()
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TeleportState.IN_TRANSIT:
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_transit_timer -= delta
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if _transit_timer <= 0.0:
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_reappear()
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func _start_fade_out() -> void:
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_tp_state = TeleportState.FADING_OUT
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_fade_timer = FADE_OUT_TIME
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func _enter_transit() -> void:
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_tp_state = TeleportState.IN_TRANSIT
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_core_visual.visible = false
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_core_visual.modulate.a = 0.0
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if _contact_area:
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_contact_area.monitoring = false
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_transit_timer = TRANSIT_TIME
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func _reappear() -> void:
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# Pick random position within room bounds
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var min_x := _room_center.x - ROOM_HW + WALL_T + WALL_MARGIN
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var max_x := _room_center.x + ROOM_HW - WALL_T - WALL_MARGIN
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var min_y := _room_center.y - ROOM_HH + WALL_T + WALL_MARGIN
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var max_y := _room_center.y + ROOM_HH - WALL_T - WALL_MARGIN
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global_position = Vector2(
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randf_range(min_x, max_x),
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randf_range(min_y, max_y)
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)
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# Show visual with flash
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_core_visual.visible = true
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_core_visual.modulate = Color(2.0, 2.0, 2.0, 1.0)
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if _contact_area:
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_contact_area.monitoring = true
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var tw := create_tween()
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var base_color := Color(0.5, 0.15, 0.25) if _phase == Phase.UNIQUE else Color(1, 1, 1, 1)
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tw.tween_property(_core_visual, "modulate", base_color, 0.15)
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_tp_state = TeleportState.IDLE
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# Set orbiters to transition toward new position (don't teleport with boss)
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for orb in _orbiters:
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orb["transitioning"] = true
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_roll_teleport_cooldown()
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func _roll_teleport_cooldown() -> void:
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_teleport_timer = randf_range(TELEPORT_CD_MIN, TELEPORT_CD_MAX)
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# ---------------------------------------------------------------------------
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# Orbiting Projectiles
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# ---------------------------------------------------------------------------
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func _spawn_orbiters() -> void:
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# Start with a few orbiters
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for i in 4:
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var angle := TAU * i / 4.0
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var orb := _create_orbiter(angle)
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_orbiters.append(orb)
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_orbit_replenish_timer = ORBIT_REPLENISH_CD
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func _create_orbiter(angle: float) -> Dictionary:
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var proj := Node2D.new()
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var poly := Polygon2D.new()
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poly.name = "Poly"
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var hs := ORBIT_PROJ_SIZE * 0.5
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poly.polygon = PackedVector2Array([
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Vector2(-hs, -hs), Vector2(hs, -hs),
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Vector2(hs, hs), Vector2(-hs, hs)
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])
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poly.color = Color(0.6, 0.3, 0.7)
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proj.add_child(poly)
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var area := Area2D.new()
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area.collision_layer = 0
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area.collision_mask = 2
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var cs := CollisionShape2D.new()
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var circle := CircleShape2D.new()
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circle.radius = hs
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cs.shape = circle
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area.add_child(cs)
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area.body_entered.connect(_on_orbiter_hit.bind(proj))
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proj.add_child(area)
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get_parent().add_child(proj)
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proj.global_position = global_position + Vector2.from_angle(angle) * ORBIT_RADIUS
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return {"node": proj, "angle": angle, "age": 0.0, "transitioning": false}
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func _on_orbiter_hit(body: Node, proj: Node2D) -> void:
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if body.is_in_group("player") and body.has_method("take_damage"):
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body.take_damage(1.0)
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func _tick_orbiters(delta: float) -> void:
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if _phase == Phase.ASSEMBLY:
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return
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_orbit_angle += ORBIT_SPEED * delta
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# Decay and orbit movement
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var still_valid: Array[Dictionary] = []
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for orb in _orbiters:
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var node: Node2D = orb["node"]
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if not is_instance_valid(node):
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continue
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# Age and decay
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orb["age"] += delta
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if orb["age"] >= ORBIT_DECAY_TIME:
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node.queue_free()
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continue
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# Fade visual as it ages
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var age_val: float = orb["age"]
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var fade: float = 1.0 - (age_val / ORBIT_DECAY_TIME) * 0.5
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var poly := node.get_node_or_null("Poly") as Polygon2D
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if poly:
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poly.color = Color(0.6, 0.3, 0.7, fade)
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var angle: float = orb["angle"] + _orbit_angle
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var target_pos := global_position + Vector2.from_angle(angle) * ORBIT_RADIUS
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if orb["transitioning"]:
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# Move toward target position
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var dir := (target_pos - node.global_position).normalized()
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var dist := node.global_position.distance_to(target_pos)
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if dist < ORBIT_TRANSITION_SPEED * delta:
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node.global_position = target_pos
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orb["transitioning"] = false
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else:
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node.global_position += dir * ORBIT_TRANSITION_SPEED * delta
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else:
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# Normal orbit
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node.global_position = target_pos
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still_valid.append(orb)
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_orbiters = still_valid
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# Replenish orbiters
|
|
if _orbiters.size() < ORBIT_MAX:
|
|
_orbit_replenish_timer -= delta
|
|
if _orbit_replenish_timer <= 0.0:
|
|
_replenish_orbiter()
|
|
_orbit_replenish_timer = ORBIT_REPLENISH_CD
|
|
|
|
|
|
func _replenish_orbiter() -> void:
|
|
# Find an angle that's not too close to existing orbiters
|
|
var new_angle := randf() * TAU
|
|
var orb := _create_orbiter(new_angle)
|
|
orb["transitioning"] = true # fly in from boss position
|
|
_orbiters.append(orb)
|
|
|
|
|
|
func _clear_orbiters() -> void:
|
|
for orb in _orbiters:
|
|
if is_instance_valid(orb["node"]):
|
|
orb["node"].queue_free()
|
|
_orbiters.clear()
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Sweep Attack (from Warden)
|
|
# ---------------------------------------------------------------------------
|
|
func _attack_sweep() -> void:
|
|
var inner_left := -ROOM_HW + WALL_T
|
|
var inner_right := ROOM_HW - WALL_T
|
|
var sweep_dir := 1.0 if randf() < 0.5 else -1.0
|
|
|
|
# Fix: sweep_dir 1 = moving DOWN, so start at TOP
|
|
var start_y: float
|
|
if sweep_dir > 0.0:
|
|
start_y = _room_center.y - ROOM_HH + WALL_T - 10.0 # top edge
|
|
else:
|
|
start_y = _room_center.y + ROOM_HH - WALL_T + 10.0 # bottom edge
|
|
|
|
var vel := Vector2(0.0, SWEEP_SPEED * sweep_dir)
|
|
|
|
# One gap
|
|
var gap_center := randf_range(inner_left + 100.0, inner_right - 100.0)
|
|
|
|
var x := inner_left
|
|
while x <= inner_right:
|
|
if abs(x - gap_center) > SWEEP_GAP_W * 0.5:
|
|
_spawn_sweep_proj(Vector2(_room_center.x + x, start_y), vel)
|
|
x += SWEEP_PROJ_SPACE
|
|
|
|
|
|
func _spawn_sweep_proj(pos: Vector2, vel: Vector2) -> void:
|
|
var proj := Node2D.new()
|
|
|
|
var poly := Polygon2D.new()
|
|
poly.polygon = PackedVector2Array([
|
|
Vector2(-7, -7), Vector2(7, -7),
|
|
Vector2(7, 7), Vector2(-7, 7)
|
|
])
|
|
poly.color = Color(0.7, 0.3, 0.5)
|
|
proj.add_child(poly)
|
|
|
|
var area := Area2D.new()
|
|
area.collision_layer = 0
|
|
area.collision_mask = 2
|
|
var cs := CollisionShape2D.new()
|
|
var circle := CircleShape2D.new()
|
|
circle.radius = 6.0
|
|
cs.shape = circle
|
|
area.add_child(cs)
|
|
area.body_entered.connect(_on_sweep_hit.bind(proj))
|
|
proj.add_child(area)
|
|
|
|
get_parent().add_child(proj)
|
|
proj.global_position = pos
|
|
|
|
_sweep_projs.append({"node": proj, "vel": vel})
|
|
|
|
|
|
func _on_sweep_hit(body: Node, proj: Node2D) -> void:
|
|
if body.is_in_group("player") and body.has_method("take_damage"):
|
|
body.take_damage(1.0)
|
|
if is_instance_valid(proj):
|
|
proj.queue_free()
|
|
|
|
|
|
func _tick_sweep_projs(delta: float) -> void:
|
|
var still_valid: Array[Dictionary] = []
|
|
|
|
for p in _sweep_projs:
|
|
var node: Node2D = p["node"]
|
|
if not is_instance_valid(node):
|
|
continue
|
|
|
|
node.global_position += p["vel"] * delta
|
|
|
|
# Bounds check
|
|
if absf(node.global_position.y - _room_center.y) > ROOM_HH + 30.0:
|
|
node.queue_free()
|
|
else:
|
|
still_valid.append(p)
|
|
|
|
_sweep_projs = still_valid
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Phase 3 — Unique attacks
|
|
# ---------------------------------------------------------------------------
|
|
func _enter_unique() -> void:
|
|
_phase = Phase.UNIQUE
|
|
_attack_timer = 1.5
|
|
_attack_index = 0
|
|
_pulse_timer = PULSE_CD * 0.5
|
|
|
|
# Visual change — cracking/glowing
|
|
_core_poly.color = Color(0.5, 0.15, 0.25)
|
|
|
|
|
|
func _tick_unique(delta: float) -> void:
|
|
_find_player()
|
|
_tick_contact(delta)
|
|
_tick_teleport(delta)
|
|
|
|
# Only attack when not teleporting
|
|
if _tp_state != TeleportState.IDLE:
|
|
return
|
|
|
|
# Beam telegraph phase
|
|
if _beam_telegraphing:
|
|
_tick_beam_telegraph(delta)
|
|
elif _beam_active:
|
|
_tick_beam(delta)
|
|
else:
|
|
_attack_timer -= delta
|
|
if _attack_timer <= 0.0:
|
|
_do_unique_attack()
|
|
_attack_index = (_attack_index + 1) % 3
|
|
_attack_timer = ATTACK_CD_P3
|
|
|
|
# Pulse on separate timer
|
|
_pulse_timer -= delta
|
|
if _pulse_timer <= 0.0:
|
|
_attack_pulse()
|
|
_pulse_timer = PULSE_CD
|
|
|
|
|
|
func _do_unique_attack() -> void:
|
|
match _attack_index:
|
|
0: _start_beam()
|
|
1: _attack_homing()
|
|
2: _attack_sweep()
|
|
|
|
|
|
func _start_beam() -> void:
|
|
# Start with telegraph phase
|
|
_beam_telegraphing = true
|
|
_telegraph_timer = BEAM_TELEGRAPH
|
|
_beam_angle = randf() * TAU
|
|
|
|
# Create thin flashing telegraph line
|
|
_telegraph_node = Node2D.new()
|
|
_telegraph_node.position = Vector2.ZERO
|
|
|
|
var poly := Polygon2D.new()
|
|
poly.polygon = PackedVector2Array([
|
|
Vector2(0, -2), Vector2(BEAM_LENGTH, -2),
|
|
Vector2(BEAM_LENGTH, 2), Vector2(0, 2)
|
|
])
|
|
poly.color = Color(1.0, 0.5, 0.5, 0.8)
|
|
poly.name = "TelegraphLine"
|
|
_telegraph_node.add_child(poly)
|
|
|
|
_telegraph_node.rotation = _beam_angle
|
|
add_child(_telegraph_node)
|
|
|
|
|
|
func _tick_beam_telegraph(delta: float) -> void:
|
|
_telegraph_timer -= delta
|
|
|
|
# Flash the telegraph line
|
|
if _telegraph_node != null:
|
|
var line := _telegraph_node.get_node_or_null("TelegraphLine") as Polygon2D
|
|
if line:
|
|
var flash := fmod(_telegraph_timer, 0.15) < 0.075
|
|
line.color = Color(1.0, 0.3, 0.3, 0.9) if flash else Color(1.0, 0.7, 0.7, 0.5)
|
|
|
|
if _telegraph_timer <= 0.0:
|
|
_end_telegraph_start_beam()
|
|
|
|
|
|
func _end_telegraph_start_beam() -> void:
|
|
_beam_telegraphing = false
|
|
|
|
# Remove telegraph
|
|
if _telegraph_node != null:
|
|
_telegraph_node.queue_free()
|
|
_telegraph_node = null
|
|
|
|
# Now spawn the actual beam
|
|
_beam_active = true
|
|
_beam_timer = BEAM_DURATION
|
|
|
|
_beam_node = Node2D.new()
|
|
_beam_node.position = Vector2.ZERO
|
|
|
|
var poly := Polygon2D.new()
|
|
var hw := BEAM_WIDTH * 0.5
|
|
poly.polygon = PackedVector2Array([
|
|
Vector2(0, -hw), Vector2(BEAM_LENGTH, -hw),
|
|
Vector2(BEAM_LENGTH, hw), Vector2(0, hw)
|
|
])
|
|
poly.color = Color(1.0, 0.3, 0.4, 0.7)
|
|
_beam_node.add_child(poly)
|
|
|
|
var area := Area2D.new()
|
|
area.collision_layer = 0
|
|
area.collision_mask = 2
|
|
var cs := CollisionShape2D.new()
|
|
var rs := RectangleShape2D.new()
|
|
rs.size = Vector2(BEAM_LENGTH, BEAM_WIDTH)
|
|
cs.shape = rs
|
|
cs.position = Vector2(BEAM_LENGTH * 0.5, 0)
|
|
area.add_child(cs)
|
|
area.body_entered.connect(_on_beam_hit)
|
|
_beam_node.add_child(area)
|
|
|
|
_beam_node.rotation = _beam_angle
|
|
add_child(_beam_node)
|
|
|
|
|
|
func _tick_beam(delta: float) -> void:
|
|
_beam_timer -= delta
|
|
_beam_angle += BEAM_ROT_SPEED * delta
|
|
if _beam_node != null:
|
|
_beam_node.rotation = _beam_angle
|
|
|
|
if _beam_timer <= 0.0:
|
|
_end_beam()
|
|
|
|
|
|
func _end_beam() -> void:
|
|
_beam_active = false
|
|
_beam_telegraphing = false
|
|
if _beam_node != null:
|
|
_beam_node.queue_free()
|
|
_beam_node = null
|
|
if _telegraph_node != null:
|
|
_telegraph_node.queue_free()
|
|
_telegraph_node = null
|
|
|
|
|
|
func _on_beam_hit(body: Node) -> void:
|
|
if body.is_in_group("player") and body.has_method("take_damage"):
|
|
body.take_damage(1.0)
|
|
|
|
|
|
func _attack_pulse() -> void:
|
|
if _player == null or not is_instance_valid(_player):
|
|
return
|
|
|
|
var dir := (_player.global_position - global_position).normalized()
|
|
if _player.has_method("apply_knockback"):
|
|
_player.apply_knockback(dir * PULSE_FORCE)
|
|
|
|
# Visual pulse ring
|
|
var ring := Polygon2D.new()
|
|
var pts := PackedVector2Array()
|
|
for i in 24:
|
|
var a := TAU * i / 24.0
|
|
pts.append(Vector2(cos(a), sin(a)) * 50.0)
|
|
ring.polygon = pts
|
|
ring.color = Color(0.8, 0.3, 0.5, 0.5)
|
|
ring.global_position = global_position
|
|
get_parent().add_child(ring)
|
|
|
|
var tw := get_tree().create_tween()
|
|
tw.tween_property(ring, "scale", Vector2(8.0, 8.0), 0.4)
|
|
tw.parallel().tween_property(ring, "modulate:a", 0.0, 0.4)
|
|
tw.tween_callback(ring.queue_free)
|
|
|
|
|
|
func _attack_homing() -> void:
|
|
for i in HOMING_COUNT:
|
|
var angle := TAU * i / float(HOMING_COUNT) + randf_range(-0.3, 0.3)
|
|
_spawn_homing_proj(angle)
|
|
|
|
|
|
func _spawn_homing_proj(start_angle: float) -> void:
|
|
var proj := Node2D.new()
|
|
proj.set_meta("angle", start_angle)
|
|
|
|
var poly := Polygon2D.new()
|
|
poly.polygon = PackedVector2Array([
|
|
Vector2(0, -8), Vector2(5, 0),
|
|
Vector2(0, 8), Vector2(-5, 0)
|
|
])
|
|
poly.color = Color(1.0, 0.2, 0.4)
|
|
proj.add_child(poly)
|
|
|
|
var area := Area2D.new()
|
|
area.collision_layer = 0
|
|
area.collision_mask = 2
|
|
var cs := CollisionShape2D.new()
|
|
var circle := CircleShape2D.new()
|
|
circle.radius = 6.0
|
|
cs.shape = circle
|
|
area.add_child(cs)
|
|
area.body_entered.connect(_on_homing_hit.bind(proj))
|
|
proj.add_child(area)
|
|
|
|
get_parent().add_child(proj)
|
|
proj.global_position = global_position + Vector2.from_angle(start_angle) * 30.0
|
|
|
|
_homing_projs.append({"node": proj, "angle": start_angle, "age": 0.0})
|
|
|
|
|
|
func _on_homing_hit(body: Node, proj: Node2D) -> void:
|
|
if body.is_in_group("player") and body.has_method("take_damage"):
|
|
body.take_damage(1.0)
|
|
if is_instance_valid(proj):
|
|
proj.queue_free()
|
|
|
|
|
|
func _tick_homing_projs(delta: float) -> void:
|
|
if _player == null or not is_instance_valid(_player):
|
|
return
|
|
|
|
var still_valid: Array[Dictionary] = []
|
|
|
|
for p in _homing_projs:
|
|
var node: Node2D = p["node"]
|
|
if not is_instance_valid(node):
|
|
continue
|
|
|
|
# Age check
|
|
p["age"] += delta
|
|
if p["age"] >= HOMING_LIFETIME:
|
|
node.queue_free()
|
|
continue
|
|
|
|
var angle: float = p["angle"]
|
|
var to_player := (_player.global_position - node.global_position).normalized()
|
|
var desired_angle := to_player.angle()
|
|
|
|
var diff := angle_difference(angle, desired_angle)
|
|
angle += clampf(diff, -HOMING_TURN * delta, HOMING_TURN * delta)
|
|
p["angle"] = angle
|
|
|
|
var dir := Vector2.from_angle(angle)
|
|
node.global_position += dir * HOMING_SPEED * delta
|
|
node.rotation = angle + PI / 2
|
|
|
|
# Bounds check
|
|
var rel := node.global_position - _room_center
|
|
if absf(rel.x) > ROOM_HW - WALL_T or absf(rel.y) > ROOM_HH - WALL_T:
|
|
node.queue_free()
|
|
else:
|
|
still_valid.append(p)
|
|
|
|
_homing_projs = still_valid
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Damage / Phase transitions
|
|
# ---------------------------------------------------------------------------
|
|
func take_damage(amount: float) -> void:
|
|
if _phase == Phase.ASSEMBLY or _phase == Phase.CLIMAX:
|
|
return # invulnerable during assembly and climax
|
|
if _tp_state != TeleportState.IDLE:
|
|
return # invulnerable while teleporting
|
|
|
|
current_health -= amount
|
|
_flash_timer = 0.1
|
|
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health)
|
|
|
|
if current_health <= 0.0:
|
|
_enter_climax()
|
|
return
|
|
|
|
if _phase == Phase.ACTIVE and current_health <= max_health * 0.3:
|
|
_enter_unique()
|
|
|
|
|
|
func _tick_flash(delta: float) -> void:
|
|
if _phase == Phase.ASSEMBLY:
|
|
return
|
|
if _flash_timer > 0.0:
|
|
_flash_timer -= delta
|
|
_core_poly.color = Color(2.5, 2.5, 2.5)
|
|
else:
|
|
match _phase:
|
|
Phase.ACTIVE:
|
|
_core_poly.color = Color(0.25, 0.15, 0.35)
|
|
Phase.UNIQUE:
|
|
_core_poly.color = Color(0.5, 0.15, 0.25)
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Climax / Death
|
|
# ---------------------------------------------------------------------------
|
|
func _enter_climax() -> void:
|
|
_phase = Phase.CLIMAX
|
|
_climax_timer = FREEZE_DURATION
|
|
velocity = Vector2.ZERO
|
|
_end_beam()
|
|
|
|
|
|
func _tick_climax(delta: float) -> void:
|
|
_climax_timer -= delta
|
|
var blink := fmod(_climax_timer, 0.25) < 0.125
|
|
_core_poly.color = Color(2.0, 0.3, 0.3) if blink else Color(0.2, 0.05, 0.08)
|
|
|
|
if _climax_timer <= 0.0:
|
|
_die()
|
|
|
|
|
|
func _die() -> void:
|
|
_clear_orbiters()
|
|
_end_beam()
|
|
|
|
for p in _sweep_projs:
|
|
if is_instance_valid(p["node"]):
|
|
p["node"].queue_free()
|
|
_sweep_projs.clear()
|
|
|
|
for p in _homing_projs:
|
|
if is_instance_valid(p["node"]):
|
|
p["node"].queue_free()
|
|
_homing_projs.clear()
|
|
|
|
# Clear any remaining spawned enemies from assembly
|
|
for enemy in _spawned_enemies:
|
|
if is_instance_valid(enemy):
|
|
enemy.queue_free()
|
|
_spawned_enemies.clear()
|
|
_wave_enemies.clear()
|
|
|
|
EventBus.boss_died.emit()
|
|
queue_free()
|