Files
Station-0/scripts/enemies/drifter.gd
T
Station 0 Dev 342175f4c3 Initial commit — Station 0 vertical slice in progress
Includes full design documentation (ARCHITECTURE, DESIGN_NOTES, CONTENT_SPEC, PRODUCTION_NOTES)
and active Godot 4 / GDScript codebase. Core systems built: player, floor generation,
room system, enemy base, body part upgrades, run manager, save system, HUD, EventBus.
2026-03-04 12:33:05 -05:00

80 lines
2.5 KiB
GDScript

extends CharacterBody2D
# ---------------------------------------------------------------------------
# DRIFTER — Locomotion corruption
# Moves in slow arcs and wide curves. Never charges straight. Contact only.
# ---------------------------------------------------------------------------
var max_health: float = 16.0
var current_health: float = 16.0
var speed: float = 80.0
var contact_damage: float = 1.0
var contact_cooldown: float = 0.8
var _player: Node2D = null
var _contact_timer: float = 0.0
var _flash_timer: float = 0.0
var _wobble_time: float = 0.0
var _wobble_phase: float = 0.0 # random start so groups don't sync
@onready var visual: Node2D = $Visual
func _ready() -> void:
add_to_group("enemies")
$ContactArea.body_entered.connect(_on_contact_entered)
_wobble_phase = randf() * TAU
func _physics_process(delta: float) -> void:
_find_player()
_tick_contact(delta)
_tick_flash(delta)
_do_arc_chase(delta)
move_and_slide()
func _find_player() -> void:
if _player == null or not is_instance_valid(_player):
_player = get_tree().get_first_node_in_group("player")
# ---------------------------------------------------------------------------
# Arcing movement — sinusoidal perpendicular drift applied to toward-player dir
# ---------------------------------------------------------------------------
func _do_arc_chase(delta: float) -> void:
if _player == null:
velocity = Vector2.ZERO
return
var toward := (_player.global_position - global_position).normalized()
var perp := toward.rotated(PI * 0.5)
_wobble_time += delta
var wobble := sin(_wobble_time * 1.8 + _wobble_phase) * 0.75
velocity = (toward + perp * wobble).normalized() * speed
func take_damage(amount: float) -> void:
current_health -= amount
_flash_timer = 0.1
if current_health <= 0.0:
_die()
func _die() -> void:
_spawn_drop()
queue_free()
func _spawn_drop() -> void:
var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
orb.position = (get_parent() as Node2D).to_local(global_position)
get_parent().call_deferred("add_child", orb)
func _on_contact_entered(body: Node) -> void:
if body.is_in_group("player") and _contact_timer == 0.0:
body.take_damage(contact_damage)
_contact_timer = contact_cooldown
func _tick_contact(delta: float) -> void:
_contact_timer = maxf(_contact_timer - delta, 0.0)
func _tick_flash(delta: float) -> void:
if _flash_timer > 0.0:
_flash_timer -= delta
visual.modulate = Color(2.5, 2.5, 2.5)
else:
visual.modulate = Color(1.0, 1.0, 1.0)