342175f4c3
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.
80 lines
2.5 KiB
GDScript
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)
|