Files
Station-0/scripts/enemies/enemy_base.gd
T
2026-03-11 10:23:19 -04:00

113 lines
3.7 KiB
GDScript

extends CharacterBody2D
class_name EnemyBase
# ---------------------------------------------------------------------------
# Stats — override in derived enemy types
# ---------------------------------------------------------------------------
var max_health: float = 10.0
var current_health: float = 10.0
var speed: float = 60.0
var contact_damage: float = 1.0
var contact_cooldown: float = 0.8
# ---------------------------------------------------------------------------
# Internal state — shared across all enemies
# ---------------------------------------------------------------------------
const SPAWN_DELAY: float = 0.5
var _contact_timer: float = 0.0
var _flash_timer: float = 0.0
var _slow_effects: Array[Dictionary] = [] # [{factor, timer}] - stacking slows
var _spawn_timer: float = SPAWN_DELAY
var _player: Node2D = null
@onready var visual: Node2D = $Visual
func _ready() -> void:
add_to_group("enemies")
$ContactArea.body_entered.connect(_on_contact_entered)
func is_active() -> bool:
return _spawn_timer <= 0.0
func _tick_spawn_delay(delta: float) -> void:
if _spawn_timer > 0.0:
_spawn_timer -= delta
# ---------------------------------------------------------------------------
# Shared helpers — call from derived _physics_process as needed
# ---------------------------------------------------------------------------
func _find_player() -> void:
if _player == null or not is_instance_valid(_player):
_player = get_tree().get_first_node_in_group("player")
func _tick_contact(delta: float) -> void:
if _contact_timer > 0.0:
_contact_timer -= delta
if _contact_timer <= 0.0:
_contact_timer = 0.0
# Re-apply damage if player is still overlapping after cooldown
for body in $ContactArea.get_overlapping_bodies():
if body.is_in_group("player"):
body.take_damage(contact_damage)
_contact_timer = contact_cooldown
break
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)
func apply_slow(duration: float, factor: float) -> void:
# Stack slows by adding new effect - factors multiply together
_slow_effects.append({"factor": factor, "timer": duration})
func _tick_slow(delta: float) -> void:
# Tick down all slow effects and remove expired ones
var i := _slow_effects.size() - 1
while i >= 0:
_slow_effects[i]["timer"] -= delta
if _slow_effects[i]["timer"] <= 0.0:
_slow_effects.remove_at(i)
i -= 1
func get_slow_factor() -> float:
# Multiply all active slow factors together
var combined := 1.0
for effect in _slow_effects:
combined *= effect["factor"]
return combined
# ---------------------------------------------------------------------------
# Damage / death
# ---------------------------------------------------------------------------
func take_damage(amount: float) -> void:
current_health -= amount
_flash_timer = 0.1
AudioManager.play("enemy_hit")
if current_health <= 0.0:
_die()
func _die() -> void:
AudioManager.play("enemy_death")
_spawn_drop()
queue_free()
func _spawn_drop() -> void:
if not RunManager.run_active:
return # No drops in practice/hub
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)
# ---------------------------------------------------------------------------
# Contact damage
# ---------------------------------------------------------------------------
func _on_contact_entered(body: Node) -> void:
if not is_active():
return
if body.is_in_group("player") and _contact_timer == 0.0:
body.take_damage(contact_damage)
_contact_timer = contact_cooldown