Add tentacled boss planet encounter
This commit is contained in:
parent
0f7edff15a
commit
40f284dcdd
38 changed files with 1051 additions and 19 deletions
37
boss/BossEncounter.gd
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37
boss/BossEncounter.gd
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class_name BossEncounter
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extends Node2D
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@onready var boss: Node2D = $Boss
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@onready var status_label: Label = $EncounterUI/StatusLabel
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@onready var hint_label: Label = $EncounterUI/HintLabel
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@onready var game_state: Node = get_node("/root/GameState")
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func _ready() -> void:
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# One persistent objective lets boss victory flow through the same conquest
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# state as authored capture-point maps without pretending the boss is a
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# configurable capture point.
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game_state.register_capture_points(game_state.planet_id, 1,
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game_state.planet_definition_id)
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if game_state.is_planet_conquered(game_state.planet_id):
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boss.suppress_as_defeated()
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status_label.text = "THE WARDEN IS DEAD"
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hint_label.text = ""
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return
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boss.defeated.connect(_on_boss_defeated)
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func _process(_delta: float) -> void:
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if not is_instance_valid(boss) or boss.phase == boss.Phase.DEFEATED:
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return
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var phase_name: String = "PHASE II · LASER STORM" \
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if boss.phase == boss.Phase.LASER_STORM else "PHASE I · HATCHLINGS"
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status_label.text = "THE WARDEN · %s · EYES %d/%d" % [
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phase_name, boss.eyes_destroyed, boss.EYE_COUNT]
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hint_label.text = "DESTROY GOLDEN HATCHLINGS · FOLLOW THEIR LIGHT · BREAK THE OPEN EYES"
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func _on_boss_defeated() -> void:
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game_state.mark_point_captured(game_state.planet_id, 0)
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status_label.text = "THE WARDEN IS DEAD · PLANET CONQUERED"
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hint_label.text = ""
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1
boss/BossEncounter.gd.uid
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1
boss/BossEncounter.gd.uid
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uid://bk2e4e3256ifo
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38
boss/BossEncounter.tscn
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38
boss/BossEncounter.tscn
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://boss/BossEncounter.gd" id="1"]
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[ext_resource type="PackedScene" path="res://boss/OctopusBoss.tscn" id="2"]
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[node name="BossEncounter" type="Node2D"]
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script = ExtResource("1")
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[node name="Boss" parent="." instance=ExtResource("2")]
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[node name="EncounterUI" type="CanvasLayer" parent="."]
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layer = 2
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[node name="StatusLabel" type="Label" parent="EncounterUI"]
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mouse_filter = 2
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offset_left = 20.0
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offset_top = 268.0
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offset_right = 700.0
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offset_bottom = 310.0
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theme_override_colors/font_color = Color(1, 0.45, 0.72, 1)
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theme_override_colors/font_outline_color = Color(0.04, 0.005, 0.035, 0.95)
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theme_override_constants/outline_size = 4
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theme_override_font_sizes/font_size = 24
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text = "THE WARDEN"
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horizontal_alignment = 1
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[node name="HintLabel" type="Label" parent="EncounterUI"]
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mouse_filter = 2
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offset_left = 20.0
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offset_top = 310.0
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offset_right = 700.0
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offset_bottom = 350.0
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theme_override_colors/font_color = Color(0.45, 0.9, 1, 1)
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theme_override_colors/font_outline_color = Color(0.04, 0.005, 0.035, 0.95)
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theme_override_constants/outline_size = 3
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theme_override_font_sizes/font_size = 17
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text = "DESTROY GOLDEN HATCHLINGS · FOLLOW THEIR LIGHT · BREAK THE OPEN EYES"
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horizontal_alignment = 1
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68
boss/BossEye.gd
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68
boss/BossEye.gd
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class_name BossEye
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extends Area2D
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signal destroyed
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const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
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@export var max_hp: int = 3
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var hp: int = 3
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var opened: bool = false
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var phase: float = 0.0
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func _ready() -> void:
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hp = max_hp
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$CollisionShape2D.disabled = true
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queue_redraw()
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func open_eye() -> void:
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if opened:
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return
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opened = true
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COMBAT_TARGET.register(self, COMBAT_TARGET.DANGER_PRIORITY)
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add_to_group("boss_eyes")
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$CollisionShape2D.set_deferred("disabled", false)
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queue_redraw()
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func take_damage(amount: int) -> bool:
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if not opened or hp <= 0:
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return false
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hp -= maxi(amount, 1)
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if hp > 0:
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queue_redraw()
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return false
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hp = 0
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EnemyExplosionVFX.spawn(get_tree().root, global_position)
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Sfx.play(get_tree(), Sfx.ENEMY_DEATH)
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destroyed.emit()
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queue_free()
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return true
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func _process(delta: float) -> void:
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phase += delta
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if opened:
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queue_redraw()
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func _draw() -> void:
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var flesh := Color(0.95, 0.18, 0.58)
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var dark := Color(0.08, 0.005, 0.055)
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if not opened:
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# A sealed lid at the end of the tentacle.
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NeonDraw.draw_glowing_line(self, Vector2(-20, -5), Vector2(20, 5),
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flesh, 0.5, 0.75, dark)
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NeonDraw.draw_glowing_line(self, Vector2(-20, 5), Vector2(20, -5),
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flesh, 0.5, 0.75, dark)
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return
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var pulse: float = 0.78 + 0.22 * sin(phase * 5.0)
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draw_set_transform(Vector2.ZERO, 0.0, Vector2(1.0, 0.66))
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 25.0,
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Color(0.25, 0.92, 1.0), pulse, dark)
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 10.0,
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Color(1.0, 0.9, 0.3), 1.0, dark)
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draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
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1
boss/BossEye.gd.uid
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1
boss/BossEye.gd.uid
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uid://b7lgtmpdft5dm
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12
boss/BossEye.tscn
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12
boss/BossEye.tscn
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://boss/BossEye.gd" id="1"]
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[sub_resource type="CircleShape2D" id="CircleShape_eye"]
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radius = 25.0
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[node name="BossEye" type="Area2D"]
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script = ExtResource("1")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape_eye")
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96
boss/BossMinion.gd
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96
boss/BossMinion.gd
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class_name BossMinion
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extends Area2D
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signal destroyed
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const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
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@export var marked: bool = false
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@export var max_hp: int = 2
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@export var speed: float = 245.0
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@export var acceleration: float = 520.0
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var boss: Node2D
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var hp: int = 2
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var velocity: Vector2 = Vector2.ZERO
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var phase: float = 0.0
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var dead: bool = false
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func _ready() -> void:
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hp = max_hp
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add_to_group("enemies")
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add_to_group("boss_minions")
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COMBAT_TARGET.register(self, COMBAT_TARGET.DANGER_PRIORITY)
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phase = randf() * TAU
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queue_redraw()
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func _physics_process(delta: float) -> void:
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phase += delta
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var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
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if fleet != null and not fleet.ships.is_empty():
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var to_fleet: Vector2 = fleet.get_centroid() - global_position
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if to_fleet.length() > 1.0:
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velocity = velocity.move_toward(to_fleet.normalized() * speed,
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acceleration * delta)
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global_position += velocity * delta
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if velocity.length() > 4.0:
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rotation = lerp_angle(rotation, velocity.angle() + PI / 2.0,
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7.0 * delta)
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queue_redraw()
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func take_damage(amount: int) -> bool:
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if dead:
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return false
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hp -= maxi(amount, 1)
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if hp > 0:
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return false
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_die(true)
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return true
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func collide_with_player_vessel() -> void:
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_die(false)
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func retire() -> void:
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if dead:
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return
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dead = true
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hp = 0
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destroyed.emit()
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queue_free()
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func _die(killed_by_player: bool) -> void:
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if dead:
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return
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dead = true
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hp = 0
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if killed_by_player and marked and is_instance_valid(boss):
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boss.accept_marked_kill(global_position)
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EnemyExplosionVFX.spawn(get_tree().root, global_position)
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Sfx.play(get_tree(), Sfx.ENEMY_DEATH)
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destroyed.emit()
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queue_free()
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func _draw() -> void:
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var glow := Color(1.0, 0.78, 0.18) if marked else Color(0.9, 0.16, 0.58)
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var core := Color(0.13, 0.01, 0.09)
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# A small bulb with four streaming arms: recognisably related to the boss,
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# but compact enough to read among an entire wave.
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draw_set_transform(Vector2.ZERO, 0.0, Vector2(1.0, 0.76))
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NeonDraw.draw_glowing_circle(self, Vector2(0, -7), 13.0, glow, 1.0, core)
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draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
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for i in range(4):
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var x: float = -12.0 + float(i) * 8.0
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var curl: float = sin(phase * 5.0 + float(i)) * 5.0
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NeonDraw.draw_glowing_path(self, PackedVector2Array([
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Vector2(x, 1), Vector2(x + curl * 0.35, 10), Vector2(x + curl, 21),
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]), glow, 0.85, 0.35, core)
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if marked:
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NeonDraw.draw_glowing_circle(self, Vector2(0, -8), 4.0,
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Color.WHITE, 1.0, core)
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1
boss/BossMinion.gd.uid
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1
boss/BossMinion.gd.uid
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uid://cq85rc1dgdg82
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12
boss/BossMinion.tscn
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12
boss/BossMinion.tscn
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://boss/BossMinion.gd" id="1"]
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[sub_resource type="CircleShape2D" id="CircleShape_minion"]
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radius = 16.0
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[node name="BossMinion" type="Area2D"]
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script = ExtResource("1")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape_minion")
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39
boss/BossReturnSignal.gd
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39
boss/BossReturnSignal.gd
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class_name BossReturnSignal
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extends Node2D
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@export var speed: float = 520.0
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var target: Node2D
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var trail: PackedVector2Array = PackedVector2Array()
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func _ready() -> void:
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add_to_group("boss_returns")
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trail.append(global_position)
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queue_redraw()
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func _process(delta: float) -> void:
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if not is_instance_valid(target):
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queue_free()
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return
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var destination: Vector2 = target.global_position
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if global_position.distance_to(destination) <= speed * delta:
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global_position = destination
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target.open_next_eye()
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queue_free()
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return
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global_position = global_position.move_toward(destination, speed * delta)
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trail.append(global_position)
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while trail.size() > 14:
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trail.remove_at(0)
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queue_redraw()
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func _draw() -> void:
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for i in range(1, trail.size()):
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var alpha: float = float(i) / float(trail.size())
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draw_line(trail[i - 1] - global_position, trail[i] - global_position,
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Color(1.0, 0.82, 0.22, alpha * 0.7), 3.0 + alpha * 5.0, true)
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 9.0,
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Color(1.0, 0.82, 0.22), 1.0, Color(0.16, 0.04, 0.01))
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1
boss/BossReturnSignal.gd.uid
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1
boss/BossReturnSignal.gd.uid
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uid://bq87q6csxgvu0
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6
boss/BossReturnSignal.tscn
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6
boss/BossReturnSignal.tscn
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://boss/BossReturnSignal.gd" id="1"]
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[node name="BossReturnSignal" type="Node2D"]
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script = ExtResource("1")
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213
boss/OctopusBoss.gd
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213
boss/OctopusBoss.gd
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class_name OctopusBoss
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extends Node2D
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signal phase_changed(phase: int)
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signal defeated
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const EYE_SCENE: PackedScene = preload("res://boss/BossEye.tscn")
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const MINION_SCENE: PackedScene = preload("res://boss/BossMinion.tscn")
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const RETURN_SCENE: PackedScene = preload("res://boss/BossReturnSignal.tscn")
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const LASER_SCENE: PackedScene = preload("res://enemies/EnemyBigLaserBeam.tscn")
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enum Phase { MINION_WAVES, LASER_STORM, DEFEATED }
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const EYE_COUNT: int = 6
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const PHASE_TWO_EYES: int = 3
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const BODY_RADIUS: float = 86.0
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const TENTACLE_LENGTH: float = 235.0
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@export var first_wave_delay: float = 1.5
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@export var wave_interval: float = 6.0
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@export var minions_per_wave: int = 5
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@export var laser_interval: float = 5.5
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@export var laser_charge_time: float = 1.6
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@export var laser_range: float = 1500.0
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var phase: int = Phase.MINION_WAVES
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var wave_timer: float = 0.0
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var laser_timer: float = 0.0
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var wave_index: int = 0
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var eyes: Array = []
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var eyes_opened: int = 0
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var eyes_destroyed: int = 0
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var spawned_minions: Array = []
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var return_signals: Array = []
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var animation_phase: float = 0.0
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func _ready() -> void:
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add_to_group("bosses")
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wave_timer = first_wave_delay
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laser_timer = laser_interval
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_build_eyes()
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queue_redraw()
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func _build_eyes() -> void:
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for i in range(EYE_COUNT):
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var eye: Area2D = EYE_SCENE.instantiate()
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eye.position = eye_position(i)
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eye.rotation = eye.position.angle()
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add_child(eye)
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eye.destroyed.connect(_on_eye_destroyed.bind(i))
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eyes.append(eye)
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func eye_position(index: int) -> Vector2:
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var angle: float = -PI / 2.0 + TAU * float(index) / float(EYE_COUNT)
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# Alternating reach keeps the silhouette organic without randomising the
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# actual weak-point layout between attempts.
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var reach: float = TENTACLE_LENGTH * (0.88 if index % 2 == 0 else 1.0)
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return Vector2.from_angle(angle) * reach
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func _process(delta: float) -> void:
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if phase == Phase.DEFEATED:
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return
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animation_phase += delta
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spawned_minions = spawned_minions.filter(func(node): return is_instance_valid(node))
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return_signals = return_signals.filter(func(node): return is_instance_valid(node))
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wave_timer -= delta
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if wave_timer <= 0.0:
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spawn_wave()
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wave_timer = wave_interval * (1.25 if phase == Phase.LASER_STORM else 1.0)
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if phase == Phase.LASER_STORM:
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laser_timer -= delta
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if laser_timer <= 0.0:
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fire_laser_volley()
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laser_timer = laser_interval
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queue_redraw()
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func spawn_wave() -> void:
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var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
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if fleet == null or fleet.ships.is_empty() or get_parent() == null:
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return
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var count: int = maxi(3, minions_per_wave - (2 if phase == Phase.LASER_STORM else 0))
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var marked_slot: int = wave_index % count
|
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for i in range(count):
|
||||
var minion: Area2D = MINION_SCENE.instantiate()
|
||||
minion.marked = i == marked_slot
|
||||
minion.boss = self
|
||||
get_parent().add_child(minion)
|
||||
var angle: float = TAU * float(i) / float(count) + float(wave_index) * 0.47
|
||||
# Minions are siblings rather than boss children, so account for the
|
||||
# encounter scene's imposing boss scale when placing them off its body.
|
||||
var launch_radius: float = BODY_RADIUS * scale.x + 34.0
|
||||
minion.global_position = global_position + Vector2.from_angle(angle) * launch_radius
|
||||
spawned_minions.append(minion)
|
||||
wave_index += 1
|
||||
|
||||
|
||||
func accept_marked_kill(from: Vector2) -> void:
|
||||
if phase == Phase.DEFEATED or get_parent() == null:
|
||||
return
|
||||
var returning: Node2D = RETURN_SCENE.instantiate()
|
||||
returning.target = self
|
||||
get_parent().add_child(returning)
|
||||
returning.global_position = from
|
||||
return_signals.append(returning)
|
||||
|
||||
|
||||
func open_next_eye() -> bool:
|
||||
if phase == Phase.DEFEATED:
|
||||
return false
|
||||
for eye in eyes:
|
||||
if is_instance_valid(eye) and not bool(eye.opened):
|
||||
eye.open_eye()
|
||||
eyes_opened += 1
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func _on_eye_destroyed(_index: int) -> void:
|
||||
eyes_destroyed += 1
|
||||
if eyes_destroyed >= EYE_COUNT:
|
||||
_defeat()
|
||||
return
|
||||
if phase == Phase.MINION_WAVES and eyes_destroyed >= PHASE_TWO_EYES:
|
||||
phase = Phase.LASER_STORM
|
||||
laser_timer = 0.35
|
||||
phase_changed.emit(phase)
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func fire_laser_volley() -> void:
|
||||
if phase != Phase.LASER_STORM:
|
||||
return
|
||||
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
|
||||
if fleet == null or fleet.ships.is_empty():
|
||||
return
|
||||
var toward: Vector2 = fleet.get_centroid() - global_position
|
||||
if toward.length() < 1.0:
|
||||
return
|
||||
# Three locked, dodgeable lanes form the second phase's distinct pattern.
|
||||
for spread in [-0.17, 0.0, 0.17]:
|
||||
var beam: Node2D = LASER_SCENE.instantiate()
|
||||
beam.charge_time = laser_charge_time
|
||||
beam.beam_range = laser_range
|
||||
beam.beam_half_width = 24.0
|
||||
beam.damage = 1
|
||||
beam.color = Color(1.0, 0.12, 0.58)
|
||||
get_tree().root.add_child(beam)
|
||||
beam.add_to_group("boss_lasers")
|
||||
beam.launch(global_position, toward.rotated(float(spread)))
|
||||
|
||||
|
||||
func _defeat() -> void:
|
||||
if phase == Phase.DEFEATED:
|
||||
return
|
||||
phase = Phase.DEFEATED
|
||||
for minion in spawned_minions:
|
||||
if is_instance_valid(minion):
|
||||
minion.retire()
|
||||
for returning in return_signals:
|
||||
if is_instance_valid(returning):
|
||||
returning.queue_free()
|
||||
EnemyExplosionVFX.spawn(get_tree().root, global_position)
|
||||
Sfx.play(get_tree(), Sfx.ENEMY_DEATH)
|
||||
visible = false
|
||||
phase_changed.emit(phase)
|
||||
defeated.emit()
|
||||
|
||||
|
||||
func suppress_as_defeated() -> void:
|
||||
phase = Phase.DEFEATED
|
||||
visible = false
|
||||
set_process(false)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if phase == Phase.DEFEATED:
|
||||
return
|
||||
var flesh := Color(0.95, 0.18, 0.58)
|
||||
var phase_color := Color(1.0, 0.1, 0.32) if phase == Phase.LASER_STORM \
|
||||
else flesh
|
||||
var dark := Color(0.075, 0.004, 0.05)
|
||||
for i in range(EYE_COUNT):
|
||||
var end: Vector2 = eye_position(i)
|
||||
var angle: float = end.angle()
|
||||
var side := Vector2.from_angle(angle + PI / 2.0)
|
||||
var points := PackedVector2Array()
|
||||
for step in range(9):
|
||||
var t: float = float(step) / 8.0
|
||||
var sway: float = sin(animation_phase * 1.7 + float(i) * 1.4 + t * PI * 2.0)
|
||||
points.append(end * t + side * sway * 18.0 * sin(t * PI))
|
||||
NeonDraw.draw_glowing_path(self, points, phase_color, 0.8, 0.8, dark)
|
||||
|
||||
var body := PackedVector2Array()
|
||||
for i in range(28):
|
||||
var angle: float = TAU * float(i) / 28.0
|
||||
var pulse: float = 1.0 + 0.045 * sin(animation_phase * 2.4 + float(i) * 1.9)
|
||||
body.append(Vector2.from_angle(angle) * BODY_RADIUS * pulse)
|
||||
NeonDraw.draw_glowing_polygon(self, body, phase_color, 0.92, dark)
|
||||
# The central eye watches but is armoured; only tentacle eyes opened by a
|
||||
# returning marked minion join the combat-target group.
|
||||
draw_set_transform(Vector2.ZERO, 0.0, Vector2(0.72, 1.0))
|
||||
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 31.0,
|
||||
Color(0.28, 0.92, 1.0), 0.8 + 0.2 * sin(animation_phase * 3.0), dark)
|
||||
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 12.0,
|
||||
Color(1.0, 0.82, 0.2), 1.0, dark)
|
||||
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
|
||||
1
boss/OctopusBoss.gd.uid
Normal file
1
boss/OctopusBoss.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://cnn2bwdod6sod
|
||||
9
boss/OctopusBoss.tscn
Normal file
9
boss/OctopusBoss.tscn
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://boss/OctopusBoss.gd" id="1"]
|
||||
|
||||
[node name="Boss" type="Node2D"]
|
||||
position = Vector2(0, -560)
|
||||
scale = Vector2(1.35, 1.35)
|
||||
z_index = 2
|
||||
script = ExtResource("1")
|
||||
Loading…
Reference in a new issue