Add tentacled boss planet encounter
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38 changed files with 1051 additions and 19 deletions
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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