Add tentacled boss planet encounter
This commit is contained in:
parent
0f7edff15a
commit
40f284dcdd
38 changed files with 1051 additions and 19 deletions
213
boss/OctopusBoss.gd
Normal file
213
boss/OctopusBoss.gd
Normal file
|
|
@ -0,0 +1,213 @@
|
|||
class_name OctopusBoss
|
||||
extends Node2D
|
||||
|
||||
signal phase_changed(phase: int)
|
||||
signal defeated
|
||||
|
||||
const EYE_SCENE: PackedScene = preload("res://boss/BossEye.tscn")
|
||||
const MINION_SCENE: PackedScene = preload("res://boss/BossMinion.tscn")
|
||||
const RETURN_SCENE: PackedScene = preload("res://boss/BossReturnSignal.tscn")
|
||||
const LASER_SCENE: PackedScene = preload("res://enemies/EnemyBigLaserBeam.tscn")
|
||||
|
||||
enum Phase { MINION_WAVES, LASER_STORM, DEFEATED }
|
||||
|
||||
const EYE_COUNT: int = 6
|
||||
const PHASE_TWO_EYES: int = 3
|
||||
const BODY_RADIUS: float = 86.0
|
||||
const TENTACLE_LENGTH: float = 235.0
|
||||
|
||||
@export var first_wave_delay: float = 1.5
|
||||
@export var wave_interval: float = 6.0
|
||||
@export var minions_per_wave: int = 5
|
||||
@export var laser_interval: float = 5.5
|
||||
@export var laser_charge_time: float = 1.6
|
||||
@export var laser_range: float = 1500.0
|
||||
|
||||
var phase: int = Phase.MINION_WAVES
|
||||
var wave_timer: float = 0.0
|
||||
var laser_timer: float = 0.0
|
||||
var wave_index: int = 0
|
||||
var eyes: Array = []
|
||||
var eyes_opened: int = 0
|
||||
var eyes_destroyed: int = 0
|
||||
var spawned_minions: Array = []
|
||||
var return_signals: Array = []
|
||||
var animation_phase: float = 0.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("bosses")
|
||||
wave_timer = first_wave_delay
|
||||
laser_timer = laser_interval
|
||||
_build_eyes()
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _build_eyes() -> void:
|
||||
for i in range(EYE_COUNT):
|
||||
var eye: Area2D = EYE_SCENE.instantiate()
|
||||
eye.position = eye_position(i)
|
||||
eye.rotation = eye.position.angle()
|
||||
add_child(eye)
|
||||
eye.destroyed.connect(_on_eye_destroyed.bind(i))
|
||||
eyes.append(eye)
|
||||
|
||||
|
||||
func eye_position(index: int) -> Vector2:
|
||||
var angle: float = -PI / 2.0 + TAU * float(index) / float(EYE_COUNT)
|
||||
# Alternating reach keeps the silhouette organic without randomising the
|
||||
# actual weak-point layout between attempts.
|
||||
var reach: float = TENTACLE_LENGTH * (0.88 if index % 2 == 0 else 1.0)
|
||||
return Vector2.from_angle(angle) * reach
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if phase == Phase.DEFEATED:
|
||||
return
|
||||
animation_phase += delta
|
||||
spawned_minions = spawned_minions.filter(func(node): return is_instance_valid(node))
|
||||
return_signals = return_signals.filter(func(node): return is_instance_valid(node))
|
||||
|
||||
wave_timer -= delta
|
||||
if wave_timer <= 0.0:
|
||||
spawn_wave()
|
||||
wave_timer = wave_interval * (1.25 if phase == Phase.LASER_STORM else 1.0)
|
||||
|
||||
if phase == Phase.LASER_STORM:
|
||||
laser_timer -= delta
|
||||
if laser_timer <= 0.0:
|
||||
fire_laser_volley()
|
||||
laser_timer = laser_interval
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func spawn_wave() -> void:
|
||||
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
|
||||
if fleet == null or fleet.ships.is_empty() or get_parent() == null:
|
||||
return
|
||||
var count: int = maxi(3, minions_per_wave - (2 if phase == Phase.LASER_STORM else 0))
|
||||
var marked_slot: int = wave_index % count
|
||||
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)
|
||||
Loading…
Reference in a new issue