Fix boss planet landing controls
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66b314f51a
commit
471a43e8a6
3 changed files with 12 additions and 21 deletions
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@ -14,7 +14,6 @@ extends Node2D
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const REVEAL_SECONDS: float = 1.15
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const REVEAL_SHAKE: float = 28.0
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const APPROACH_STANDOFF: float = 850.0
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var reveal_started: bool = false
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var reveal_left: float = 0.0
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@ -47,22 +46,11 @@ func _ready() -> void:
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_set_combat_ui_visible(false)
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indicator.visible = true
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indicator_label.visible = true
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game_state.encounter_locks_movement = true
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# The encounter introduces itself in the world: the fleet is drawn toward
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# the signal until the Warden reaches the edge of view, then control is
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# returned after the roar. No dialog or separate scene hides the approach.
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_begin_approach.call_deferred()
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# The signal is a destination, not an autopilot order. The player keeps
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# control while approaching it; only the short reveal below takes the wheel.
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_refresh_status()
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func _begin_approach() -> void:
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# PlanetSurfaceController composes this encounter before it spawns the
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# restored fleet. Waiting one call guarantees there are ships for the
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# scripted move to steer.
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if not reveal_started and not fleet.ships.is_empty():
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fleet.move_to(boss.global_position + Vector2(0.0, APPROACH_STANDOFF))
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func _exit_tree() -> void:
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if game_state != null:
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game_state.encounter_locks_movement = false
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@ -95,6 +83,7 @@ func begin_reveal() -> void:
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return
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reveal_started = true
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reveal_left = REVEAL_SECONDS
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game_state.encounter_locks_movement = true
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fleet.stop()
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indicator.visible = false
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indicator_label.visible = false
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