Tune and optimize boss encounter

This commit is contained in:
Loïc Wisniewski 2026-09-03 11:49:51 +02:00
commit 68985316e5
16 changed files with 316 additions and 88 deletions

View file

@ -35,15 +35,18 @@ func _process(_delta: float) -> void:
var boss: Node2D = encounter.get_node("Boss")
boss.wave_timer = 999.0
boss.laser_timer = 999.0
boss.phase = boss.Phase.LASER_STORM
for i in range(3):
boss.eyes[i].open_eye()
boss.eyes_opened += 1
boss.eyes[i].take_damage(999)
# Show one of the remaining weak points in its attackable state while the
# aggregate bar truthfully sits at half health.
boss.open_next_eye()
boss.spawn_wave()
for minion in get_tree().get_nodes_in_group("boss_minions"):
minion.speed = 0.0
minion.acceleration = 0.0
boss.laser_charge_time = 999.0
boss.fire_laser_volley()
encounter._process(0.0)
encounter._refresh_status()
get_tree().paused = true