#96: the lancer, a rammer that announces itself
A second suicide vessel alongside the chaser, but where the chaser simply beelines, this one is a rhythm the player can read. It drifts in from beyond lock_range at half speed, LOCKS a point, rocks 30px back and forth along the charge axis for 1.2s, draws a thin line down its trajectory for the last 300ms, and only then crosses the gap in one straight 950px/s run before coasting to a stop and starting over. The lock is what makes the wind-up worth anything: nothing re-reads the fleet once it begins, so the charge goes where the target WAS and stepping off the line works. Same bargain as EnemyBigLaserBeam. EnemyLungeComponent is a Node2D rather than a plain Node because the trajectory line has to be drawn somewhere, and top_level keeps that drawing in world space while the hull it hangs off spins to face the lock. The roaming spawner gets a 25% lancer share. It is the only place the player meets an enemy off an authored map, so without that the lancer would exist only in the setup editor. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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6 changed files with 508 additions and 1 deletions
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@ -2,9 +2,10 @@ class_name EnemyDefinitions
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extends RefCounted
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const DEFAULT_ID: String = "chaser"
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const ORDER: PackedStringArray = ["chaser", "sniper", "artillery", "turret_spawner", "enemy_mothership"]
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const ORDER: PackedStringArray = ["chaser", "lancer", "sniper", "artillery", "turret_spawner", "enemy_mothership"]
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const DEFINITIONS: Dictionary = {
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"chaser": preload("res://enemies/ChaserEnemyDefinition.tres"),
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"lancer": preload("res://enemies/LancerEnemyDefinition.tres"),
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"sniper": preload("res://enemies/SniperEnemyDefinition.tres"),
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"artillery": preload("res://enemies/ArtilleryEnemyDefinition.tres"),
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"turret_spawner": preload("res://enemies/TurretSpawnerEnemyDefinition.tres"),
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