#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>
This commit is contained in:
Loïc Wisniewski 2026-08-23 11:52:18 +02:00
commit 890e1c812f
6 changed files with 508 additions and 1 deletions

View file

@ -2,9 +2,10 @@ class_name EnemyDefinitions
extends RefCounted
const DEFAULT_ID: String = "chaser"
const ORDER: PackedStringArray = ["chaser", "sniper", "artillery", "turret_spawner", "enemy_mothership"]
const ORDER: PackedStringArray = ["chaser", "lancer", "sniper", "artillery", "turret_spawner", "enemy_mothership"]
const DEFINITIONS: Dictionary = {
"chaser": preload("res://enemies/ChaserEnemyDefinition.tres"),
"lancer": preload("res://enemies/LancerEnemyDefinition.tres"),
"sniper": preload("res://enemies/SniperEnemyDefinition.tres"),
"artillery": preload("res://enemies/ArtilleryEnemyDefinition.tres"),
"turret_spawner": preload("res://enemies/TurretSpawnerEnemyDefinition.tres"),