Make boss encounter more dynamic

This commit is contained in:
Loïc Wisniewski 2026-09-03 22:31:32 +02:00
commit cb6b0b69c6
6 changed files with 60 additions and 9 deletions

View file

@ -5,6 +5,8 @@ signal destroyed
signal health_changed(current: int, maximum: int)
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
const IRIS_COLOR := Color(0.25, 0.92, 1.0)
const PUPIL_COLOR := Color(1.0, 0.9, 0.3)
@export var max_hp: int = 5
@ -69,7 +71,7 @@ func _draw() -> void:
var pulse: float = 0.78 + 0.22 * sin(phase * 5.0)
draw_set_transform(Vector2.ZERO, 0.0, Vector2(1.0, 0.66))
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 25.0,
Color(0.25, 0.92, 1.0), pulse, dark)
IRIS_COLOR, pulse, dark)
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 10.0,
Color(1.0, 0.9, 0.3), 1.0, dark)
PUPIL_COLOR, 1.0, dark)
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)

View file

@ -21,12 +21,20 @@ const MAX_ACTIVE_MINIONS: int = 16
const GOLDEN_WAVE_PERIOD: int = 3
const CORE_MAX_HEALTH: int = 36
const REDRAW_INTERVAL: float = 1.0 / 12.0
const ARMOURED_IRIS_COLOR := Color(0.72, 0.22, 1.0)
const ARMOURED_PUPIL_COLOR := Color(0.18, 1.0, 0.62)
const EXPOSED_IRIS_COLOR := Color(1.0, 0.56, 0.08)
const EXPOSED_PUPIL_COLOR := Color(1.0, 0.94, 0.42)
@export var first_wave_delay: float = 1.5
@export var wave_interval: float = 6.0
@export var minions_per_wave: int = 7
@export var laser_interval: float = 3.5
@export var laser_charge_time: float = 0.85
@export var laser_interval: float = 2.25
@export var laser_charge_time: float = 0.7
@export var move_speed: float = 115.0
@export var move_acceleration: float = 180.0
@export var preferred_fleet_range: float = 880.0
@export var strafe_speed: float = 72.0
var phase: int = Phase.MINION_WAVES
var wave_timer: float = 0.0
@ -43,6 +51,7 @@ var total_max_health: int = CORE_MAX_HEALTH
var core_health: int = CORE_MAX_HEALTH
var core_exposed: bool = false
var combat_active: bool = true
var movement_velocity: Vector2 = Vector2.ZERO
func _ready() -> void:
@ -77,6 +86,7 @@ func _process(delta: float) -> void:
if phase == Phase.DEFEATED or not combat_active:
return
animation_phase += delta
_move_around_fleet(delta)
wave_timer -= delta
if wave_timer <= 0.0:
@ -94,6 +104,31 @@ func _process(delta: float) -> void:
queue_redraw()
func _move_around_fleet(delta: float) -> void:
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
movement_velocity = movement_velocity.move_toward(Vector2.ZERO,
move_acceleration * delta)
return
var from_fleet: Vector2 = global_position - fleet.get_centroid()
if from_fleet.length_squared() < 1.0:
from_fleet = Vector2.UP
var away: Vector2 = from_fleet.normalized()
# Close or open the range while continuously strafing around the fleet.
# Acceleration keeps the large creature drifting rather than snapping when
# the player crosses it, and the speed cap makes its orbit predictable.
var range_error: float = from_fleet.length() - preferred_fleet_range
var radial_speed: float = clampf(range_error * 0.8, -move_speed, move_speed)
var desired_velocity: Vector2 = -away * radial_speed \
+ away.orthogonal() * strafe_speed
if phase == Phase.CORE_EXPOSED:
desired_velocity *= 0.7
desired_velocity = desired_velocity.limit_length(move_speed)
movement_velocity = movement_velocity.move_toward(desired_velocity,
move_acceleration * delta)
global_position += movement_velocity * delta
func spawn_wave() -> void:
if not combat_active or phase == Phase.CORE_EXPOSED or phase == Phase.DEFEATED:
return
@ -303,10 +338,10 @@ func _draw() -> void:
# 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))
var core_color := Color(1.0, 0.78, 0.18) if core_exposed \
else Color(0.28, 0.92, 1.0)
var core_color := EXPOSED_IRIS_COLOR if core_exposed else ARMOURED_IRIS_COLOR
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 31.0,
core_color, 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)
EXPOSED_PUPIL_COLOR if core_exposed else ARMOURED_PUPIL_COLOR,
1.0, dark)
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)

View file

@ -13,6 +13,7 @@ editor_visible = false
show_capture_status = false
background_shader = ExtResource("2")
background_field_texture = ExtResource("4")
background_cell_size = 90.0
base_color = Color(0.055, 0.008, 0.05, 1)
crater_color = Color(0.16, 0.018, 0.10, 1)
highlight_color = Color(0.16, 0.66, 0.72, 1)

View file

@ -21,6 +21,9 @@ extends Resource
# terrain still bakes once; authored surfaces can avoid both that load spike
# and all per-frame procedural fragment work by shipping their tile directly.
@export var background_field_texture: Texture2D = null
# World-space size of one background field cell. Smaller values reveal more
# of the authored field at once without changing the gameplay camera zoom.
@export_range(40.0, 440.0, 1.0) var background_cell_size: float = 220.0
@export var base_color: Color = Color(0.75, 0.75, 0.76, 1.0)
@export var crater_color: Color = Color(0.44, 0.44, 0.45, 1.0)
@export var highlight_color: Color = Color(0.89, 0.89, 0.9, 1.0)

View file

@ -70,6 +70,7 @@ func apply_profile(profile: Resource) -> void:
if profile.background_shader != null:
material.shader = profile.background_shader
_provided_field_texture = profile.background_field_texture
material.set_shader_parameter("cell_size", profile.background_cell_size)
material.set_shader_parameter("base_color", base_color)
material.set_shader_parameter("crater_color", crater_color)
material.set_shader_parameter("highlight_color", highlight_color)

View file

@ -71,6 +71,8 @@ func _process(delta: float) -> bool:
if composed_background.get_shader_parameter("field_texture") \
!= profile.background_field_texture:
return _fail("boss backdrop did not bind its ready-made field texture")
if float(composed_background.get_shader_parameter("cell_size")) >= 120.0:
return _fail("boss backdrop still magnifies too small a part of its authored field")
if profile.editor_visible or "boss" in surface_profiles.editor_profile_ids():
return _fail("boss surface is configurable in the map editor")
state.dev_mode = true
@ -143,6 +145,10 @@ func _process(delta: float) -> bool:
if not encounter.encounter_active or not boss.combat_active \
or state.encounter_locks_movement:
return _fail("the reveal did not start combat and return fleet control")
var boss_position_before_move: Vector2 = boss.global_position
boss._process(0.5)
if boss.global_position.distance_to(boss_position_before_move) < 10.0:
return _fail("the active boss remained stationary")
print("off-screen signal led into a roar, shake, health reveal and player control")
boss.wave_timer = 999.0
boss.laser_timer = 999.0
@ -156,6 +162,9 @@ func _process(delta: float) -> bool:
for eye in boss.eyes:
if eye.opened or eye.is_in_group(COMBAT_TARGET.GROUP):
return _fail("a tentacle eye starts open and attackable")
if boss.ARMOURED_IRIS_COLOR.is_equal_approx(boss.eyes[0].IRIS_COLOR) \
or boss.ARMOURED_PUPIL_COLOR.is_equal_approx(boss.eyes[0].PUPIL_COLOR):
return _fail("the central eye still shares the tentacle-eye palette")
# --- D. larger, varied, one-in-three waves --------------------
boss.spawn_wave()
@ -280,8 +289,8 @@ func _process(delta: float) -> bool:
var beams: Array = get_nodes_in_group("boss_lasers")
if beams.size() != 3:
return _fail("laser phase launched %d beams, expected three lanes" % beams.size())
if boss.laser_interval >= 5.5 or boss.laser_charge_time >= 1.6:
return _fail("boss lasers retained their old slow cadence")
if boss.laser_interval > 2.5 or boss.laser_charge_time > 0.75:
return _fail("boss lasers are not using the faster cadence")
if beams[0].aim_direction.is_equal_approx(beams[1].aim_direction) \
or beams[1].aim_direction.is_equal_approx(beams[2].aim_direction):
return _fail("laser volley lanes all aim in the same direction")