Make boss encounter more dynamic
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471a43e8a6
commit
cb6b0b69c6
6 changed files with 60 additions and 9 deletions
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@ -5,6 +5,8 @@ signal destroyed
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signal health_changed(current: int, maximum: int)
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const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
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const IRIS_COLOR := Color(0.25, 0.92, 1.0)
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const PUPIL_COLOR := Color(1.0, 0.9, 0.3)
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@export var max_hp: int = 5
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@ -69,7 +71,7 @@ func _draw() -> void:
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var pulse: float = 0.78 + 0.22 * sin(phase * 5.0)
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draw_set_transform(Vector2.ZERO, 0.0, Vector2(1.0, 0.66))
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 25.0,
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Color(0.25, 0.92, 1.0), pulse, dark)
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IRIS_COLOR, pulse, dark)
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 10.0,
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Color(1.0, 0.9, 0.3), 1.0, dark)
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PUPIL_COLOR, 1.0, dark)
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draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
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@ -21,12 +21,20 @@ const MAX_ACTIVE_MINIONS: int = 16
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const GOLDEN_WAVE_PERIOD: int = 3
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const CORE_MAX_HEALTH: int = 36
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const REDRAW_INTERVAL: float = 1.0 / 12.0
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const ARMOURED_IRIS_COLOR := Color(0.72, 0.22, 1.0)
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const ARMOURED_PUPIL_COLOR := Color(0.18, 1.0, 0.62)
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const EXPOSED_IRIS_COLOR := Color(1.0, 0.56, 0.08)
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const EXPOSED_PUPIL_COLOR := Color(1.0, 0.94, 0.42)
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@export var first_wave_delay: float = 1.5
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@export var wave_interval: float = 6.0
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@export var minions_per_wave: int = 7
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@export var laser_interval: float = 3.5
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@export var laser_charge_time: float = 0.85
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@export var laser_interval: float = 2.25
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@export var laser_charge_time: float = 0.7
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@export var move_speed: float = 115.0
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@export var move_acceleration: float = 180.0
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@export var preferred_fleet_range: float = 880.0
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@export var strafe_speed: float = 72.0
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var phase: int = Phase.MINION_WAVES
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var wave_timer: float = 0.0
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@ -43,6 +51,7 @@ var total_max_health: int = CORE_MAX_HEALTH
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var core_health: int = CORE_MAX_HEALTH
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var core_exposed: bool = false
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var combat_active: bool = true
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var movement_velocity: Vector2 = Vector2.ZERO
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func _ready() -> void:
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@ -77,6 +86,7 @@ func _process(delta: float) -> void:
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if phase == Phase.DEFEATED or not combat_active:
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return
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animation_phase += delta
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_move_around_fleet(delta)
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wave_timer -= delta
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if wave_timer <= 0.0:
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@ -94,6 +104,31 @@ func _process(delta: float) -> void:
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queue_redraw()
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func _move_around_fleet(delta: float) -> void:
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var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
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if fleet == null or fleet.ships.is_empty():
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movement_velocity = movement_velocity.move_toward(Vector2.ZERO,
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move_acceleration * delta)
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return
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var from_fleet: Vector2 = global_position - fleet.get_centroid()
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if from_fleet.length_squared() < 1.0:
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from_fleet = Vector2.UP
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var away: Vector2 = from_fleet.normalized()
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# Close or open the range while continuously strafing around the fleet.
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# Acceleration keeps the large creature drifting rather than snapping when
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# the player crosses it, and the speed cap makes its orbit predictable.
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var range_error: float = from_fleet.length() - preferred_fleet_range
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var radial_speed: float = clampf(range_error * 0.8, -move_speed, move_speed)
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var desired_velocity: Vector2 = -away * radial_speed \
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+ away.orthogonal() * strafe_speed
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if phase == Phase.CORE_EXPOSED:
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desired_velocity *= 0.7
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desired_velocity = desired_velocity.limit_length(move_speed)
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movement_velocity = movement_velocity.move_toward(desired_velocity,
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move_acceleration * delta)
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global_position += movement_velocity * delta
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func spawn_wave() -> void:
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if not combat_active or phase == Phase.CORE_EXPOSED or phase == Phase.DEFEATED:
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return
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@ -303,10 +338,10 @@ func _draw() -> void:
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# The central eye watches but is armoured; only tentacle eyes opened by a
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# returning marked minion join the combat-target group.
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draw_set_transform(Vector2.ZERO, 0.0, Vector2(0.72, 1.0))
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var core_color := Color(1.0, 0.78, 0.18) if core_exposed \
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else Color(0.28, 0.92, 1.0)
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var core_color := EXPOSED_IRIS_COLOR if core_exposed else ARMOURED_IRIS_COLOR
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 31.0,
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core_color, 0.8 + 0.2 * sin(animation_phase * 3.0), dark)
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 12.0,
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Color(1.0, 0.82, 0.2), 1.0, dark)
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EXPOSED_PUPIL_COLOR if core_exposed else ARMOURED_PUPIL_COLOR,
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1.0, dark)
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draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
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@ -13,6 +13,7 @@ editor_visible = false
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show_capture_status = false
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background_shader = ExtResource("2")
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background_field_texture = ExtResource("4")
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background_cell_size = 90.0
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base_color = Color(0.055, 0.008, 0.05, 1)
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crater_color = Color(0.16, 0.018, 0.10, 1)
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highlight_color = Color(0.16, 0.66, 0.72, 1)
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@ -21,6 +21,9 @@ extends Resource
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# terrain still bakes once; authored surfaces can avoid both that load spike
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# and all per-frame procedural fragment work by shipping their tile directly.
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@export var background_field_texture: Texture2D = null
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# World-space size of one background field cell. Smaller values reveal more
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# of the authored field at once without changing the gameplay camera zoom.
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@export_range(40.0, 440.0, 1.0) var background_cell_size: float = 220.0
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@export var base_color: Color = Color(0.75, 0.75, 0.76, 1.0)
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@export var crater_color: Color = Color(0.44, 0.44, 0.45, 1.0)
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@export var highlight_color: Color = Color(0.89, 0.89, 0.9, 1.0)
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@ -70,6 +70,7 @@ func apply_profile(profile: Resource) -> void:
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if profile.background_shader != null:
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material.shader = profile.background_shader
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_provided_field_texture = profile.background_field_texture
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material.set_shader_parameter("cell_size", profile.background_cell_size)
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material.set_shader_parameter("base_color", base_color)
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material.set_shader_parameter("crater_color", crater_color)
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material.set_shader_parameter("highlight_color", highlight_color)
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@ -71,6 +71,8 @@ func _process(delta: float) -> bool:
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if composed_background.get_shader_parameter("field_texture") \
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!= profile.background_field_texture:
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return _fail("boss backdrop did not bind its ready-made field texture")
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if float(composed_background.get_shader_parameter("cell_size")) >= 120.0:
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return _fail("boss backdrop still magnifies too small a part of its authored field")
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if profile.editor_visible or "boss" in surface_profiles.editor_profile_ids():
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return _fail("boss surface is configurable in the map editor")
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state.dev_mode = true
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@ -143,6 +145,10 @@ func _process(delta: float) -> bool:
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if not encounter.encounter_active or not boss.combat_active \
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or state.encounter_locks_movement:
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return _fail("the reveal did not start combat and return fleet control")
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var boss_position_before_move: Vector2 = boss.global_position
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boss._process(0.5)
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if boss.global_position.distance_to(boss_position_before_move) < 10.0:
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return _fail("the active boss remained stationary")
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print("off-screen signal led into a roar, shake, health reveal and player control")
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boss.wave_timer = 999.0
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boss.laser_timer = 999.0
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@ -156,6 +162,9 @@ func _process(delta: float) -> bool:
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for eye in boss.eyes:
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if eye.opened or eye.is_in_group(COMBAT_TARGET.GROUP):
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return _fail("a tentacle eye starts open and attackable")
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if boss.ARMOURED_IRIS_COLOR.is_equal_approx(boss.eyes[0].IRIS_COLOR) \
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or boss.ARMOURED_PUPIL_COLOR.is_equal_approx(boss.eyes[0].PUPIL_COLOR):
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return _fail("the central eye still shares the tentacle-eye palette")
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# --- D. larger, varied, one-in-three waves --------------------
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boss.spawn_wave()
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@ -280,8 +289,8 @@ func _process(delta: float) -> bool:
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var beams: Array = get_nodes_in_group("boss_lasers")
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if beams.size() != 3:
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return _fail("laser phase launched %d beams, expected three lanes" % beams.size())
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if boss.laser_interval >= 5.5 or boss.laser_charge_time >= 1.6:
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return _fail("boss lasers retained their old slow cadence")
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if boss.laser_interval > 2.5 or boss.laser_charge_time > 0.75:
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return _fail("boss lasers are not using the faster cadence")
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if beams[0].aim_direction.is_equal_approx(beams[1].aim_direction) \
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or beams[1].aim_direction.is_equal_approx(beams[2].aim_direction):
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return _fail("laser volley lanes all aim in the same direction")
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