class_name OctopusBoss extends Node2D signal phase_changed(phase: int) signal defeated const EYE_SCENE: PackedScene = preload("res://boss/BossEye.tscn") const MINION_SCENE: PackedScene = preload("res://boss/BossMinion.tscn") const RETURN_SCENE: PackedScene = preload("res://boss/BossReturnSignal.tscn") const LASER_SCENE: PackedScene = preload("res://enemies/EnemyBigLaserBeam.tscn") enum Phase { MINION_WAVES, LASER_STORM, DEFEATED } const EYE_COUNT: int = 6 const PHASE_TWO_EYES: int = 3 const BODY_RADIUS: float = 86.0 const TENTACLE_LENGTH: float = 235.0 @export var first_wave_delay: float = 1.5 @export var wave_interval: float = 6.0 @export var minions_per_wave: int = 5 @export var laser_interval: float = 5.5 @export var laser_charge_time: float = 1.6 @export var laser_range: float = 1500.0 var phase: int = Phase.MINION_WAVES var wave_timer: float = 0.0 var laser_timer: float = 0.0 var wave_index: int = 0 var eyes: Array = [] var eyes_opened: int = 0 var eyes_destroyed: int = 0 var spawned_minions: Array = [] var return_signals: Array = [] var animation_phase: float = 0.0 func _ready() -> void: add_to_group("bosses") wave_timer = first_wave_delay laser_timer = laser_interval _build_eyes() queue_redraw() func _build_eyes() -> void: for i in range(EYE_COUNT): var eye: Area2D = EYE_SCENE.instantiate() eye.position = eye_position(i) eye.rotation = eye.position.angle() add_child(eye) eye.destroyed.connect(_on_eye_destroyed.bind(i)) eyes.append(eye) func eye_position(index: int) -> Vector2: var angle: float = -PI / 2.0 + TAU * float(index) / float(EYE_COUNT) # Alternating reach keeps the silhouette organic without randomising the # actual weak-point layout between attempts. var reach: float = TENTACLE_LENGTH * (0.88 if index % 2 == 0 else 1.0) return Vector2.from_angle(angle) * reach func _process(delta: float) -> void: if phase == Phase.DEFEATED: return animation_phase += delta spawned_minions = spawned_minions.filter(func(node): return is_instance_valid(node)) return_signals = return_signals.filter(func(node): return is_instance_valid(node)) wave_timer -= delta if wave_timer <= 0.0: spawn_wave() wave_timer = wave_interval * (1.25 if phase == Phase.LASER_STORM else 1.0) if phase == Phase.LASER_STORM: laser_timer -= delta if laser_timer <= 0.0: fire_laser_volley() laser_timer = laser_interval queue_redraw() func spawn_wave() -> void: var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet") if fleet == null or fleet.ships.is_empty() or get_parent() == null: return var count: int = maxi(3, minions_per_wave - (2 if phase == Phase.LASER_STORM else 0)) var marked_slot: int = wave_index % count for i in range(count): var minion: Area2D = MINION_SCENE.instantiate() minion.marked = i == marked_slot minion.boss = self get_parent().add_child(minion) var angle: float = TAU * float(i) / float(count) + float(wave_index) * 0.47 # Minions are siblings rather than boss children, so account for the # encounter scene's imposing boss scale when placing them off its body. var launch_radius: float = BODY_RADIUS * scale.x + 34.0 minion.global_position = global_position + Vector2.from_angle(angle) * launch_radius spawned_minions.append(minion) wave_index += 1 func accept_marked_kill(from: Vector2) -> void: if phase == Phase.DEFEATED or get_parent() == null: return var returning: Node2D = RETURN_SCENE.instantiate() returning.target = self get_parent().add_child(returning) returning.global_position = from return_signals.append(returning) func open_next_eye() -> bool: if phase == Phase.DEFEATED: return false for eye in eyes: if is_instance_valid(eye) and not bool(eye.opened): eye.open_eye() eyes_opened += 1 return true return false func _on_eye_destroyed(_index: int) -> void: eyes_destroyed += 1 if eyes_destroyed >= EYE_COUNT: _defeat() return if phase == Phase.MINION_WAVES and eyes_destroyed >= PHASE_TWO_EYES: phase = Phase.LASER_STORM laser_timer = 0.35 phase_changed.emit(phase) queue_redraw() func fire_laser_volley() -> void: if phase != Phase.LASER_STORM: return var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet") if fleet == null or fleet.ships.is_empty(): return var toward: Vector2 = fleet.get_centroid() - global_position if toward.length() < 1.0: return # Three locked, dodgeable lanes form the second phase's distinct pattern. for spread in [-0.17, 0.0, 0.17]: var beam: Node2D = LASER_SCENE.instantiate() beam.charge_time = laser_charge_time beam.beam_range = laser_range beam.beam_half_width = 24.0 beam.damage = 1 beam.color = Color(1.0, 0.12, 0.58) get_tree().root.add_child(beam) beam.add_to_group("boss_lasers") beam.launch(global_position, toward.rotated(float(spread))) func _defeat() -> void: if phase == Phase.DEFEATED: return phase = Phase.DEFEATED for minion in spawned_minions: if is_instance_valid(minion): minion.retire() for returning in return_signals: if is_instance_valid(returning): returning.queue_free() EnemyExplosionVFX.spawn(get_tree().root, global_position) Sfx.play(get_tree(), Sfx.ENEMY_DEATH) visible = false phase_changed.emit(phase) defeated.emit() func suppress_as_defeated() -> void: phase = Phase.DEFEATED visible = false set_process(false) func _draw() -> void: if phase == Phase.DEFEATED: return var flesh := Color(0.95, 0.18, 0.58) var phase_color := Color(1.0, 0.1, 0.32) if phase == Phase.LASER_STORM \ else flesh var dark := Color(0.075, 0.004, 0.05) for i in range(EYE_COUNT): var end: Vector2 = eye_position(i) var angle: float = end.angle() var side := Vector2.from_angle(angle + PI / 2.0) var points := PackedVector2Array() for step in range(9): var t: float = float(step) / 8.0 var sway: float = sin(animation_phase * 1.7 + float(i) * 1.4 + t * PI * 2.0) points.append(end * t + side * sway * 18.0 * sin(t * PI)) NeonDraw.draw_glowing_path(self, points, phase_color, 0.8, 0.8, dark) var body := PackedVector2Array() for i in range(28): var angle: float = TAU * float(i) / 28.0 var pulse: float = 1.0 + 0.045 * sin(animation_phase * 2.4 + float(i) * 1.9) body.append(Vector2.from_angle(angle) * BODY_RADIUS * pulse) NeonDraw.draw_glowing_polygon(self, body, phase_color, 0.92, dark) # 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)) NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 31.0, Color(0.28, 0.92, 1.0), 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) draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)