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>
51 lines
1.6 KiB
GDScript
51 lines
1.6 KiB
GDScript
extends Node2D
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@export var min_spawn_interval: float = 3.0
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@export var max_spawn_interval: float = 6.0
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@export var spawn_margin: float = 150.0
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# #96: this spawner is the only place the player meets an enemy off an
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# authored map, so a new open-space enemy has to take a share of it or it
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# only ever exists in the setup editor. Kept a minority of the wave: the
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# lancer is punctuation against a background of chasers, and a screen of
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# them would be all telegraph and no fight.
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@export var lancer_chance: float = 0.25
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@onready var fleet: Node2D = get_node("../Fleet")
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var enemy_scene: PackedScene = preload("res://enemies/Enemy.tscn")
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var timer: float = 0.0
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var next_spawn_time: float = 0.0
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func _ready() -> void:
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randomize()
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_reset_timer()
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func _process(delta: float) -> void:
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timer += delta
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if timer >= next_spawn_time:
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timer = 0.0
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_reset_timer()
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_spawn_enemy()
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func _reset_timer() -> void:
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next_spawn_time = randf_range(min_spawn_interval, max_spawn_interval)
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func _spawn_enemy() -> void:
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if fleet.ships.is_empty():
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return
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var visible_rect: Rect2 = ViewUtils.get_visible_world_rect(self)
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var radius: float = visible_rect.size.length() / 2.0 + spawn_margin
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var angle: float = randf() * TAU
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var spawn_pos: Vector2 = fleet.get_centroid() + Vector2(cos(angle), sin(angle)) * radius
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var enemy: Node2D = enemy_scene.instantiate()
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# Set before add_child: Enemy._ready() is what resolves enemy_id into a
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# definition, and it runs the moment the node enters the tree.
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enemy.enemy_id = "lancer" if randf() < lancer_chance else "chaser"
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enemy.position = spawn_pos
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get_parent().add_child(enemy)
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