spaceship/enemies/EnemySpawner.gd
Loïc Wisniewski 890e1c812f #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>
2026-08-23 11:52:18 +02:00

51 lines
1.6 KiB
GDScript

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