spaceship/enemies/EnemyDefinitions.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

49 lines
2.2 KiB
GDScript

class_name EnemyDefinitions
extends RefCounted
const DEFAULT_ID: String = "chaser"
const ORDER: PackedStringArray = ["chaser", "lancer", "sniper", "artillery", "turret_spawner", "enemy_mothership"]
const DEFINITIONS: Dictionary = {
"chaser": preload("res://enemies/ChaserEnemyDefinition.tres"),
"lancer": preload("res://enemies/LancerEnemyDefinition.tres"),
"sniper": preload("res://enemies/SniperEnemyDefinition.tres"),
"artillery": preload("res://enemies/ArtilleryEnemyDefinition.tres"),
"turret_spawner": preload("res://enemies/TurretSpawnerEnemyDefinition.tres"),
"enemy_mothership": preload("res://enemies/MothershipEnemyDefinition.tres"),
}
# The single place that knows what an enemy LOOKS like. Three things draw
# enemies - the enemy itself, the map editor's markers, and the editor's
# palette buttons - and each used to reimplement it from hull_points alone.
# Adding interior detail to the definitions therefore showed up in the game
# and nowhere else, so an editor marker no longer matched the ship it placed.
#
# `at` and `scale` exist because the palette draws into a small button
# centred on itself, while the other two draw around their own origin at
# full size.
static func draw_definition(item: CanvasItem, definition: Resource, glow: Color,
scale: float = 1.0, at: Vector2 = Vector2.ZERO) -> void:
if definition == null:
return
var core: Color = definition.core_color
item.draw_set_transform(at, 0.0, Vector2(scale, scale))
NeonDraw.draw_glowing_polygon(item, definition.hull_points, glow, 1.0, core)
var lines: PackedVector2Array = definition.detail_lines
for i in range(0, lines.size() - 1, 2):
NeonDraw.draw_glowing_line(item, lines[i], lines[i + 1], glow, 0.85, 0.55, core)
var rings: PackedVector2Array = definition.detail_rings
for i in range(0, rings.size() - 1, 2):
NeonDraw.draw_glowing_circle(item, rings[i], rings[i + 1].x, glow, 0.85, core)
item.draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
static func get_definition(enemy_id: String) -> Resource:
return DEFINITIONS.get(enemy_id, DEFINITIONS[DEFAULT_ID])
static func all() -> Array:
var result: Array = []
for enemy_id in ORDER:
result.append(DEFINITIONS[enemy_id])
return result