extends Node2D const ARM_TIME := 0.7 const LIFETIME := 60.0 const TRIGGER_RADIUS := 54.0 const DAMAGE_FRACTION := 0.5 const MINE_TEXTURE := preload("res://assets/other/enemy_mine.png") var player: CharacterBody2D var drift := Vector2.ZERO var _age := 0.0 var _triggered := false var _sprite: Sprite2D func _ready() -> void: add_to_group("enemy_mines") z_index = 12 _sprite = Sprite2D.new() _sprite.name = "MineArtwork" _sprite.texture = MINE_TEXTURE _sprite.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS _sprite.scale = Vector2.ONE * 72.0 / maxf(MINE_TEXTURE.get_width(), MINE_TEXTURE.get_height()) add_child(_sprite) func _physics_process(delta: float) -> void: _age += delta position += drift * delta drift = drift.move_toward(Vector2.ZERO, 100.0 * delta) if is_instance_valid(_sprite): _sprite.rotation = _age * 0.16 _sprite.modulate = Color.WHITE if _age >= ARM_TIME else Color(0.65, 0.65, 0.7) _sprite.modulate.a = clampf(LIFETIME - _age, 0.0, 1.0) queue_redraw() if _age >= LIFETIME: queue_free() return if _triggered or _age < ARM_TIME or not is_instance_valid(player) or bool(player.get("_is_destroyed")): return if global_position.distance_to(player.global_position) <= TRIGGER_RADIUS: _triggered = true player.call("take_damage", float(player.get("max_hull")) * DAMAGE_FRACTION, false, DamageTypes.Type.KINETIC) var explosion := Node2D.new() explosion.set_script(preload("res://scripts/game/deployment_flash.gd")) explosion.set("color", Color("ff4265")) explosion.set("blast", true) explosion.position = position get_parent().add_child(explosion) queue_free() func _draw() -> void: var armed := _age >= ARM_TIME var pulse := 0.65 + 0.35 * sin(_age * 7.0) var accent := Color("ff4265") if armed else Color("ffb45c") var fade := clampf(LIFETIME - _age, 0.0, 1.0) # The artwork carries the hull; soft warning rings remain visible on dark space. draw_circle(Vector2.ZERO, 33.0, Color(accent, 0.07 * pulse * fade)) draw_circle(Vector2.ZERO, 25.0, Color(accent, 0.1 * pulse * fade)) var progress := clampf(_age / ARM_TIME, 0.0, 1.0) draw_arc(Vector2.ZERO, 31.0, -PI * 0.5, -PI * 0.5 + TAU * progress, 64, Color(accent, (0.22 + 0.28 * pulse) * fade), 1.0, true)