extends Node2D const ARM_TIME := 0.7 const LIFETIME := 60.0 const TRIGGER_RADIUS := 54.0 var player: CharacterBody2D var drift := Vector2.ZERO var _age := 0.0 var _triggered := false func _ready() -> void: add_to_group("enemy_mines") z_index = 12 func _physics_process(delta: float) -> void: _age += delta position += drift * delta drift = drift.move_toward(Vector2.ZERO, 100.0 * delta) 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")) * 0.05, 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) draw_circle(Vector2.ZERO, 30.0, Color(accent, 0.08 * pulse * fade)) var shell := PackedVector2Array() for index in 16: var radius := 24.0 if index % 2 == 0 else 13.0 shell.append(Vector2.from_angle(TAU * index / 16.0) * radius) draw_colored_polygon(shell, Color("292236") * Color(1, 1, 1, fade)) var outline := shell.duplicate() outline.append(shell[0]) draw_polyline(outline, Color(accent, 0.9 * fade), 1.5, true) draw_circle(Vector2.ZERO, 10.0, Color("13101e") * Color(1, 1, 1, fade)) draw_arc(Vector2.ZERO, 11.0, 0.0, TAU, 32, Color(accent, fade), 2.0, true) for index in 3: var direction := Vector2.from_angle(-PI * 0.5 + TAU * index / 3.0) draw_line(direction * 4.0, direction * 8.0, Color(accent, pulse * fade), 2.5, true) draw_circle(Vector2.ZERO, 3.0, Color(accent, pulse * fade))