extends Node2D const ELITE_DAMAGE_PCT := 0.75 const FLASH_FADE_DURATION := 0.6 @onready var summon_circle: AnimatedSprite2D = $SummonCircle/AnimatedSprite2D @onready var camera = get_node("/root/Game/Camera2D") func _ready() -> void: summon_circle.sprite_frames = summon_circle.sprite_frames.duplicate() summon_circle.sprite_frames.set_animation_loop("default", false) summon_circle.animation_finished.connect(_unleash) summon_circle.play("default") camera.shake(6.0, 1.5, true) func _unleash() -> void: camera.shake(0.3, 8.0) await get_tree().create_timer(0.1).timeout for enemy in get_tree().get_nodes_in_group("enemies"): if not is_instance_valid(enemy): continue if enemy.scale.x > 1.0: enemy.take_damage(int(enemy.max_hp * ELITE_DAMAGE_PCT)) else: enemy.take_damage(enemy.hp) _flash() func _flash() -> void: var layer = CanvasLayer.new() layer.layer = 100 add_child(layer) var rect = ColorRect.new() rect.color = Color(1, 1, 1, 1) rect.set_anchors_preset(Control.PRESET_FULL_RECT) rect.mouse_filter = Control.MOUSE_FILTER_IGNORE layer.add_child(rect) var tween = create_tween() tween.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS) tween.tween_property(rect, "color:a", 0.0, FLASH_FADE_DURATION) await tween.finished queue_free()