fix frost spike a bit more
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@@ -92,6 +92,9 @@ z_index = -2
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material = SubResource("ShaderMaterial_pdbwf")
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tile_set = ExtResource("9")
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[node name="TileMapLayerMiddle" type="TileMapLayer" parent="Environment" unique_id=1063124770]
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tile_set = ExtResource("9")
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[node name="TileMapLayerAbove" type="TileMapLayer" parent="Environment" unique_id=1234567892]
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modulate = Color(1, 1, 1, 0.46666667)
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z_index = 1
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@@ -105,6 +108,7 @@ y_sort_enabled = true
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script = ExtResource("5")
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[node name="CanvasModulate" type="CanvasModulate" parent="." unique_id=948490815]
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visible = false
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light_mask = 1048575
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visibility_layer = 1048575
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color = Color(0.69140625, 0.69140625, 0.69140625, 1)
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@@ -58,7 +58,11 @@ func _spawn_adjacent_after_delay() -> void:
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var sp = scene.instantiate()
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sp.setup(pos, player_owner, damage, false, 1.0, 1.0, true)
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par.add_child(sp)
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# Third wave: center again, 2x scale, 2x damage (most damage)
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# Wait for the 4 adjacent spikes to finish (0.25s), then spawn third-wave center
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await get_tree().create_timer(0.25).timeout
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if not is_instance_valid(self):
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return
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# Third wave: center again, 2x scale, 2x damage (most damage) — only after 4 finish
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var third = scene.instantiate()
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third.setup(global_position, player_owner, damage, false, 2.0, 2.0, true)
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par.add_child(third)
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@@ -2382,12 +2382,12 @@ func _update_fog_of_war(delta: float) -> void:
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var s = dungeon_data.stairs
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if s.has("x") and s.has("y") and s.has("w") and s.has("h"):
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exit_tile = Vector2i(s.x + s.w / 2, s.y + s.h / 2)
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for dx in range(s.w):
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for dy in range(s.h):
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var tx := s.x + dx
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var ty := s.y + dy
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for dx in range(int(s.w)):
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for dy in range(int(s.h)):
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var tx: int = int(s.x) + dx
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var ty: int = int(s.y) + dy
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if tx >= 0 and ty >= 0 and tx < map_size.x and ty < map_size.y:
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var idx := tx + ty * map_size.x
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var idx: int = tx + ty * map_size.x
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if idx >= 0 and idx < explored_map.size() and explored_map[idx] != 0:
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exit_discovered = true
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break
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