pulse node, shaft strip, constantify, etc.

This commit is contained in:
Jennie Robinson Faber 2026-05-12 19:10:15 +01:00
parent d4c609e1af
commit 0b6d121986
24 changed files with 645 additions and 245 deletions

View file

@ -8,24 +8,24 @@ var saved_count := 0
var doors_closing_flag := false
var _onboarded := false
var base_survivors := 2
var survivors_per_floor_increase := 1
const BASE_SURVIVORS := 2
const SURVIVORS_PER_FLOOR_INCREASE := 1
var survivors_remaining := 0
var threshold := 2
const THRESHOLD := 2
var score := 0
var points_per_person := 100
const POINTS_PER_PERSON := 100
const MOVING_ZONE_START_FLOOR := 7
const MOVING_ZONE_BASE_SPEED := 40.0
const MOVING_ZONE_SPEED_PER_FLOOR := 12.0
const MOVING_ZONE_SPEED_MIN := 20.0
const MOVING_ZONE_SPEED_MAX := 130.0
const DIFFICULTY_EXPONENT := 1.4
var robot_speed_top := 1.0
var robot_speed_per_floor := 0.15
var robot_delay_top := 8.0
var robot_delay_per_floor := 0.6
var robot_delay_min := 1.0
const ROBOT_SPEED_TOP := 2.0
const ROBOT_SPEED_PER_FLOOR := 0.15
const ROBOT_DELAY_TOP := 3.0
const ROBOT_DELAY_PER_FLOOR := 0.6
const ROBOT_DELAY_MIN := 1.0
var people_in_elevator := 0
@ -49,37 +49,51 @@ func _unhandled_input(event):
_on_block_pressed()
elif event.keycode == KEY_R:
get_tree().reload_current_scene()
elif event.keycode >= KEY_1 and event.keycode <= KEY_9:
EventBus.debug_starting_floor = event.keycode - KEY_0
get_tree().reload_current_scene()
elif event.keycode == KEY_0:
EventBus.debug_starting_floor = EventBus.STARTING_FLOOR
get_tree().reload_current_scene()
func _start_floor():
$SfxOpen.play()
$SfxBell.play()
func _reset_floor_state():
doors_closing_flag = false
people_in_elevator = 0
_close_button.text = "CLOSE"
var floors_remaining = current_floor - 1
survivors_remaining = BASE_SURVIVORS + (floors_remaining * SURVIVORS_PER_FLOOR_INCREASE)
func _start_floor():
if EventBus.debug_starting_floor > 0:
current_floor = EventBus.debug_starting_floor
_onboarded = true
EventBus.debug_starting_floor = 0
$SfxOpen.play()
$SfxBell.play()
_reset_floor_state()
EventBus.doors_opened.emit()
var floors_remaining = current_floor - 1
survivors_remaining = base_survivors + (floors_remaining * survivors_per_floor_increase)
EventBus.people_changed.emit(people_in_elevator, threshold)
EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
EventBus.floor_changed.emit(current_floor)
EventBus.floor_started.emit(survivors_remaining)
var floors_descended = EventBus.STARTING_FLOOR - current_floor
var robot_speed = robot_speed_top + floors_descended * robot_speed_per_floor
var robot_delay = max(robot_delay_min, robot_delay_top - floors_descended * robot_delay_per_floor)
var robot_speed = ROBOT_SPEED_TOP + floors_descended * ROBOT_SPEED_PER_FLOOR
var robot_delay = max(ROBOT_DELAY_MIN, ROBOT_DELAY_TOP - floors_descended * ROBOT_DELAY_PER_FLOOR)
EventBus.robot_floor_started.emit(robot_delay, robot_speed)
_screen.start(current_floor)
if current_floor <= MOVING_ZONE_START_FLOOR:
var floors_below = MOVING_ZONE_START_FLOOR - current_floor
_screen.set_block_zone_movement(MOVING_ZONE_BASE_SPEED + floors_below * MOVING_ZONE_SPEED_PER_FLOOR)
var t_raw = float(floors_descended) / float(EventBus.STARTING_FLOOR - 1)
var t_difficulty = pow(t_raw, DIFFICULTY_EXPONENT)
var zone_speed = lerp(MOVING_ZONE_SPEED_MIN, MOVING_ZONE_SPEED_MAX, t_difficulty)
_screen.set_block_zone_movement(zone_speed)
if not _onboarded:
_onboarded = true
_screen.show_onboarding("BLOCK\nIN GREEN ZONE")
get_tree().create_timer(3.0).timeout.connect(
get_tree().create_timer(3.0, false).timeout.connect(
func():
if not is_instance_valid(_screen):
return
@ -88,7 +102,7 @@ func _start_floor():
CONNECT_ONE_SHOT
)
else:
get_tree().create_timer(PRE_PULSE_DELAY).timeout.connect(
get_tree().create_timer(PRE_PULSE_DELAY, false).timeout.connect(
func():
if not is_instance_valid(self) or doors_closing_flag:
return
@ -117,14 +131,14 @@ func _on_pulse_blocked():
survivors_remaining -= 1
people_in_elevator += 1
$SfxDing.play()
EventBus.people_changed.emit(people_in_elevator, threshold)
EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
if survivors_remaining <= 0:
get_tree().create_timer(0.25).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
get_tree().create_timer(0.25, false).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
return
var gap = _screen.get_pulse_gap()
get_tree().create_timer(gap).timeout.connect(
get_tree().create_timer(gap, false).timeout.connect(
func():
if not doors_closing_flag:
_screen.launch_pulse(),
@ -137,13 +151,13 @@ func _on_doors_closing(fast: bool = false):
doors_closing_flag = true
EventBus.doors_closed.emit(fast)
if people_in_elevator < threshold:
if people_in_elevator < THRESHOLD:
_screen.show_loss("TOO FEW")
EventBus.game_lost.emit("TOO FEW")
return
var base_points = people_in_elevator * points_per_person
var bonus = max(0, people_in_elevator - threshold) * points_per_person
var base_points = people_in_elevator * POINTS_PER_PERSON
var bonus = max(0, people_in_elevator - THRESHOLD) * POINTS_PER_PERSON
score += base_points + bonus
saved_count += people_in_elevator