pulse node, shaft strip, constantify, etc.
This commit is contained in:
parent
d4c609e1af
commit
0b6d121986
24 changed files with 645 additions and 245 deletions
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@ -8,24 +8,24 @@ var saved_count := 0
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var doors_closing_flag := false
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var _onboarded := false
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var base_survivors := 2
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var survivors_per_floor_increase := 1
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const BASE_SURVIVORS := 2
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const SURVIVORS_PER_FLOOR_INCREASE := 1
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var survivors_remaining := 0
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var threshold := 2
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const THRESHOLD := 2
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var score := 0
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var points_per_person := 100
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const POINTS_PER_PERSON := 100
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const MOVING_ZONE_START_FLOOR := 7
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const MOVING_ZONE_BASE_SPEED := 40.0
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const MOVING_ZONE_SPEED_PER_FLOOR := 12.0
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const MOVING_ZONE_SPEED_MIN := 20.0
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const MOVING_ZONE_SPEED_MAX := 130.0
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const DIFFICULTY_EXPONENT := 1.4
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var robot_speed_top := 1.0
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var robot_speed_per_floor := 0.15
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var robot_delay_top := 8.0
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var robot_delay_per_floor := 0.6
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var robot_delay_min := 1.0
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const ROBOT_SPEED_TOP := 2.0
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const ROBOT_SPEED_PER_FLOOR := 0.15
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const ROBOT_DELAY_TOP := 3.0
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const ROBOT_DELAY_PER_FLOOR := 0.6
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const ROBOT_DELAY_MIN := 1.0
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var people_in_elevator := 0
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@ -49,37 +49,51 @@ func _unhandled_input(event):
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_on_block_pressed()
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elif event.keycode == KEY_R:
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get_tree().reload_current_scene()
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elif event.keycode >= KEY_1 and event.keycode <= KEY_9:
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EventBus.debug_starting_floor = event.keycode - KEY_0
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get_tree().reload_current_scene()
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elif event.keycode == KEY_0:
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EventBus.debug_starting_floor = EventBus.STARTING_FLOOR
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get_tree().reload_current_scene()
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func _start_floor():
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$SfxOpen.play()
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$SfxBell.play()
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func _reset_floor_state():
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doors_closing_flag = false
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people_in_elevator = 0
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_close_button.text = "CLOSE"
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var floors_remaining = current_floor - 1
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survivors_remaining = BASE_SURVIVORS + (floors_remaining * SURVIVORS_PER_FLOOR_INCREASE)
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func _start_floor():
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if EventBus.debug_starting_floor > 0:
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current_floor = EventBus.debug_starting_floor
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_onboarded = true
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EventBus.debug_starting_floor = 0
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$SfxOpen.play()
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$SfxBell.play()
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_reset_floor_state()
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EventBus.doors_opened.emit()
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var floors_remaining = current_floor - 1
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survivors_remaining = base_survivors + (floors_remaining * survivors_per_floor_increase)
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EventBus.people_changed.emit(people_in_elevator, threshold)
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EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
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EventBus.floor_changed.emit(current_floor)
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EventBus.floor_started.emit(survivors_remaining)
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var floors_descended = EventBus.STARTING_FLOOR - current_floor
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var robot_speed = robot_speed_top + floors_descended * robot_speed_per_floor
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var robot_delay = max(robot_delay_min, robot_delay_top - floors_descended * robot_delay_per_floor)
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var robot_speed = ROBOT_SPEED_TOP + floors_descended * ROBOT_SPEED_PER_FLOOR
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var robot_delay = max(ROBOT_DELAY_MIN, ROBOT_DELAY_TOP - floors_descended * ROBOT_DELAY_PER_FLOOR)
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EventBus.robot_floor_started.emit(robot_delay, robot_speed)
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_screen.start(current_floor)
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if current_floor <= MOVING_ZONE_START_FLOOR:
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var floors_below = MOVING_ZONE_START_FLOOR - current_floor
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_screen.set_block_zone_movement(MOVING_ZONE_BASE_SPEED + floors_below * MOVING_ZONE_SPEED_PER_FLOOR)
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var t_raw = float(floors_descended) / float(EventBus.STARTING_FLOOR - 1)
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var t_difficulty = pow(t_raw, DIFFICULTY_EXPONENT)
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var zone_speed = lerp(MOVING_ZONE_SPEED_MIN, MOVING_ZONE_SPEED_MAX, t_difficulty)
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_screen.set_block_zone_movement(zone_speed)
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if not _onboarded:
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_onboarded = true
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_screen.show_onboarding("BLOCK\nIN GREEN ZONE")
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get_tree().create_timer(3.0).timeout.connect(
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get_tree().create_timer(3.0, false).timeout.connect(
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func():
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if not is_instance_valid(_screen):
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return
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@ -88,7 +102,7 @@ func _start_floor():
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CONNECT_ONE_SHOT
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)
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else:
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get_tree().create_timer(PRE_PULSE_DELAY).timeout.connect(
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get_tree().create_timer(PRE_PULSE_DELAY, false).timeout.connect(
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func():
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if not is_instance_valid(self) or doors_closing_flag:
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return
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@ -117,14 +131,14 @@ func _on_pulse_blocked():
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survivors_remaining -= 1
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people_in_elevator += 1
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$SfxDing.play()
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EventBus.people_changed.emit(people_in_elevator, threshold)
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EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
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if survivors_remaining <= 0:
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get_tree().create_timer(0.25).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
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get_tree().create_timer(0.25, false).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
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return
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var gap = _screen.get_pulse_gap()
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get_tree().create_timer(gap).timeout.connect(
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get_tree().create_timer(gap, false).timeout.connect(
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func():
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if not doors_closing_flag:
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_screen.launch_pulse(),
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@ -137,13 +151,13 @@ func _on_doors_closing(fast: bool = false):
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doors_closing_flag = true
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EventBus.doors_closed.emit(fast)
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if people_in_elevator < threshold:
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if people_in_elevator < THRESHOLD:
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_screen.show_loss("TOO FEW")
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EventBus.game_lost.emit("TOO FEW")
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return
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var base_points = people_in_elevator * points_per_person
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var bonus = max(0, people_in_elevator - threshold) * points_per_person
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var base_points = people_in_elevator * POINTS_PER_PERSON
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var bonus = max(0, people_in_elevator - THRESHOLD) * POINTS_PER_PERSON
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score += base_points + bonus
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saved_count += people_in_elevator
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