Rework elevator gameplay around pulse-blocking and per-floor spawning
This commit is contained in:
parent
a95eaa4dfb
commit
150e703d29
12 changed files with 423 additions and 151 deletions
BIN
audio/ElevatorClose1.wav
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audio/ElevatorClose1.wav
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audio/ElevatorClose1.wav.import
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audio/ElevatorClose1.wav.import
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@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://dgqb1rovgwuan"
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path="res://.godot/imported/ElevatorClose1.wav-62a28fe304e25bbeaadaf96c7277c8f4.sample"
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[deps]
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source_file="res://audio/ElevatorClose1.wav"
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dest_files=["res://.godot/imported/ElevatorClose1.wav-62a28fe304e25bbeaadaf96c7277c8f4.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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audio/ElevatorDing1.wav
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audio/ElevatorDing1.wav
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audio/ElevatorDing1.wav.import
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audio/ElevatorDing1.wav.import
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@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://mqoxmuiw0obf"
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path="res://.godot/imported/ElevatorDing1.wav-ffc48b0f83fdbf8986f81b07b7f55b94.sample"
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[deps]
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source_file="res://audio/ElevatorDing1.wav"
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dest_files=["res://.godot/imported/ElevatorDing1.wav-ffc48b0f83fdbf8986f81b07b7f55b94.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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BIN
audio/ElevatorOpen1.wav
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audio/ElevatorOpen1.wav
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audio/ElevatorOpen1.wav.import
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audio/ElevatorOpen1.wav.import
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@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://bavo8f76jr7i6"
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path="res://.godot/imported/ElevatorOpen1.wav-aad7a3c9d4a0cc4e4383f9c0ab196d12.sample"
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[deps]
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source_file="res://audio/ElevatorOpen1.wav"
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dest_files=["res://.godot/imported/ElevatorOpen1.wav-aad7a3c9d4a0cc4e4383f9c0ab196d12.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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@ -12,11 +12,16 @@ var spawn_readiness: bool = false
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@onready var start_pos = survivor_spawn.global_position
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func _ready() -> void:
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start()
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spawn_readiness = false
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func _physics_process(delta):
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if spawn_readiness == true:
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spawn_survivor()
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spawn_readiness = false
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else:
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func start() -> void:
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spawn_readiness = true
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spawn_survivor()
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#func _physics_process(delta):
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#if spawn_readiness == true:
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@ -32,7 +37,7 @@ func spawn_survivor():
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else:
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var survivor_delay: float = randf_range(1, 2.5)
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var start_variance = Vector3((randf_range(-1, 2)),0,0)
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for x in range(survivors):
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var s = survivor.instantiate()
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@ -1,91 +1,171 @@
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extends Control
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# now we're cookin with bacon!
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extends PanelContainer
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# Floor state
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var current_floor := 10
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var saved_count := 0
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var doors_closing := false
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var doors_closing_flag := false
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# threshold increases as you descend!
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var base_threshold := 2
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var threshold_increase_interval := 2 # +1 required every x floors
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# Survivors per floor: more at top, fewer as you descend
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var base_survivors := 2
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var survivors_per_floor_increase := 1 # per floor above ground
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var survivors_remaining := 0
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# scoring
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# Flat threshold: must save at least this many per floor
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var threshold := 2
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# Scoring
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var score := 0
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var points_per_person := 100
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var points_per_person := 100 # base + bonus per person above threshold
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# placeholder until henry's system provides real count
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var people_in_elevator := 3
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var people_in_elevator := 0
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# placeholder until hnry's collision signal is ready
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# PLACEHOLDER: replaced by Henry's robot collision signal.
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# Handler is _on_timer_expired().
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var floor_time_limit := 10.0
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var floor_timer: Timer
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func get_threshold() -> int:
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var floors_cleared := 10 - current_floor
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return base_threshold + floors_cleared / threshold_increase_interval
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# PLACEHOLDER: remove when Henry's spawning system is in.
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@onready var spawner = get_node("../../Node3D")
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signal floor_changed(floor_num: int)
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signal saved_changed(count: int)
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signal score_changed(new_score: int)
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signal people_changed(count: int, threshold_val: int)
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signal game_won
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signal game_lost
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func _ready():
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$PanelMargin/PanelColumn/CloseButton.pressed.connect(_on_close_pressed)
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var button = $PanelMargin/PanelColumn/CloseButton
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button.text = "BLOCK"
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button.pressed.connect(_on_block_pressed)
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floor_timer = Timer.new()
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floor_timer.one_shot = true
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floor_timer.wait_time = floor_time_limit
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floor_timer.timeout.connect(_on_timer_expired)
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add_child(floor_timer)
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floor_timer.start()
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var screen = $PanelMargin/PanelColumn/Screen
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screen.pulse_blocked.connect(_on_pulse_blocked)
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screen.doors_closing.connect(_on_doors_closing)
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EventBus.floor_changed.emit(current_floor)
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EventBus.people_changed.emit(people_in_elevator, get_threshold())
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_start_floor()
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func _unhandled_input(event):
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if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
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_on_close_pressed()
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if event is InputEventKey and event.pressed and not event.echo:
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if event.keycode == KEY_SPACE:
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_on_block_pressed()
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# --- Floor lifecycle ---
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func _start_floor():
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doors_closing_flag = false
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people_in_elevator = 0
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# More survivors on higher floors, fewer near the ground
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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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people_changed.emit(people_in_elevator, threshold)
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floor_changed.emit(current_floor)
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# Spawn 3D survivors (placeholder)
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print("spawner: ", spawner, " survivors: ", survivors_remaining)
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if spawner:
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spawner.start_spawning(survivors_remaining)
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var screen = $PanelMargin/PanelColumn/Screen
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screen.start()
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screen.launch_pulse() # first survivor arrives
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# Floor timer (placeholder for robot collision)
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if has_node("FloorTimer"):
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$FloorTimer.queue_free()
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var timer = Timer.new()
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timer.name = "FloorTimer"
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timer.wait_time = floor_time_limit
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timer.one_shot = true
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timer.timeout.connect(_on_timer_expired)
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add_child(timer)
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timer.start()
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# --- Input ---
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func _on_block_pressed():
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if doors_closing_flag:
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return
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$PanelMargin/PanelColumn/Screen.attempt_block()
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# --- Pulse callbacks ---
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func _on_pulse_blocked():
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# This survivor made it in
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survivors_remaining -= 1
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people_in_elevator += 1
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people_changed.emit(people_in_elevator, threshold)
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if survivors_remaining <= 0:
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# Everyone's in, close doors (auto-success)
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_on_doors_closing()
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return
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# More survivors approaching: launch next pulse after gap
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var screen = $PanelMargin/PanelColumn/Screen
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var gap = screen.get_pulse_gap()
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get_tree().create_timer(gap).timeout.connect(
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func():
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if not doors_closing_flag:
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screen.launch_pulse(),
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CONNECT_ONE_SHOT
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)
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func _on_doors_closing():
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if doors_closing_flag:
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return
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doors_closing_flag = true
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# Stop spawning (placeholder)
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if spawner:
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spawner.stop_spawning()
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if has_node("FloorTimer"):
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$FloorTimer.stop()
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var screen = $PanelMargin/PanelColumn/Screen
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# Lose: not enough people
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if people_in_elevator < threshold:
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screen.show_loss("TOO FEW")
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game_lost.emit()
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return
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# Score this floor
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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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score_changed.emit(score)
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saved_changed.emit(saved_count)
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current_floor -= 1
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# Win: reached ground floor
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if current_floor <= 1:
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screen.show_win()
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floor_changed.emit(current_floor)
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game_won.emit()
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return
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# Next floor after countdown
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screen.show_countdown()
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screen.shrink_block_zone()
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var tween = create_tween()
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tween.tween_interval(2.0)
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tween.tween_callback(_start_floor)
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# --- Timer (placeholder for robot collision) ---
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func _on_timer_expired():
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if doors_closing:
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if doors_closing_flag:
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return
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doors_closing = true
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var screen = $PanelMargin/PanelColumn/Screen
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screen.show_loss("TOO LATE :[")
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EventBus.game_lost.emit()
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func _on_close_pressed():
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if doors_closing:
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return
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var screen = $PanelMargin/PanelColumn/Screen
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var success = screen.attempt_hack()
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if success:
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doors_closing = true
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floor_timer.stop()
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if people_in_elevator < get_threshold():
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screen.show_loss("TOO FEW :[[")
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EventBus.game_lost.emit()
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return
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# base points per person, bonus for each person above threshold??
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var bonus: int = max(0, people_in_elevator - get_threshold()) * points_per_person
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score += people_in_elevator * points_per_person + bonus
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EventBus.score_changed.emit(score)
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saved_count += people_in_elevator
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current_floor -= 1
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EventBus.saved_changed.emit(saved_count)
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EventBus.floor_changed.emit(current_floor)
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if current_floor <= 1:
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screen.show_win()
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EventBus.game_won.emit()
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else:
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screen.show_countdown()
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var tween = create_tween()
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tween.tween_callback(func():
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screen.reset_hack()
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doors_closing = false
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people_in_elevator = 3 # placeholder
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EventBus.people_changed.emit(people_in_elevator, get_threshold())
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floor_timer.start()
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).set_delay(2.0)
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else:
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print("MISSED! AI is faster now!")
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doors_closing_flag = true
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# Stop spawning (placeholder)
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if spawner:
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spawner.stop_spawning()
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$PanelMargin/PanelColumn/Screen.show_loss("TOO LATE")
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game_lost.emit()
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@ -1,10 +1,13 @@
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[gd_scene format=3 uid="uid://b4llhxe3hjbgv"]
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[ext_resource type="Script" uid="uid://bo7jao24qe2o7" path="res://scenes/game.gd" id="1_lbhrr"]
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[ext_resource type="Script" path="res://scenes/game.gd" id="1_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://bnv1xxgceqbrc" path="res://scenes/world.tscn" id="1_uwrxv"]
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[ext_resource type="PackedScene" uid="uid://cbvi51vvpt7mu" path="res://scenes/hud.tscn" id="2_yqjtg"]
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[ext_resource type="PackedScene" uid="uid://nca1hcujxru0" path="res://scenes/elevator_panel.tscn" id="3_lnu2h"]
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[ext_resource type="PackedScene" uid="uid://bb0o3ov6u308v" path="res://scenes/component_spawn.tscn" id="5_iywne"]
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[ext_resource type="AudioStream" uid="uid://mqoxmuiw0obf" path="res://audio/ElevatorDing1.wav" id="4_p57ef"]
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[ext_resource type="AudioStream" uid="uid://bavo8f76jr7i6" path="res://audio/ElevatorOpen1.wav" id="5_u5sy4"]
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[ext_resource type="AudioStream" uid="uid://dgqb1rovgwuan" path="res://audio/ElevatorClose1.wav" id="6_gee14"]
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[ext_resource type="PackedScene" path="res://scenes/component_spawn.tscn" id="9_0tnpc"]
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[node name="Game" type="Node3D" unique_id=1456297160]
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script = ExtResource("1_lbhrr")
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@ -19,4 +22,13 @@ script = ExtResource("1_lbhrr")
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[node name="ElevatorPanel" parent="CanvasPanel" unique_id=574176994 instance=ExtResource("3_lnu2h")]
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[node name="ComponentSpawn" parent="." unique_id=649225939 instance=ExtResource("5_iywne")]
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[node name="SfxDing" type="AudioStreamPlayer3D" parent="CanvasPanel/ElevatorPanel" unique_id=529226129]
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stream = ExtResource("4_p57ef")
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[node name="SfxOpen" type="AudioStreamPlayer3D" parent="CanvasPanel/ElevatorPanel" unique_id=3954090]
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stream = ExtResource("5_u5sy4")
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[node name="SfxClose" type="AudioStreamPlayer3D" parent="CanvasPanel/ElevatorPanel" unique_id=380307389]
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stream = ExtResource("6_gee14")
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[node name="ComponentSpawn" parent="." unique_id=649225939 instance=ExtResource("9_0tnpc")]
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43
scenes/node_3d.gd
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scenes/node_3d.gd
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extends Node3D
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@export var spawn_position := Vector3(0, 0, -20)
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@export var spawn_spread := 2.0
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@export var spawn_interval := 1.5
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var survivor_scene := preload("res://scenes/survivor.tscn")
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var survivors_to_spawn := 0
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var spawn_timer: Timer
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func start_spawning(count: int):
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survivors_to_spawn = count
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if not spawn_timer:
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spawn_timer = Timer.new()
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spawn_timer.one_shot = false
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spawn_timer.wait_time = spawn_interval
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spawn_timer.timeout.connect(_spawn_one)
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add_child(spawn_timer)
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spawn_timer.start()
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_spawn_one() # first one immediately
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func stop_spawning():
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if spawn_timer:
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spawn_timer.stop()
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survivors_to_spawn = 0
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func _spawn_one():
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if survivors_to_spawn <= 0:
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if spawn_timer:
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spawn_timer.stop()
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return
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var survivor = survivor_scene.instantiate()
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var offset_x = randf_range(-spawn_spread, spawn_spread)
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var xform = Transform3D()
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xform.origin = spawn_position + Vector3(offset_x, 0, 0)
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survivors_to_spawn -= 1
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_deferred_add.call_deferred(survivor, xform)
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func _deferred_add(survivor, xform):
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get_tree().current_scene.add_child(survivor)
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survivor.owner = get_tree().current_scene
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survivor.start(xform)
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1
scenes/node_3d.gd.uid
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1
scenes/node_3d.gd.uid
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@ -0,0 +1 @@
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uid://co8y4knanokeg
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205
scenes/screen.gd
205
scenes/screen.gd
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@ -1,106 +1,165 @@
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extends Panel
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# my beautiful screen
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var sweep_speed := 150.0
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var sweep_direction := 1
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var sweep_x := 0.0
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var is_hacked := true
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var style_box: StyleBoxFlat
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# Pulse movement
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var pulse_speed := 120.0
|
||||
var pulse_speed_increase := 15.0
|
||||
var pulse_x := 0.0
|
||||
var pulse_active := false
|
||||
var pulse_gap := 1.0
|
||||
var pulse_gap_decrease := 0.05
|
||||
var pulse_gap_min := 0.3
|
||||
|
||||
# Block zone (shrinks per floor, not per block)
|
||||
var block_zone_shrink := 3.0
|
||||
var block_zone_min := 12.0
|
||||
|
||||
# Visual
|
||||
var base_color: Color
|
||||
|
||||
var target_shrink := 4.0
|
||||
var target_min_width := 8.0
|
||||
# State
|
||||
var active := false
|
||||
var pulses_blocked := 0
|
||||
|
||||
signal hack_defeated
|
||||
signal hack_failed
|
||||
signal pulse_blocked
|
||||
signal doors_closing
|
||||
|
||||
func _ready():
|
||||
style_box = get_theme_stylebox("panel").duplicate()
|
||||
add_theme_stylebox_override("panel", style_box)
|
||||
base_color = style_box.bg_color
|
||||
|
||||
var tz = $TargetZone
|
||||
tz.position = Vector2((size.x - tz.size.x) / 2, 20)
|
||||
tz.size = Vector2(40, size.y - 40)
|
||||
# Block zone on right side of screen
|
||||
var bz = $TargetZone
|
||||
bz.size = Vector2(50, size.y - 40)
|
||||
bz.position = Vector2(size.x - bz.size.x - 10, 20)
|
||||
|
||||
# Pulse line (hidden until first pulse)
|
||||
var sl = $SweepLine
|
||||
sl.position = Vector2(0, 20)
|
||||
sl.size = Vector2(4, size.y - 40)
|
||||
sweep_x = 0.0
|
||||
sl.position = Vector2(0, 20)
|
||||
sl.visible = false
|
||||
|
||||
# AI face
|
||||
var face = $AIFace
|
||||
face.position = Vector2(0, 0)
|
||||
face.size = Vector2(size.x, 30)
|
||||
face.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
face.text = ">:)"
|
||||
|
||||
func _process(delta):
|
||||
if not is_hacked:
|
||||
# Duplicate the StyleBoxFlat so flash tweens don't bleed into other panels
|
||||
var style = get_theme_stylebox("panel") as StyleBoxFlat
|
||||
if style:
|
||||
style = style.duplicate()
|
||||
add_theme_stylebox_override("panel", style)
|
||||
base_color = style.bg_color
|
||||
|
||||
# --- Per-floor lifecycle ---
|
||||
|
||||
func start():
|
||||
active = true
|
||||
pulses_blocked = 0
|
||||
pulse_speed = 120.0
|
||||
pulse_gap = 1.0
|
||||
$AIFace.text = ">:)"
|
||||
$TargetZone.visible = true
|
||||
|
||||
func stop():
|
||||
active = false
|
||||
pulse_active = false
|
||||
$SweepLine.visible = false
|
||||
|
||||
func shrink_block_zone():
|
||||
var bz = $TargetZone
|
||||
var new_width = max(bz.size.x - block_zone_shrink, block_zone_min)
|
||||
bz.size.x = new_width
|
||||
bz.position.x = size.x - new_width - 10
|
||||
|
||||
# --- Pulse logic ---
|
||||
|
||||
# Called by elevator_panel when a survivor reaches the door.
|
||||
func launch_pulse():
|
||||
if not active:
|
||||
return
|
||||
|
||||
sweep_x += sweep_speed * sweep_direction * delta
|
||||
|
||||
if sweep_x >= size.x:
|
||||
sweep_direction = -1
|
||||
elif sweep_x <= 0:
|
||||
sweep_direction = 1
|
||||
|
||||
$SweepLine.position.x = sweep_x
|
||||
|
||||
func flash(color: Color):
|
||||
style_box.bg_color = color
|
||||
var tween = create_tween()
|
||||
tween.tween_property(style_box, "bg_color", base_color, 0.3)
|
||||
|
||||
func reset_hack():
|
||||
is_hacked = true
|
||||
sweep_x = 0.0
|
||||
sweep_direction = 1
|
||||
pulse_x = 0.0
|
||||
pulse_active = true
|
||||
$SweepLine.visible = true
|
||||
$SweepLine.position.x = 0
|
||||
$AIFace.text = ">:)"
|
||||
|
||||
var tz = $TargetZone
|
||||
tz.size.x = max(tz.size.x - target_shrink, target_min_width)
|
||||
tz.position.x = (size.x - tz.size.x) / 2
|
||||
func get_pulse_gap() -> float:
|
||||
return pulse_gap
|
||||
|
||||
# messtastic
|
||||
func show_countdown():
|
||||
func _process(delta):
|
||||
if not active or not pulse_active:
|
||||
return
|
||||
|
||||
pulse_x += pulse_speed * delta
|
||||
$SweepLine.position.x = pulse_x
|
||||
|
||||
# Pulse reached the far side unblocked: AI wins, doors close
|
||||
if pulse_x >= size.x:
|
||||
pulse_active = false
|
||||
$SweepLine.visible = false
|
||||
$AIFace.text = ":D"
|
||||
flash(Color.RED)
|
||||
active = false
|
||||
doors_closing.emit()
|
||||
|
||||
# Called by elevator_panel when player presses BLOCK.
|
||||
func attempt_block() -> bool:
|
||||
if not pulse_active:
|
||||
return false # no pulse on screen, button does nothing
|
||||
|
||||
var bz = $TargetZone
|
||||
var bz_left = bz.position.x
|
||||
var bz_right = bz.position.x + bz.size.x
|
||||
|
||||
if pulse_x >= bz_left and pulse_x <= bz_right:
|
||||
# Blocked: doors stay open, this survivor gets in
|
||||
pulse_active = false
|
||||
pulses_blocked += 1
|
||||
pulse_speed += pulse_speed_increase
|
||||
pulse_gap = max(pulse_gap - pulse_gap_decrease, pulse_gap_min)
|
||||
$SweepLine.visible = false
|
||||
$AIFace.text = ">:("
|
||||
flash(Color.GREEN)
|
||||
pulse_blocked.emit()
|
||||
return true
|
||||
else:
|
||||
# Mistimed: same result as letting it through
|
||||
pulse_active = false
|
||||
$SweepLine.visible = false
|
||||
$AIFace.text = ":D"
|
||||
flash(Color.RED)
|
||||
active = false
|
||||
doors_closing.emit()
|
||||
return false
|
||||
|
||||
# --- Display helpers ---
|
||||
|
||||
func flash(color: Color):
|
||||
var style = get_theme_stylebox("panel") as StyleBoxFlat
|
||||
if not style:
|
||||
return
|
||||
style.bg_color = color
|
||||
var tween = create_tween()
|
||||
tween.tween_property(style, "bg_color", base_color, 0.3)
|
||||
|
||||
func show_countdown():
|
||||
stop()
|
||||
$AIFace.text = "3"
|
||||
tween.tween_callback(func(): $AIFace.text = "2").set_delay(0.6)
|
||||
tween.tween_callback(func(): $AIFace.text = "1").set_delay(0.6)
|
||||
tween.tween_callback(func(): $AIFace.text = "CLOSED").set_delay(0.6)
|
||||
var tween = create_tween()
|
||||
tween.tween_interval(0.6)
|
||||
tween.tween_callback(func(): $AIFace.text = "2")
|
||||
tween.tween_interval(0.6)
|
||||
tween.tween_callback(func(): $AIFace.text = "1")
|
||||
tween.tween_interval(0.6)
|
||||
tween.tween_callback(func(): $AIFace.text = "CLOSED")
|
||||
|
||||
func show_win():
|
||||
is_hacked = false
|
||||
$SweepLine.visible = false
|
||||
stop()
|
||||
$TargetZone.visible = false
|
||||
$AIFace.text = "ESCAPED"
|
||||
flash(Color.GREEN)
|
||||
|
||||
func show_loss(message := "TOO FEW"):
|
||||
is_hacked = false
|
||||
$SweepLine.visible = false
|
||||
func show_loss(message: String):
|
||||
stop()
|
||||
$TargetZone.visible = false
|
||||
$AIFace.text = message
|
||||
flash(Color.RED)
|
||||
|
||||
# target zones
|
||||
func attempt_hack() -> bool:
|
||||
var tz = $TargetZone
|
||||
var tz_left = tz.position.x
|
||||
var tz_right = tz.position.x + tz.size.x
|
||||
|
||||
if sweep_x >= tz_left and sweep_x <= tz_right:
|
||||
is_hacked = false
|
||||
$AIFace.text = ">:("
|
||||
$SweepLine.visible = false
|
||||
flash(Color.GREEN)
|
||||
hack_defeated.emit()
|
||||
return true
|
||||
else:
|
||||
sweep_speed += 20.0
|
||||
$AIFace.text = ":D"
|
||||
flash(Color.RED)
|
||||
hack_failed.emit()
|
||||
return false
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue