Rework elevator gameplay around pulse-blocking and per-floor spawning

This commit is contained in:
Jennie Robinson Faber 2026-05-10 14:54:49 +01:00
parent a95eaa4dfb
commit 150e703d29
12 changed files with 423 additions and 151 deletions

View file

@ -1,91 +1,171 @@
extends Control
# now we're cookin with bacon!
extends PanelContainer
# Floor state
var current_floor := 10
var saved_count := 0
var doors_closing := false
var doors_closing_flag := false
# threshold increases as you descend!
var base_threshold := 2
var threshold_increase_interval := 2 # +1 required every x floors
# Survivors per floor: more at top, fewer as you descend
var base_survivors := 2
var survivors_per_floor_increase := 1 # per floor above ground
var survivors_remaining := 0
# scoring
# Flat threshold: must save at least this many per floor
var threshold := 2
# Scoring
var score := 0
var points_per_person := 100
var points_per_person := 100 # base + bonus per person above threshold
# placeholder until henry's system provides real count
var people_in_elevator := 3
var people_in_elevator := 0
# placeholder until hnry's collision signal is ready
# PLACEHOLDER: replaced by Henry's robot collision signal.
# Handler is _on_timer_expired().
var floor_time_limit := 10.0
var floor_timer: Timer
func get_threshold() -> int:
var floors_cleared := 10 - current_floor
return base_threshold + floors_cleared / threshold_increase_interval
# PLACEHOLDER: remove when Henry's spawning system is in.
@onready var spawner = get_node("../../Node3D")
signal floor_changed(floor_num: int)
signal saved_changed(count: int)
signal score_changed(new_score: int)
signal people_changed(count: int, threshold_val: int)
signal game_won
signal game_lost
func _ready():
$PanelMargin/PanelColumn/CloseButton.pressed.connect(_on_close_pressed)
var button = $PanelMargin/PanelColumn/CloseButton
button.text = "BLOCK"
button.pressed.connect(_on_block_pressed)
floor_timer = Timer.new()
floor_timer.one_shot = true
floor_timer.wait_time = floor_time_limit
floor_timer.timeout.connect(_on_timer_expired)
add_child(floor_timer)
floor_timer.start()
var screen = $PanelMargin/PanelColumn/Screen
screen.pulse_blocked.connect(_on_pulse_blocked)
screen.doors_closing.connect(_on_doors_closing)
EventBus.floor_changed.emit(current_floor)
EventBus.people_changed.emit(people_in_elevator, get_threshold())
_start_floor()
func _unhandled_input(event):
if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
_on_close_pressed()
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_SPACE:
_on_block_pressed()
# --- Floor lifecycle ---
func _start_floor():
doors_closing_flag = false
people_in_elevator = 0
# More survivors on higher floors, fewer near the ground
var floors_remaining = current_floor - 1
survivors_remaining = base_survivors + (floors_remaining * survivors_per_floor_increase)
people_changed.emit(people_in_elevator, threshold)
floor_changed.emit(current_floor)
# Spawn 3D survivors (placeholder)
print("spawner: ", spawner, " survivors: ", survivors_remaining)
if spawner:
spawner.start_spawning(survivors_remaining)
var screen = $PanelMargin/PanelColumn/Screen
screen.start()
screen.launch_pulse() # first survivor arrives
# Floor timer (placeholder for robot collision)
if has_node("FloorTimer"):
$FloorTimer.queue_free()
var timer = Timer.new()
timer.name = "FloorTimer"
timer.wait_time = floor_time_limit
timer.one_shot = true
timer.timeout.connect(_on_timer_expired)
add_child(timer)
timer.start()
# --- Input ---
func _on_block_pressed():
if doors_closing_flag:
return
$PanelMargin/PanelColumn/Screen.attempt_block()
# --- Pulse callbacks ---
func _on_pulse_blocked():
# This survivor made it in
survivors_remaining -= 1
people_in_elevator += 1
people_changed.emit(people_in_elevator, threshold)
if survivors_remaining <= 0:
# Everyone's in, close doors (auto-success)
_on_doors_closing()
return
# More survivors approaching: launch next pulse after gap
var screen = $PanelMargin/PanelColumn/Screen
var gap = screen.get_pulse_gap()
get_tree().create_timer(gap).timeout.connect(
func():
if not doors_closing_flag:
screen.launch_pulse(),
CONNECT_ONE_SHOT
)
func _on_doors_closing():
if doors_closing_flag:
return
doors_closing_flag = true
# Stop spawning (placeholder)
if spawner:
spawner.stop_spawning()
if has_node("FloorTimer"):
$FloorTimer.stop()
var screen = $PanelMargin/PanelColumn/Screen
# Lose: not enough people
if people_in_elevator < threshold:
screen.show_loss("TOO FEW")
game_lost.emit()
return
# Score this floor
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
score_changed.emit(score)
saved_changed.emit(saved_count)
current_floor -= 1
# Win: reached ground floor
if current_floor <= 1:
screen.show_win()
floor_changed.emit(current_floor)
game_won.emit()
return
# Next floor after countdown
screen.show_countdown()
screen.shrink_block_zone()
var tween = create_tween()
tween.tween_interval(2.0)
tween.tween_callback(_start_floor)
# --- Timer (placeholder for robot collision) ---
func _on_timer_expired():
if doors_closing:
if doors_closing_flag:
return
doors_closing = true
var screen = $PanelMargin/PanelColumn/Screen
screen.show_loss("TOO LATE :[")
EventBus.game_lost.emit()
func _on_close_pressed():
if doors_closing:
return
var screen = $PanelMargin/PanelColumn/Screen
var success = screen.attempt_hack()
if success:
doors_closing = true
floor_timer.stop()
if people_in_elevator < get_threshold():
screen.show_loss("TOO FEW :[[")
EventBus.game_lost.emit()
return
# base points per person, bonus for each person above threshold??
var bonus: int = max(0, people_in_elevator - get_threshold()) * points_per_person
score += people_in_elevator * points_per_person + bonus
EventBus.score_changed.emit(score)
saved_count += people_in_elevator
current_floor -= 1
EventBus.saved_changed.emit(saved_count)
EventBus.floor_changed.emit(current_floor)
if current_floor <= 1:
screen.show_win()
EventBus.game_won.emit()
else:
screen.show_countdown()
var tween = create_tween()
tween.tween_callback(func():
screen.reset_hack()
doors_closing = false
people_in_elevator = 3 # placeholder
EventBus.people_changed.emit(people_in_elevator, get_threshold())
floor_timer.start()
).set_delay(2.0)
else:
print("MISSED! AI is faster now!")
doors_closing_flag = true
# Stop spawning (placeholder)
if spawner:
spawner.stop_spawning()
$PanelMargin/PanelColumn/Screen.show_loss("TOO LATE")
game_lost.emit()