Rework elevator gameplay around pulse-blocking and per-floor spawning
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a95eaa4dfb
commit
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12 changed files with 423 additions and 151 deletions
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
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var pulse_speed_increase := 15.0
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var pulse_x := 0.0
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var pulse_active := false
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var pulse_gap := 1.0
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var pulse_gap_decrease := 0.05
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var pulse_gap_min := 0.3
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# Block zone (shrinks per floor, not per block)
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var block_zone_shrink := 3.0
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var block_zone_min := 12.0
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# Visual
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var base_color: Color
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var target_shrink := 4.0
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var target_min_width := 8.0
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# State
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var active := false
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var pulses_blocked := 0
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signal hack_defeated
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signal hack_failed
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signal pulse_blocked
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signal doors_closing
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func _ready():
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style_box = get_theme_stylebox("panel").duplicate()
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add_theme_stylebox_override("panel", style_box)
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base_color = style_box.bg_color
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var tz = $TargetZone
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tz.position = Vector2((size.x - tz.size.x) / 2, 20)
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tz.size = Vector2(40, size.y - 40)
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# Block zone on right side of screen
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var bz = $TargetZone
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bz.size = Vector2(50, size.y - 40)
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bz.position = Vector2(size.x - bz.size.x - 10, 20)
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# Pulse line (hidden until first pulse)
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var sl = $SweepLine
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sl.position = Vector2(0, 20)
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sl.size = Vector2(4, size.y - 40)
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sweep_x = 0.0
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sl.position = Vector2(0, 20)
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sl.visible = false
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# AI face
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var face = $AIFace
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face.position = Vector2(0, 0)
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face.size = Vector2(size.x, 30)
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face.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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face.text = ">:)"
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func _process(delta):
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if not is_hacked:
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# Duplicate the StyleBoxFlat so flash tweens don't bleed into other panels
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var style = get_theme_stylebox("panel") as StyleBoxFlat
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if style:
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style = style.duplicate()
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add_theme_stylebox_override("panel", style)
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base_color = style.bg_color
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# --- Per-floor lifecycle ---
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func start():
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active = true
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pulses_blocked = 0
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pulse_speed = 120.0
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pulse_gap = 1.0
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$AIFace.text = ">:)"
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$TargetZone.visible = true
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func stop():
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active = false
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pulse_active = false
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$SweepLine.visible = false
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func shrink_block_zone():
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var bz = $TargetZone
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var new_width = max(bz.size.x - block_zone_shrink, block_zone_min)
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bz.size.x = new_width
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bz.position.x = size.x - new_width - 10
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# --- Pulse logic ---
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# Called by elevator_panel when a survivor reaches the door.
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func launch_pulse():
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if not active:
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return
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sweep_x += sweep_speed * sweep_direction * delta
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if sweep_x >= size.x:
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sweep_direction = -1
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elif sweep_x <= 0:
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sweep_direction = 1
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$SweepLine.position.x = sweep_x
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func flash(color: Color):
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style_box.bg_color = color
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var tween = create_tween()
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tween.tween_property(style_box, "bg_color", base_color, 0.3)
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func reset_hack():
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is_hacked = true
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sweep_x = 0.0
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sweep_direction = 1
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pulse_x = 0.0
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pulse_active = true
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$SweepLine.visible = true
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$SweepLine.position.x = 0
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$AIFace.text = ">:)"
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var tz = $TargetZone
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tz.size.x = max(tz.size.x - target_shrink, target_min_width)
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tz.position.x = (size.x - tz.size.x) / 2
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func get_pulse_gap() -> float:
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return pulse_gap
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# messtastic
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func show_countdown():
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func _process(delta):
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if not active or not pulse_active:
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return
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pulse_x += pulse_speed * delta
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$SweepLine.position.x = pulse_x
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# Pulse reached the far side unblocked: AI wins, doors close
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if pulse_x >= size.x:
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pulse_active = false
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$SweepLine.visible = false
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$AIFace.text = ":D"
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flash(Color.RED)
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active = false
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doors_closing.emit()
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# Called by elevator_panel when player presses BLOCK.
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func attempt_block() -> bool:
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if not pulse_active:
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return false # no pulse on screen, button does nothing
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var bz = $TargetZone
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var bz_left = bz.position.x
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var bz_right = bz.position.x + bz.size.x
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if pulse_x >= bz_left and pulse_x <= bz_right:
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# Blocked: doors stay open, this survivor gets in
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pulse_active = false
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pulses_blocked += 1
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pulse_speed += pulse_speed_increase
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pulse_gap = max(pulse_gap - pulse_gap_decrease, pulse_gap_min)
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$SweepLine.visible = false
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$AIFace.text = ">:("
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flash(Color.GREEN)
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pulse_blocked.emit()
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return true
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else:
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# Mistimed: same result as letting it through
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pulse_active = false
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$SweepLine.visible = false
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$AIFace.text = ":D"
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flash(Color.RED)
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active = false
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doors_closing.emit()
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return false
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# --- Display helpers ---
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func flash(color: Color):
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var style = get_theme_stylebox("panel") as StyleBoxFlat
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if not style:
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return
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style.bg_color = color
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var tween = create_tween()
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tween.tween_property(style, "bg_color", base_color, 0.3)
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func show_countdown():
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stop()
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$AIFace.text = "3"
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tween.tween_callback(func(): $AIFace.text = "2").set_delay(0.6)
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tween.tween_callback(func(): $AIFace.text = "1").set_delay(0.6)
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tween.tween_callback(func(): $AIFace.text = "CLOSED").set_delay(0.6)
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var tween = create_tween()
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tween.tween_interval(0.6)
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tween.tween_callback(func(): $AIFace.text = "2")
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tween.tween_interval(0.6)
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tween.tween_callback(func(): $AIFace.text = "1")
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tween.tween_interval(0.6)
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tween.tween_callback(func(): $AIFace.text = "CLOSED")
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func show_win():
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is_hacked = false
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$SweepLine.visible = false
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stop()
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$TargetZone.visible = false
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$AIFace.text = "ESCAPED"
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flash(Color.GREEN)
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func show_loss(message := "TOO FEW"):
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is_hacked = false
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$SweepLine.visible = false
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func show_loss(message: String):
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stop()
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$TargetZone.visible = false
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$AIFace.text = message
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flash(Color.RED)
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# target zones
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func attempt_hack() -> bool:
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var tz = $TargetZone
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var tz_left = tz.position.x
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var tz_right = tz.position.x + tz.size.x
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if sweep_x >= tz_left and sweep_x <= tz_right:
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is_hacked = false
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$AIFace.text = ">:("
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$SweepLine.visible = false
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flash(Color.GREEN)
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hack_defeated.emit()
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return true
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else:
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sweep_speed += 20.0
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$AIFace.text = ":D"
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flash(Color.RED)
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hack_failed.emit()
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return false
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