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

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@ -12,11 +12,16 @@ var spawn_readiness: bool = false
@onready var start_pos = survivor_spawn.global_position @onready var start_pos = survivor_spawn.global_position
func _ready() -> void: func _ready() -> void:
start() spawn_readiness = false
func _physics_process(delta):
if spawn_readiness == true:
spawn_survivor()
spawn_readiness = false
else:
func start() -> void: func start() -> void:
spawn_readiness = true spawn_readiness = true
spawn_survivor()
#func _physics_process(delta): #func _physics_process(delta):
#if spawn_readiness == true: #if spawn_readiness == true:
@ -32,7 +37,7 @@ func spawn_survivor():
else: else:
var survivor_delay: float = randf_range(1, 2.5) var survivor_delay: float = randf_range(1, 2.5)
var start_variance = Vector3((randf_range(-1, 2)),0,0)
for x in range(survivors): for x in range(survivors):
var s = survivor.instantiate() var s = survivor.instantiate()

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@ -1,91 +1,171 @@
extends Control extends PanelContainer
# now we're cookin with bacon!
# Floor state
var current_floor := 10 var current_floor := 10
var saved_count := 0 var saved_count := 0
var doors_closing := false var doors_closing_flag := false
# threshold increases as you descend! # Survivors per floor: more at top, fewer as you descend
var base_threshold := 2 var base_survivors := 2
var threshold_increase_interval := 2 # +1 required every x floors 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 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 := 0
var people_in_elevator := 3
# 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_time_limit := 10.0
var floor_timer: Timer
func get_threshold() -> int: # PLACEHOLDER: remove when Henry's spawning system is in.
var floors_cleared := 10 - current_floor @onready var spawner = get_node("../../Node3D")
return base_threshold + floors_cleared / threshold_increase_interval
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(): 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() var screen = $PanelMargin/PanelColumn/Screen
floor_timer.one_shot = true screen.pulse_blocked.connect(_on_pulse_blocked)
floor_timer.wait_time = floor_time_limit screen.doors_closing.connect(_on_doors_closing)
floor_timer.timeout.connect(_on_timer_expired)
add_child(floor_timer)
floor_timer.start()
EventBus.floor_changed.emit(current_floor) _start_floor()
EventBus.people_changed.emit(people_in_elevator, get_threshold())
func _unhandled_input(event): func _unhandled_input(event):
if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE: if event is InputEventKey and event.pressed and not event.echo:
_on_close_pressed() 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(): func _on_timer_expired():
if doors_closing: if doors_closing_flag:
return return
doors_closing = true doors_closing_flag = true
var screen = $PanelMargin/PanelColumn/Screen # Stop spawning (placeholder)
screen.show_loss("TOO LATE :[") if spawner:
EventBus.game_lost.emit() spawner.stop_spawning()
$PanelMargin/PanelColumn/Screen.show_loss("TOO LATE")
func _on_close_pressed(): game_lost.emit()
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!")

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@ -1,10 +1,13 @@
[gd_scene format=3 uid="uid://b4llhxe3hjbgv"] [gd_scene format=3 uid="uid://b4llhxe3hjbgv"]
[ext_resource type="Script" uid="uid://bo7jao24qe2o7" path="res://scenes/game.gd" id="1_lbhrr"] [ext_resource type="Script" path="res://scenes/game.gd" id="1_lbhrr"]
[ext_resource type="PackedScene" uid="uid://bnv1xxgceqbrc" path="res://scenes/world.tscn" id="1_uwrxv"] [ext_resource type="PackedScene" uid="uid://bnv1xxgceqbrc" path="res://scenes/world.tscn" id="1_uwrxv"]
[ext_resource type="PackedScene" uid="uid://cbvi51vvpt7mu" path="res://scenes/hud.tscn" id="2_yqjtg"] [ext_resource type="PackedScene" uid="uid://cbvi51vvpt7mu" path="res://scenes/hud.tscn" id="2_yqjtg"]
[ext_resource type="PackedScene" uid="uid://nca1hcujxru0" path="res://scenes/elevator_panel.tscn" id="3_lnu2h"] [ext_resource type="PackedScene" uid="uid://nca1hcujxru0" path="res://scenes/elevator_panel.tscn" id="3_lnu2h"]
[ext_resource type="PackedScene" uid="uid://bb0o3ov6u308v" path="res://scenes/component_spawn.tscn" id="5_iywne"] [ext_resource type="AudioStream" uid="uid://mqoxmuiw0obf" path="res://audio/ElevatorDing1.wav" id="4_p57ef"]
[ext_resource type="AudioStream" uid="uid://bavo8f76jr7i6" path="res://audio/ElevatorOpen1.wav" id="5_u5sy4"]
[ext_resource type="AudioStream" uid="uid://dgqb1rovgwuan" path="res://audio/ElevatorClose1.wav" id="6_gee14"]
[ext_resource type="PackedScene" path="res://scenes/component_spawn.tscn" id="9_0tnpc"]
[node name="Game" type="Node3D" unique_id=1456297160] [node name="Game" type="Node3D" unique_id=1456297160]
script = ExtResource("1_lbhrr") script = ExtResource("1_lbhrr")
@ -19,4 +22,13 @@ script = ExtResource("1_lbhrr")
[node name="ElevatorPanel" parent="CanvasPanel" unique_id=574176994 instance=ExtResource("3_lnu2h")] [node name="ElevatorPanel" parent="CanvasPanel" unique_id=574176994 instance=ExtResource("3_lnu2h")]
[node name="ComponentSpawn" parent="." unique_id=649225939 instance=ExtResource("5_iywne")] [node name="SfxDing" type="AudioStreamPlayer3D" parent="CanvasPanel/ElevatorPanel" unique_id=529226129]
stream = ExtResource("4_p57ef")
[node name="SfxOpen" type="AudioStreamPlayer3D" parent="CanvasPanel/ElevatorPanel" unique_id=3954090]
stream = ExtResource("5_u5sy4")
[node name="SfxClose" type="AudioStreamPlayer3D" parent="CanvasPanel/ElevatorPanel" unique_id=380307389]
stream = ExtResource("6_gee14")
[node name="ComponentSpawn" parent="." unique_id=649225939 instance=ExtResource("9_0tnpc")]

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scenes/node_3d.gd Normal file
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@ -0,0 +1,43 @@
extends Node3D
@export var spawn_position := Vector3(0, 0, -20)
@export var spawn_spread := 2.0
@export var spawn_interval := 1.5
var survivor_scene := preload("res://scenes/survivor.tscn")
var survivors_to_spawn := 0
var spawn_timer: Timer
func start_spawning(count: int):
survivors_to_spawn = count
if not spawn_timer:
spawn_timer = Timer.new()
spawn_timer.one_shot = false
spawn_timer.wait_time = spawn_interval
spawn_timer.timeout.connect(_spawn_one)
add_child(spawn_timer)
spawn_timer.start()
_spawn_one() # first one immediately
func stop_spawning():
if spawn_timer:
spawn_timer.stop()
survivors_to_spawn = 0
func _spawn_one():
if survivors_to_spawn <= 0:
if spawn_timer:
spawn_timer.stop()
return
var survivor = survivor_scene.instantiate()
var offset_x = randf_range(-spawn_spread, spawn_spread)
var xform = Transform3D()
xform.origin = spawn_position + Vector3(offset_x, 0, 0)
survivors_to_spawn -= 1
_deferred_add.call_deferred(survivor, xform)
func _deferred_add(survivor, xform):
get_tree().current_scene.add_child(survivor)
survivor.owner = get_tree().current_scene
survivor.start(xform)

1
scenes/node_3d.gd.uid Normal file
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@ -0,0 +1 @@
uid://co8y4knanokeg

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@ -1,106 +1,165 @@
extends Panel extends Panel
# my beautiful screen
var sweep_speed := 150.0
var sweep_direction := 1
var sweep_x := 0.0
var is_hacked := true
var style_box: StyleBoxFlat # Pulse movement
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 base_color: Color
var target_shrink := 4.0 # State
var target_min_width := 8.0 var active := false
var pulses_blocked := 0
signal hack_defeated signal pulse_blocked
signal hack_failed signal doors_closing
func _ready(): func _ready():
style_box = get_theme_stylebox("panel").duplicate() # Block zone on right side of screen
add_theme_stylebox_override("panel", style_box) var bz = $TargetZone
base_color = style_box.bg_color bz.size = Vector2(50, size.y - 40)
bz.position = Vector2(size.x - bz.size.x - 10, 20)
var tz = $TargetZone
tz.position = Vector2((size.x - tz.size.x) / 2, 20)
tz.size = Vector2(40, size.y - 40)
# Pulse line (hidden until first pulse)
var sl = $SweepLine var sl = $SweepLine
sl.position = Vector2(0, 20)
sl.size = Vector2(4, size.y - 40) sl.size = Vector2(4, size.y - 40)
sweep_x = 0.0 sl.position = Vector2(0, 20)
sl.visible = false
# AI face
var face = $AIFace var face = $AIFace
face.position = Vector2(0, 0) face.position = Vector2(0, 0)
face.size = Vector2(size.x, 30) face.size = Vector2(size.x, 30)
face.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER face.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
face.text = ">:)"
func _process(delta): # Duplicate the StyleBoxFlat so flash tweens don't bleed into other panels
if not is_hacked: 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 return
pulse_x = 0.0
sweep_x += sweep_speed * sweep_direction * delta pulse_active = true
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
$SweepLine.visible = true $SweepLine.visible = true
$SweepLine.position.x = 0 $SweepLine.position.x = 0
$AIFace.text = ">:)" $AIFace.text = ">:)"
var tz = $TargetZone func get_pulse_gap() -> float:
tz.size.x = max(tz.size.x - target_shrink, target_min_width) return pulse_gap
tz.position.x = (size.x - tz.size.x) / 2
# messtastic func _process(delta):
func show_countdown(): 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() var tween = create_tween()
tween.tween_property(style, "bg_color", base_color, 0.3)
func show_countdown():
stop()
$AIFace.text = "3" $AIFace.text = "3"
tween.tween_callback(func(): $AIFace.text = "2").set_delay(0.6) var tween = create_tween()
tween.tween_callback(func(): $AIFace.text = "1").set_delay(0.6) tween.tween_interval(0.6)
tween.tween_callback(func(): $AIFace.text = "CLOSED").set_delay(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(): func show_win():
is_hacked = false stop()
$SweepLine.visible = false
$TargetZone.visible = false $TargetZone.visible = false
$AIFace.text = "ESCAPED" $AIFace.text = "ESCAPED"
flash(Color.GREEN) flash(Color.GREEN)
func show_loss(message := "TOO FEW"): func show_loss(message: String):
is_hacked = false stop()
$SweepLine.visible = false
$TargetZone.visible = false $TargetZone.visible = false
$AIFace.text = message $AIFace.text = message
flash(Color.RED) 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