Merge branch 'master' of https://git.ghostguild.org/henry/tojam20-elevator
This commit is contained in:
commit
2b20458de7
6 changed files with 100 additions and 15 deletions
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@ -18,8 +18,15 @@ var threshold := 2
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var score := 0
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var points_per_person := 100 # base + bonus per person above threshold
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# Moving block zone (starts at floor 7, faster as we descend)
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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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var people_in_elevator := 0
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const PERFECT_STUN_DURATION := 0.25
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func _ready():
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var button = $PanelMargin/PanelColumn/CloseButton
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button.text = "BLOCK"
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@ -27,6 +34,7 @@ func _ready():
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var screen = $PanelMargin/PanelColumn/Screen
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screen.pulse_blocked.connect(_on_pulse_blocked)
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screen.pulse_blocked_perfect.connect(_on_pulse_blocked_perfect)
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screen.doors_closing.connect(_on_doors_closing)
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EventBus.game_started.connect(_start_floor)
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@ -44,6 +52,7 @@ func _start_floor():
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$SfxOpen.play()
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doors_closing_flag = false
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people_in_elevator = 0
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EventBus.doors_opened.emit()
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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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@ -56,6 +65,10 @@ func _start_floor():
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var screen = $PanelMargin/PanelColumn/Screen
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screen.start()
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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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if not _onboarded:
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_onboarded = true
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screen.show_onboarding("BLOCK\nIN GREEN ZONE")
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@ -77,6 +90,9 @@ func _on_block_pressed():
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# --- Pulse callbacks ---
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func _on_pulse_blocked_perfect():
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EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION)
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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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@ -104,13 +120,14 @@ 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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EventBus.doors_closed.emit()
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var screen = $PanelMargin/PanelColumn/Screen
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# Lose: not enough people
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if people_in_elevator < threshold:
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screen.show_loss("TOO FEW")
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EventBus.game_lost.emit()
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EventBus.game_lost.emit("TOO FEW")
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return
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# Score this floor
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@ -15,8 +15,8 @@ func _on_game_won():
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$Center/Card/Margin/Column/Headline.text = "YOU ESCAPED"
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_show()
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func _on_game_lost():
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$Center/Card/Margin/Column/Headline.text = "TOO FEW"
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func _on_game_lost(reason: String):
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$Center/Card/Margin/Column/Headline.text = reason
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_apply_loss_palette()
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_show()
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@ -4,30 +4,38 @@ var robot_delay = randf_range(3.5,7)
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var robot_ready: bool = false
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var robot_win: bool = false
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var speed: int = 3.5
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var doors_open: bool = false
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var stun_remaining: float = 0.0
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@onready var safety_zone = get_node("/root/Game/World/ElevatorSafeZone")
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func _ready() -> void:
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EventBus.doors_opened.connect(func(): doors_open = true)
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EventBus.doors_closed.connect(func(): doors_open = false)
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EventBus.robot_stun_requested.connect(func(d: float): stun_remaining += d)
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await get_tree().create_timer(robot_delay).timeout
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robot_ready = true
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func _physics_process(delta):
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if robot_win == true: return
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if robot_ready == false: return
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if stun_remaining > 0.0:
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stun_remaining -= delta
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return
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if robot_ready == true:
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velocity.z -= speed * delta
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move_and_slide()
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if robot_win == true: return
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func _on_area_3d_area_entered(area: Area3D) -> void:
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var safety = safety_zone
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if area == safety: #TODO: if entered safety AND door is open, then GAME OVER!
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if area == safety and doors_open:
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robot_win = true
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print("got you!")
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EventBus.game_lost.emit("ROBOT GOT IN")
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@ -1,7 +1,7 @@
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[gd_scene format=3 uid="uid://b8q1mk8ub3dwm"]
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[gd_scene format=3 uid="uid://v07x1vbept3i"]
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[ext_resource type="Texture2D" uid="uid://ba2ywy388r8g1" path="res://images/bot.png" id="1_br0rw"]
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[ext_resource type="Script" uid="uid://c0ii52yy7qbcu" path="res://scenes/robot.gd" id="1_ykvnc"]
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[ext_resource type="Script" path="res://scenes/robot.gd" id="1_ykvnc"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_ykvnc"]
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height = 1.8903809
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@ -13,11 +13,21 @@ var pulse_gap_min := 0.3
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var block_zone_shrink := 3.0
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var block_zone_min := 12.0
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# Block zone movement (enabled per-floor by elevator_panel)
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var block_zone_moving := false
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var block_zone_speed := 0.0
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var block_zone_direction := -1
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var block_zone_min_x := 0.0
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var block_zone_max_x := 0.0
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const BLOCK_ZONE_RANGE_LEFT_RATIO := 0.5
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const TRAIL_GHOSTS := 8
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const TRAIL_SPACING := 3.0
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const TRAIL_ALPHAS := [0.5, 0.42, 0.34, 0.27, 0.2, 0.14, 0.09, 0.05]
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const GLOW_PADDING := Vector2(6, 6)
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const GLOW_COLOR := Color(1, 0.3, 0.3, 0.35)
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const PERFECT_ZONE_RATIO := 0.3
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const PERFECT_ZONE_COLOR := Color(1.0, 0.95, 0.4, 0.85)
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# Visual
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var base_color: Color
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@ -28,10 +38,12 @@ var pulses_blocked := 0
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var _ready_pulse_tween: Tween = null
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var _trail: Array[ColorRect] = []
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var _glow: ColorRect
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var _perfect_zone: ColorRect
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var _face_scale_tween: Tween
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var _face_shake_tween: Tween
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signal pulse_blocked
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signal pulse_blocked_perfect
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signal doors_closing
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func _ready():
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@ -40,6 +52,12 @@ func _ready():
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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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_perfect_zone = ColorRect.new()
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_perfect_zone.color = PERFECT_ZONE_COLOR
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_perfect_zone.mouse_filter = Control.MOUSE_FILTER_IGNORE
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bz.add_child(_perfect_zone)
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_update_perfect_zone()
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# Pulse line (hidden until first pulse)
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var sl = $SweepLine
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sl.size = Vector2(4, size.y - 40)
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@ -86,6 +104,17 @@ func start():
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pulse_gap = 1.0
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$AIFace.text = ">:)"
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$TargetZone.visible = true
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block_zone_moving = false
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$TargetZone.position.x = size.x - $TargetZone.size.x - 10
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func set_block_zone_movement(speed: float):
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block_zone_speed = speed
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block_zone_moving = speed > 0.0
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var bz = $TargetZone
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block_zone_max_x = size.x - bz.size.x - 10
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block_zone_min_x = size.x * BLOCK_ZONE_RANGE_LEFT_RATIO
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bz.position.x = block_zone_max_x
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block_zone_direction = -1
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func stop():
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active = false
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@ -96,8 +125,18 @@ func stop():
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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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var new_x = size.x - new_width - 10
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var tween = create_tween()
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tween.set_parallel(true)
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tween.tween_property(bz, "size:x", new_width, 0.3)
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tween.tween_property(bz, "position:x", new_x, 0.3)
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tween.tween_method(func(_v): _update_perfect_zone(), 0.0, 1.0, 0.3)
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func _update_perfect_zone():
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var bz = $TargetZone
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var width = bz.size.x * PERFECT_ZONE_RATIO
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_perfect_zone.size = Vector2(width, bz.size.y)
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_perfect_zone.position = Vector2((bz.size.x - width) / 2.0, 0)
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# --- Pulse logic ---
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@ -119,7 +158,20 @@ func get_pulse_gap() -> float:
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return pulse_gap
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func _process(delta):
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if not active or not pulse_active:
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if not active:
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return
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if block_zone_moving:
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var bz = $TargetZone
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bz.position.x += block_zone_speed * block_zone_direction * delta
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if bz.position.x >= block_zone_max_x:
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bz.position.x = block_zone_max_x
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block_zone_direction = -1
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elif bz.position.x <= block_zone_min_x:
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bz.position.x = block_zone_min_x
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block_zone_direction = 1
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if not pulse_active:
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return
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pulse_x += pulse_speed * delta
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@ -151,6 +203,9 @@ func attempt_block() -> bool:
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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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var perfect_left = bz_left + _perfect_zone.position.x
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var perfect_right = perfect_left + _perfect_zone.size.x
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var was_perfect = pulse_x >= perfect_left and pulse_x <= perfect_right
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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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@ -160,6 +215,8 @@ func attempt_block() -> bool:
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_punch_face(1.4, 4.0)
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flash(Color.GREEN)
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pulse_blocked.emit()
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if was_perfect:
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pulse_blocked_perfect.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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