This commit is contained in:
Henry 2026-05-10 20:41:20 +01:00
commit 2b20458de7
6 changed files with 100 additions and 15 deletions

View file

@ -18,8 +18,15 @@ var threshold := 2
var score := 0
var points_per_person := 100 # base + bonus per person above threshold
# Moving block zone (starts at floor 7, faster as we descend)
const MOVING_ZONE_START_FLOOR := 7
const MOVING_ZONE_BASE_SPEED := 40.0
const MOVING_ZONE_SPEED_PER_FLOOR := 12.0
var people_in_elevator := 0
const PERFECT_STUN_DURATION := 0.25
func _ready():
var button = $PanelMargin/PanelColumn/CloseButton
button.text = "BLOCK"
@ -27,6 +34,7 @@ func _ready():
var screen = $PanelMargin/PanelColumn/Screen
screen.pulse_blocked.connect(_on_pulse_blocked)
screen.pulse_blocked_perfect.connect(_on_pulse_blocked_perfect)
screen.doors_closing.connect(_on_doors_closing)
EventBus.game_started.connect(_start_floor)
@ -44,6 +52,7 @@ func _start_floor():
$SfxOpen.play()
doors_closing_flag = false
people_in_elevator = 0
EventBus.doors_opened.emit()
# More survivors on higher floors, fewer near the ground
var floors_remaining = current_floor - 1
@ -56,6 +65,10 @@ func _start_floor():
var screen = $PanelMargin/PanelColumn/Screen
screen.start()
if current_floor <= MOVING_ZONE_START_FLOOR:
var floors_below = MOVING_ZONE_START_FLOOR - current_floor
screen.set_block_zone_movement(MOVING_ZONE_BASE_SPEED + floors_below * MOVING_ZONE_SPEED_PER_FLOOR)
if not _onboarded:
_onboarded = true
screen.show_onboarding("BLOCK\nIN GREEN ZONE")
@ -77,6 +90,9 @@ func _on_block_pressed():
# --- Pulse callbacks ---
func _on_pulse_blocked_perfect():
EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION)
func _on_pulse_blocked():
# This survivor made it in
survivors_remaining -= 1
@ -104,13 +120,14 @@ func _on_doors_closing():
if doors_closing_flag:
return
doors_closing_flag = true
EventBus.doors_closed.emit()
var screen = $PanelMargin/PanelColumn/Screen
# Lose: not enough people
if people_in_elevator < threshold:
screen.show_loss("TOO FEW")
EventBus.game_lost.emit()
EventBus.game_lost.emit("TOO FEW")
return
# Score this floor

View file

@ -15,8 +15,8 @@ func _on_game_won():
$Center/Card/Margin/Column/Headline.text = "YOU ESCAPED"
_show()
func _on_game_lost():
$Center/Card/Margin/Column/Headline.text = "TOO FEW"
func _on_game_lost(reason: String):
$Center/Card/Margin/Column/Headline.text = reason
_apply_loss_palette()
_show()

View file

@ -4,30 +4,38 @@ var robot_delay = randf_range(3.5,7)
var robot_ready: bool = false
var robot_win: bool = false
var speed: int = 3.5
var doors_open: bool = false
var stun_remaining: float = 0.0
@onready var safety_zone = get_node("/root/Game/World/ElevatorSafeZone")
func _ready() -> void:
EventBus.doors_opened.connect(func(): doors_open = true)
EventBus.doors_closed.connect(func(): doors_open = false)
EventBus.robot_stun_requested.connect(func(d: float): stun_remaining += d)
await get_tree().create_timer(robot_delay).timeout
robot_ready = true
func _physics_process(delta):
if robot_win == true: return
if robot_ready == false: return
if stun_remaining > 0.0:
stun_remaining -= delta
return
if robot_ready == true:
velocity.z -= speed * delta
move_and_slide()
if robot_win == true: return
func _on_area_3d_area_entered(area: Area3D) -> void:
var safety = safety_zone
if area == safety: #TODO: if entered safety AND door is open, then GAME OVER!
if area == safety and doors_open:
robot_win = true
print("got you!")
EventBus.game_lost.emit("ROBOT GOT IN")

View file

@ -1,7 +1,7 @@
[gd_scene format=3 uid="uid://b8q1mk8ub3dwm"]
[gd_scene format=3 uid="uid://v07x1vbept3i"]
[ext_resource type="Texture2D" uid="uid://ba2ywy388r8g1" path="res://images/bot.png" id="1_br0rw"]
[ext_resource type="Script" uid="uid://c0ii52yy7qbcu" path="res://scenes/robot.gd" id="1_ykvnc"]
[ext_resource type="Script" path="res://scenes/robot.gd" id="1_ykvnc"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_ykvnc"]
height = 1.8903809

View file

@ -13,11 +13,21 @@ var pulse_gap_min := 0.3
var block_zone_shrink := 3.0
var block_zone_min := 12.0
# Block zone movement (enabled per-floor by elevator_panel)
var block_zone_moving := false
var block_zone_speed := 0.0
var block_zone_direction := -1
var block_zone_min_x := 0.0
var block_zone_max_x := 0.0
const BLOCK_ZONE_RANGE_LEFT_RATIO := 0.5
const TRAIL_GHOSTS := 8
const TRAIL_SPACING := 3.0
const TRAIL_ALPHAS := [0.5, 0.42, 0.34, 0.27, 0.2, 0.14, 0.09, 0.05]
const GLOW_PADDING := Vector2(6, 6)
const GLOW_COLOR := Color(1, 0.3, 0.3, 0.35)
const PERFECT_ZONE_RATIO := 0.3
const PERFECT_ZONE_COLOR := Color(1.0, 0.95, 0.4, 0.85)
# Visual
var base_color: Color
@ -28,10 +38,12 @@ var pulses_blocked := 0
var _ready_pulse_tween: Tween = null
var _trail: Array[ColorRect] = []
var _glow: ColorRect
var _perfect_zone: ColorRect
var _face_scale_tween: Tween
var _face_shake_tween: Tween
signal pulse_blocked
signal pulse_blocked_perfect
signal doors_closing
func _ready():
@ -40,6 +52,12 @@ func _ready():
bz.size = Vector2(50, size.y - 40)
bz.position = Vector2(size.x - bz.size.x - 10, 20)
_perfect_zone = ColorRect.new()
_perfect_zone.color = PERFECT_ZONE_COLOR
_perfect_zone.mouse_filter = Control.MOUSE_FILTER_IGNORE
bz.add_child(_perfect_zone)
_update_perfect_zone()
# Pulse line (hidden until first pulse)
var sl = $SweepLine
sl.size = Vector2(4, size.y - 40)
@ -86,6 +104,17 @@ func start():
pulse_gap = 1.0
$AIFace.text = ">:)"
$TargetZone.visible = true
block_zone_moving = false
$TargetZone.position.x = size.x - $TargetZone.size.x - 10
func set_block_zone_movement(speed: float):
block_zone_speed = speed
block_zone_moving = speed > 0.0
var bz = $TargetZone
block_zone_max_x = size.x - bz.size.x - 10
block_zone_min_x = size.x * BLOCK_ZONE_RANGE_LEFT_RATIO
bz.position.x = block_zone_max_x
block_zone_direction = -1
func stop():
active = false
@ -96,8 +125,18 @@ func stop():
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
var new_x = size.x - new_width - 10
var tween = create_tween()
tween.set_parallel(true)
tween.tween_property(bz, "size:x", new_width, 0.3)
tween.tween_property(bz, "position:x", new_x, 0.3)
tween.tween_method(func(_v): _update_perfect_zone(), 0.0, 1.0, 0.3)
func _update_perfect_zone():
var bz = $TargetZone
var width = bz.size.x * PERFECT_ZONE_RATIO
_perfect_zone.size = Vector2(width, bz.size.y)
_perfect_zone.position = Vector2((bz.size.x - width) / 2.0, 0)
# --- Pulse logic ---
@ -119,7 +158,20 @@ func get_pulse_gap() -> float:
return pulse_gap
func _process(delta):
if not active or not pulse_active:
if not active:
return
if block_zone_moving:
var bz = $TargetZone
bz.position.x += block_zone_speed * block_zone_direction * delta
if bz.position.x >= block_zone_max_x:
bz.position.x = block_zone_max_x
block_zone_direction = -1
elif bz.position.x <= block_zone_min_x:
bz.position.x = block_zone_min_x
block_zone_direction = 1
if not pulse_active:
return
pulse_x += pulse_speed * delta
@ -151,6 +203,9 @@ func attempt_block() -> bool:
if pulse_x >= bz_left and pulse_x <= bz_right:
# Blocked: doors stay open, this survivor gets in
var perfect_left = bz_left + _perfect_zone.position.x
var perfect_right = perfect_left + _perfect_zone.size.x
var was_perfect = pulse_x >= perfect_left and pulse_x <= perfect_right
pulse_active = false
pulses_blocked += 1
pulse_speed += pulse_speed_increase
@ -160,6 +215,8 @@ func attempt_block() -> bool:
_punch_face(1.4, 4.0)
flash(Color.GREEN)
pulse_blocked.emit()
if was_perfect:
pulse_blocked_perfect.emit()
return true
else:
# Mistimed: same result as letting it through

View file

@ -8,7 +8,10 @@ signal score_changed(new_score: int)
signal people_changed(count: int, threshold: int)
signal game_started
signal game_won
signal game_lost
signal game_lost(reason: String)
signal floor_started(survivor_count: int)
signal doors_opened
signal doors_closed
signal robot_stun_requested(duration: float)
@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations