This commit is contained in:
Henry 2026-05-10 16:23:19 +01:00
commit 9420d1b5c0
11 changed files with 421 additions and 144 deletions

View file

@ -1,91 +1,122 @@
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
# placeholder until hnry's collision signal is ready
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
var people_in_elevator := 0
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()
func _on_timer_expired():
if doors_closing:
return
doors_closing = true
var screen = $PanelMargin/PanelColumn/Screen
screen.show_loss("TOO LATE :[")
EventBus.game_lost.emit()
# --- Floor lifecycle ---
func _on_close_pressed():
if doors_closing:
return
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)
EventBus.people_changed.emit(people_in_elevator, threshold)
EventBus.floor_changed.emit(current_floor)
var screen = $PanelMargin/PanelColumn/Screen
var success = screen.attempt_hack()
if success:
doors_closing = true
floor_timer.stop()
screen.start()
screen.launch_pulse() # first survivor arrives
if people_in_elevator < get_threshold():
screen.show_loss("TOO FEW :[[")
EventBus.game_lost.emit()
return
# --- Input ---
# 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)
func _on_block_pressed():
if doors_closing_flag:
return
$PanelMargin/PanelColumn/Screen.attempt_block()
saved_count += people_in_elevator
current_floor -= 1
EventBus.saved_changed.emit(saved_count)
# --- Pulse callbacks ---
func _on_pulse_blocked():
# This survivor made it in
survivors_remaining -= 1
people_in_elevator += 1
EventBus.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
var screen = $PanelMargin/PanelColumn/Screen
# Lose: not enough people
if people_in_elevator < threshold:
screen.show_loss("TOO FEW")
EventBus.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
EventBus.score_changed.emit(score)
EventBus.saved_changed.emit(saved_count)
current_floor -= 1
# Win: reached ground floor
if current_floor <= 1:
screen.show_win()
EventBus.floor_changed.emit(current_floor)
EventBus.game_won.emit()
return
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!")
# 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)

View file

@ -1,10 +1,13 @@
[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://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://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]
script = ExtResource("1_lbhrr")
@ -20,5 +23,18 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.004168272, 1.1920929e-07,
[node name="ElevatorPanel" parent="CanvasPanel" unique_id=574176994 instance=ExtResource("3_lnu2h")]
<<<<<<< HEAD
[node name="ComponentSpawn" parent="." unique_id=649225939 instance=ExtResource("5_iywne")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.004472971, 0)
=======
[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")]
>>>>>>> f2b176c978c80dee71e2e640451aa7b607238400

View file

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