From db9b6df51f0cf13891ace06a9524e5ecc4717e20 Mon Sep 17 00:00:00 2001 From: Jennie Robinson Faber Date: Sun, 10 May 2026 20:43:17 +0100 Subject: [PATCH] Scale difficulty per floor and reset robot each floor --- scenes/elevator_panel.gd | 39 +++++++++++++++------------------------ scenes/robot.gd | 40 ++++++++++++++++++++++++++++------------ scenes/screen.gd | 38 ++++++++++++++++---------------------- scripts/event_bus.gd | 5 +++-- 4 files changed, 62 insertions(+), 60 deletions(-) diff --git a/scenes/elevator_panel.gd b/scenes/elevator_panel.gd index 82ab891..f79fcc6 100644 --- a/scenes/elevator_panel.gd +++ b/scenes/elevator_panel.gd @@ -1,28 +1,29 @@ extends PanelContainer -# Floor state var current_floor := 10 var saved_count := 0 var doors_closing_flag := false var _onboarded := false -# 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_per_floor_increase := 1 var survivors_remaining := 0 -# Flat threshold: must save at least this many per floor var threshold := 2 -# Scoring var score := 0 -var points_per_person := 100 # base + bonus per person above threshold +var points_per_person := 100 -# 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 robot_speed_top := 1.0 +var robot_speed_per_floor := 0.15 +var robot_delay_top := 8.0 +var robot_delay_per_floor := 0.6 +var robot_delay_min := 1.0 + var people_in_elevator := 0 const PERFECT_STUN_DURATION := 0.25 @@ -46,15 +47,12 @@ func _unhandled_input(event): elif event.keycode == KEY_R: get_tree().reload_current_scene() -# --- Floor lifecycle --- - 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 survivors_remaining = base_survivors + (floors_remaining * survivors_per_floor_increase) @@ -62,8 +60,13 @@ func _start_floor(): EventBus.floor_changed.emit(current_floor) EventBus.floor_started.emit(survivors_remaining) + var floors_descended = 10 - current_floor + var robot_speed = robot_speed_top + floors_descended * robot_speed_per_floor + var robot_delay = max(robot_delay_min, robot_delay_top - floors_descended * robot_delay_per_floor) + EventBus.robot_floor_started.emit(robot_delay, robot_speed) + var screen = $PanelMargin/PanelColumn/Screen - screen.start() + screen.start(current_floor) if current_floor <= MOVING_ZONE_START_FLOOR: var floors_below = MOVING_ZONE_START_FLOOR - current_floor @@ -79,34 +82,26 @@ func _start_floor(): CONNECT_ONE_SHOT ) else: - screen.launch_pulse() # first survivor arrives - -# --- Input --- + screen.launch_pulse() func _on_block_pressed(): if doors_closing_flag: return $PanelMargin/PanelColumn/Screen.attempt_block() -# --- 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 people_in_elevator += 1 $SfxDing.play() EventBus.people_changed.emit(people_in_elevator, threshold) if survivors_remaining <= 0: - # Everyone's in, close doors (auto-success). Brief delay so the - # last ding doesn't collide with the close sound. get_tree().create_timer(0.25).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT) 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( @@ -124,13 +119,11 @@ func _on_doors_closing(): var screen = $PanelMargin/PanelColumn/Screen - # Lose: not enough people if people_in_elevator < threshold: screen.show_loss("TOO FEW") EventBus.game_lost.emit("TOO FEW") 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 @@ -141,14 +134,12 @@ func _on_doors_closing(): 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 - # Next floor after countdown $SfxClose.play() screen.show_countdown() screen.shrink_block_zone() diff --git a/scenes/robot.gd b/scenes/robot.gd index a4476d9..9d66a9d 100644 --- a/scenes/robot.gd +++ b/scenes/robot.gd @@ -1,37 +1,53 @@ extends CharacterBody3D -var robot_delay = randf_range(3.5,7) var robot_ready: bool = false var robot_win: bool = false -var speed: int = 3.5 +var speed: float = 1.0 var doors_open: bool = false var stun_remaining: float = 0.0 +var _delay_remaining: float = 0.0 +var _spawn_transform: Transform3D + @onready var safety_zone = get_node("/root/Game/World/ElevatorDoors/ElevatorSafeZone") func _ready() -> void: + _spawn_transform = transform 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 + EventBus.robot_floor_started.connect(_on_floor_started) + +func _on_floor_started(delay: float, new_speed: float) -> void: + if robot_win: + return + transform = _spawn_transform + velocity = Vector3.ZERO + stun_remaining = 0.0 + speed = new_speed + _delay_remaining = delay + robot_ready = false func _physics_process(delta): + if robot_win: + return - if robot_win == true: return - if robot_ready == false: return + if not robot_ready: + if _delay_remaining > 0.0: + _delay_remaining -= delta + if _delay_remaining <= 0.0: + robot_ready = true + return if stun_remaining > 0.0: stun_remaining -= delta + velocity = Vector3.ZERO + move_and_slide() return - if robot_ready == true: - velocity.z -= speed * delta - move_and_slide() - - if robot_win == true: return - + velocity = Vector3(0, 0, -speed) + move_and_slide() func _on_area_3d_area_entered(area: Area3D) -> void: diff --git a/scenes/screen.gd b/scenes/screen.gd index a4d70b2..109adfc 100644 --- a/scenes/screen.gd +++ b/scenes/screen.gd @@ -1,7 +1,8 @@ extends Panel -# Pulse movement var pulse_speed := 120.0 +var pulse_speed_initial := 120.0 +var pulse_speed_per_floor := 8.0 var pulse_speed_increase := 15.0 var pulse_x := 0.0 var pulse_active := false @@ -9,11 +10,9 @@ 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 -# 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 @@ -29,10 +28,8 @@ 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 -# State var active := false var pulses_blocked := 0 var _ready_pulse_tween: Tween = null @@ -41,13 +38,13 @@ var _glow: ColorRect var _perfect_zone: ColorRect var _face_scale_tween: Tween var _face_shake_tween: Tween +var _floor_label: Label signal pulse_blocked signal pulse_blocked_perfect signal doors_closing func _ready(): - # 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) @@ -58,13 +55,11 @@ func _ready(): bz.add_child(_perfect_zone) _update_perfect_zone() - # Pulse line (hidden until first pulse) var sl = $SweepLine sl.size = Vector2(4, size.y - 40) sl.position = Vector2(0, 20) sl.visible = false - # AI face var face = $AIFace face.position = Vector2(0, 0) face.size = Vector2(size.x, 30) @@ -88,19 +83,24 @@ func _ready(): move_child(ghost, 0) _trail.append(ghost) - # 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 --- + _floor_label = Label.new() + _floor_label.add_theme_font_size_override("font_size", 14) + _floor_label.position = Vector2(8, 4) + _floor_label.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(_floor_label) + EventBus.floor_changed.connect(_update_floor_label) -func start(): +func start(floor_num: int = 10): active = true pulses_blocked = 0 - pulse_speed = 120.0 + var floors_descended = 10 - floor_num + pulse_speed = pulse_speed_initial + floors_descended * pulse_speed_per_floor pulse_gap = 1.0 $AIFace.text = ">:)" $TargetZone.visible = true @@ -132,15 +132,15 @@ func shrink_block_zone(): 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_floor_label(floor_num: int): + _floor_label.text = "FL " + str(floor_num) + 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 --- - -# Called by elevator_panel when a survivor reaches the door. func launch_pulse(): if not active: return @@ -182,7 +182,6 @@ func _process(delta): _trail[i].visible = gx >= 0 _trail[i].position = Vector2(gx, $SweepLine.position.y) - # Pulse reached the far side unblocked: AI wins, doors close if pulse_x >= size.x: pulse_active = false _hide_pulse_visuals() @@ -192,17 +191,15 @@ func _process(delta): 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 + return false 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 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 @@ -219,7 +216,6 @@ func attempt_block() -> bool: pulse_blocked_perfect.emit() return true else: - # Mistimed: same result as letting it through pulse_active = false _hide_pulse_visuals() $AIFace.text = ":D" @@ -229,8 +225,6 @@ func attempt_block() -> bool: doors_closing.emit() return false -# --- Display helpers --- - func flash(color: Color): var style = get_theme_stylebox("panel") as StyleBoxFlat if not style: diff --git a/scripts/event_bus.gd b/scripts/event_bus.gd index 9bc113f..4cb2381 100644 --- a/scripts/event_bus.gd +++ b/scripts/event_bus.gd @@ -1,6 +1,6 @@ extends Node -@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope +@warning_ignore_start("unused_signal") signal floor_changed(floor_num: int) signal saved_changed(count: int) @@ -13,5 +13,6 @@ signal floor_started(survivor_count: int) signal doors_opened signal doors_closed signal robot_stun_requested(duration: float) +signal robot_floor_started(delay: float, robot_speed: float) -@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations +@warning_ignore_restore("unused_signal")