Scale difficulty per floor and reset robot each floor

This commit is contained in:
Jennie Robinson Faber 2026-05-10 20:43:17 +01:00
parent 082027088a
commit db9b6df51f
4 changed files with 62 additions and 60 deletions

View file

@ -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()