Scale difficulty per floor and reset robot each floor
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parent
082027088a
commit
db9b6df51f
4 changed files with 62 additions and 60 deletions
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@ -1,28 +1,29 @@
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extends PanelContainer
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# Floor state
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var current_floor := 10
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var saved_count := 0
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var doors_closing_flag := false
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var _onboarded := false
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# Survivors per floor: more at top, fewer as you descend
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var base_survivors := 2
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var survivors_per_floor_increase := 1 # per floor above ground
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var survivors_per_floor_increase := 1
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var survivors_remaining := 0
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# Flat threshold: must save at least this many per floor
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var threshold := 2
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# Scoring
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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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var points_per_person := 100
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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 robot_speed_top := 1.0
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var robot_speed_per_floor := 0.15
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var robot_delay_top := 8.0
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var robot_delay_per_floor := 0.6
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var robot_delay_min := 1.0
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var people_in_elevator := 0
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const PERFECT_STUN_DURATION := 0.25
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@ -46,15 +47,12 @@ func _unhandled_input(event):
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elif event.keycode == KEY_R:
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get_tree().reload_current_scene()
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# --- Floor lifecycle ---
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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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survivors_remaining = base_survivors + (floors_remaining * survivors_per_floor_increase)
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@ -62,8 +60,13 @@ func _start_floor():
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EventBus.floor_changed.emit(current_floor)
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EventBus.floor_started.emit(survivors_remaining)
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var floors_descended = 10 - current_floor
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var robot_speed = robot_speed_top + floors_descended * robot_speed_per_floor
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var robot_delay = max(robot_delay_min, robot_delay_top - floors_descended * robot_delay_per_floor)
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EventBus.robot_floor_started.emit(robot_delay, robot_speed)
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var screen = $PanelMargin/PanelColumn/Screen
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screen.start()
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screen.start(current_floor)
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if current_floor <= MOVING_ZONE_START_FLOOR:
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var floors_below = MOVING_ZONE_START_FLOOR - current_floor
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@ -79,34 +82,26 @@ func _start_floor():
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CONNECT_ONE_SHOT
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)
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else:
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screen.launch_pulse() # first survivor arrives
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# --- Input ---
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screen.launch_pulse()
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func _on_block_pressed():
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if doors_closing_flag:
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return
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$PanelMargin/PanelColumn/Screen.attempt_block()
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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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people_in_elevator += 1
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$SfxDing.play()
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EventBus.people_changed.emit(people_in_elevator, threshold)
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if survivors_remaining <= 0:
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# Everyone's in, close doors (auto-success). Brief delay so the
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# last ding doesn't collide with the close sound.
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get_tree().create_timer(0.25).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
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return
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# More survivors approaching: launch next pulse after gap
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var screen = $PanelMargin/PanelColumn/Screen
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var gap = screen.get_pulse_gap()
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get_tree().create_timer(gap).timeout.connect(
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@ -124,13 +119,11 @@ func _on_doors_closing():
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var screen = $PanelMargin/PanelColumn/Screen
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# Lose: not enough people
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if people_in_elevator < threshold:
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screen.show_loss("TOO FEW")
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EventBus.game_lost.emit("TOO FEW")
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return
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# Score this floor
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var base_points = people_in_elevator * points_per_person
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var bonus = max(0, people_in_elevator - threshold) * points_per_person
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score += base_points + bonus
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@ -141,14 +134,12 @@ func _on_doors_closing():
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current_floor -= 1
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# Win: reached ground floor
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if current_floor <= 1:
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screen.show_win()
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EventBus.floor_changed.emit(current_floor)
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EventBus.game_won.emit()
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return
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# Next floor after countdown
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$SfxClose.play()
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screen.show_countdown()
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screen.shrink_block_zone()
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