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

@ -1,37 +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: