Scale difficulty per floor and reset robot each floor
This commit is contained in:
parent
082027088a
commit
db9b6df51f
4 changed files with 62 additions and 60 deletions
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@ -1,7 +1,8 @@
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extends Panel
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# Pulse movement
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var pulse_speed := 120.0
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var pulse_speed_initial := 120.0
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var pulse_speed_per_floor := 8.0
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var pulse_speed_increase := 15.0
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var pulse_x := 0.0
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var pulse_active := false
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@ -9,11 +10,9 @@ var pulse_gap := 1.0
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var pulse_gap_decrease := 0.05
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var pulse_gap_min := 0.3
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# Block zone (shrinks per floor, not per block)
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var block_zone_shrink := 3.0
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var block_zone_min := 12.0
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# Block zone movement (enabled per-floor by elevator_panel)
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var block_zone_moving := false
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var block_zone_speed := 0.0
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var block_zone_direction := -1
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@ -29,10 +28,8 @@ const GLOW_COLOR := Color(1, 0.3, 0.3, 0.35)
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const PERFECT_ZONE_RATIO := 0.3
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const PERFECT_ZONE_COLOR := Color(1.0, 0.95, 0.4, 0.85)
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# Visual
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var base_color: Color
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# State
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var active := false
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var pulses_blocked := 0
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var _ready_pulse_tween: Tween = null
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@ -41,13 +38,13 @@ var _glow: ColorRect
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var _perfect_zone: ColorRect
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var _face_scale_tween: Tween
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var _face_shake_tween: Tween
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var _floor_label: Label
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signal pulse_blocked
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signal pulse_blocked_perfect
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signal doors_closing
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func _ready():
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# Block zone on right side of screen
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var bz = $TargetZone
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bz.size = Vector2(50, size.y - 40)
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bz.position = Vector2(size.x - bz.size.x - 10, 20)
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@ -58,13 +55,11 @@ func _ready():
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bz.add_child(_perfect_zone)
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_update_perfect_zone()
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# Pulse line (hidden until first pulse)
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var sl = $SweepLine
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sl.size = Vector2(4, size.y - 40)
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sl.position = Vector2(0, 20)
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sl.visible = false
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# AI face
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var face = $AIFace
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face.position = Vector2(0, 0)
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face.size = Vector2(size.x, 30)
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@ -88,19 +83,24 @@ func _ready():
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move_child(ghost, 0)
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_trail.append(ghost)
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# Duplicate the StyleBoxFlat so flash tweens don't bleed into other panels
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var style = get_theme_stylebox("panel") as StyleBoxFlat
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if style:
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style = style.duplicate()
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add_theme_stylebox_override("panel", style)
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base_color = style.bg_color
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# --- Per-floor lifecycle ---
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_floor_label = Label.new()
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_floor_label.add_theme_font_size_override("font_size", 14)
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_floor_label.position = Vector2(8, 4)
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_floor_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_floor_label)
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EventBus.floor_changed.connect(_update_floor_label)
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func start():
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func start(floor_num: int = 10):
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active = true
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pulses_blocked = 0
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pulse_speed = 120.0
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var floors_descended = 10 - floor_num
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pulse_speed = pulse_speed_initial + floors_descended * pulse_speed_per_floor
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pulse_gap = 1.0
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$AIFace.text = ">:)"
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$TargetZone.visible = true
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@ -132,15 +132,15 @@ func shrink_block_zone():
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tween.tween_property(bz, "position:x", new_x, 0.3)
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tween.tween_method(func(_v): _update_perfect_zone(), 0.0, 1.0, 0.3)
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func _update_floor_label(floor_num: int):
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_floor_label.text = "FL " + str(floor_num)
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func _update_perfect_zone():
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var bz = $TargetZone
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var width = bz.size.x * PERFECT_ZONE_RATIO
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_perfect_zone.size = Vector2(width, bz.size.y)
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_perfect_zone.position = Vector2((bz.size.x - width) / 2.0, 0)
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# --- Pulse logic ---
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# Called by elevator_panel when a survivor reaches the door.
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func launch_pulse():
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if not active:
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return
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@ -182,7 +182,6 @@ func _process(delta):
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_trail[i].visible = gx >= 0
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_trail[i].position = Vector2(gx, $SweepLine.position.y)
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# Pulse reached the far side unblocked: AI wins, doors close
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if pulse_x >= size.x:
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pulse_active = false
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_hide_pulse_visuals()
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@ -192,17 +191,15 @@ func _process(delta):
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active = false
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doors_closing.emit()
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# Called by elevator_panel when player presses BLOCK.
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func attempt_block() -> bool:
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if not pulse_active:
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return false # no pulse on screen, button does nothing
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return false
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var bz = $TargetZone
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var bz_left = bz.position.x
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var bz_right = bz.position.x + bz.size.x
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if pulse_x >= bz_left and pulse_x <= bz_right:
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# Blocked: doors stay open, this survivor gets in
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var perfect_left = bz_left + _perfect_zone.position.x
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var perfect_right = perfect_left + _perfect_zone.size.x
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var was_perfect = pulse_x >= perfect_left and pulse_x <= perfect_right
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@ -219,7 +216,6 @@ func attempt_block() -> bool:
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pulse_blocked_perfect.emit()
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return true
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else:
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# Mistimed: same result as letting it through
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pulse_active = false
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_hide_pulse_visuals()
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$AIFace.text = ":D"
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@ -229,8 +225,6 @@ func attempt_block() -> bool:
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doors_closing.emit()
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return false
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# --- Display helpers ---
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func flash(color: Color):
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var style = get_theme_stylebox("panel") as StyleBoxFlat
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if not style:
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