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

@ -1,7 +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: