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 extends PanelContainer
# Floor state
var current_floor := 10 var current_floor := 10
var saved_count := 0 var saved_count := 0
var doors_closing_flag := false var doors_closing_flag := false
var _onboarded := false var _onboarded := false
# Survivors per floor: more at top, fewer as you descend
var base_survivors := 2 var base_survivors := 2
var survivors_per_floor_increase := 1 # per floor above ground var survivors_per_floor_increase := 1
var survivors_remaining := 0 var survivors_remaining := 0
# Flat threshold: must save at least this many per floor
var threshold := 2 var threshold := 2
# Scoring
var score := 0 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_START_FLOOR := 7
const MOVING_ZONE_BASE_SPEED := 40.0 const MOVING_ZONE_BASE_SPEED := 40.0
const MOVING_ZONE_SPEED_PER_FLOOR := 12.0 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 var people_in_elevator := 0
const PERFECT_STUN_DURATION := 0.25 const PERFECT_STUN_DURATION := 0.25
@ -46,15 +47,12 @@ func _unhandled_input(event):
elif event.keycode == KEY_R: elif event.keycode == KEY_R:
get_tree().reload_current_scene() get_tree().reload_current_scene()
# --- Floor lifecycle ---
func _start_floor(): func _start_floor():
$SfxOpen.play() $SfxOpen.play()
doors_closing_flag = false doors_closing_flag = false
people_in_elevator = 0 people_in_elevator = 0
EventBus.doors_opened.emit() EventBus.doors_opened.emit()
# More survivors on higher floors, fewer near the ground
var floors_remaining = current_floor - 1 var floors_remaining = current_floor - 1
survivors_remaining = base_survivors + (floors_remaining * survivors_per_floor_increase) 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_changed.emit(current_floor)
EventBus.floor_started.emit(survivors_remaining) 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 var screen = $PanelMargin/PanelColumn/Screen
screen.start() screen.start(current_floor)
if current_floor <= MOVING_ZONE_START_FLOOR: if current_floor <= MOVING_ZONE_START_FLOOR:
var floors_below = MOVING_ZONE_START_FLOOR - current_floor var floors_below = MOVING_ZONE_START_FLOOR - current_floor
@ -79,34 +82,26 @@ func _start_floor():
CONNECT_ONE_SHOT CONNECT_ONE_SHOT
) )
else: else:
screen.launch_pulse() # first survivor arrives screen.launch_pulse()
# --- Input ---
func _on_block_pressed(): func _on_block_pressed():
if doors_closing_flag: if doors_closing_flag:
return return
$PanelMargin/PanelColumn/Screen.attempt_block() $PanelMargin/PanelColumn/Screen.attempt_block()
# --- Pulse callbacks ---
func _on_pulse_blocked_perfect(): func _on_pulse_blocked_perfect():
EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION) EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION)
func _on_pulse_blocked(): func _on_pulse_blocked():
# This survivor made it in
survivors_remaining -= 1 survivors_remaining -= 1
people_in_elevator += 1 people_in_elevator += 1
$SfxDing.play() $SfxDing.play()
EventBus.people_changed.emit(people_in_elevator, threshold) EventBus.people_changed.emit(people_in_elevator, threshold)
if survivors_remaining <= 0: 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) get_tree().create_timer(0.25).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
return return
# More survivors approaching: launch next pulse after gap
var screen = $PanelMargin/PanelColumn/Screen var screen = $PanelMargin/PanelColumn/Screen
var gap = screen.get_pulse_gap() var gap = screen.get_pulse_gap()
get_tree().create_timer(gap).timeout.connect( get_tree().create_timer(gap).timeout.connect(
@ -124,13 +119,11 @@ func _on_doors_closing():
var screen = $PanelMargin/PanelColumn/Screen var screen = $PanelMargin/PanelColumn/Screen
# Lose: not enough people
if people_in_elevator < threshold: if people_in_elevator < threshold:
screen.show_loss("TOO FEW") screen.show_loss("TOO FEW")
EventBus.game_lost.emit("TOO FEW") EventBus.game_lost.emit("TOO FEW")
return return
# Score this floor
var base_points = people_in_elevator * points_per_person var base_points = people_in_elevator * points_per_person
var bonus = max(0, people_in_elevator - threshold) * points_per_person var bonus = max(0, people_in_elevator - threshold) * points_per_person
score += base_points + bonus score += base_points + bonus
@ -141,14 +134,12 @@ func _on_doors_closing():
current_floor -= 1 current_floor -= 1
# Win: reached ground floor
if current_floor <= 1: if current_floor <= 1:
screen.show_win() screen.show_win()
EventBus.floor_changed.emit(current_floor) EventBus.floor_changed.emit(current_floor)
EventBus.game_won.emit() EventBus.game_won.emit()
return return
# Next floor after countdown
$SfxClose.play() $SfxClose.play()
screen.show_countdown() screen.show_countdown()
screen.shrink_block_zone() screen.shrink_block_zone()

View file

@ -1,38 +1,54 @@
extends CharacterBody3D extends CharacterBody3D
var robot_delay = randf_range(3.5,7)
var robot_ready: bool = false var robot_ready: bool = false
var robot_win: bool = false var robot_win: bool = false
var speed: int = 3.5 var speed: float = 1.0
var doors_open: bool = false var doors_open: bool = false
var stun_remaining: float = 0.0 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") @onready var safety_zone = get_node("/root/Game/World/ElevatorDoors/ElevatorSafeZone")
func _ready() -> void: func _ready() -> void:
_spawn_transform = transform
EventBus.doors_opened.connect(func(): doors_open = true) EventBus.doors_opened.connect(func(): doors_open = true)
EventBus.doors_closed.connect(func(): doors_open = false) EventBus.doors_closed.connect(func(): doors_open = false)
EventBus.robot_stun_requested.connect(func(d: float): stun_remaining += d) EventBus.robot_stun_requested.connect(func(d: float): stun_remaining += d)
await get_tree().create_timer(robot_delay).timeout EventBus.robot_floor_started.connect(_on_floor_started)
robot_ready = true
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): func _physics_process(delta):
if robot_win:
return
if robot_win == true: return if not robot_ready:
if robot_ready == false: return if _delay_remaining > 0.0:
_delay_remaining -= delta
if _delay_remaining <= 0.0:
robot_ready = true
return
if stun_remaining > 0.0: if stun_remaining > 0.0:
stun_remaining -= delta stun_remaining -= delta
velocity = Vector3.ZERO
move_and_slide()
return return
if robot_ready == true: velocity = Vector3(0, 0, -speed)
velocity.z -= speed * delta
move_and_slide() move_and_slide()
if robot_win == true: return
func _on_area_3d_area_entered(area: Area3D) -> void: func _on_area_3d_area_entered(area: Area3D) -> void:
var safety = safety_zone var safety = safety_zone

View file

@ -1,7 +1,8 @@
extends Panel extends Panel
# Pulse movement
var pulse_speed := 120.0 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_speed_increase := 15.0
var pulse_x := 0.0 var pulse_x := 0.0
var pulse_active := false var pulse_active := false
@ -9,11 +10,9 @@ var pulse_gap := 1.0
var pulse_gap_decrease := 0.05 var pulse_gap_decrease := 0.05
var pulse_gap_min := 0.3 var pulse_gap_min := 0.3
# Block zone (shrinks per floor, not per block)
var block_zone_shrink := 3.0 var block_zone_shrink := 3.0
var block_zone_min := 12.0 var block_zone_min := 12.0
# Block zone movement (enabled per-floor by elevator_panel)
var block_zone_moving := false var block_zone_moving := false
var block_zone_speed := 0.0 var block_zone_speed := 0.0
var block_zone_direction := -1 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_RATIO := 0.3
const PERFECT_ZONE_COLOR := Color(1.0, 0.95, 0.4, 0.85) const PERFECT_ZONE_COLOR := Color(1.0, 0.95, 0.4, 0.85)
# Visual
var base_color: Color var base_color: Color
# State
var active := false var active := false
var pulses_blocked := 0 var pulses_blocked := 0
var _ready_pulse_tween: Tween = null var _ready_pulse_tween: Tween = null
@ -41,13 +38,13 @@ var _glow: ColorRect
var _perfect_zone: ColorRect var _perfect_zone: ColorRect
var _face_scale_tween: Tween var _face_scale_tween: Tween
var _face_shake_tween: Tween var _face_shake_tween: Tween
var _floor_label: Label
signal pulse_blocked signal pulse_blocked
signal pulse_blocked_perfect signal pulse_blocked_perfect
signal doors_closing signal doors_closing
func _ready(): func _ready():
# Block zone on right side of screen
var bz = $TargetZone var bz = $TargetZone
bz.size = Vector2(50, size.y - 40) bz.size = Vector2(50, size.y - 40)
bz.position = Vector2(size.x - bz.size.x - 10, 20) bz.position = Vector2(size.x - bz.size.x - 10, 20)
@ -58,13 +55,11 @@ func _ready():
bz.add_child(_perfect_zone) bz.add_child(_perfect_zone)
_update_perfect_zone() _update_perfect_zone()
# Pulse line (hidden until first pulse)
var sl = $SweepLine var sl = $SweepLine
sl.size = Vector2(4, size.y - 40) sl.size = Vector2(4, size.y - 40)
sl.position = Vector2(0, 20) sl.position = Vector2(0, 20)
sl.visible = false sl.visible = false
# AI face
var face = $AIFace var face = $AIFace
face.position = Vector2(0, 0) face.position = Vector2(0, 0)
face.size = Vector2(size.x, 30) face.size = Vector2(size.x, 30)
@ -88,19 +83,24 @@ func _ready():
move_child(ghost, 0) move_child(ghost, 0)
_trail.append(ghost) _trail.append(ghost)
# Duplicate the StyleBoxFlat so flash tweens don't bleed into other panels
var style = get_theme_stylebox("panel") as StyleBoxFlat var style = get_theme_stylebox("panel") as StyleBoxFlat
if style: if style:
style = style.duplicate() style = style.duplicate()
add_theme_stylebox_override("panel", style) add_theme_stylebox_override("panel", style)
base_color = style.bg_color 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 active = true
pulses_blocked = 0 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 pulse_gap = 1.0
$AIFace.text = ">:)" $AIFace.text = ">:)"
$TargetZone.visible = true $TargetZone.visible = true
@ -132,15 +132,15 @@ func shrink_block_zone():
tween.tween_property(bz, "position:x", new_x, 0.3) tween.tween_property(bz, "position:x", new_x, 0.3)
tween.tween_method(func(_v): _update_perfect_zone(), 0.0, 1.0, 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(): func _update_perfect_zone():
var bz = $TargetZone var bz = $TargetZone
var width = bz.size.x * PERFECT_ZONE_RATIO var width = bz.size.x * PERFECT_ZONE_RATIO
_perfect_zone.size = Vector2(width, bz.size.y) _perfect_zone.size = Vector2(width, bz.size.y)
_perfect_zone.position = Vector2((bz.size.x - width) / 2.0, 0) _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(): func launch_pulse():
if not active: if not active:
return return
@ -182,7 +182,6 @@ func _process(delta):
_trail[i].visible = gx >= 0 _trail[i].visible = gx >= 0
_trail[i].position = Vector2(gx, $SweepLine.position.y) _trail[i].position = Vector2(gx, $SweepLine.position.y)
# Pulse reached the far side unblocked: AI wins, doors close
if pulse_x >= size.x: if pulse_x >= size.x:
pulse_active = false pulse_active = false
_hide_pulse_visuals() _hide_pulse_visuals()
@ -192,17 +191,15 @@ func _process(delta):
active = false active = false
doors_closing.emit() doors_closing.emit()
# Called by elevator_panel when player presses BLOCK.
func attempt_block() -> bool: func attempt_block() -> bool:
if not pulse_active: if not pulse_active:
return false # no pulse on screen, button does nothing return false
var bz = $TargetZone var bz = $TargetZone
var bz_left = bz.position.x var bz_left = bz.position.x
var bz_right = bz.position.x + bz.size.x var bz_right = bz.position.x + bz.size.x
if pulse_x >= bz_left and pulse_x <= bz_right: 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_left = bz_left + _perfect_zone.position.x
var perfect_right = perfect_left + _perfect_zone.size.x var perfect_right = perfect_left + _perfect_zone.size.x
var was_perfect = pulse_x >= perfect_left and pulse_x <= perfect_right var was_perfect = pulse_x >= perfect_left and pulse_x <= perfect_right
@ -219,7 +216,6 @@ func attempt_block() -> bool:
pulse_blocked_perfect.emit() pulse_blocked_perfect.emit()
return true return true
else: else:
# Mistimed: same result as letting it through
pulse_active = false pulse_active = false
_hide_pulse_visuals() _hide_pulse_visuals()
$AIFace.text = ":D" $AIFace.text = ":D"
@ -229,8 +225,6 @@ func attempt_block() -> bool:
doors_closing.emit() doors_closing.emit()
return false return false
# --- Display helpers ---
func flash(color: Color): func flash(color: Color):
var style = get_theme_stylebox("panel") as StyleBoxFlat var style = get_theme_stylebox("panel") as StyleBoxFlat
if not style: if not style:

View file

@ -1,6 +1,6 @@
extends Node extends Node
@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope @warning_ignore_start("unused_signal")
signal floor_changed(floor_num: int) signal floor_changed(floor_num: int)
signal saved_changed(count: int) signal saved_changed(count: int)
@ -13,5 +13,6 @@ signal floor_started(survivor_count: int)
signal doors_opened signal doors_opened
signal doors_closed signal doors_closed
signal robot_stun_requested(duration: float) signal robot_stun_requested(duration: float)
signal robot_floor_started(delay: float, robot_speed: float)
@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations @warning_ignore_restore("unused_signal")