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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@ -1,28 +1,29 @@
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extends PanelContainer
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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 current_floor := 10
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var saved_count := 0
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var saved_count := 0
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var doors_closing_flag := false
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var doors_closing_flag := false
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var _onboarded := 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 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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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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var threshold := 2
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# Scoring
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var score := 0
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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_START_FLOOR := 7
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const MOVING_ZONE_BASE_SPEED := 40.0
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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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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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var people_in_elevator := 0
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const PERFECT_STUN_DURATION := 0.25
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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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elif event.keycode == KEY_R:
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get_tree().reload_current_scene()
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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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func _start_floor():
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$SfxOpen.play()
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$SfxOpen.play()
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doors_closing_flag = false
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doors_closing_flag = false
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people_in_elevator = 0
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people_in_elevator = 0
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EventBus.doors_opened.emit()
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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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var floors_remaining = current_floor - 1
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survivors_remaining = base_survivors + (floors_remaining * survivors_per_floor_increase)
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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_changed.emit(current_floor)
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EventBus.floor_started.emit(survivors_remaining)
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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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var screen = $PanelMargin/PanelColumn/Screen
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screen.start()
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screen.start(current_floor)
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if current_floor <= MOVING_ZONE_START_FLOOR:
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if current_floor <= MOVING_ZONE_START_FLOOR:
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var floors_below = MOVING_ZONE_START_FLOOR - current_floor
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var floors_below = MOVING_ZONE_START_FLOOR - current_floor
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@ -79,34 +82,26 @@ func _start_floor():
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CONNECT_ONE_SHOT
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CONNECT_ONE_SHOT
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)
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)
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else:
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else:
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screen.launch_pulse() # first survivor arrives
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screen.launch_pulse()
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# --- Input ---
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func _on_block_pressed():
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func _on_block_pressed():
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if doors_closing_flag:
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if doors_closing_flag:
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return
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return
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$PanelMargin/PanelColumn/Screen.attempt_block()
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$PanelMargin/PanelColumn/Screen.attempt_block()
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# --- Pulse callbacks ---
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func _on_pulse_blocked_perfect():
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func _on_pulse_blocked_perfect():
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EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION)
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EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION)
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func _on_pulse_blocked():
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func _on_pulse_blocked():
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# This survivor made it in
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survivors_remaining -= 1
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survivors_remaining -= 1
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people_in_elevator += 1
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people_in_elevator += 1
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$SfxDing.play()
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$SfxDing.play()
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EventBus.people_changed.emit(people_in_elevator, threshold)
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EventBus.people_changed.emit(people_in_elevator, threshold)
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if survivors_remaining <= 0:
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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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get_tree().create_timer(0.25).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
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return
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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 screen = $PanelMargin/PanelColumn/Screen
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var gap = screen.get_pulse_gap()
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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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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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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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if people_in_elevator < threshold:
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screen.show_loss("TOO FEW")
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screen.show_loss("TOO FEW")
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EventBus.game_lost.emit("TOO FEW")
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EventBus.game_lost.emit("TOO FEW")
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return
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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 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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var bonus = max(0, people_in_elevator - threshold) * points_per_person
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score += base_points + bonus
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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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current_floor -= 1
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# Win: reached ground floor
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if current_floor <= 1:
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if current_floor <= 1:
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screen.show_win()
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screen.show_win()
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EventBus.floor_changed.emit(current_floor)
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EventBus.floor_changed.emit(current_floor)
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EventBus.game_won.emit()
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EventBus.game_won.emit()
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return
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return
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# Next floor after countdown
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$SfxClose.play()
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$SfxClose.play()
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screen.show_countdown()
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screen.show_countdown()
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screen.shrink_block_zone()
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screen.shrink_block_zone()
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@ -1,37 +1,53 @@
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extends CharacterBody3D
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extends CharacterBody3D
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var robot_delay = randf_range(3.5,7)
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var robot_ready: bool = false
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var robot_ready: bool = false
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var robot_win: bool = false
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var robot_win: bool = false
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var speed: int = 3.5
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var speed: float = 1.0
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var doors_open: bool = false
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var doors_open: bool = false
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var stun_remaining: float = 0.0
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var stun_remaining: float = 0.0
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var _delay_remaining: float = 0.0
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var _spawn_transform: Transform3D
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@onready var safety_zone = get_node("/root/Game/World/ElevatorDoors/ElevatorSafeZone")
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@onready var safety_zone = get_node("/root/Game/World/ElevatorDoors/ElevatorSafeZone")
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func _ready() -> void:
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func _ready() -> void:
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_spawn_transform = transform
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EventBus.doors_opened.connect(func(): doors_open = true)
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EventBus.doors_opened.connect(func(): doors_open = true)
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EventBus.doors_closed.connect(func(): doors_open = false)
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EventBus.doors_closed.connect(func(): doors_open = false)
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EventBus.robot_stun_requested.connect(func(d: float): stun_remaining += d)
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EventBus.robot_stun_requested.connect(func(d: float): stun_remaining += d)
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await get_tree().create_timer(robot_delay).timeout
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EventBus.robot_floor_started.connect(_on_floor_started)
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robot_ready = true
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func _on_floor_started(delay: float, new_speed: float) -> void:
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if robot_win:
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return
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transform = _spawn_transform
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velocity = Vector3.ZERO
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stun_remaining = 0.0
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speed = new_speed
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_delay_remaining = delay
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robot_ready = false
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func _physics_process(delta):
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func _physics_process(delta):
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if robot_win:
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return
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if robot_win == true: return
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if not robot_ready:
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if robot_ready == false: return
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if _delay_remaining > 0.0:
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_delay_remaining -= delta
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if _delay_remaining <= 0.0:
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robot_ready = true
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return
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if stun_remaining > 0.0:
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if stun_remaining > 0.0:
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stun_remaining -= delta
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stun_remaining -= delta
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velocity = Vector3.ZERO
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move_and_slide()
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return
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return
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if robot_ready == true:
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velocity = Vector3(0, 0, -speed)
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velocity.z -= speed * delta
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move_and_slide()
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move_and_slide()
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if robot_win == true: return
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func _on_area_3d_area_entered(area: Area3D) -> void:
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func _on_area_3d_area_entered(area: Area3D) -> void:
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@ -1,7 +1,8 @@
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extends Panel
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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 := 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_speed_increase := 15.0
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var pulse_x := 0.0
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var pulse_x := 0.0
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var pulse_active := false
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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_decrease := 0.05
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var pulse_gap_min := 0.3
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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_shrink := 3.0
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var block_zone_min := 12.0
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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_moving := false
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var block_zone_speed := 0.0
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var block_zone_speed := 0.0
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var block_zone_direction := -1
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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_RATIO := 0.3
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const PERFECT_ZONE_COLOR := Color(1.0, 0.95, 0.4, 0.85)
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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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var base_color: Color
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# State
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var active := false
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var active := false
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var pulses_blocked := 0
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var pulses_blocked := 0
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var _ready_pulse_tween: Tween = null
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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 _perfect_zone: ColorRect
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var _face_scale_tween: Tween
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var _face_scale_tween: Tween
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var _face_shake_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
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signal pulse_blocked_perfect
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signal pulse_blocked_perfect
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signal doors_closing
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signal doors_closing
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func _ready():
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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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var bz = $TargetZone
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bz.size = Vector2(50, size.y - 40)
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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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bz.position = Vector2(size.x - bz.size.x - 10, 20)
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bz.add_child(_perfect_zone)
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bz.add_child(_perfect_zone)
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_update_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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var sl = $SweepLine
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sl.size = Vector2(4, size.y - 40)
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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.position = Vector2(0, 20)
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sl.visible = false
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sl.visible = false
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# AI face
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var face = $AIFace
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var face = $AIFace
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face.position = Vector2(0, 0)
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face.position = Vector2(0, 0)
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face.size = Vector2(size.x, 30)
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face.size = Vector2(size.x, 30)
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move_child(ghost, 0)
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move_child(ghost, 0)
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_trail.append(ghost)
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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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var style = get_theme_stylebox("panel") as StyleBoxFlat
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if style:
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if style:
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style = style.duplicate()
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style = style.duplicate()
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add_theme_stylebox_override("panel", style)
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add_theme_stylebox_override("panel", style)
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base_color = style.bg_color
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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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active = true
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pulses_blocked = 0
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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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pulse_gap = 1.0
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$AIFace.text = ">:)"
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$AIFace.text = ">:)"
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$TargetZone.visible = true
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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_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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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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func _update_perfect_zone():
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var bz = $TargetZone
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var bz = $TargetZone
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var width = bz.size.x * PERFECT_ZONE_RATIO
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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.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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_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():
|
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:
|
||||||
|
|
|
||||||
|
|
@ -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")
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue