Cleanup dead references; update gitignore
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parent
0bf60b7363
commit
f2b176c978
4 changed files with 10 additions and 102 deletions
3
.gitignore
vendored
3
.gitignore
vendored
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@ -2,4 +2,5 @@
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.godot/
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/android/
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/.DS_Store
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jennie-docs
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/*.md
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/jennie-notes/
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@ -19,20 +19,6 @@ var points_per_person := 100 # base + bonus per person above threshold
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var people_in_elevator := 0
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# PLACEHOLDER: replaced by Henry's robot collision signal.
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# Handler is _on_timer_expired().
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var floor_time_limit := 10.0
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# PLACEHOLDER: remove when Henry's spawning system is in.
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@onready var spawner = get_node("../../Node3D")
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signal floor_changed(floor_num: int)
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signal saved_changed(count: int)
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signal score_changed(new_score: int)
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signal people_changed(count: int, threshold_val: int)
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signal game_won
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signal game_lost
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func _ready():
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var button = $PanelMargin/PanelColumn/CloseButton
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button.text = "BLOCK"
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@ -59,29 +45,13 @@ func _start_floor():
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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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people_changed.emit(people_in_elevator, threshold)
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floor_changed.emit(current_floor)
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# Spawn 3D survivors (placeholder)
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print("spawner: ", spawner, " survivors: ", survivors_remaining)
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if spawner:
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spawner.start_spawning(survivors_remaining)
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EventBus.people_changed.emit(people_in_elevator, threshold)
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EventBus.floor_changed.emit(current_floor)
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var screen = $PanelMargin/PanelColumn/Screen
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screen.start()
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screen.launch_pulse() # first survivor arrives
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# Floor timer (placeholder for robot collision)
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if has_node("FloorTimer"):
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$FloorTimer.queue_free()
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var timer = Timer.new()
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timer.name = "FloorTimer"
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timer.wait_time = floor_time_limit
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timer.one_shot = true
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timer.timeout.connect(_on_timer_expired)
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add_child(timer)
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timer.start()
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# --- Input ---
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func _on_block_pressed():
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@ -95,7 +65,7 @@ func _on_pulse_blocked():
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# This survivor made it in
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survivors_remaining -= 1
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people_in_elevator += 1
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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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# Everyone's in, close doors (auto-success)
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@ -117,19 +87,12 @@ func _on_doors_closing():
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return
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doors_closing_flag = true
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# Stop spawning (placeholder)
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if spawner:
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spawner.stop_spawning()
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if has_node("FloorTimer"):
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$FloorTimer.stop()
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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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screen.show_loss("TOO FEW")
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game_lost.emit()
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EventBus.game_lost.emit()
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return
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# Score this floor
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@ -138,16 +101,16 @@ func _on_doors_closing():
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score += base_points + bonus
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saved_count += people_in_elevator
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score_changed.emit(score)
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saved_changed.emit(saved_count)
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EventBus.score_changed.emit(score)
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EventBus.saved_changed.emit(saved_count)
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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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screen.show_win()
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floor_changed.emit(current_floor)
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game_won.emit()
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EventBus.floor_changed.emit(current_floor)
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EventBus.game_won.emit()
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return
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# Next floor after countdown
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@ -157,15 +120,3 @@ func _on_doors_closing():
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var tween = create_tween()
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tween.tween_interval(2.0)
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tween.tween_callback(_start_floor)
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# --- Timer (placeholder for robot collision) ---
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func _on_timer_expired():
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if doors_closing_flag:
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return
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doors_closing_flag = true
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# Stop spawning (placeholder)
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if spawner:
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spawner.stop_spawning()
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$PanelMargin/PanelColumn/Screen.show_loss("TOO LATE")
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game_lost.emit()
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@ -1,43 +0,0 @@
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extends Node3D
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@export var spawn_position := Vector3(0, 0, -20)
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@export var spawn_spread := 2.0
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@export var spawn_interval := 1.5
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var survivor_scene := preload("res://scenes/survivor.tscn")
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var survivors_to_spawn := 0
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var spawn_timer: Timer
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func start_spawning(count: int):
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survivors_to_spawn = count
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if not spawn_timer:
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spawn_timer = Timer.new()
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spawn_timer.one_shot = false
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spawn_timer.wait_time = spawn_interval
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spawn_timer.timeout.connect(_spawn_one)
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add_child(spawn_timer)
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spawn_timer.start()
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_spawn_one() # first one immediately
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func stop_spawning():
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if spawn_timer:
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spawn_timer.stop()
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survivors_to_spawn = 0
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func _spawn_one():
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if survivors_to_spawn <= 0:
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if spawn_timer:
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spawn_timer.stop()
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return
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var survivor = survivor_scene.instantiate()
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var offset_x = randf_range(-spawn_spread, spawn_spread)
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var xform = Transform3D()
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xform.origin = spawn_position + Vector3(offset_x, 0, 0)
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survivors_to_spawn -= 1
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_deferred_add.call_deferred(survivor, xform)
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func _deferred_add(survivor, xform):
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get_tree().current_scene.add_child(survivor)
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survivor.owner = get_tree().current_scene
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survivor.start(xform)
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@ -1 +0,0 @@
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uid://co8y4knanokeg
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