Scoring, floor timer, and hud updates

- Move elevator panel logic out of HUD; HUD now listens for signals to update floor, saved, people, and score labels
- Add scaling rescue threshold that grows as you descend, with bonus points for exceeding it
- Add per-floor timer that triggers a losing when expired
- Add show_loss state on the screen for too-few-people and timeout failures
This commit is contained in:
Jennie Robinson Faber 2026-05-09 15:43:08 +01:00
parent 7939e77dff
commit feb467c832
6 changed files with 97 additions and 48 deletions

View file

@ -1,42 +1,98 @@
extends Control
# now we're cookin with bacon!
# I HAVE NO IDEA WHAT I'M DOIN!!!
# Original version
var current_floor := 10
var saved_count := 0
var doors_closing := false
# threshold increases as you descend!
var base_threshold := 2
var threshold_increase_interval := 2 # +1 required every x floors
# scoring
var score := 0
var points_per_person := 100
# placeholder until henry's system provides real count
var people_in_elevator := 3
# placeholder until hnry's collision signal is ready
var floor_time_limit := 10.0
var floor_timer: Timer
signal floor_changed(floor_num: int)
signal saved_changed(count: int)
signal score_changed(new_score: int)
signal people_changed(count: int, threshold: int)
signal game_won
signal game_lost
func get_threshold() -> int:
var floors_cleared := 10 - current_floor
return base_threshold + floors_cleared / threshold_increase_interval
func _ready():
$PanelMargin/PanelColumn/CloseButton.pressed.connect(_on_close_pressed)
# 10 floors is probably a lot but will make testing easier.
#$StatsMargin/StatsColumn/FloorLabel.text = "FLOOR: 10"
floor_timer = Timer.new()
floor_timer.one_shot = true
floor_timer.wait_time = floor_time_limit
floor_timer.timeout.connect(_on_timer_expired)
add_child(floor_timer)
floor_timer.start()
floor_changed.emit(current_floor)
people_changed.emit(people_in_elevator, get_threshold())
func _unhandled_input(event):
if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
_on_close_pressed()
func _on_close_pressed():
# don't let 'em spam the button
func _on_timer_expired():
if doors_closing:
return
var screen = $ElevatorPanel/PanelMargin/PanelColumn/Screen
doors_closing = true
var screen = $PanelMargin/PanelColumn/Screen
screen.show_loss("TOO LATE :[")
game_lost.emit()
func _on_close_pressed():
if doors_closing:
return
var screen = $PanelMargin/PanelColumn/Screen
var success = screen.attempt_hack()
if success:
doors_closing = true
saved_count += 1
floor_timer.stop()
if people_in_elevator < get_threshold():
screen.show_loss("TOO FEW :[[")
game_lost.emit()
return
# base points per person, bonus for each person above threshold??
var bonus: int = max(0, people_in_elevator - get_threshold()) * points_per_person
score += people_in_elevator * points_per_person + bonus
score_changed.emit(score)
saved_count += people_in_elevator
current_floor -= 1
$StatsMargin/StatsColumn/SavedLabel.text = "SAVED: " + str(saved_count)
$StatsMargin/StatsColumn/FloorLabel.text = "FLOOR: " + str(current_floor)
saved_changed.emit(saved_count)
floor_changed.emit(current_floor)
if current_floor <= 1:
screen.show_win()
game_won.emit()
else:
screen.show_countdown()
var tween = create_tween()
tween.tween_callback(func():
screen.reset_hack()
doors_closing = false
people_in_elevator = 3 # placeholder
people_changed.emit(people_in_elevator, get_threshold())
floor_timer.start()
).set_delay(2.0)
else:
print("MISSED! AI is faster now!")

View file

@ -2,6 +2,7 @@
[ext_resource type="PackedScene" uid="uid://bnv1xxgceqbrc" path="res://scenes/world.tscn" id="1_uwrxv"]
[ext_resource type="PackedScene" uid="uid://cbvi51vvpt7mu" path="res://scenes/hud.tscn" id="2_yqjtg"]
[ext_resource type="PackedScene" uid="uid://nca1hcujxru0" path="res://scenes/elevator_panel.tscn" id="3_lnu2h"]
[node name="Game" type="Node3D" unique_id=1456297160]
@ -12,3 +13,5 @@
[node name="HUD" parent="CanvasHud" unique_id=769131693 instance=ExtResource("2_yqjtg")]
[node name="CanvasPanel" type="CanvasLayer" parent="." unique_id=667193210]
[node name="ElevatorPanel" parent="CanvasPanel" unique_id=574176994 instance=ExtResource("3_lnu2h")]

View file

@ -1,41 +1,19 @@
extends MarginContainer
# I HAVE NO IDEA WHAT I'M DOIN!!!
var current_floor := 10
var saved_count := 0
var doors_closing := false
func _ready():
#$ElevatorPanel/PanelMargin/PanelColumn/CloseButton.pressed.connect(_on_close_pressed)
# 10 floors is probably a lot but will make testing easier.
$StatsColumn/FloorLabel.text = "FLOOR: 10"
$StatsColumn/SavedLabel.text = "SAVED: 0"
$StatsColumn/PeopleLabel.text = "PEOPLE: 0/2"
$StatsColumn/ScoreLabel.text = "SCORE: 0"
func _unhandled_input(event):
if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
_on_close_pressed()
func update_floor(floor_num: int):
$StatsColumn/FloorLabel.text = "FLOOR: " + str(floor_num)
func _on_close_pressed():
# don't let 'em spam the button
if doors_closing:
return
var screen = $ElevatorPanel/PanelMargin/PanelColumn/Screen
var success = screen.attempt_hack()
if success:
doors_closing = true
saved_count += 1
current_floor -= 1
$StatsMargin/StatsColumn/SavedLabel.text = "SAVED: " + str(saved_count)
$StatsMargin/StatsColumn/FloorLabel.text = "FLOOR: " + str(current_floor)
if current_floor <= 1:
screen.show_win()
else:
screen.show_countdown()
var tween = create_tween()
tween.tween_callback(func():
screen.reset_hack()
doors_closing = false
).set_delay(2.0)
else:
print("MISSED! AI is faster now!")
func update_saved(count: int):
$StatsColumn/SavedLabel.text = "SAVED: " + str(count)
func update_people(count: int, threshold: int):
$StatsColumn/PeopleLabel.text = "PEOPLE: " + str(count) + "/" + str(threshold)
func update_score(new_score: int):
$StatsColumn/ScoreLabel.text = "SCORE: " + str(new_score)

View file

@ -26,3 +26,7 @@ text = "SAVED: 0"
layout_mode = 2
theme_override_font_sizes/font_size = 24
text = "FLOOR: 0"
[node name="ScoreLabel" type="Label" parent="StatsColumn" unique_id=1595653166]
layout_mode = 2
theme_override_font_sizes/font_size = 24

View file

@ -1,5 +1,5 @@
extends Panel
# my beautiful screen
var sweep_speed := 150.0
var sweep_direction := 1
var sweep_x := 0.0
@ -76,7 +76,14 @@ func show_win():
$SweepLine.visible = false
$TargetZone.visible = false
$AIFace.text = "ESCAPED"
flash(Color.GREEN)
flash(Color.GREEN)
func show_loss(message := "TOO FEW"):
is_hacked = false
$SweepLine.visible = false
$TargetZone.visible = false
$AIFace.text = message
flash(Color.RED)
# target zones
func attempt_hack() -> bool: