Commit graph

6 commits

Author SHA1 Message Date
c2f2201c98 Wire elevator panel sfx and randomized chase music
Play SfxOpen on floor start, ding each blocked pulse, and close on the countdown into the next floor
- start a randomized chase track per pulse (avoiding immediate repeats) and fade it out via tween on block or doors closing
- Delay the auto-close after the final survivor by 0.25s so the ding doesn't collide with the close sound!
2026-05-10 16:23:53 +01:00
f2b176c978 Cleanup dead references; update gitignore 2026-05-10 15:20:48 +01:00
150e703d29 Rework elevator gameplay around pulse-blocking and per-floor spawning 2026-05-10 14:54:49 +01:00
684e2ece59 Move game signals to EventBus 🚌 2026-05-09 19:04:33 +01:00
feb467c832 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
2026-05-09 15:43:08 +01:00
Henry
7939e77dff Roughly reorganized UI into canvas layers in the game scene for Jennie. 2026-05-09 11:47:45 +01:00