278 lines
7.7 KiB
GDScript
278 lines
7.7 KiB
GDScript
extends PanelContainer
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@onready var _screen = $PanelMargin/PanelColumn/Screen
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var current_floor: int = EventBus.STARTING_FLOOR
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var saved_count := 0
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var doors_closing_flag := false
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var _onboarded := false
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const BASE_SURVIVORS := 2
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const SURVIVORS_PER_FLOOR_INCREASE := 1
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var survivors_remaining := 0
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const THRESHOLD := 2
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var score := 0
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const POINTS_PER_PERSON := 100
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const MOVING_ZONE_SPEED_MIN := 20.0
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const MOVING_ZONE_SPEED_MAX := 130.0
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const DIFFICULTY_EXPONENT := 1.4
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const ROBOT_SPEED_TOP := 2.0
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const ROBOT_SPEED_PER_FLOOR := 0.15
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const ROBOT_DELAY_TOP := 3.0
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const ROBOT_DELAY_PER_FLOOR := 0.6
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const ROBOT_DELAY_MIN := 1.0
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var people_in_elevator := 0
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const PERFECT_STUN_DURATION := 1.5
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const DING_TO_DOORS_DELAY := 2.0
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const HACK_DELAY_MIN := 1.25
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const HACK_DELAY_MAX := 1.75
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const FIRST_FLOOR_INTRO_DELAY := 2.0
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const STATIC_DURATION := 0.2
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const DEBUG_SCREEN_STATE := false
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enum ScreenState { IDLE, STATIC, HACKED }
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var state: ScreenState = ScreenState.IDLE
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var floor_token: int = 0
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func _ready():
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_screen.pulse_started.connect(_on_pulse_started)
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_screen.pulse_blocked.connect(_on_pulse_blocked)
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_screen.pulse_blocked_perfect.connect(_on_pulse_blocked_perfect)
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_screen.doors_closing.connect(func(): _on_doors_closing(true))
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EventBus.game_started.connect(_on_game_started)
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EventBus.game_lost.connect(func(_reason): $SfxRobotIUnderstand.play())
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EventBus.survivor_squeaked_in.connect(_on_survivor_squeaked_in)
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EventBus.robot_close_warning.connect(_on_robot_close_warning)
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EventBus.survivor_entered_elevator.connect(_on_survivor_entered_elevator)
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func _unhandled_input(event):
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if event is InputEventKey and event.pressed and not event.echo:
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if event.keycode == KEY_SPACE:
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match state:
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ScreenState.HACKED: _on_open_pressed()
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ScreenState.IDLE: _on_close_pressed()
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ScreenState.STATIC: pass
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elif event.keycode == KEY_R:
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get_tree().reload_current_scene()
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elif event.keycode >= KEY_1 and event.keycode <= KEY_9:
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EventBus.debug_starting_floor = event.keycode - KEY_0
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get_tree().reload_current_scene()
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elif event.keycode == KEY_0:
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EventBus.debug_starting_floor = EventBus.STARTING_FLOOR
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get_tree().reload_current_scene()
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func _on_game_started():
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await EventBus.intro_finished
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_start_floor()
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func _reset_floor_state():
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doors_closing_flag = false
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people_in_elevator = 0
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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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func _dbg(msg: String) -> void:
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if DEBUG_SCREEN_STATE:
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print("[screen] floor=%d token=%d %s" % [current_floor, floor_token, msg])
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func _start_floor():
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if EventBus.debug_starting_floor > 0:
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current_floor = EventBus.debug_starting_floor
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_onboarded = true
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EventBus.debug_starting_floor = 0
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floor_token += 1
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var token = floor_token
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_dbg("start_floor IDLE")
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$SfxBell.play()
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if _onboarded and randf() < 0.4:
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$SfxRobotDeepBreath.play()
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_reset_floor_state()
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get_tree().create_timer(DING_TO_DOORS_DELAY, false).timeout.connect(
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func():
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if not is_instance_valid(self) or doors_closing_flag:
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return
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$SfxOpen.play()
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EventBus.doors_opened.emit(),
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CONNECT_ONE_SHOT
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)
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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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EventBus.floor_started.emit(survivors_remaining)
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var floors_descended = EventBus.STARTING_FLOOR - 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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_screen.start(current_floor)
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var t_raw = float(floors_descended) / float(EventBus.STARTING_FLOOR - 1)
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var t_difficulty = pow(t_raw, DIFFICULTY_EXPONENT)
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var zone_speed = lerp(MOVING_ZONE_SPEED_MIN, MOVING_ZONE_SPEED_MAX, t_difficulty)
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_screen.set_block_zone_movement(zone_speed)
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if not _onboarded:
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_onboarded = true
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state = ScreenState.IDLE
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_screen.enter_idle()
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EventBus.active_button_changed.emit("close")
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if current_floor == EventBus.STARTING_FLOOR:
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get_tree().create_timer(FIRST_FLOOR_INTRO_DELAY, false).timeout.connect(
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func():
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if token != floor_token or doors_closing_flag:
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_dbg("first-floor delay bail")
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return
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_enter_static_then_hacked(token),
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CONNECT_ONE_SHOT
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)
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else:
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schedule_next_hack(token)
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func schedule_next_hack(token: int) -> void:
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var delay := randf_range(HACK_DELAY_MIN, HACK_DELAY_MAX)
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_dbg("schedule_next_hack delay=%.2f" % delay)
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get_tree().create_timer(delay, false).timeout.connect(
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func():
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if token != floor_token:
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_dbg("schedule_next_hack token bail")
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return
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if doors_closing_flag:
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_dbg("schedule_next_hack doors_closing bail")
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return
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_enter_static_then_hacked(token),
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CONNECT_ONE_SHOT
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)
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func _enter_static_then_hacked(token: int) -> void:
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state = ScreenState.STATIC
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_screen.enter_static()
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_dbg("STATIC")
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get_tree().create_timer(STATIC_DURATION, false).timeout.connect(
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func():
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if token != floor_token or doors_closing_flag:
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_dbg("post-STATIC bail")
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return
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state = ScreenState.HACKED
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_dbg("HACKED")
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_screen.enter_hacked()
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EventBus.active_button_changed.emit("open"),
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CONNECT_ONE_SHOT
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)
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func _on_survivor_squeaked_in():
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if not $SfxRobotSoundsDifficult.playing:
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$SfxRobotSoundsDifficult.play()
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func _on_robot_close_warning():
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if not $SfxRobotDeepBreath.playing:
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$SfxRobotDeepBreath.play()
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func _on_open_pressed():
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if state != ScreenState.HACKED:
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_dbg("open rejected (state=%d)" % state)
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return
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if doors_closing_flag:
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return
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if not _screen.pulse_active:
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return
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EventBus.button_pressed.emit()
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_screen.attempt_block()
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func _on_close_pressed():
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if state != ScreenState.IDLE:
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_dbg("close rejected (state=%d)" % state)
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return
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if doors_closing_flag:
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return
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EventBus.button_pressed.emit()
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$SfxRobotThankYou.play()
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_on_doors_closing(false)
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func _on_survivor_entered_elevator():
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if doors_closing_flag:
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return
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$SfxDing.play()
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func _on_pulse_started(duration: float):
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EventBus.pulse_started.emit(duration)
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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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func _on_pulse_blocked():
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EventBus.pulse_blocked.emit()
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survivors_remaining -= 1
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people_in_elevator += 1
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EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
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if $SfxBlock.stream:
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$SfxBlock.play()
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if survivors_remaining <= 0:
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get_tree().create_timer(0.25, false).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
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return
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var token = floor_token
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state = ScreenState.STATIC
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_screen.enter_static()
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_dbg("post-block STATIC")
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get_tree().create_timer(STATIC_DURATION, false).timeout.connect(
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func():
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if token != floor_token or doors_closing_flag:
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_dbg("post-block-STATIC bail")
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return
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state = ScreenState.IDLE
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_screen.enter_idle()
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_dbg("post-block IDLE")
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EventBus.active_button_changed.emit("close")
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schedule_next_hack(token),
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CONNECT_ONE_SHOT
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)
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func _on_doors_closing(fast: bool = false):
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if doors_closing_flag:
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return
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_dbg("doors_closing fast=%s" % fast)
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doors_closing_flag = true
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EventBus.doors_closed.emit(fast)
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if people_in_elevator < THRESHOLD:
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_screen.show_loss("TOO FEW")
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EventBus.game_lost.emit("TOO FEW")
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return
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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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score += base_points + bonus
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saved_count += people_in_elevator
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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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if current_floor <= 1:
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_screen.show_win()
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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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$SfxClose.play()
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_screen.show_countdown()
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_screen.shrink_block_zone()
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var tween = create_tween()
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tween.tween_interval(3.0)
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tween.tween_callback(_start_floor)
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