tojam20-elevator/scenes/screen.gd

310 lines
8.5 KiB
GDScript

extends Panel
# Pulse movement
var pulse_speed := 120.0
var pulse_speed_increase := 15.0
var pulse_x := 0.0
var pulse_active := false
var pulse_gap := 1.0
var pulse_gap_decrease := 0.05
var pulse_gap_min := 0.3
# Block zone (shrinks per floor, not per block)
var block_zone_shrink := 3.0
var block_zone_min := 12.0
# Block zone movement (enabled per-floor by elevator_panel)
var block_zone_moving := false
var block_zone_speed := 0.0
var block_zone_direction := -1
var block_zone_min_x := 0.0
var block_zone_max_x := 0.0
const BLOCK_ZONE_RANGE_LEFT_RATIO := 0.5
const TRAIL_GHOSTS := 8
const TRAIL_SPACING := 3.0
const TRAIL_ALPHAS := [0.5, 0.42, 0.34, 0.27, 0.2, 0.14, 0.09, 0.05]
const GLOW_PADDING := Vector2(6, 6)
const GLOW_COLOR := Color(1, 0.3, 0.3, 0.35)
const PERFECT_ZONE_RATIO := 0.3
const PERFECT_ZONE_COLOR := Color(1.0, 0.95, 0.4, 0.85)
# Visual
var base_color: Color
# State
var active := false
var pulses_blocked := 0
var _ready_pulse_tween: Tween = null
var _trail: Array[ColorRect] = []
var _glow: ColorRect
var _perfect_zone: ColorRect
var _face_scale_tween: Tween
var _face_shake_tween: Tween
signal pulse_blocked
signal pulse_blocked_perfect
signal doors_closing
func _ready():
# Block zone on right side of screen
var bz = $TargetZone
bz.size = Vector2(50, size.y - 40)
bz.position = Vector2(size.x - bz.size.x - 10, 20)
_perfect_zone = ColorRect.new()
_perfect_zone.color = PERFECT_ZONE_COLOR
_perfect_zone.mouse_filter = Control.MOUSE_FILTER_IGNORE
bz.add_child(_perfect_zone)
_update_perfect_zone()
# Pulse line (hidden until first pulse)
var sl = $SweepLine
sl.size = Vector2(4, size.y - 40)
sl.position = Vector2(0, 20)
sl.visible = false
# AI face
var face = $AIFace
face.position = Vector2(0, 0)
face.size = Vector2(size.x, 30)
face.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
face.text = ">:)"
face.pivot_offset = face.size / 2
_glow = ColorRect.new()
_glow.color = GLOW_COLOR
_glow.size = Vector2($SweepLine.size.x + GLOW_PADDING.x * 2, $SweepLine.size.y + GLOW_PADDING.y * 2)
_glow.visible = false
add_child(_glow)
move_child(_glow, 0)
for i in TRAIL_GHOSTS:
var ghost := ColorRect.new()
ghost.color = Color($SweepLine.color.r, $SweepLine.color.g, $SweepLine.color.b, TRAIL_ALPHAS[i])
ghost.size = $SweepLine.size
ghost.visible = false
add_child(ghost)
move_child(ghost, 0)
_trail.append(ghost)
# Duplicate the StyleBoxFlat so flash tweens don't bleed into other panels
var style = get_theme_stylebox("panel") as StyleBoxFlat
if style:
style = style.duplicate()
add_theme_stylebox_override("panel", style)
base_color = style.bg_color
# --- Per-floor lifecycle ---
func start():
active = true
pulses_blocked = 0
pulse_speed = 120.0
pulse_gap = 1.0
$AIFace.text = ">:)"
$TargetZone.visible = true
block_zone_moving = false
$TargetZone.position.x = size.x - $TargetZone.size.x - 10
func set_block_zone_movement(speed: float):
block_zone_speed = speed
block_zone_moving = speed > 0.0
var bz = $TargetZone
block_zone_max_x = size.x - bz.size.x - 10
block_zone_min_x = size.x * BLOCK_ZONE_RANGE_LEFT_RATIO
bz.position.x = block_zone_max_x
block_zone_direction = -1
func stop():
active = false
pulse_active = false
_hide_pulse_visuals()
_stop_ready_pulse()
func shrink_block_zone():
var bz = $TargetZone
var new_width = max(bz.size.x - block_zone_shrink, block_zone_min)
var new_x = size.x - new_width - 10
var tween = create_tween()
tween.set_parallel(true)
tween.tween_property(bz, "size:x", new_width, 0.3)
tween.tween_property(bz, "position:x", new_x, 0.3)
tween.tween_method(func(_v): _update_perfect_zone(), 0.0, 1.0, 0.3)
func _update_perfect_zone():
var bz = $TargetZone
var width = bz.size.x * PERFECT_ZONE_RATIO
_perfect_zone.size = Vector2(width, bz.size.y)
_perfect_zone.position = Vector2((bz.size.x - width) / 2.0, 0)
# --- Pulse logic ---
# Called by elevator_panel when a survivor reaches the door.
func launch_pulse():
if not active:
return
pulse_x = 0.0
pulse_active = true
$SweepLine.visible = true
$SweepLine.position.x = 0
_glow.visible = true
for ghost in _trail:
ghost.visible = true
$AIFace.text = ">:)"
_start_ready_pulse()
func get_pulse_gap() -> float:
return pulse_gap
func _process(delta):
if not active:
return
if block_zone_moving:
var bz = $TargetZone
bz.position.x += block_zone_speed * block_zone_direction * delta
if bz.position.x >= block_zone_max_x:
bz.position.x = block_zone_max_x
block_zone_direction = -1
elif bz.position.x <= block_zone_min_x:
bz.position.x = block_zone_min_x
block_zone_direction = 1
if not pulse_active:
return
pulse_x += pulse_speed * delta
$SweepLine.position.x = pulse_x
_glow.position = Vector2(pulse_x - GLOW_PADDING.x, $SweepLine.position.y - GLOW_PADDING.y)
for i in _trail.size():
var gx = pulse_x - (i + 1) * TRAIL_SPACING
_trail[i].visible = gx >= 0
_trail[i].position = Vector2(gx, $SweepLine.position.y)
# Pulse reached the far side unblocked: AI wins, doors close
if pulse_x >= size.x:
pulse_active = false
_hide_pulse_visuals()
$AIFace.text = ":D"
_punch_face(1.5, 0.0)
flash(Color.RED)
active = false
doors_closing.emit()
# Called by elevator_panel when player presses BLOCK.
func attempt_block() -> bool:
if not pulse_active:
return false # no pulse on screen, button does nothing
var bz = $TargetZone
var bz_left = bz.position.x
var bz_right = bz.position.x + bz.size.x
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_right = perfect_left + _perfect_zone.size.x
var was_perfect = pulse_x >= perfect_left and pulse_x <= perfect_right
pulse_active = false
pulses_blocked += 1
pulse_speed += pulse_speed_increase
pulse_gap = max(pulse_gap - pulse_gap_decrease, pulse_gap_min)
_hide_pulse_visuals()
$AIFace.text = ">:("
_punch_face(1.4, 4.0)
flash(Color.GREEN)
pulse_blocked.emit()
if was_perfect:
pulse_blocked_perfect.emit()
return true
else:
# Mistimed: same result as letting it through
pulse_active = false
_hide_pulse_visuals()
$AIFace.text = ":D"
_punch_face(1.5, 0.0)
flash(Color.RED)
active = false
doors_closing.emit()
return false
# --- Display helpers ---
func flash(color: Color):
var style = get_theme_stylebox("panel") as StyleBoxFlat
if not style:
return
style.bg_color = color
var tween = create_tween()
tween.tween_property(style, "bg_color", base_color, 0.3)
func show_countdown():
stop()
$AIFace.text = "3"
var tween = create_tween()
tween.tween_interval(0.6)
tween.tween_callback(func(): $AIFace.text = "2")
tween.tween_interval(0.6)
tween.tween_callback(func(): $AIFace.text = "1")
tween.tween_interval(0.6)
tween.tween_callback(func(): $AIFace.text = "CLOSED")
func show_win():
stop()
$TargetZone.visible = false
$AIFace.text = "ESCAPED"
flash(Color.GREEN)
func show_loss(message: String):
stop()
$TargetZone.visible = false
$AIFace.text = message
flash(Color.RED)
func show_onboarding(msg: String):
$AIFace.add_theme_font_size_override("font_size", 18)
$AIFace.size = Vector2(size.x, 60)
$AIFace.text = msg
func end_onboarding():
$AIFace.add_theme_font_size_override("font_size", 32)
$AIFace.size = Vector2(size.x, 30)
func _start_ready_pulse():
if _ready_pulse_tween:
_ready_pulse_tween.kill()
$TargetZone.modulate.a = 1.0
_ready_pulse_tween = create_tween()
_ready_pulse_tween.set_loops()
_ready_pulse_tween.tween_property($TargetZone, "modulate:a", 0.6, 0.5)
_ready_pulse_tween.tween_property($TargetZone, "modulate:a", 1.0, 0.5)
func _stop_ready_pulse():
if _ready_pulse_tween:
_ready_pulse_tween.kill()
_ready_pulse_tween = null
$TargetZone.modulate.a = 1.0
func _hide_pulse_visuals():
$SweepLine.visible = false
_glow.visible = false
for ghost in _trail:
ghost.visible = false
func _punch_face(scale_amount: float, shake_amount: float):
if _face_scale_tween:
_face_scale_tween.kill()
if _face_shake_tween:
_face_shake_tween.kill()
var face := $AIFace
face.position = Vector2(0, 0)
face.scale = Vector2(scale_amount, scale_amount)
_face_scale_tween = create_tween()
_face_scale_tween.tween_property(face, "scale", Vector2.ONE, 0.25).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
if shake_amount > 0:
_face_shake_tween = create_tween()
_face_shake_tween.tween_property(face, "position:x", -shake_amount, 0.04)
_face_shake_tween.tween_property(face, "position:x", shake_amount, 0.04)
_face_shake_tween.tween_property(face, "position:x", -shake_amount * 0.5, 0.04)
_face_shake_tween.tween_property(face, "position:x", 0.0, 0.04)