tojam20-elevator/scenes/screen.gd

373 lines
11 KiB
GDScript

extends Panel
const PULSE_TOP_MARGIN := 0.0
const PULSE_BOTTOM_MARGIN := 0.0
const BLOCK_ZONE_RIGHT_MARGIN := 4.0
const PERFECT_ZONE_RATIO := 0.3
const PERFECT_ZONE_COLOR := Color(1.0, 0.95, 0.4, 0.85)
const QUOTA_DOT_SIZE := 7.0
const QUOTA_DOT_SPACING := 3.0
const QUOTA_DOT_Y := 6.0
const QUOTA_DOT_RIGHT_MARGIN := 8.0
const QUOTA_EMPTY_COLOR := Color(0.07, 0.14, 0.09, 1.0)
const QUOTA_EMPTY_BORDER := Color(0.18, 0.35, 0.2, 1.0)
const QUOTA_FILLED_COLOR := Color(0.2, 1.0, 0.2, 1.0)
var block_zone_shrink := 3.0
var block_zone_min := 12.0
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
var base_color: Color
var active := false
var _ready_pulse_tween: Tween = null
var _perfect_zone: ColorRect
var _face_scale_tween: Tween
var _face_shake_tween: Tween
var _flash_tween: Tween
var _floor_label: Label
var _quota_dots: Array[Panel] = []
var _quota_threshold := 0
var _quota_filled_style: StyleBoxFlat
var _quota_empty_style: StyleBoxFlat
var _idle_image: TextureRect
var _static_overlay: ColorRect
var _score_label: Label
var _score_value := 0
@onready var _pulse = $Pulse
signal pulse_started(duration: float)
signal pulse_blocked
signal pulse_blocked_perfect
signal doors_closing
var pulse_active: bool:
get:
return _pulse.pulse_active if _pulse else false
func _ready():
var bz = $TargetZone
bz.size = Vector2(50, size.y - PULSE_TOP_MARGIN - PULSE_BOTTOM_MARGIN)
bz.position = Vector2(size.x - bz.size.x - BLOCK_ZONE_RIGHT_MARGIN, PULSE_TOP_MARGIN)
_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()
var sl = $SweepLine
sl.size = Vector2(4, size.y - PULSE_TOP_MARGIN - PULSE_BOTTOM_MARGIN)
sl.position = Vector2(0, PULSE_TOP_MARGIN)
sl.visible = false
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
_pulse.configure(sl, bz, _perfect_zone, size.x)
_pulse.pulse_started.connect(_on_pulse_started)
_pulse.pulse_blocked.connect(_on_pulse_blocked)
_pulse.pulse_blocked_perfect.connect(_on_pulse_blocked_perfect)
_pulse.pulse_escaped.connect(_on_pulse_escaped)
var style = get_theme_stylebox("panel") as StyleBoxFlat
if style:
style = style.duplicate()
add_theme_stylebox_override("panel", style)
base_color = style.bg_color
_floor_label = Label.new()
_floor_label.add_theme_font_size_override("font_size", 14)
_floor_label.position = Vector2(8, 4)
_floor_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_floor_label)
EventBus.floor_changed.connect(_update_floor_label)
EventBus.people_changed.connect(_update_quota_dots)
_idle_image = TextureRect.new()
_idle_image.texture = load("res://images/goatech_screen.png")
_idle_image.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
_idle_image.anchor_right = 1.0
_idle_image.anchor_bottom = 1.0
_idle_image.mouse_filter = Control.MOUSE_FILTER_IGNORE
_idle_image.visible = false
add_child(_idle_image)
_static_overlay = ColorRect.new()
_static_overlay.color = Color(1.0, 1.0, 1.0, 0.6)
_static_overlay.anchor_right = 1.0
_static_overlay.anchor_bottom = 1.0
_static_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
_static_overlay.visible = false
add_child(_static_overlay)
_score_label = Label.new()
_score_label.add_theme_font_size_override("font_size", 12)
_score_label.add_theme_color_override("font_color", Color(0.2, 1, 0.2, 1))
_score_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
_score_label.anchor_left = 0.0
_score_label.anchor_right = 1.0
_score_label.anchor_top = 0.0
_score_label.anchor_bottom = 0.0
_score_label.offset_top = QUOTA_DOT_Y + QUOTA_DOT_SIZE + 2
_score_label.offset_bottom = QUOTA_DOT_Y + QUOTA_DOT_SIZE + 18
_score_label.offset_right = -QUOTA_DOT_RIGHT_MARGIN
_score_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
_score_label.visible = false
_score_label.text = "SCORE: 0"
add_child(_score_label)
EventBus.score_changed.connect(_on_score_changed)
enter_idle()
func start(floor_num: int = EventBus.STARTING_FLOOR):
active = true
$AIFace.text = ">:)"
$TargetZone.visible = true
block_zone_moving = false
_pulse.start_floor(floor_num)
func set_block_zone_movement(speed: float):
var bz = $TargetZone
block_zone_speed = speed
block_zone_moving = speed > 0.0
block_zone_min_x = (size.x - bz.size.x) / 2.0
block_zone_max_x = size.x - bz.size.x - BLOCK_ZONE_RIGHT_MARGIN
func stop():
active = false
_pulse.stop()
_stop_ready_pulse()
func launch_pulse():
if not active:
return
$AIFace.text = ">:)"
_start_ready_pulse()
_pulse.launch()
func get_pulse_gap() -> float:
return _pulse.get_pulse_gap()
func attempt_block() -> bool:
return _pulse.attempt_block()
func shrink_block_zone():
var bz = $TargetZone
var new_width = max(bz.size.x - block_zone_shrink, block_zone_min)
var new_x = bz.position.x + (bz.size.x - new_width) / 2.0
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)
var _displayed_floor := -1
func _update_floor_label(floor_num: int):
if _displayed_floor == floor_num:
return
var new_text = "FL " + str(floor_num)
if _displayed_floor == -1:
_floor_label.text = new_text
_displayed_floor = floor_num
return
_displayed_floor = floor_num
UIUtils.flip_label_text(_floor_label, new_text)
func _build_quota_styles():
var r := int(QUOTA_DOT_SIZE / 2.0)
_quota_filled_style = StyleBoxFlat.new()
_quota_filled_style.corner_radius_top_left = r
_quota_filled_style.corner_radius_top_right = r
_quota_filled_style.corner_radius_bottom_left = r
_quota_filled_style.corner_radius_bottom_right = r
_quota_filled_style.bg_color = QUOTA_FILLED_COLOR
_quota_empty_style = StyleBoxFlat.new()
_quota_empty_style.corner_radius_top_left = r
_quota_empty_style.corner_radius_top_right = r
_quota_empty_style.corner_radius_bottom_left = r
_quota_empty_style.corner_radius_bottom_right = r
_quota_empty_style.bg_color = QUOTA_EMPTY_COLOR
_quota_empty_style.border_width_top = 1
_quota_empty_style.border_width_bottom = 1
_quota_empty_style.border_width_left = 1
_quota_empty_style.border_width_right = 1
_quota_empty_style.border_color = QUOTA_EMPTY_BORDER
func _update_quota_dots(count: int, threshold: int):
if _quota_filled_style == null:
_build_quota_styles()
if threshold != _quota_threshold:
_quota_threshold = threshold
for dot in _quota_dots:
dot.queue_free()
_quota_dots.clear()
var total_w = threshold * QUOTA_DOT_SIZE + max(0, threshold - 1) * QUOTA_DOT_SPACING
var start_x = size.x - total_w - QUOTA_DOT_RIGHT_MARGIN
for i in threshold:
var dot = Panel.new()
dot.size = Vector2(QUOTA_DOT_SIZE, QUOTA_DOT_SIZE)
dot.position = Vector2(start_x + i * (QUOTA_DOT_SIZE + QUOTA_DOT_SPACING), QUOTA_DOT_Y)
dot.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(dot)
_quota_dots.append(dot)
for i in _quota_dots.size():
var style = _quota_filled_style if i < count else _quota_empty_style
_quota_dots[i].add_theme_stylebox_override("panel", style)
func _on_score_changed(new_score: int):
_score_value = new_score
_score_label.text = "SCORE: " + str(new_score)
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)
func _process(delta):
if not active:
return
if block_zone_moving and $TargetZone.visible:
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
func _on_pulse_started(duration: float):
pulse_started.emit(duration)
func _on_pulse_blocked():
$AIFace.text = ">:("
_punch_face(1.4, 4.0)
flash(Color.GREEN)
pulse_blocked.emit()
func _on_pulse_blocked_perfect():
pulse_blocked_perfect.emit()
func _on_pulse_escaped():
$AIFace.text = ":D"
_punch_face(1.5, 0.0)
flash(Color.RED)
active = false
doors_closing.emit()
func flash(color: Color):
var style = get_theme_stylebox("panel") as StyleBoxFlat
if not style:
return
if _flash_tween:
_flash_tween.kill()
style.bg_color = color
_flash_tween = create_tween()
_flash_tween.tween_property(style, "bg_color", base_color, 0.3)
func show_countdown():
$AIFace.visible = true
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 = "")
func show_win():
$AIFace.visible = true
stop()
$TargetZone.visible = false
$AIFace.text = "ESCAPED"
flash(Color.GREEN)
func show_loss(message: String):
$AIFace.visible = true
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
$TargetZone.visible = false
func end_onboarding():
$AIFace.add_theme_font_size_override("font_size", 32)
$AIFace.size = Vector2(size.x, 30)
$TargetZone.visible = true
func enter_idle() -> void:
_idle_image.visible = true
$AIFace.visible = false
$TargetZone.visible = false
$SweepLine.visible = false
_static_overlay.visible = false
_score_label.visible = true
move_child(_score_label, get_child_count() - 1)
func enter_static() -> void:
move_child(_static_overlay, get_child_count() - 1)
_static_overlay.visible = true
block_zone_moving = false
_score_label.visible = false
func enter_hacked() -> void:
_idle_image.visible = false
$AIFace.visible = true
$TargetZone.visible = true
_static_overlay.visible = false
_score_label.visible = false
block_zone_moving = block_zone_speed > 0.0
launch_pulse()
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 _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)