tojam20-elevator/scenes/elevator_panel.gd
Jennie Robinson Faber 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

158 lines
4.2 KiB
GDScript

extends PanelContainer
# Floor state
var current_floor := 10
var saved_count := 0
var doors_closing_flag := false
# Survivors per floor: more at top, fewer as you descend
var base_survivors := 2
var survivors_per_floor_increase := 1 # per floor above ground
var survivors_remaining := 0
# Flat threshold: must save at least this many per floor
var threshold := 2
# Scoring
var score := 0
var points_per_person := 100 # base + bonus per person above threshold
var people_in_elevator := 0
const CHASE_SHORT_1 := preload("res://audio/Shortchase1.wav")
const CHASE_SHORT_2 := preload("res://audio/Shortchase2.wav")
const CHASE_MID := preload("res://audio/Midchase1.wav")
const CHASE_LONG := preload("res://audio/Chase1.wav")
const CHASE_TRACKS := [CHASE_SHORT_1, CHASE_SHORT_2, CHASE_MID, CHASE_LONG]
var _last_chase: AudioStream = null
var _chase_tween: Tween = null
func _ready():
var button = $PanelMargin/PanelColumn/CloseButton
button.text = "BLOCK"
button.pressed.connect(_on_block_pressed)
var screen = $PanelMargin/PanelColumn/Screen
screen.pulse_blocked.connect(_on_pulse_blocked)
screen.doors_closing.connect(_on_doors_closing)
_start_floor()
func _unhandled_input(event):
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_SPACE:
_on_block_pressed()
# --- Floor lifecycle ---
func _start_floor():
$SfxOpen.play()
doors_closing_flag = false
people_in_elevator = 0
# More survivors on higher floors, fewer near the ground
var floors_remaining = current_floor - 1
survivors_remaining = base_survivors + (floors_remaining * survivors_per_floor_increase)
EventBus.people_changed.emit(people_in_elevator, threshold)
EventBus.floor_changed.emit(current_floor)
var screen = $PanelMargin/PanelColumn/Screen
screen.start()
screen.launch_pulse() # first survivor arrives
_start_chase()
# --- Input ---
func _on_block_pressed():
if doors_closing_flag:
return
$PanelMargin/PanelColumn/Screen.attempt_block()
# --- Pulse callbacks ---
func _on_pulse_blocked():
_stop_chase()
# This survivor made it in
survivors_remaining -= 1
people_in_elevator += 1
$SfxDing.play()
EventBus.people_changed.emit(people_in_elevator, threshold)
if survivors_remaining <= 0:
# Everyone's in, close doors (auto-success). Brief delay so the
# last ding doesn't collide with the close sound.
get_tree().create_timer(0.25).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
return
# More survivors approaching: launch next pulse after gap
var screen = $PanelMargin/PanelColumn/Screen
var gap = screen.get_pulse_gap()
get_tree().create_timer(gap).timeout.connect(
func():
if not doors_closing_flag:
screen.launch_pulse()
_start_chase(),
CONNECT_ONE_SHOT
)
func _on_doors_closing():
if doors_closing_flag:
return
doors_closing_flag = true
_stop_chase()
var screen = $PanelMargin/PanelColumn/Screen
# Lose: not enough people
if people_in_elevator < threshold:
screen.show_loss("TOO FEW")
EventBus.game_lost.emit()
return
# Score this floor
var base_points = people_in_elevator * points_per_person
var bonus = max(0, people_in_elevator - threshold) * points_per_person
score += base_points + bonus
saved_count += people_in_elevator
EventBus.score_changed.emit(score)
EventBus.saved_changed.emit(saved_count)
current_floor -= 1
# Win: reached ground floor
if current_floor <= 1:
screen.show_win()
EventBus.floor_changed.emit(current_floor)
EventBus.game_won.emit()
return
# Next floor after countdown
$SfxClose.play()
screen.show_countdown()
screen.shrink_block_zone()
var tween = create_tween()
tween.tween_interval(2.0)
tween.tween_callback(_start_floor)
func _start_chase():
if _chase_tween and _chase_tween.is_valid():
_chase_tween.kill()
var candidates: Array = CHASE_TRACKS.filter(func(s): return s != _last_chase)
var stream: AudioStream = candidates[randi() % candidates.size()]
_last_chase = stream
$SfxChase.stream = stream
$SfxChase.volume_db = 0.0
$SfxChase.play()
func _stop_chase():
if _chase_tween and _chase_tween.is_valid():
_chase_tween.kill()
_chase_tween = create_tween()
_chase_tween.tween_property($SfxChase, "volume_db", -80.0, 0.3)
_chase_tween.tween_callback($SfxChase.stop)