tojam20-elevator/scenes/elevator_panel.gd

192 lines
5.4 KiB
GDScript

extends PanelContainer
@onready var _screen = $PanelMargin/PanelColumn/Screen
@onready var _close_button: Button = $PanelMargin/PanelColumn/CloseButton
var current_floor: int = EventBus.STARTING_FLOOR
var saved_count := 0
var doors_closing_flag := false
var _onboarded := false
const BASE_SURVIVORS := 2
const SURVIVORS_PER_FLOOR_INCREASE := 1
var survivors_remaining := 0
const THRESHOLD := 2
var score := 0
const POINTS_PER_PERSON := 100
const MOVING_ZONE_SPEED_MIN := 20.0
const MOVING_ZONE_SPEED_MAX := 130.0
const DIFFICULTY_EXPONENT := 1.4
const ROBOT_SPEED_TOP := 2.0
const ROBOT_SPEED_PER_FLOOR := 0.15
const ROBOT_DELAY_TOP := 3.0
const ROBOT_DELAY_PER_FLOOR := 0.6
const ROBOT_DELAY_MIN := 1.0
var people_in_elevator := 0
const PERFECT_STUN_DURATION := 1.5
const DING_TO_DOORS_DELAY := 2.0
func _ready():
_close_button.text = "CLOSE"
_close_button.pressed.connect(_on_block_pressed)
_screen.pulse_started.connect(_on_pulse_started)
_screen.pulse_blocked.connect(_on_pulse_blocked)
_screen.pulse_blocked_perfect.connect(_on_pulse_blocked_perfect)
_screen.doors_closing.connect(func(): _on_doors_closing(true))
EventBus.game_started.connect(_start_floor)
EventBus.game_lost.connect(func(_reason): $SfxRobotIUnderstand.play())
EventBus.survivor_squeaked_in.connect(_on_survivor_squeaked_in)
EventBus.robot_close_warning.connect(_on_robot_close_warning)
func _unhandled_input(event):
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_SPACE:
_on_block_pressed()
elif event.keycode == KEY_R:
get_tree().reload_current_scene()
elif event.keycode >= KEY_1 and event.keycode <= KEY_9:
EventBus.debug_starting_floor = event.keycode - KEY_0
get_tree().reload_current_scene()
elif event.keycode == KEY_0:
EventBus.debug_starting_floor = EventBus.STARTING_FLOOR
get_tree().reload_current_scene()
func _reset_floor_state():
doors_closing_flag = false
people_in_elevator = 0
_close_button.text = "CLOSE"
var floors_remaining = current_floor - 1
survivors_remaining = BASE_SURVIVORS + (floors_remaining * SURVIVORS_PER_FLOOR_INCREASE)
func _start_floor():
if EventBus.debug_starting_floor > 0:
current_floor = EventBus.debug_starting_floor
_onboarded = true
EventBus.debug_starting_floor = 0
$SfxBell.play()
if _onboarded and randf() < 0.4:
$SfxRobotDeepBreath.play()
_reset_floor_state()
get_tree().create_timer(DING_TO_DOORS_DELAY, false).timeout.connect(
func():
if not is_instance_valid(self) or doors_closing_flag:
return
$SfxOpen.play()
EventBus.doors_opened.emit(),
CONNECT_ONE_SHOT
)
EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
EventBus.floor_changed.emit(current_floor)
EventBus.floor_started.emit(survivors_remaining)
var floors_descended = EventBus.STARTING_FLOOR - current_floor
var robot_speed = ROBOT_SPEED_TOP + floors_descended * ROBOT_SPEED_PER_FLOOR
var robot_delay = max(ROBOT_DELAY_MIN, ROBOT_DELAY_TOP - floors_descended * ROBOT_DELAY_PER_FLOOR)
EventBus.robot_floor_started.emit(robot_delay, robot_speed)
_screen.start(current_floor)
var t_raw = float(floors_descended) / float(EventBus.STARTING_FLOOR - 1)
var t_difficulty = pow(t_raw, DIFFICULTY_EXPONENT)
var zone_speed = lerp(MOVING_ZONE_SPEED_MIN, MOVING_ZONE_SPEED_MAX, t_difficulty)
_screen.set_block_zone_movement(zone_speed)
if not _onboarded:
_onboarded = true
EventBus.doors_nearly_opened.connect(
func():
if not is_instance_valid(self) or doors_closing_flag:
return
_screen.launch_pulse(),
CONNECT_ONE_SHOT
)
func _on_survivor_squeaked_in():
if not $SfxRobotSoundsDifficult.playing:
$SfxRobotSoundsDifficult.play()
func _on_robot_close_warning():
if not $SfxRobotDeepBreath.playing:
$SfxRobotDeepBreath.play()
func _on_block_pressed():
if doors_closing_flag:
return
EventBus.block_pressed.emit()
if _screen.pulse_active:
_screen.attempt_block()
else:
$SfxRobotThankYou.play()
_on_doors_closing(false)
func _on_pulse_started(duration: float):
_close_button.text = "BLOCK"
EventBus.pulse_started.emit(duration)
func _on_pulse_blocked_perfect():
EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION)
func _on_pulse_blocked():
_close_button.text = "CLOSE"
EventBus.pulse_blocked.emit()
survivors_remaining -= 1
people_in_elevator += 1
$SfxDing.play()
EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
if survivors_remaining <= 0:
get_tree().create_timer(0.25, false).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
return
var gap = _screen.get_pulse_gap()
get_tree().create_timer(gap, false).timeout.connect(
func():
if not doors_closing_flag:
_screen.launch_pulse(),
CONNECT_ONE_SHOT
)
func _on_doors_closing(fast: bool = false):
if doors_closing_flag:
return
doors_closing_flag = true
EventBus.doors_closed.emit(fast)
if people_in_elevator < THRESHOLD:
_screen.show_loss("TOO FEW")
EventBus.game_lost.emit("TOO FEW")
return
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
if current_floor <= 1:
_screen.show_win()
EventBus.floor_changed.emit(current_floor)
EventBus.game_won.emit()
return
$SfxClose.play()
_screen.show_countdown()
_screen.shrink_block_zone()
var tween = create_tween()
tween.tween_interval(3.0)
tween.tween_callback(_start_floor)