195 lines
5.5 KiB
GDScript
195 lines
5.5 KiB
GDScript
extends PanelContainer
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@onready var _screen = $PanelMargin/PanelColumn/Screen
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@onready var _close_button: Button = $PanelMargin/PanelColumn/CloseButton
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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 PRE_PULSE_DELAY := 3.5
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func _ready():
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_close_button.text = "CLOSE"
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_close_button.pressed.connect(_on_block_pressed)
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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(_start_floor)
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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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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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_on_block_pressed()
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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 _reset_floor_state():
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doors_closing_flag = false
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people_in_elevator = 0
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_close_button.text = "CLOSE"
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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 _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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$SfxOpen.play()
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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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EventBus.doors_opened.emit()
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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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_screen.show_onboarding("BLOCK\nIN GREEN ZONE")
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get_tree().create_timer(3.0, false).timeout.connect(
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func():
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if not is_instance_valid(_screen):
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return
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_screen.end_onboarding()
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_screen.launch_pulse(),
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CONNECT_ONE_SHOT
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)
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else:
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get_tree().create_timer(PRE_PULSE_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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_screen.launch_pulse(),
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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_block_pressed():
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if doors_closing_flag:
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return
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if _screen.pulse_active:
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_screen.attempt_block()
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else:
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$SfxRobotThankYou.play()
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_on_doors_closing(false)
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func _on_pulse_started(duration: float):
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_close_button.text = "BLOCK"
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EventBus.pulse_started.emit(duration)
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func _on_pulse_blocked_perfect():
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EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION)
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func _on_pulse_blocked():
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_close_button.text = "CLOSE"
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EventBus.pulse_blocked.emit()
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survivors_remaining -= 1
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people_in_elevator += 1
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$SfxDing.play()
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EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
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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 gap = _screen.get_pulse_gap()
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get_tree().create_timer(gap, false).timeout.connect(
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func():
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if not doors_closing_flag:
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_screen.launch_pulse(),
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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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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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