tojam20-elevator/scenes/screen.gd

174 lines
4 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
# Visual
var base_color: Color
# State
var active := false
var pulses_blocked := 0
signal pulse_blocked
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)
# 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 = ">:)"
# 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
func stop():
active = false
pulse_active = false
$SweepLine.visible = false
func shrink_block_zone():
var bz = $TargetZone
var new_width = max(bz.size.x - block_zone_shrink, block_zone_min)
bz.size.x = new_width
bz.position.x = size.x - new_width - 10
# --- 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
$AIFace.text = ">:)"
func get_pulse_gap() -> float:
return pulse_gap
func _process(delta):
if not active or not pulse_active:
return
pulse_x += pulse_speed * delta
$SweepLine.position.x = pulse_x
# Pulse reached the far side unblocked: AI wins, doors close
if pulse_x >= size.x:
pulse_active = false
$SweepLine.visible = false
$AIFace.text = ":D"
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
pulse_active = false
pulses_blocked += 1
pulse_speed += pulse_speed_increase
pulse_gap = max(pulse_gap - pulse_gap_decrease, pulse_gap_min)
$SweepLine.visible = false
$AIFace.text = ">:("
flash(Color.GREEN)
pulse_blocked.emit()
return true
else:
# Mistimed: same result as letting it through
pulse_active = false
$SweepLine.visible = false
$AIFace.text = ":D"
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)