- Move elevator panel logic out of HUD; HUD now listens for signals to update floor, saved, people, and score labels - Add scaling rescue threshold that grows as you descend, with bonus points for exceeding it - Add per-floor timer that triggers a losing when expired - Add show_loss state on the screen for too-few-people and timeout failures
17 lines
848 B
Text
17 lines
848 B
Text
[gd_scene format=3 uid="uid://b4llhxe3hjbgv"]
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[ext_resource type="PackedScene" uid="uid://bnv1xxgceqbrc" path="res://scenes/world.tscn" id="1_uwrxv"]
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[ext_resource type="PackedScene" uid="uid://cbvi51vvpt7mu" path="res://scenes/hud.tscn" id="2_yqjtg"]
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[ext_resource type="PackedScene" uid="uid://nca1hcujxru0" path="res://scenes/elevator_panel.tscn" id="3_lnu2h"]
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[node name="Game" type="Node3D" unique_id=1456297160]
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[node name="World" parent="." unique_id=831374579 instance=ExtResource("1_uwrxv")]
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[node name="CanvasHud" type="CanvasLayer" parent="." unique_id=369977201]
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[node name="HUD" parent="CanvasHud" unique_id=769131693 instance=ExtResource("2_yqjtg")]
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[node name="CanvasPanel" type="CanvasLayer" parent="." unique_id=667193210]
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[node name="ElevatorPanel" parent="CanvasPanel" unique_id=574176994 instance=ExtResource("3_lnu2h")]
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