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orzo/docs/gyms/gym09_scene_switching/gym09_minigame_1.gd

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GDScript

# ============================================================
# Gym 09 — Minigame 1: Animation Speed Challenge
# ============================================================
# A SpineSprite plays an animation at Normal, Fast, or Hard
# speed. The player must click the button that matches the
# *current* speed. Correct answers advance a progress bar;
# reach the threshold to win. Run out of time and you lose.
# The speed changes to a new random value after *every* press.
# ============================================================
extends Node2D
# ---------- Configurable multipliers ----------
@export var normal_speed: float = 1.0
@export var fast_speed: float = 2.0
@export var hard_speed: float = 3.0
# ---------- Timing & progression ----------
@export var time_limit: float = 30.0 ## total seconds before auto-loss
@export var progress_per_click: float = 20.0 ## progress added on correct answer
@export var win_threshold: float = 100.0 ## progress value that triggers a win
@export var penalty_per_miss: float = 10.0 ## progress lost on wrong press
# ---------- Animation ----------
@export var animation_name: String = "roar" ## which animation to play on the SpineSprite
enum Speed { NORMAL, FAST, HARD }
var _current_speed: Speed = Speed.NORMAL
var _progress: float = 0.0
var _time_remaining: float = 0.0
var _game_active: bool = false
var _result_pending: bool = false
var _track_entry = null ## SpineTrackEntry — stored reference for time-scale changes
@onready var _spine_sprite: SpineSprite = %SpineSprite
@onready var _progress_bar: ProgressBar = %ProgressBar
@onready var _current_speed_label: Label = %CurrentSpeedLabel
@onready var _timer_label: Label = %TimerLabel
@onready var _status_label: Label = %StatusLabel
@onready var _normal_button: Button = %NormalButton
@onready var _fast_button: Button = %FastButton
@onready var _hard_button: Button = %HardButton
# ============================================================
# Lifecycle
# ============================================================
func _ready() -> void:
print("[Gym09 Minigame 1] Ready! Match the animation speed — click the correct button.")
_start_game()
func _process(delta: float) -> void:
if not _game_active:
return
_time_remaining -= delta
if _time_remaining <= 0.0:
_time_remaining = 0.0
_on_time_up()
_update_ui()
# ============================================================
# Game state
# ============================================================
func _start_game() -> void:
_progress = 0.0
_time_remaining = time_limit
_game_active = true
_result_pending = false
_pick_random_speed()
_update_ui()
func _pick_random_speed() -> void:
_current_speed = randi() % 3 as Speed
_apply_speed()
func _apply_speed() -> void:
_current_speed_label.text = "Press: " + Speed.keys()[_current_speed].capitalize()
if _track_entry == null:
return
match _current_speed:
Speed.NORMAL:
_track_entry.set_time_scale(normal_speed)
Speed.FAST:
_track_entry.set_time_scale(fast_speed)
Speed.HARD:
_track_entry.set_time_scale(hard_speed)
# ============================================================
# Animation
# ============================================================
func _play_animation() -> void:
_track_entry = _spine_sprite.get_animation_state().set_animation(animation_name, false, 0)
# ============================================================
# Button handlers
# ============================================================
func _on_normal_pressed() -> void:
_evaluate_answer(Speed.NORMAL)
func _on_fast_pressed() -> void:
_evaluate_answer(Speed.FAST)
func _on_hard_pressed() -> void:
_evaluate_answer(Speed.HARD)
func _evaluate_answer(chosen: Speed) -> void:
if not _game_active or _result_pending:
return
# Restart animation on each press
_play_animation()
_apply_speed()
if chosen == _current_speed:
_progress += progress_per_click
print("[Gym09 Minigame 1] Correct! Progress: %.0f / %.0f" % [_progress, win_threshold])
if _progress >= win_threshold:
_on_win()
return
else:
_progress = maxf(0.0, _progress - penalty_per_miss)
print("[Gym09 Minigame 1] Wrong button! Current speed is ", Speed.keys()[_current_speed])
# Speed changes after every button press
_pick_random_speed()
_update_ui()
# ============================================================
# End conditions
# ============================================================
func _on_win() -> void:
_game_active = false
_result_pending = true
print("[Gym09 Minigame 1] WIN!")
_status_label.text = "YOU WIN!"
_disable_buttons()
Dialogic.VAR.Gym.minigame_done = true
await get_tree().create_timer(1.5).timeout
_return_to_main()
func _on_time_up() -> void:
_game_active = false
_result_pending = true
print("[Gym09 Minigame 1] TIME'S UP — You lose!")
_status_label.text = "TIME'S UP!"
_disable_buttons()
# Do NOT set minigame_done — the controller will re-show the intro
await get_tree().create_timer(1.5).timeout
_return_to_main()
func _return_to_main() -> void:
var return_path := "res://docs/gyms/gym09_scene_switching/gym09_main.tscn"
if Dialogic.VAR.Gym.minigame_return == "hub":
return_path = "res://docs/gyms/cross-timeline-interactions/gym_controller.tscn"
print("[Gym09 Minigame 1] Returning to: ", return_path)
get_tree().change_scene_to_file(return_path)
# ============================================================
# UI helpers
# ============================================================
func _disable_buttons() -> void:
_normal_button.disabled = true
_fast_button.disabled = true
_hard_button.disabled = true
func _update_ui() -> void:
_progress_bar.max_value = win_threshold
_progress_bar.value = clampf(_progress, 0.0, win_threshold)
_timer_label.text = "Time: %.1f" % _time_remaining