lobby level
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@@ -217,7 +217,7 @@ func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo:
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if _game_over and event.physical_keycode in [KEY_ENTER, KEY_KP_ENTER]:
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if _result_win:
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_continue_to_map()
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_continue_to_lobby()
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else:
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_restart()
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elif event.physical_keycode == KEY_TAB and not _game_over:
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@@ -238,12 +238,15 @@ func _restart() -> void:
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get_tree().reload_current_scene()
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# A cleared arena advances the run: commit the win and open the map to pick the next node.
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func _continue_to_map() -> void:
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# A cleared level advances the run and drops the player into the lobby hub: commit the
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# win, flag the lobby as the active level, then reload the shell so it builds the lobby.
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# (Choosing the next map node happens from the lobby via trigger areas, added later.)
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func _continue_to_lobby() -> void:
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get_tree().paused = false
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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Run.complete_current_level()
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get_tree().change_scene_to_file("res://levels/MapScreen.tscn")
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Run.go_to_lobby()
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get_tree().change_scene_to_file(Run.active_level().scene_path)
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func _toggle_controls() -> void:
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@@ -400,7 +403,7 @@ func _build_game_over() -> void:
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# Win → Continue to the run map; loss → Go Again from the top. Shown per-result in
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# _show_game_over; both share the Enter shortcut.
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_over_continue = _make_button("Continue (Enter)")
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_over_continue.pressed.connect(_continue_to_map)
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_over_continue.pressed.connect(_continue_to_lobby)
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row.add_child(_over_continue)
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_over_again = _make_button("Go Again (Enter)")
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@@ -0,0 +1,25 @@
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[gd_scene format=3 uid="uid://32nyipcwrab5"]
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[ext_resource type="PackedScene" uid="uid://cwmo5vh738x6w" path="res://Assets/Lobby_level.glb" id="1_lobby"]
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[sub_resource type="Environment" id="Environment_lobby"]
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[node name="lobby_level" type="Node3D"]
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[node name="Lobby_level" parent="." instance=ExtResource("1_lobby")]
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[node name="Lights" type="Node3D" parent="."]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights"]
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transform = Transform3D(1, 0, 0, 0, 0.7071067, 0.70710677, 0, -0.70710677, 0.7071067, 0, 36.945946, 70)
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light_color = Color(1, 0.9137255, 0.827451, 1)
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light_energy = 1.6
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shadow_enabled = true
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[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="Lights"]
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transform = Transform3D(1, 0, 0, 0, -0.8660254, 0.49999994, 0, -0.49999994, -0.8660254, 0, 112.56815, 93.37274)
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light_color = Color(0.4784314, 0.6156863, 0.8, 1)
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light_energy = 0.45
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_lobby")
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+22
-1
@@ -15,6 +15,7 @@ signal run_started
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const _SHELL_SCENE := "res://scene.tscn"
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const _ARENA_LEVEL := preload("res://levels/arena_level.tscn")
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const _BEAR_LEVEL := preload("res://levels/bear_level.tscn")
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const _LOBBY_LEVEL := preload("res://levels/lobby_level.tscn")
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# Map shape. Small + placeholder for now; the final row is a single boss node.
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const _ROWS := 5
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@@ -33,6 +34,11 @@ var pending_col: int = -1
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## Debug override — when set, active_level() returns this regardless of map state.
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## Set via the console `level` command; cleared on start_new_run().
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var debug_level_override: LevelDef = null
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## The lobby is an interstitial hub between fights, not a map node: the player is sent
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## here after clearing a level (go_to_lobby()) to move around freely before choosing the
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## next node. While set, active_level() serves the lobby; cleared once a node is picked
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## (select_node) or a fresh run begins.
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var enter_lobby: bool = false
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# Level catalog. Every level shares the shell scene; what changes is the level module
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# (its geometry + spawners) and the opponent. The arena (matador wave, normal + boss
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@@ -43,6 +49,7 @@ const _BEAR_SCENE := preload("res://Bear.tscn")
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var _arena: LevelDef
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var _arena_boss: LevelDef
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var _bear: LevelDef
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var _lobby: LevelDef
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func _ready() -> void:
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@@ -52,6 +59,8 @@ func _ready() -> void:
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)
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_bear = _make_level(&"bear", "Bear's Den", _BEAR_LEVEL, Color(0.55, 0.38, 0.22), false)
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_bear.enemy_scene = _BEAR_SCENE
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# The lobby is a fightless hub — no enemy_scene, so no wave spawns and no win/lose.
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_lobby = _make_level(&"lobby", "Lobby", _LOBBY_LEVEL, Color(0.62, 0.66, 0.72), false)
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func _make_level(
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@@ -72,6 +81,8 @@ func _make_level(
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func active_level() -> LevelDef:
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if debug_level_override != null:
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return debug_level_override
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if enter_lobby:
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return _lobby
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var n := node_at(pending_row, pending_col)
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if n == null:
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n = current_node()
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@@ -84,12 +95,13 @@ func get_level(id: StringName) -> LevelDef:
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&"arena": return _arena
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&"arena_boss": return _arena_boss
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&"bear": return _bear
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&"lobby": return _lobby
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return null
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## All known level ids — shown by `level` in the console.
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func level_ids() -> Array[StringName]:
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return [&"arena", &"arena_boss", &"bear"]
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return [&"arena", &"arena_boss", &"bear", &"lobby"]
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## Begin a fresh run: build a new map and place the player at the start gate. Called from
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@@ -101,6 +113,7 @@ func start_new_run() -> void:
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pending_row = -1
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pending_col = -1
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debug_level_override = null
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enter_lobby = false
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run_started.emit()
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@@ -156,10 +169,18 @@ func run_complete() -> bool:
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func select_node(node: MapNode) -> void:
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if node == null:
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return
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enter_lobby = false
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pending_row = node.row
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pending_col = node.col
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## Send the player to the lobby hub instead of a fight — active_level() serves the lobby
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## until a node is picked. Called after clearing a level so the player lands in the lobby
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## rather than jumping straight to the next fight.
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func go_to_lobby() -> void:
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enter_lobby = true
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## Commit the level just won: move the player onto the pending node (or leave them at the
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## start gate after the intro fight, which has no pending node).
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func complete_current_level() -> void:
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