Files
Station-0/scripts/rooms/station_door.gd
T
2026-03-11 16:15:52 -04:00

263 lines
7.8 KiB
GDScript

extends Node2D
class_name StationDoor
# Station door for floor transitions - bulkhead/airlock style visuals
# Can be decorative (entry doors) or functional (exit doors with triggers)
signal door_entered(body: Node)
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const DOOR_WIDTH := 100.0
const DOOR_HEIGHT := 120.0
const FRAME_THICKNESS := 16.0
const PANEL_GAP := 4.0 # gap between door panels when open
# Colors
const FRAME_COLOR := Color(0.25, 0.25, 0.32) # dark metal frame
const PANEL_COLOR := Color(0.35, 0.32, 0.28) # door panel (closed)
const PANEL_OPEN_COLOR := Color(0.2, 0.2, 0.25) # recessed panel (open)
const LIGHT_OFF := Color(0.3, 0.15, 0.15) # indicator off
const LIGHT_LOCKED := Color(0.9, 0.2, 0.2) # red locked
const LIGHT_UNLOCKED := Color(0.2, 0.9, 0.3) # green unlocked
const EXIT_LIGHT := Color(0.2, 0.95, 0.4) # bright green exit
# ---------------------------------------------------------------------------
# Configuration
# ---------------------------------------------------------------------------
enum DoorType { ENTRY, SECTOR_EXIT, EVACUATION_EXIT, HUB_PORTAL }
var door_type: DoorType = DoorType.ENTRY
var sector_label: String = "" # "SECTOR 2", "SECTOR 3", or "EXIT"
var is_functional: bool = false # if true, has trigger area
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var _is_open: bool = false
var _left_panel: Polygon2D = null
var _right_panel: Polygon2D = null
var _indicator_light: Polygon2D = null
var _label: Label = null
var _trigger_area: Area2D = null
# ---------------------------------------------------------------------------
# Setup
# ---------------------------------------------------------------------------
func setup_entry_door() -> void:
# Decorative open door - shows "you came from here"
door_type = DoorType.ENTRY
is_functional = false
_build_frame()
_build_panels()
_build_indicator()
open() # entry doors are always open
func setup_sector_exit(sector_num: int) -> void:
# Sector transition door - "SECTOR 2" or "SECTOR 3"
door_type = DoorType.SECTOR_EXIT
sector_label = "SECTOR %d" % sector_num
is_functional = true
_build_frame()
_build_panels()
_build_indicator()
_build_label()
_build_trigger()
close() # starts closed until boss dies
func setup_evacuation_exit() -> void:
# Final exit after Hivemind - green EXIT lighting
door_type = DoorType.EVACUATION_EXIT
sector_label = "EXIT"
is_functional = true
_build_frame()
_build_panels()
_build_indicator()
_build_label()
_build_trigger()
close() # starts closed until boss dies
func setup_hub_portal() -> void:
# Hub staging room portal - decorative open door with "START RUN" label
door_type = DoorType.HUB_PORTAL
sector_label = "START RUN"
is_functional = false # interaction handled by hub_room.gd
_build_frame()
_build_panels()
_build_indicator()
_build_label()
open() # always open in hub
# ---------------------------------------------------------------------------
# Build components
# ---------------------------------------------------------------------------
func _build_frame() -> void:
# Outer frame - bulkhead style
var frame := Polygon2D.new()
var hw := DOOR_WIDTH / 2.0 + FRAME_THICKNESS
var hh := DOOR_HEIGHT / 2.0 + FRAME_THICKNESS
var inner_hw := DOOR_WIDTH / 2.0
var inner_hh := DOOR_HEIGHT / 2.0
# Outer rectangle with inner cutout (using polygon)
# Top frame
var top := Polygon2D.new()
top.polygon = PackedVector2Array([
Vector2(-hw, -hh), Vector2(hw, -hh),
Vector2(hw, -inner_hh), Vector2(-hw, -inner_hh)
])
top.color = FRAME_COLOR
add_child(top)
# Bottom frame
var bottom := Polygon2D.new()
bottom.polygon = PackedVector2Array([
Vector2(-hw, inner_hh), Vector2(hw, inner_hh),
Vector2(hw, hh), Vector2(-hw, hh)
])
bottom.color = FRAME_COLOR
add_child(bottom)
# Left frame
var left := Polygon2D.new()
left.polygon = PackedVector2Array([
Vector2(-hw, -inner_hh), Vector2(-inner_hw, -inner_hh),
Vector2(-inner_hw, inner_hh), Vector2(-hw, inner_hh)
])
left.color = FRAME_COLOR
add_child(left)
# Right frame
var right := Polygon2D.new()
right.polygon = PackedVector2Array([
Vector2(inner_hw, -inner_hh), Vector2(hw, -inner_hh),
Vector2(hw, inner_hh), Vector2(inner_hw, inner_hh)
])
right.color = FRAME_COLOR
add_child(right)
func _build_panels() -> void:
# Two sliding door panels
var panel_w := DOOR_WIDTH / 2.0 - PANEL_GAP
var panel_h := DOOR_HEIGHT
var hh := panel_h / 2.0
_left_panel = Polygon2D.new()
_left_panel.polygon = PackedVector2Array([
Vector2(-panel_w, -hh), Vector2(0, -hh),
Vector2(0, hh), Vector2(-panel_w, hh)
])
_left_panel.color = PANEL_COLOR
add_child(_left_panel)
_right_panel = Polygon2D.new()
_right_panel.polygon = PackedVector2Array([
Vector2(0, -hh), Vector2(panel_w, -hh),
Vector2(panel_w, hh), Vector2(0, hh)
])
_right_panel.color = PANEL_COLOR
add_child(_right_panel)
func _build_indicator() -> void:
# Small indicator light above the door
_indicator_light = Polygon2D.new()
var light_size := 8.0
_indicator_light.polygon = PackedVector2Array([
Vector2(-light_size, -light_size / 2.0),
Vector2(light_size, -light_size / 2.0),
Vector2(light_size, light_size / 2.0),
Vector2(-light_size, light_size / 2.0)
])
_indicator_light.position = Vector2(0, -DOOR_HEIGHT / 2.0 - FRAME_THICKNESS - 6)
_indicator_light.color = LIGHT_OFF
add_child(_indicator_light)
func _build_label() -> void:
_label = Label.new()
_label.text = sector_label
_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_label.position = Vector2(-40, -DOOR_HEIGHT / 2.0 - FRAME_THICKNESS - 30)
# Style the label
if door_type == DoorType.EVACUATION_EXIT:
_label.add_theme_color_override("font_color", EXIT_LIGHT)
else:
_label.add_theme_color_override("font_color", Color(0.8, 0.8, 0.9))
add_child(_label)
func _build_trigger() -> void:
_trigger_area = Area2D.new()
_trigger_area.collision_layer = 0
_trigger_area.collision_mask = 2 # player layer
_trigger_area.monitoring = false # disabled until door opens
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = Vector2(DOOR_WIDTH - 20, DOOR_HEIGHT - 20)
cs.shape = rs
_trigger_area.add_child(cs)
_trigger_area.body_entered.connect(_on_body_entered)
add_child(_trigger_area)
# ---------------------------------------------------------------------------
# Open / Close
# ---------------------------------------------------------------------------
func open() -> void:
if _is_open:
return
_is_open = true
# Slide panels outward
var slide_dist := DOOR_WIDTH / 2.0 + PANEL_GAP
if _left_panel:
_left_panel.position.x = -slide_dist
_left_panel.color = PANEL_OPEN_COLOR
if _right_panel:
_right_panel.position.x = slide_dist
_right_panel.color = PANEL_OPEN_COLOR
# Update indicator
if _indicator_light:
if door_type == DoorType.EVACUATION_EXIT:
_indicator_light.color = EXIT_LIGHT
else:
_indicator_light.color = LIGHT_UNLOCKED
# Enable trigger
if _trigger_area:
_trigger_area.monitoring = true
func close() -> void:
if not _is_open and _left_panel != null:
return
_is_open = false
# Center panels
if _left_panel:
_left_panel.position.x = 0
_left_panel.color = PANEL_COLOR
if _right_panel:
_right_panel.position.x = 0
_right_panel.color = PANEL_COLOR
# Update indicator
if _indicator_light:
_indicator_light.color = LIGHT_LOCKED
# Disable trigger
if _trigger_area:
_trigger_area.monitoring = false
func is_open() -> bool:
return _is_open
# ---------------------------------------------------------------------------
# Trigger callback
# ---------------------------------------------------------------------------
func _on_body_entered(body: Node) -> void:
if body.is_in_group("player"):
door_entered.emit(body)