Added some point processing, cleanup

This commit is contained in:
2026-08-12 22:36:45 -05:00
parent c95cc511e6
commit 7be84d8591
4 changed files with 40 additions and 19 deletions

View File

@@ -21,11 +21,15 @@ func process_ball(ball: Node3D) -> void:
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var is_player_1: bool = "Player 1" == get_player()
var switch_player: bool = true
if not balls_reaped.is_empty():
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
if is_player_1:
player_1_points -= ball_states[ball_name]["points"]
else:
player_2_points -= ball_states[ball_name]["points"]
balls_reaped.clear()
@@ -43,8 +47,7 @@ func handle_switch_user() -> void:
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
else:
turn_count += 1
func process_win_condition() -> void:

View File

@@ -21,11 +21,15 @@ func process_ball(ball: Node3D) -> void:
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var is_player_1: bool = "Player 1" == get_player()
var switch_player: bool = true
if not balls_reaped.is_empty():
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
if is_player_1:
player_1_points -= ball_states[ball_name]["points"]
else:
player_2_points -= ball_states[ball_name]["points"]
balls_reaped.clear()
@@ -43,8 +47,7 @@ func handle_switch_user() -> void:
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
else:
turn_count += 1
func process_win_condition() -> void:

View File

@@ -13,16 +13,24 @@ func process_ball(ball: Node3D) -> void:
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var is_player_1: bool = "Player 1" == get_player()
var switch_player: bool = true
if not balls_reaped.is_empty():
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
if is_player_1:
player_1_points -= ball_states[ball_name]["points"]
else:
player_2_points -= ball_states[ball_name]["points"]
balls_reaped.clear()
if not balls_sunk.is_empty():
# TODO: Handle points, etc
for ball_name in balls_sunk:
if is_player_1:
player_1_points += ball_states[ball_name]["points"]
else:
player_2_points += ball_states[ball_name]["points"]
switch_player = false
balls_sunk.clear()
@@ -33,8 +41,7 @@ func handle_switch_user() -> void:
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
else:
turn_count += 1
func process_win_condition() -> void:

View File

@@ -25,7 +25,7 @@ func generate_ball_states() -> Dictionary:
var ball_name = COLORED_BALLS[i]
var points = COLORED_BALLS_POINTS[i]
state[ball_name] = ball_states.duplicate_deep()
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = points
# NOTE: Red balls
@@ -60,16 +60,25 @@ func process_ball(ball: Node3D) -> void:
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var is_player_1: bool = "Player 1" == get_player()
var switch_player: bool = true
if not balls_reaped.is_empty():
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
if is_player_1:
player_1_points -= ball_states[ball_name]["points"]
else:
player_2_points -= ball_states[ball_name]["points"]
balls_reaped.clear()
if not balls_sunk.is_empty():
# TODO: Handle points, etc, insure color ball not sunk before red ball
# NOTE: Handle points, etc, insure color ball not sunk before red ball
for ball_name in balls_sunk:
if is_player_1:
player_1_points += ball_states[ball_name]["points"]
else:
player_2_points += ball_states[ball_name]["points"]
switch_player = false
balls_sunk.clear()
@@ -80,8 +89,7 @@ func handle_switch_user() -> void:
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
else:
turn_count += 1
func process_win_condition() -> void: