feat(game): improve mode state handling and active player UI

* Rename and consolidate ball state tracking across game modes
* Add ball finalization and win-condition hooks
* Track foul points by negating reaped ball points
* Update turn switching and ball processing flow
* Add active-player indicator to the camera controller UI
* Refresh active-player label when the turn changes
This commit is contained in:
2026-08-12 21:38:49 -05:00
parent 09369d3dd4
commit b931ef5a01
9 changed files with 160 additions and 65 deletions

View File

@@ -9,7 +9,7 @@ func reap_ball(ball: Node3D) -> void:
if ball.name == "08_ball":
# TODO: 8 ball must not be be destroyed. Handle rule...
ball_state[ball.name]["valid_end"] = false
ball_states[ball.name]["valid_end"] = false
pass
func process_ball(ball: Node3D) -> void:
@@ -17,24 +17,36 @@ func process_ball(ball: Node3D) -> void:
if ball.name == "08_ball":
# TODO: 8 ball must be sunk last. Handle rule...
ball_state[ball.name]["valid_end"] = false
ball_states[ball.name]["valid_end"] = false
pass
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var switch_player: bool = true
if not balls_reaped.is_empty():
# TODO: Handle points, etc
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
balls_reaped.clear()
if balls_sunk.is_empty():
Globals.game_state.switch_active_player()
turn_count += 1
if not balls_sunk.is_empty():
# TODO: Handle points, etc, insure 8-ball not sunk unless last
# Insure we process stripped vs solid ball and apropriate points accordingly
switch_player = true
balls_sunk.clear()
if ball_states_finalized():
process_win_condition()
return
# TODO: Handle points, etc
# Globals.multiplayer_data.current_turn_player_id
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
else:
turn_count += 1
balls_sunk.clear()
turn_count += 1
func process_win_condition() -> void:
pass

View File

@@ -9,7 +9,7 @@ func reap_ball(ball: Node3D) -> void:
if ball.name == "09_ball":
# TODO: 9 ball must not be be destroyed. Handle rule...
ball_state[ball.name]["valid_end"] = false
ball_states[ball.name]["valid_end"] = false
pass
func process_ball(ball: Node3D) -> void:
@@ -17,24 +17,36 @@ func process_ball(ball: Node3D) -> void:
if ball.name == "09_ball":
# TODO: 9 ball must be sunk last. Handle rule...
ball_state[ball.name]["valid_end"] = false
ball_states[ball.name]["valid_end"] = false
pass
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var switch_player: bool = true
if not balls_reaped.is_empty():
# TODO: Handle points, etc
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
balls_reaped.clear()
if balls_sunk.is_empty():
Globals.game_state.switch_active_player()
turn_count += 1
if not balls_sunk.is_empty():
# TODO: Handle points, etc, insure 9-ball not sunk unless last
# Insure we process stripped vs solid ball and apropriate points accordingly
switch_player = true
balls_sunk.clear()
if ball_states_finalized():
process_win_condition()
return
# TODO: Handle points, etc
# Globals.multiplayer_data.current_turn_player_id
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
else:
turn_count += 1
balls_sunk.clear()
turn_count += 1
func process_win_condition() -> void:
pass

View File

@@ -4,21 +4,21 @@ class_name BaseMode extends Node
# these signals to handle game related rules regarding ball sinks.
var turn_count: int = 1
var player_1_points: int = 0
var player_2_points: int = 0
var turn_count: int = 1
var player_1_points: int = 0
var player_2_points: int = 0
# NOTE: Kinda a super tracker of balls. Not all entries
# generated are used depending on the game type.
var ball_state: Dictionary = {}
var ball_states: Dictionary = {}
# NOTE: Used to track handoff logic and is cleared after eah switch accordingly.
var balls_sunk: Array = []
var balls_reaped: Array = []
var balls_sunk: Array = []
var balls_reaped: Array = []
# NOTE: Kinda a super tracker of the state of a ball.
# Not all entries are used depending on the game type.
var BALL_STATE: Dictionary = {
var BALL_STATE: Dictionary = {
"turn": 0,
"player": "",
"sunk": false,
@@ -31,7 +31,7 @@ var BALL_STATE: Dictionary = {
func _init() -> void:
pass
func generate_ball_state() -> Dictionary:
func generate_ball_states() -> Dictionary:
var state := {}
for i: int in range(1, 16):
@@ -41,8 +41,21 @@ func generate_ball_state() -> Dictionary:
return state
func ball_states_finalized() -> bool:
var i = 0
var size = ball_states.values().size() - 1
for ball_state in ball_states.values():
if not ball_state["reaped"] or not ball_state["sunk"]:
break
func which_player() -> String:
i += 1
return i == size
func process_win_condition() -> void:
assert(false, "This method needs to be overridden...")
func get_player() -> String:
return \
"Player 1" \
if \
@@ -53,16 +66,16 @@ func which_player() -> String:
func reap_ball(ball: Node3D) -> void:
balls_reaped.append(ball.name)
ball_state[ball.name]["turn"] = turn_count
ball_state[ball.name]["player"] = which_player()
ball_state[ball.name]["reaped"] = not ball_state[ball.name]["reaped"]
ball_states[ball.name]["turn"] = turn_count
ball_states[ball.name]["player"] = get_player()
ball_states[ball.name]["reaped"] = not ball_states[ball.name]["reaped"]
func process_ball(ball: Node3D) -> void:
balls_sunk.append(ball.name)
ball_state[ball.name]["turn"] = turn_count
ball_state[ball.name]["player"] = which_player()
ball_state[ball.name]["sunk"] = not ball_state[ball.name]["sunk"]
ball_states[ball.name]["turn"] = turn_count
ball_states[ball.name]["player"] = get_player()
ball_states[ball.name]["sunk"] = not ball_states[ball.name]["sunk"]
func handle_switch_user() -> void:
assert(false, "This method needs to be overridden...")

View File

@@ -13,18 +13,29 @@ 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 switch_player: bool = true
if not balls_reaped.is_empty():
# TODO: Handle points, etc
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
balls_reaped.clear()
if balls_sunk.is_empty():
Globals.game_state.switch_active_player()
turn_count += 1
if not balls_sunk.is_empty():
# TODO: Handle points, etc
switch_player = true
balls_sunk.clear()
if ball_states_finalized():
process_win_condition()
return
# TODO: Handle points, etc
# Globals.multiplayer_data.current_turn_player_id
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
else:
turn_count += 1
balls_sunk.clear()
turn_count += 1
func process_win_condition() -> void:
pass

View File

@@ -22,4 +22,4 @@ func _balls_stopped_moving() -> void:
func set_mode(game_mode) -> void:
mode = Globals.game_data.GameMode.get(game_mode).new()
mode.ball_state = mode.generate_ball_state()
mode.ball_states = mode.generate_ball_states()

View File

@@ -18,23 +18,23 @@ var COLORED_BALLS_POINTS: Array[int] = [
func _init() -> void:
pass
func generate_ball_state() -> Dictionary:
func generate_ball_states() -> Dictionary:
var state: Dictionary = {}
for i in COLORED_BALLS.size():
var ball_name = COLORED_BALLS[i]
var points = COLORED_BALLS_POINTS[i]
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name] = ball_states.duplicate_deep()
state[ball_name]["points"] = points
# NOTE: Red balls
for i: int in range(1, 16):
var ball_name = "%02d_ball" % i
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name] = ball_states.duplicate_deep()
state[ball_name]["points"] = 1
ball_state = state
ball_states = state
return state
func is_colored_ball(ball_name: String) -> bool:
@@ -45,7 +45,7 @@ func reap_ball(ball: Node3D) -> void:
if is_colored_ball(ball.name):
# TODO: Colored ball must not be be destroyed. Handle rule...
ball_state[ball.name]["valid_end"] = false
ball_states[ball.name]["valid_end"] = false
pass
func process_ball(ball: Node3D) -> void:
@@ -62,18 +62,29 @@ 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 switch_player: bool = true
if not balls_reaped.is_empty():
# TODO: Handle points, etc
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
balls_reaped.clear()
if balls_sunk.is_empty():
Globals.game_state.switch_active_player()
turn_count += 1
if not balls_sunk.is_empty():
# TODO: Handle points, etc, insure color ball not sunk before red ball
switch_player = true
balls_sunk.clear()
if ball_states_finalized():
process_win_condition()
return
# TODO: Handle points, etc
# Globals.multiplayer_data.current_turn_player_id
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
else:
turn_count += 1
balls_sunk.clear()
turn_count += 1
func process_win_condition() -> void:
pass