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

@@ -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...")