feat(game): refactor ball state and turn handling
* Replace `valid_end` with `is_foul` for invalid ball sinks * Rename and centralize ball state tracking * Add ball finalization and win-condition hooks * Update turn switching to retain the player after valid sinks * Apply negative points to reaped balls * Add active-player indicator to the camera UI * Emit active-player updates when the turn changes
This commit is contained in:
@@ -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 = false
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user