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:
2026-08-12 22:14:03 -05:00
parent 09369d3dd4
commit c95cc511e6
9 changed files with 166 additions and 77 deletions

View File

@@ -4,20 +4,19 @@ class_name CameraController extends Control
@onready var player_lbl: Label = $margin_container/vbox/hbox/hbox/player_lbl
@onready var prev_bttn: Button = $margin_container/vbox/hbox/hbox2/prev_bttn
@onready var next_bttn: Button = $margin_container/vbox/hbox/hbox2/next_bttn
@onready var reset_bttn: Button = $margin_container/vbox/reset_bttn
@onready var active_lbl: Label = $margin_container/vbox/hbox2/hbox/active_lbl
@onready var reset_bttn: Button = $margin_container/vbox/hbox2/hbox2/reset_bttn
@export var cameras: Array[Camera3D]
var cue_cam: Camera3D
var current_cam: Camera3D
var current_cam_index: int = 0
func _ready() -> void:
Globals.game_state.update_cue_cam_position.connect(
_on_update_cue_cam_position
)
setup_signals()
setup_multiplayer()
for camera in get_children():
@@ -27,6 +26,14 @@ func _ready() -> void:
cue_cam = camera
current_cam = cameras.get(current_cam_index)
MessageBus.emit_local("update_active_lbl", null)
func setup_signals() -> void:
Globals.game_state.update_cue_cam_position.connect(
_on_update_cue_cam_position
)
MessageBus.subscribe("update_active_lbl", _on_update_active_lbl)
func setup_multiplayer() -> void:
player_lbl.text = Globals.game_data.player_id
@@ -36,6 +43,10 @@ func setup_multiplayer() -> void:
reset_bttn.pressed.disconnect(_on_reset_bttn_pressed)
reset_bttn.visible = false
func _on_update_active_lbl() -> void:
active_lbl.visible = \
Globals.multiplayer_data.current_turn_player_id == multiplayer.get_unique_id()
func _on_update_cue_cam_position(marker_rotation: Vector3, marker_position: Vector3) -> void:
cue_cam.global_rotation = marker_rotation
cue_cam.global_position = marker_position

View File

@@ -1,10 +1,13 @@
[gd_scene load_steps=3 format=3 uid="uid://w3vh1gj6t2k2"]
[gd_scene load_steps=4 format=3 uid="uid://w3vh1gj6t2k2"]
[ext_resource type="Script" uid="uid://bpf107mmjiswh" path="res://scenes/menus/camera/camera_controller.gd" id="1_mvpa7"]
[sub_resource type="LabelSettings" id="LabelSettings_mvpa7"]
font_size = 24
[sub_resource type="LabelSettings" id="LabelSettings_duxs1"]
font_color = Color(0, 1, 0.14117648, 1)
[node name="camera_controller" type="Control"]
layout_mode = 3
anchors_preset = 15
@@ -66,7 +69,27 @@ mouse_default_cursor_shape = 2
text = "<Next>"
flat = true
[node name="reset_bttn" type="Button" parent="margin_container/vbox"]
[node name="hbox2" type="HBoxContainer" parent="margin_container/vbox"]
layout_mode = 2
size_flags_vertical = 3
[node name="hbox" type="HBoxContainer" parent="margin_container/vbox/hbox2"]
layout_mode = 2
size_flags_horizontal = 3
[node name="active_lbl" type="Label" parent="margin_container/vbox/hbox2/hbox"]
visible = false
layout_mode = 2
text = "Active"
label_settings = SubResource("LabelSettings_duxs1")
uppercase = true
[node name="hbox2" type="HBoxContainer" parent="margin_container/vbox/hbox2"]
clip_contents = true
custom_minimum_size = Vector2(149, 0)
layout_mode = 2
[node name="reset_bttn" type="Button" parent="margin_container/vbox/hbox2/hbox2"]
layout_mode = 2
focus_mode = 0
mouse_default_cursor_shape = 2
@@ -76,4 +99,4 @@ alignment = 0
[connection signal="pressed" from="margin_container/vbox/hbox/hbox2/prev_bttn" to="." method="_on_prev_bttn_pressed"]
[connection signal="pressed" from="margin_container/vbox/hbox/hbox2/next_bttn" to="." method="_on_next_bttn_pressed"]
[connection signal="pressed" from="margin_container/vbox/reset_bttn" to="." method="_on_reset_bttn_pressed"]
[connection signal="pressed" from="margin_container/vbox/hbox2/hbox2/reset_bttn" to="." method="_on_reset_bttn_pressed"]