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