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:
@@ -9,32 +9,43 @@ func reap_ball(ball: Node3D) -> void:
|
|||||||
|
|
||||||
if ball.name == "08_ball":
|
if ball.name == "08_ball":
|
||||||
# TODO: 8 ball must not be be destroyed. Handle rule...
|
# TODO: 8 ball must not be be destroyed. Handle rule...
|
||||||
ball_state[ball.name]["valid_end"] = false
|
ball_states[ball.name]["is_foul"] = true
|
||||||
pass
|
|
||||||
|
|
||||||
func process_ball(ball: Node3D) -> void:
|
func process_ball(ball: Node3D) -> void:
|
||||||
super(ball)
|
super(ball)
|
||||||
|
|
||||||
if ball.name == "08_ball":
|
if ball.name == "08_ball":
|
||||||
# TODO: 8 ball must be sunk last. Handle rule...
|
# TODO: 8 ball must be sunk last. Handle rule...
|
||||||
ball_state[ball.name]["valid_end"] = false
|
ball_states[ball.name]["is_foul"] = true
|
||||||
pass
|
|
||||||
|
|
||||||
func handle_switch_user() -> void:
|
func handle_switch_user() -> void:
|
||||||
push_warning("Balls reaped: ", balls_reaped.size() )
|
push_warning("Balls reaped: ", balls_reaped.size() )
|
||||||
push_warning("Balls sunk: ", balls_sunk.size() )
|
push_warning("Balls sunk: ", balls_sunk.size() )
|
||||||
|
var switch_player: bool = true
|
||||||
|
|
||||||
if not balls_reaped.is_empty():
|
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()
|
balls_reaped.clear()
|
||||||
|
|
||||||
if balls_sunk.is_empty():
|
if not balls_sunk.is_empty():
|
||||||
Globals.game_state.switch_active_player()
|
# TODO: Handle points, etc, insure 8-ball not sunk unless last
|
||||||
turn_count += 1
|
# Insure we process stripped vs solid ball and apropriate points accordingly
|
||||||
|
# ball_states[ball.name]["is_foul"] = true
|
||||||
|
|
||||||
|
switch_player = false
|
||||||
|
balls_sunk.clear()
|
||||||
|
|
||||||
|
if ball_states_finalized():
|
||||||
|
process_win_condition()
|
||||||
return
|
return
|
||||||
|
|
||||||
# TODO: Handle points, etc
|
if switch_player:
|
||||||
# Globals.multiplayer_data.current_turn_player_id
|
Globals.game_state.switch_active_player()
|
||||||
|
|
||||||
balls_sunk.clear()
|
|
||||||
turn_count += 1
|
turn_count += 1
|
||||||
|
else:
|
||||||
|
turn_count += 1
|
||||||
|
|
||||||
|
func process_win_condition() -> void:
|
||||||
|
pass
|
||||||
|
|||||||
@@ -9,32 +9,43 @@ func reap_ball(ball: Node3D) -> void:
|
|||||||
|
|
||||||
if ball.name == "09_ball":
|
if ball.name == "09_ball":
|
||||||
# TODO: 9 ball must not be be destroyed. Handle rule...
|
# TODO: 9 ball must not be be destroyed. Handle rule...
|
||||||
ball_state[ball.name]["valid_end"] = false
|
ball_states[ball.name]["is_foul"] = true
|
||||||
pass
|
|
||||||
|
|
||||||
func process_ball(ball: Node3D) -> void:
|
func process_ball(ball: Node3D) -> void:
|
||||||
super(ball)
|
super(ball)
|
||||||
|
|
||||||
if ball.name == "09_ball":
|
if ball.name == "09_ball":
|
||||||
# TODO: 9 ball must be sunk last. Handle rule...
|
# TODO: 9 ball must be sunk last. Handle rule...
|
||||||
ball_state[ball.name]["valid_end"] = false
|
ball_states[ball.name]["is_foul"] = true
|
||||||
pass
|
|
||||||
|
|
||||||
func handle_switch_user() -> void:
|
func handle_switch_user() -> void:
|
||||||
push_warning("Balls reaped: ", balls_reaped.size() )
|
push_warning("Balls reaped: ", balls_reaped.size() )
|
||||||
push_warning("Balls sunk: ", balls_sunk.size() )
|
push_warning("Balls sunk: ", balls_sunk.size() )
|
||||||
|
var switch_player: bool = true
|
||||||
|
|
||||||
if not balls_reaped.is_empty():
|
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()
|
balls_reaped.clear()
|
||||||
|
|
||||||
if balls_sunk.is_empty():
|
if not balls_sunk.is_empty():
|
||||||
Globals.game_state.switch_active_player()
|
# TODO: Handle points, etc, insure 9-ball not sunk unless last.
|
||||||
turn_count += 1
|
# Insure we process stripped vs solid ball and apropriate points accordingly.
|
||||||
|
# ball_states[ball.name]["is_foul"] = true
|
||||||
|
|
||||||
|
switch_player = false
|
||||||
|
balls_sunk.clear()
|
||||||
|
|
||||||
|
if ball_states_finalized():
|
||||||
|
process_win_condition()
|
||||||
return
|
return
|
||||||
|
|
||||||
# TODO: Handle points, etc
|
if switch_player:
|
||||||
# Globals.multiplayer_data.current_turn_player_id
|
Globals.game_state.switch_active_player()
|
||||||
|
|
||||||
balls_sunk.clear()
|
|
||||||
turn_count += 1
|
turn_count += 1
|
||||||
|
else:
|
||||||
|
turn_count += 1
|
||||||
|
|
||||||
|
func process_win_condition() -> void:
|
||||||
|
pass
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ var player_2_points: int = 0
|
|||||||
|
|
||||||
# NOTE: Kinda a super tracker of balls. Not all entries
|
# NOTE: Kinda a super tracker of balls. Not all entries
|
||||||
# generated are used depending on the game type.
|
# 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.
|
# NOTE: Used to track handoff logic and is cleared after eah switch accordingly.
|
||||||
var balls_sunk: Array = []
|
var balls_sunk: Array = []
|
||||||
@@ -23,7 +23,7 @@ var BALL_STATE: Dictionary = {
|
|||||||
"player": "",
|
"player": "",
|
||||||
"sunk": false,
|
"sunk": false,
|
||||||
"reaped": false,
|
"reaped": false,
|
||||||
"valid_end": true,
|
"is_foul": false,
|
||||||
"points": 0,
|
"points": 0,
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -31,7 +31,7 @@ var BALL_STATE: Dictionary = {
|
|||||||
func _init() -> void:
|
func _init() -> void:
|
||||||
pass
|
pass
|
||||||
|
|
||||||
func generate_ball_state() -> Dictionary:
|
func generate_ball_states() -> Dictionary:
|
||||||
var state := {}
|
var state := {}
|
||||||
|
|
||||||
for i: int in range(1, 16):
|
for i: int in range(1, 16):
|
||||||
@@ -41,8 +41,19 @@ func generate_ball_state() -> Dictionary:
|
|||||||
|
|
||||||
return state
|
return state
|
||||||
|
|
||||||
|
func ball_states_finalized() -> bool:
|
||||||
|
for ball_state in ball_states.values():
|
||||||
|
if ball_state["reaped"] or ball_state["sunk"]:
|
||||||
|
continue
|
||||||
|
|
||||||
func which_player() -> String:
|
return false
|
||||||
|
|
||||||
|
return true
|
||||||
|
|
||||||
|
func process_win_condition() -> void:
|
||||||
|
assert(false, "This method needs to be overridden...")
|
||||||
|
|
||||||
|
func get_player() -> String:
|
||||||
return \
|
return \
|
||||||
"Player 1" \
|
"Player 1" \
|
||||||
if \
|
if \
|
||||||
@@ -53,16 +64,16 @@ func which_player() -> String:
|
|||||||
func reap_ball(ball: Node3D) -> void:
|
func reap_ball(ball: Node3D) -> void:
|
||||||
balls_reaped.append(ball.name)
|
balls_reaped.append(ball.name)
|
||||||
|
|
||||||
ball_state[ball.name]["turn"] = turn_count
|
ball_states[ball.name]["turn"] = turn_count
|
||||||
ball_state[ball.name]["player"] = which_player()
|
ball_states[ball.name]["player"] = get_player()
|
||||||
ball_state[ball.name]["reaped"] = not ball_state[ball.name]["reaped"]
|
ball_states[ball.name]["reaped"] = true
|
||||||
|
|
||||||
func process_ball(ball: Node3D) -> void:
|
func process_ball(ball: Node3D) -> void:
|
||||||
balls_sunk.append(ball.name)
|
balls_sunk.append(ball.name)
|
||||||
|
|
||||||
ball_state[ball.name]["turn"] = turn_count
|
ball_states[ball.name]["turn"] = turn_count
|
||||||
ball_state[ball.name]["player"] = which_player()
|
ball_states[ball.name]["player"] = get_player()
|
||||||
ball_state[ball.name]["sunk"] = not ball_state[ball.name]["sunk"]
|
ball_states[ball.name]["sunk"] = true
|
||||||
|
|
||||||
func handle_switch_user() -> void:
|
func handle_switch_user() -> void:
|
||||||
assert(false, "This method needs to be overridden...")
|
assert(false, "This method needs to be overridden...")
|
||||||
|
|||||||
@@ -13,18 +13,29 @@ func process_ball(ball: Node3D) -> void:
|
|||||||
func handle_switch_user() -> void:
|
func handle_switch_user() -> void:
|
||||||
push_warning("Balls reaped: ", balls_reaped.size() )
|
push_warning("Balls reaped: ", balls_reaped.size() )
|
||||||
push_warning("Balls sunk: ", balls_sunk.size() )
|
push_warning("Balls sunk: ", balls_sunk.size() )
|
||||||
|
var switch_player: bool = true
|
||||||
|
|
||||||
if not balls_reaped.is_empty():
|
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()
|
balls_reaped.clear()
|
||||||
|
|
||||||
if balls_sunk.is_empty():
|
if not balls_sunk.is_empty():
|
||||||
Globals.game_state.switch_active_player()
|
# TODO: Handle points, etc
|
||||||
turn_count += 1
|
|
||||||
|
switch_player = false
|
||||||
|
balls_sunk.clear()
|
||||||
|
|
||||||
|
if ball_states_finalized():
|
||||||
|
process_win_condition()
|
||||||
return
|
return
|
||||||
|
|
||||||
# TODO: Handle points, etc
|
if switch_player:
|
||||||
# Globals.multiplayer_data.current_turn_player_id
|
Globals.game_state.switch_active_player()
|
||||||
|
|
||||||
balls_sunk.clear()
|
|
||||||
turn_count += 1
|
turn_count += 1
|
||||||
|
else:
|
||||||
|
turn_count += 1
|
||||||
|
|
||||||
|
func process_win_condition() -> void:
|
||||||
|
pass
|
||||||
|
|||||||
@@ -22,4 +22,4 @@ func _balls_stopped_moving() -> void:
|
|||||||
|
|
||||||
func set_mode(game_mode) -> void:
|
func set_mode(game_mode) -> void:
|
||||||
mode = Globals.game_data.GameMode.get(game_mode).new()
|
mode = Globals.game_data.GameMode.get(game_mode).new()
|
||||||
mode.ball_state = mode.generate_ball_state()
|
mode.ball_states = mode.generate_ball_states()
|
||||||
|
|||||||
@@ -18,14 +18,14 @@ var COLORED_BALLS_POINTS: Array[int] = [
|
|||||||
func _init() -> void:
|
func _init() -> void:
|
||||||
pass
|
pass
|
||||||
|
|
||||||
func generate_ball_state() -> Dictionary:
|
func generate_ball_states() -> Dictionary:
|
||||||
var state: Dictionary = {}
|
var state: Dictionary = {}
|
||||||
|
|
||||||
for i in COLORED_BALLS.size():
|
for i in COLORED_BALLS.size():
|
||||||
var ball_name = COLORED_BALLS[i]
|
var ball_name = COLORED_BALLS[i]
|
||||||
var points = COLORED_BALLS_POINTS[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
|
state[ball_name]["points"] = points
|
||||||
|
|
||||||
# NOTE: Red balls
|
# NOTE: Red balls
|
||||||
@@ -34,7 +34,7 @@ func generate_ball_state() -> Dictionary:
|
|||||||
state[ball_name] = BALL_STATE.duplicate_deep()
|
state[ball_name] = BALL_STATE.duplicate_deep()
|
||||||
state[ball_name]["points"] = 1
|
state[ball_name]["points"] = 1
|
||||||
|
|
||||||
ball_state = state
|
ball_states = state
|
||||||
return state
|
return state
|
||||||
|
|
||||||
func is_colored_ball(ball_name: String) -> bool:
|
func is_colored_ball(ball_name: String) -> bool:
|
||||||
@@ -45,8 +45,7 @@ func reap_ball(ball: Node3D) -> void:
|
|||||||
|
|
||||||
if is_colored_ball(ball.name):
|
if is_colored_ball(ball.name):
|
||||||
# TODO: Colored ball must not be be destroyed. Handle rule...
|
# TODO: Colored ball must not be be destroyed. Handle rule...
|
||||||
ball_state[ball.name]["valid_end"] = false
|
ball_states[ball.name]["is_foul"] = true
|
||||||
pass
|
|
||||||
|
|
||||||
func process_ball(ball: Node3D) -> void:
|
func process_ball(ball: Node3D) -> void:
|
||||||
super(ball)
|
super(ball)
|
||||||
@@ -56,24 +55,34 @@ func process_ball(ball: Node3D) -> void:
|
|||||||
# Handle rule...
|
# Handle rule...
|
||||||
var red_ball_sunk = true
|
var red_ball_sunk = true
|
||||||
if not red_ball_sunk:
|
if not red_ball_sunk:
|
||||||
pass
|
ball_states[ball.name]["is_foul"] = true
|
||||||
pass
|
|
||||||
|
|
||||||
func handle_switch_user() -> void:
|
func handle_switch_user() -> void:
|
||||||
push_warning("Balls reaped: ", balls_reaped.size() )
|
push_warning("Balls reaped: ", balls_reaped.size() )
|
||||||
push_warning("Balls sunk: ", balls_sunk.size() )
|
push_warning("Balls sunk: ", balls_sunk.size() )
|
||||||
|
var switch_player: bool = true
|
||||||
|
|
||||||
if not balls_reaped.is_empty():
|
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()
|
balls_reaped.clear()
|
||||||
|
|
||||||
if balls_sunk.is_empty():
|
if not balls_sunk.is_empty():
|
||||||
Globals.game_state.switch_active_player()
|
# TODO: Handle points, etc, insure color ball not sunk before red ball
|
||||||
turn_count += 1
|
|
||||||
|
switch_player = false
|
||||||
|
balls_sunk.clear()
|
||||||
|
|
||||||
|
if ball_states_finalized():
|
||||||
|
process_win_condition()
|
||||||
return
|
return
|
||||||
|
|
||||||
# TODO: Handle points, etc
|
if switch_player:
|
||||||
# Globals.multiplayer_data.current_turn_player_id
|
Globals.game_state.switch_active_player()
|
||||||
|
|
||||||
balls_sunk.clear()
|
|
||||||
turn_count += 1
|
turn_count += 1
|
||||||
|
else:
|
||||||
|
turn_count += 1
|
||||||
|
|
||||||
|
func process_win_condition() -> void:
|
||||||
|
pass
|
||||||
|
|||||||
@@ -22,6 +22,8 @@ func set_active_player_id(id: int) -> void:
|
|||||||
push_warning("Server assigned active player: ", id)
|
push_warning("Server assigned active player: ", id)
|
||||||
|
|
||||||
current_turn_player_id = id
|
current_turn_player_id = id
|
||||||
|
MessageBus.emit_local("update_active_lbl", null)
|
||||||
|
|
||||||
|
|
||||||
func reset() -> void:
|
func reset() -> void:
|
||||||
multiplayer_synchronizer = MultiplayerSynchronizer.new()
|
multiplayer_synchronizer = MultiplayerSynchronizer.new()
|
||||||
|
|||||||
@@ -4,20 +4,19 @@ class_name CameraController extends Control
|
|||||||
@onready var player_lbl: Label = $margin_container/vbox/hbox/hbox/player_lbl
|
@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 prev_bttn: Button = $margin_container/vbox/hbox/hbox2/prev_bttn
|
||||||
@onready var next_bttn: Button = $margin_container/vbox/hbox/hbox2/next_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]
|
@export var cameras: Array[Camera3D]
|
||||||
|
|
||||||
|
|
||||||
var cue_cam: Camera3D
|
var cue_cam: Camera3D
|
||||||
var current_cam: Camera3D
|
var current_cam: Camera3D
|
||||||
var current_cam_index: int = 0
|
var current_cam_index: int = 0
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
Globals.game_state.update_cue_cam_position.connect(
|
setup_signals()
|
||||||
_on_update_cue_cam_position
|
|
||||||
)
|
|
||||||
|
|
||||||
setup_multiplayer()
|
setup_multiplayer()
|
||||||
|
|
||||||
for camera in get_children():
|
for camera in get_children():
|
||||||
@@ -27,6 +26,14 @@ func _ready() -> void:
|
|||||||
cue_cam = camera
|
cue_cam = camera
|
||||||
|
|
||||||
current_cam = cameras.get(current_cam_index)
|
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:
|
func setup_multiplayer() -> void:
|
||||||
player_lbl.text = Globals.game_data.player_id
|
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.pressed.disconnect(_on_reset_bttn_pressed)
|
||||||
reset_bttn.visible = false
|
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:
|
func _on_update_cue_cam_position(marker_rotation: Vector3, marker_position: Vector3) -> void:
|
||||||
cue_cam.global_rotation = marker_rotation
|
cue_cam.global_rotation = marker_rotation
|
||||||
cue_cam.global_position = marker_position
|
cue_cam.global_position = marker_position
|
||||||
|
|||||||
@@ -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"]
|
[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"]
|
[sub_resource type="LabelSettings" id="LabelSettings_mvpa7"]
|
||||||
font_size = 24
|
font_size = 24
|
||||||
|
|
||||||
|
[sub_resource type="LabelSettings" id="LabelSettings_duxs1"]
|
||||||
|
font_color = Color(0, 1, 0.14117648, 1)
|
||||||
|
|
||||||
[node name="camera_controller" type="Control"]
|
[node name="camera_controller" type="Control"]
|
||||||
layout_mode = 3
|
layout_mode = 3
|
||||||
anchors_preset = 15
|
anchors_preset = 15
|
||||||
@@ -66,7 +69,27 @@ mouse_default_cursor_shape = 2
|
|||||||
text = "<Next>"
|
text = "<Next>"
|
||||||
flat = true
|
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
|
layout_mode = 2
|
||||||
focus_mode = 0
|
focus_mode = 0
|
||||||
mouse_default_cursor_shape = 2
|
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/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/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"]
|
||||||
|
|||||||
Reference in New Issue
Block a user