feat(game): add free ball mode and improve ball state handling

* add Free Ball game mode and lobby selection
* refactor base mode ball state tracking for reaped/sunk balls
* add player ownership tracking and colored-ball support
* add initial 9-ball mode implementation
* update 8-ball and snooker modes to use base ball handling
* replicate ball linear velocity for multiplayer synchronization
* improve ball collision sound propagation and physics settings
* reenable game music and initialize game signals
* improve lobby input focus and mode selection behavior
* adjust cue impulse origin and default game mode
This commit is contained in:
2026-08-10 21:22:52 -05:00
parent 26dcfe0d1b
commit e3bdb21cd2
19 changed files with 234 additions and 62 deletions

View File

@@ -5,8 +5,20 @@ func _ready() -> void:
for ball in bodies.get_children():
_set_ball_physics(ball)
setup_signals()
setup_multiplayer()
func setup_signals() -> void:
# TODO: Need to refactor to not need server signal collision to
# then play sounds. Maybe 2nd collider on ball that triggers?
# Will that work since with clients we:
# set_deferred("freeze", true)
# set_physics_process(false)
#
# Gods forgive me for my sins....
MessageBus.subscribe("balls_collide_signal", _on_balls_collide_signal)
func _physics_process(_delta: float) -> void:
if not Globals.multiplayer_data.can_do_request_server_only():
return
@@ -28,8 +40,19 @@ func _on__ball_body_entered(ball: Node) -> void:
if not Globals.multiplayer_data.can_do_request_server_only():
return
if ball.name == "pool_table": return
if ball.name == "pool_table":
# TODO: Get/generate some type of sound/noise like corse texture of table
return
_play_collide_sound(ball)
MessageBus.emit_propagation_clients_only.rpc(
"balls_collide_signal", str( ball.get_path() )
)
func _on_balls_collide_signal(ball: String) -> void:
_play_collide_sound( get_node(ball) )
func _play_collide_sound(ball: Node) -> void:
var speed = ball.linear_velocity.length()
var speed_norm = clamp(speed / max_speed, 0.0, 1.0)
var volume = remap(

View File

@@ -20,6 +20,7 @@ class_name BallsBase extends Node3D
var balls_moving: bool = false
func _set_ball_physics(ball: RigidBody3D) -> void:
var phy_mat = PhysicsMaterial.new()
@@ -29,11 +30,16 @@ func _set_ball_physics(ball: RigidBody3D) -> void:
ball.set_physics_material_override(phy_mat)
ball.axis_lock_linear_y = true
ball.axis_lock_linear_y = true
ball.set_mass(ball_mass)
ball.set_linear_damp(2.04)
ball.set_angular_damp(1.44)
ball.set_use_continuous_collision_detection(true)
ball.contact_monitor = true
# NOTE: How many balls can surround a single ball,
# therefor worst case is 6 collisions. (think start of game)
ball.max_contacts_reported = 6
ball.body_entered.connect(_on__ball_body_entered)

View File

@@ -23,7 +23,7 @@ func _on_body_entered(body: Node) -> void:
body.apply_impulse(
impulse,
global_position - body.global_position
body.global_position - $shape.global_position
)
#body.apply_central_impulse(impulse)