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