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

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@@ -70,10 +70,14 @@ func _set_game_mode(mode: String) -> void:
Globals.game_data.game_mode = "snooker" Globals.game_data.game_mode = "snooker"
Globals.game_data.SelectedGameMode = \ Globals.game_data.SelectedGameMode = \
Globals.game_data.GameModeType.SNOOKER Globals.game_data.GameModeType.SNOOKER
_: "freeball":
Globals.game_data.game_mode = "snooker" Globals.game_data.game_mode = "freeball"
Globals.game_data.SelectedGameMode = \ Globals.game_data.SelectedGameMode = \
Globals.game_data.GameModeType.SNOOKER Globals.game_data.GameModeType.FREE_BALL
_:
Globals.game_data.game_mode = "freeball"
Globals.game_data.SelectedGameMode = \
Globals.game_data.GameModeType.FREE_BALL
func server_(arg: String) -> void: func server_(arg: String) -> void:

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@@ -2,24 +2,22 @@ class_name Ball8 extends BaseMode
func reap_ball(ball: Node3D) -> void: func reap_ball(ball: Node3D) -> void:
balls_reaped.append(ball.name) super(ball)
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...
pass pass
ball_state[ball.name] = not ball_state[ball.name]
func process_ball(ball: Node3D) -> void: func process_ball(ball: Node3D) -> void:
balls_sunk.append(ball.name) 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...
pass pass
ball_state[ball.name] = not ball_state[ball.name]
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() )
if not balls_reaped.is_empty(): if not balls_reaped.is_empty():
# TODO: Handle points, etc # TODO: Handle points, etc

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@@ -1 +1,33 @@
class_name Ball9 extends BaseMode class_name Ball9 extends BaseMode
func reap_ball(ball: Node3D) -> void:
super(ball)
if ball.name == "09_ball":
# TODO: 9 ball must not be be destroyed. Handle rule...
pass
func process_ball(ball: Node3D) -> void:
super(ball)
if ball.name == "09_ball":
# TODO: 9 ball must be sunk last. Handle rule...
pass
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
if not balls_reaped.is_empty():
# TODO: Handle points, etc
balls_reaped.clear()
if balls_sunk.is_empty():
Globals.game_state.switch_active_player()
return
# TODO: Handle points, etc
# Globals.multiplayer_data.current_turn_player_id
balls_sunk.clear()

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@@ -4,26 +4,56 @@ class_name BaseMode extends Node
# these signals to handle game related rules regarding ball sinks. # these signals to handle game related rules regarding ball sinks.
var player_1_points: int = 0
var player_2_points: int = 0
var ball_state := generate_ball_state() var ball_state := generate_ball_state()
var balls_sunk := [] var balls_sunk := []
var balls_reaped := [] var balls_reaped := []
var STATE: Dictionary = { var STATE: Dictionary = {
"sunk": false "sunk": false,
"reaped": false,
"player": ""
} }
var COLORED_BALLS: Array = [
"yellow_ball", "green_ball", "brown_ball",
"blue_ball", "pink_ball", "black_ball"
]
func generate_ball_state() -> Dictionary: func generate_ball_state() -> Dictionary:
var state := {} var state := {}
for i in range(1, 16):
state["%02d_ball" % i] = STATE for ball_name: String in COLORED_BALLS:
state[ball_name] = STATE.duplicate_deep()
for i: int in range(1, 16):
state["%02d_ball" % i] = STATE.duplicate_deep()
return state return state
func reap_ball(_ball: Node3D) -> void: func is_colored_ball(ball_name: String) -> bool:
assert(false, "This method needs to be overridden...") return ball_name in COLORED_BALLS
func process_ball(_ball: Node3D) -> void: func which_player() -> String:
assert(false, "This method needs to be overridden...") return \
"Player 1" \
if \
Globals.game_data.client1 == Globals.multiplayer_data.current_turn_player_id \
else \
"Player 2"
func reap_ball(ball: Node3D) -> void:
balls_reaped.append(ball.name)
ball_state[ball.name]["reaped"] = not ball_state[ball.name]["reaped"]
ball_state[ball.name]["player"] = which_player()
func process_ball(ball: Node3D) -> void:
balls_sunk.append(ball.name)
ball_state[ball.name]["sunk"] = not ball_state[ball.name]["sunk"]
ball_state[ball.name]["player"] = which_player()
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...")

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@@ -0,0 +1,25 @@
class_name FreeBall extends BaseMode
func reap_ball(ball: Node3D) -> void:
super(ball)
func process_ball(ball: Node3D) -> void:
super(ball)
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
if not balls_reaped.is_empty():
# TODO: Handle points, etc
balls_reaped.clear()
if balls_sunk.is_empty():
Globals.game_state.switch_active_player()
return
# TODO: Handle points, etc
# Globals.multiplayer_data.current_turn_player_id
balls_sunk.clear()

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@@ -0,0 +1 @@
uid://d3lmdgym2didk

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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://c5jdawgemyqu8"]
[ext_resource type="Script" uid="uid://cnjaupry2q5aj" path="res://controllers/game/modes/snooker.gd" id="1_3fw5q"]
[node name="free_ball" type="Node"]
script = ExtResource("1_3fw5q")

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@@ -7,8 +7,17 @@ func _ready() -> void:
func setup_signals() -> void: func setup_signals() -> void:
Globals.game_state.balls_stopped_moving.connect(_balls_stopped_moving) Globals.game_state.balls_stopped_moving.connect(_balls_stopped_moving)
Globals.game_state.process_ball.connect(_process_ball)
Globals.game_state.reap_ball.connect(_reap_ball) Globals.game_state.reap_ball.connect(_reap_ball)
Globals.game_state.process_ball.connect(_process_ball)
func _reap_ball(ball: Node3D) -> void:
if ball.name == "white_ball":
Globals.game_state.white_ball_needs_hard_reset.emit()
return
mode.reap_ball(ball)
rpc("reap_ball", str(ball.get_path()))
func _process_ball(ball: Node3D) -> void: func _process_ball(ball: Node3D) -> void:
if ball.name == "white_ball": if ball.name == "white_ball":
@@ -18,11 +27,3 @@ func _process_ball(ball: Node3D) -> void:
mode.process_ball(ball) mode.process_ball(ball)
rpc("reap_ball", str(ball.get_path())) rpc("reap_ball", str(ball.get_path()))
func _reap_ball(ball: Node3D) -> void:
if ball.name == "white_ball":
Globals.game_state.white_ball_needs_hard_reset.emit()
return
mode.reap_ball(ball)
rpc("reap_ball", str(ball.get_path()))

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@@ -1,25 +1,29 @@
class_name Snooker extends BaseMode class_name Snooker extends BaseMode
func reap_ball(ball: Node3D) -> void: # NOTE: The game is sometimes played with fewer red balls- commonly 6 or 10.
balls_reaped.append(ball.name) # Normally, 15 red balls (1 point) and 6 balls of different colors:
if ball.name == "08_ball": # yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7).
# TODO: 8 ball must not be be destroyed. Handle rule...
pass
ball_state[ball.name] = not ball_state[ball.name]
func reap_ball(ball: Node3D) -> void:
super(ball)
if is_colored_ball(ball.name):
# TODO: Colored ball must not be be destroyed. Handle rule...
pass
func process_ball(ball: Node3D) -> void: func process_ball(ball: Node3D) -> void:
balls_sunk.append(ball.name) super(ball)
if ball.name == "08_ball":
# TODO: 8 ball must be sunk last. Handle rule... if is_colored_ball(ball.name):
# TODO: Colored ball must not be be processed before red ball sunk.
# Handle rule...
pass pass
ball_state[ball.name] = not ball_state[ball.name]
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() )
if not balls_reaped.is_empty(): if not balls_reaped.is_empty():
# TODO: Handle points, etc # TODO: Handle points, etc

View File

@@ -7,7 +7,7 @@ var player_id: String = ""
var game_address: String = "0.0.0.0" var game_address: String = "0.0.0.0"
var game_port: int = 8080 var game_port: int = 8080
var game_mode: String = "snooker" var game_mode: String = "freeball"
enum PlayerType { enum PlayerType {
Player1, Player1,
@@ -17,22 +17,25 @@ enum PlayerType {
enum GameModeType { enum GameModeType {
BALL_8, BALL_8,
BALL_9, BALL_9,
SNOOKER SNOOKER,
FREE_BALL
} }
const MATCH_TYPES: Dictionary = { const MATCH_TYPES: Dictionary = {
"8ball": GameModeType.BALL_8, "8ball": GameModeType.BALL_8,
"9ball": GameModeType.BALL_9, "9ball": GameModeType.BALL_9,
"snooker": GameModeType.SNOOKER "snooker": GameModeType.SNOOKER,
"freeball": GameModeType.FREE_BALL
} }
var GameMode: Dictionary = { var GameMode: Dictionary = {
GameModeType.BALL_8: Ball8, GameModeType.BALL_8: Ball8,
GameModeType.BALL_9: Ball9, GameModeType.BALL_9: Ball9,
GameModeType.SNOOKER: Snooker GameModeType.SNOOKER: Snooker,
GameModeType.FREE_BALL: FreeBall
} }
var SelectedGameMode: GameModeType = GameModeType.SNOOKER var SelectedGameMode: GameModeType = GameModeType.FREE_BALL
func _init() -> void: func _init() -> void:

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@@ -104,11 +104,13 @@ func set_tracking_of_cue(path: String) -> void:
func set_tracking_of_ball(path: String) -> void: func set_tracking_of_ball(path: String) -> void:
path = str(path).trim_prefix(str(multiplayer_synchronizer.root_path) + "/") path = str(path).trim_prefix(str(multiplayer_synchronizer.root_path) + "/")
var position_pth = NodePath( path + ":position" ) var position_pth = NodePath( path + ":position" )
var rotation_pth = NodePath( path + ":rotation" ) var rotation_pth = NodePath( path + ":rotation" )
var linear_velocity_pth = NodePath( path + ":linear_velocity" )
synchronizer_config.add_property(position_pth) synchronizer_config.add_property(position_pth)
synchronizer_config.add_property(rotation_pth) synchronizer_config.add_property(rotation_pth)
synchronizer_config.add_property(linear_velocity_pth)
synchronizer_config.property_set_replication_mode( synchronizer_config.property_set_replication_mode(
position_pth, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE position_pth, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE
@@ -116,14 +118,20 @@ func set_tracking_of_ball(path: String) -> void:
synchronizer_config.property_set_replication_mode( synchronizer_config.property_set_replication_mode(
rotation_pth, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE rotation_pth, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE
) )
synchronizer_config.property_set_replication_mode(
linear_velocity_pth, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE
)
func remove_tracking_of_ball(path: String) -> void: func remove_tracking_of_ball(path: String) -> void:
path = str(path).trim_prefix(str(multiplayer_synchronizer.root_path) + "/") path = str(path).trim_prefix(str(multiplayer_synchronizer.root_path) + "/")
var position_pth = NodePath(path + ":position") var position_pth = NodePath( path + ":position" )
var rotation_pth = NodePath(path + ":rotation") var rotation_pth = NodePath( path + ":rotation" )
var linear_velocity_pth = NodePath( path + ":linear_velocity" )
if synchronizer_config.has_property(position_pth): if synchronizer_config.has_property(position_pth):
synchronizer_config.remove_property(position_pth) synchronizer_config.remove_property(position_pth)
if synchronizer_config.has_property(rotation_pth): if synchronizer_config.has_property(rotation_pth):
synchronizer_config.remove_property(rotation_pth) synchronizer_config.remove_property(rotation_pth)
if synchronizer_config.has_property(linear_velocity_pth):
synchronizer_config.remove_property(linear_velocity_pth)

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@@ -6,12 +6,12 @@ class_name Game extends Node3D
func _ready() -> void: func _ready() -> void:
# TODO: Uncomment base_environment.game_music.stream = load("res://sounds/music/Lobo Loco - 04 (Mountain Bells22).mp3")
#base_environment.game_music.stream = load("res://sounds/music/Lobo Loco - 04 (Mountain Bells22).mp3") base_environment.game_music.stream.loop = true
#base_environment.game_music.stream.loop = true base_environment.game_music.play()
#base_environment.game_music.play()
game_manager.set_mode(Globals.game_data.SelectedGameMode) game_manager.set_mode(Globals.game_data.SelectedGameMode)
setup_signals() setup_signals()
setup_multiplayer() setup_multiplayer()

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@@ -5,8 +5,20 @@ func _ready() -> void:
for ball in bodies.get_children(): for ball in bodies.get_children():
_set_ball_physics(ball) _set_ball_physics(ball)
setup_signals()
setup_multiplayer() 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: func _physics_process(_delta: float) -> void:
if not Globals.multiplayer_data.can_do_request_server_only(): if not Globals.multiplayer_data.can_do_request_server_only():
return return
@@ -28,8 +40,19 @@ func _on__ball_body_entered(ball: Node) -> void:
if not Globals.multiplayer_data.can_do_request_server_only(): if not Globals.multiplayer_data.can_do_request_server_only():
return 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 = ball.linear_velocity.length()
var speed_norm = clamp(speed / max_speed, 0.0, 1.0) var speed_norm = clamp(speed / max_speed, 0.0, 1.0)
var volume = remap( var volume = remap(

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@@ -20,6 +20,7 @@ class_name BallsBase extends Node3D
var balls_moving: bool = false var balls_moving: bool = false
func _set_ball_physics(ball: RigidBody3D) -> void: func _set_ball_physics(ball: RigidBody3D) -> void:
var phy_mat = PhysicsMaterial.new() var phy_mat = PhysicsMaterial.new()
@@ -29,11 +30,16 @@ func _set_ball_physics(ball: RigidBody3D) -> void:
ball.set_physics_material_override(phy_mat) 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_mass(ball_mass)
ball.set_linear_damp(2.04) ball.set_linear_damp(2.04)
ball.set_angular_damp(1.44) ball.set_angular_damp(1.44)
ball.set_use_continuous_collision_detection(true) 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) ball.body_entered.connect(_on__ball_body_entered)

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

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@@ -4,6 +4,8 @@ class_name Lobby extends LobbyBase
func _ready() -> void: func _ready() -> void:
setup_signals() setup_signals()
host_address_input.grab_focus()
func _exit_tree() -> void: func _exit_tree() -> void:
# TODO: Maybe no longer needed... # TODO: Maybe no longer needed...
if Globals.multiplayer_data.is_multiplayer_active: return if Globals.multiplayer_data.is_multiplayer_active: return
@@ -38,6 +40,7 @@ func _on_receive_match_list(matches_list: Array) -> void:
_create_match_entry(match_entry) _create_match_entry(match_entry)
client.lobby_fully_connected = true client.lobby_fully_connected = true
new_match_name_input.grab_focus()
func _on_match_list_entry_activated(match_id: String) -> void: func _on_match_list_entry_activated(match_id: String) -> void:
for match_entry in match_list.get_children(): for match_entry in match_list.get_children():
@@ -48,6 +51,8 @@ func _on_match_list_entry_activated(match_id: String) -> void:
match_entry.join_bttn.text = "Delete" match_entry.join_bttn.text = "Delete"
match_entry.join_bttn.visible = true match_entry.join_bttn.visible = true
match_create_vbox.visible = false match_create_vbox.visible = false
match_search_input.visible = false
match_search_bttn.visible = false
match_entry.join_bttn.pressed.disconnect(_join_match) match_entry.join_bttn.pressed.disconnect(_join_match)
match_entry.join_bttn.pressed.connect( match_entry.join_bttn.pressed.connect(
@@ -62,8 +67,11 @@ func _on_match_list_entry_removed(match_id: String) -> void:
push_warning("Client: Removed Match List Entry...", match_id) push_warning("Client: Removed Match List Entry...", match_id)
if active_match && (match_id == active_match.match_id): if active_match && (match_id == active_match.match_id):
active_match = null active_match = null
match_create_vbox.visible = true match_create_vbox.visible = true
match_search_input.visible = true
match_search_bttn.visible = false
new_match_name_input.grab_focus()
for match_entry in match_list.get_children(): for match_entry in match_list.get_children():
if not active_match: if not active_match:

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@@ -10,6 +10,23 @@ script = ExtResource("1_hhiik")
[node name="ui" parent="." instance=ExtResource("2_lqt48")] [node name="ui" parent="." instance=ExtResource("2_lqt48")]
[node name="host_address_input" parent="ui/body/left_body/server_host_hbox" index="1"]
context_menu_enabled = false
select_all_on_focus = true
[node name="host_port_range" parent="ui/body/left_body/server_host_hbox" index="2"]
select_all_on_focus = true
[node name="match_search_input" parent="ui/body/left_body/search_vbox/search_hbox" index="0"]
context_menu_enabled = false
[node name="right_body" parent="ui/body" index="1"]
visible = false
[node name="new_match_name_input" parent="ui/body/right_body/create_match_hbox" index="0"]
context_menu_enabled = false
select_all_on_focus = true
[node name="rpc_signals" type="Node" parent="."] [node name="rpc_signals" type="Node" parent="."]
script = ExtResource("3_rurl6") script = ExtResource("3_rurl6")
@@ -24,5 +41,6 @@ script = ExtResource("4_glu7g")
[connection signal="pressed" from="ui/body/right_body/vbox/8ball" to="." method="_on_mode_bttn_pressed" flags=18] [connection signal="pressed" from="ui/body/right_body/vbox/8ball" to="." method="_on_mode_bttn_pressed" flags=18]
[connection signal="pressed" from="ui/body/right_body/vbox/9ball" to="." method="_on_mode_bttn_pressed" flags=18] [connection signal="pressed" from="ui/body/right_body/vbox/9ball" to="." method="_on_mode_bttn_pressed" flags=18]
[connection signal="pressed" from="ui/body/right_body/vbox/snooker" to="." method="_on_mode_bttn_pressed" flags=18] [connection signal="pressed" from="ui/body/right_body/vbox/snooker" to="." method="_on_mode_bttn_pressed" flags=18]
[connection signal="pressed" from="ui/body/right_body/vbox/free_ball" to="." method="_on_mode_bttn_pressed" flags=18]
[editable path="ui"] [editable path="ui"]

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@@ -10,6 +10,7 @@ const MATCH_ENTRY = preload("res://scenes/screens/lobb
@onready var search_vbox: VBoxContainer = $ui/body/left_body/search_vbox @onready var search_vbox: VBoxContainer = $ui/body/left_body/search_vbox
@onready var match_search_input: LineEdit = $ui/body/left_body/search_vbox/search_hbox/match_search_input @onready var match_search_input: LineEdit = $ui/body/left_body/search_vbox/search_hbox/match_search_input
@onready var match_search_bttn: Button = $ui/body/left_body/search_vbox/search_hbox/match_search_bttn
@onready var match_list: VBoxContainer = $ui/body/left_body/search_vbox/scroll_container/match_list @onready var match_list: VBoxContainer = $ui/body/left_body/search_vbox/scroll_container/match_list
@onready var match_create_vbox: VBoxContainer = $ui/body/right_body @onready var match_create_vbox: VBoxContainer = $ui/body/right_body
@@ -18,7 +19,7 @@ const MATCH_ENTRY = preload("res://scenes/screens/lobb
@onready var rpc_signals: Node = $rpc_signals @onready var rpc_signals: Node = $rpc_signals
@onready var client: LobbyClient = $client @onready var client: LobbyClient = $client
var active_mode: String = "snooker" var active_mode: String = "freeball"
var active_match: HBoxContainer = null var active_match: HBoxContainer = null
@@ -56,8 +57,7 @@ func _on_match_create_bttn_pressed() -> void:
"type": active_mode "type": active_mode
} }
#MessageBus.emit_request.rpc_id(1, "match_list_add_entry", match_entry)
MessageBus.emit_request.rpc("match_list_add_entry", match_entry) MessageBus.emit_request.rpc("match_list_add_entry", match_entry)
func _on_mode_bttn_pressed(button: Button) -> void: func _on_mode_bttn_pressed(button: Button) -> void:
active_mode = button.text.remove_chars("-").to_lower() active_mode = button.name.remove_chars("_").to_lower()

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@@ -115,7 +115,6 @@ size_flags_horizontal = 3
size_flags_vertical = 3 size_flags_vertical = 3
[node name="right_body" type="VBoxContainer" parent="body"] [node name="right_body" type="VBoxContainer" parent="body"]
visible = false
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 3 size_flags_horizontal = 3
@@ -156,4 +155,10 @@ text = "9-Ball"
[node name="snooker" type="Button" parent="body/right_body/vbox"] [node name="snooker" type="Button" parent="body/right_body/vbox"]
layout_mode = 2 layout_mode = 2
mouse_default_cursor_shape = 2 mouse_default_cursor_shape = 2
disabled = true
text = "Snooker" text = "Snooker"
[node name="free_ball" type="Button" parent="body/right_body/vbox"]
layout_mode = 2
mouse_default_cursor_shape = 2
text = "Free Ball"