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:
10
billiards.gd
10
billiards.gd
@@ -70,10 +70,14 @@ func _set_game_mode(mode: String) -> void:
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Globals.game_data.game_mode = "snooker"
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Globals.game_data.SelectedGameMode = \
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Globals.game_data.GameModeType.SNOOKER
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_:
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Globals.game_data.game_mode = "snooker"
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"freeball":
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Globals.game_data.game_mode = "freeball"
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Globals.game_data.SelectedGameMode = \
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Globals.game_data.GameModeType.SNOOKER
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Globals.game_data.GameModeType.FREE_BALL
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_:
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Globals.game_data.game_mode = "freeball"
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Globals.game_data.SelectedGameMode = \
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Globals.game_data.GameModeType.FREE_BALL
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func server_(arg: String) -> void:
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@@ -2,24 +2,22 @@ class_name Ball8 extends BaseMode
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func reap_ball(ball: Node3D) -> void:
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balls_reaped.append(ball.name)
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super(ball)
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if ball.name == "08_ball":
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# TODO: 8 ball must not be be destroyed. Handle rule...
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pass
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ball_state[ball.name] = not ball_state[ball.name]
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func process_ball(ball: Node3D) -> void:
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balls_sunk.append(ball.name)
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super(ball)
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if ball.name == "08_ball":
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# TODO: 8 ball must be sunk last. Handle rule...
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pass
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ball_state[ball.name] = not ball_state[ball.name]
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func handle_switch_user() -> void:
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push_warning("Balls reaped: ", balls_reaped.size())
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push_warning("Balls sunk: ", balls_sunk.size())
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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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@@ -1 +1,33 @@
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class_name Ball9 extends BaseMode
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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if ball.name == "09_ball":
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# TODO: 9 ball must not be be destroyed. Handle rule...
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pass
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func process_ball(ball: Node3D) -> void:
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super(ball)
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if ball.name == "09_ball":
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# TODO: 9 ball must be sunk last. Handle rule...
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pass
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func handle_switch_user() -> void:
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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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balls_reaped.clear()
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if balls_sunk.is_empty():
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Globals.game_state.switch_active_player()
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return
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# TODO: Handle points, etc
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# Globals.multiplayer_data.current_turn_player_id
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balls_sunk.clear()
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@@ -4,26 +4,56 @@ class_name BaseMode extends Node
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# these signals to handle game related rules regarding ball sinks.
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var player_1_points: int = 0
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var player_2_points: int = 0
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var ball_state := generate_ball_state()
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var balls_sunk := []
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var balls_reaped := []
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var STATE: Dictionary = {
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"sunk": false
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"sunk": false,
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"reaped": false,
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"player": ""
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}
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var COLORED_BALLS: Array = [
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"yellow_ball", "green_ball", "brown_ball",
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"blue_ball", "pink_ball", "black_ball"
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]
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func generate_ball_state() -> Dictionary:
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var state := {}
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for i in range(1, 16):
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state["%02d_ball" % i] = STATE
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for ball_name: String in COLORED_BALLS:
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state[ball_name] = STATE.duplicate_deep()
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for i: int in range(1, 16):
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state["%02d_ball" % i] = STATE.duplicate_deep()
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return state
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func reap_ball(_ball: Node3D) -> void:
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assert(false, "This method needs to be overridden...")
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func is_colored_ball(ball_name: String) -> bool:
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return ball_name in COLORED_BALLS
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func process_ball(_ball: Node3D) -> void:
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assert(false, "This method needs to be overridden...")
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func which_player() -> String:
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return \
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"Player 1" \
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if \
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Globals.game_data.client1 == Globals.multiplayer_data.current_turn_player_id \
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else \
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"Player 2"
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func reap_ball(ball: Node3D) -> void:
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balls_reaped.append(ball.name)
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ball_state[ball.name]["reaped"] = not ball_state[ball.name]["reaped"]
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ball_state[ball.name]["player"] = which_player()
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func process_ball(ball: Node3D) -> void:
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balls_sunk.append(ball.name)
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ball_state[ball.name]["sunk"] = not ball_state[ball.name]["sunk"]
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ball_state[ball.name]["player"] = which_player()
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func handle_switch_user() -> void:
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assert(false, "This method needs to be overridden...")
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25
controllers/game/modes/free_ball.gd
Normal file
25
controllers/game/modes/free_ball.gd
Normal file
@@ -0,0 +1,25 @@
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class_name FreeBall extends BaseMode
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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func process_ball(ball: Node3D) -> void:
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super(ball)
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func handle_switch_user() -> void:
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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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balls_reaped.clear()
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if balls_sunk.is_empty():
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Globals.game_state.switch_active_player()
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return
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# TODO: Handle points, etc
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# Globals.multiplayer_data.current_turn_player_id
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balls_sunk.clear()
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1
controllers/game/modes/free_ball.gd.uid
Normal file
1
controllers/game/modes/free_ball.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://d3lmdgym2didk
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6
controllers/game/modes/free_ball.tscn
Normal file
6
controllers/game/modes/free_ball.tscn
Normal file
@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://c5jdawgemyqu8"]
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[ext_resource type="Script" uid="uid://cnjaupry2q5aj" path="res://controllers/game/modes/snooker.gd" id="1_3fw5q"]
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[node name="free_ball" type="Node"]
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script = ExtResource("1_3fw5q")
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@@ -7,8 +7,17 @@ func _ready() -> void:
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func setup_signals() -> void:
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Globals.game_state.balls_stopped_moving.connect(_balls_stopped_moving)
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Globals.game_state.process_ball.connect(_process_ball)
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Globals.game_state.reap_ball.connect(_reap_ball)
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Globals.game_state.process_ball.connect(_process_ball)
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func _reap_ball(ball: Node3D) -> void:
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if ball.name == "white_ball":
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Globals.game_state.white_ball_needs_hard_reset.emit()
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return
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mode.reap_ball(ball)
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rpc("reap_ball", str(ball.get_path()))
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func _process_ball(ball: Node3D) -> void:
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if ball.name == "white_ball":
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@@ -18,11 +27,3 @@ func _process_ball(ball: Node3D) -> void:
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mode.process_ball(ball)
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rpc("reap_ball", str(ball.get_path()))
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func _reap_ball(ball: Node3D) -> void:
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if ball.name == "white_ball":
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Globals.game_state.white_ball_needs_hard_reset.emit()
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return
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mode.reap_ball(ball)
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rpc("reap_ball", str(ball.get_path()))
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@@ -1,25 +1,29 @@
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class_name Snooker extends BaseMode
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func reap_ball(ball: Node3D) -> void:
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balls_reaped.append(ball.name)
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if ball.name == "08_ball":
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# TODO: 8 ball must not be be destroyed. Handle rule...
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pass
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# NOTE: The game is sometimes played with fewer red balls- commonly 6 or 10.
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# Normally, 15 red balls (1 point) and 6 balls of different colors:
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# yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7).
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ball_state[ball.name] = not ball_state[ball.name]
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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if is_colored_ball(ball.name):
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# TODO: Colored ball must not be be destroyed. Handle rule...
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pass
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func process_ball(ball: Node3D) -> void:
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balls_sunk.append(ball.name)
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if ball.name == "08_ball":
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# TODO: 8 ball must be sunk last. Handle rule...
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super(ball)
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if is_colored_ball(ball.name):
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# TODO: Colored ball must not be be processed before red ball sunk.
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# Handle rule...
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pass
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ball_state[ball.name] = not ball_state[ball.name]
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func handle_switch_user() -> void:
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push_warning("Balls reaped: ", balls_reaped.size())
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push_warning("Balls sunk: ", balls_sunk.size())
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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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@@ -7,7 +7,7 @@ var player_id: String = ""
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var game_address: String = "0.0.0.0"
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var game_port: int = 8080
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var game_mode: String = "snooker"
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var game_mode: String = "freeball"
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enum PlayerType {
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Player1,
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@@ -17,22 +17,25 @@ enum PlayerType {
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enum GameModeType {
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BALL_8,
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BALL_9,
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SNOOKER
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SNOOKER,
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FREE_BALL
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}
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const MATCH_TYPES: Dictionary = {
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"8ball": GameModeType.BALL_8,
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"9ball": GameModeType.BALL_9,
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"snooker": GameModeType.SNOOKER
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"snooker": GameModeType.SNOOKER,
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"freeball": GameModeType.FREE_BALL
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}
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var GameMode: Dictionary = {
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GameModeType.BALL_8: Ball8,
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GameModeType.BALL_9: Ball9,
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GameModeType.SNOOKER: Snooker
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GameModeType.SNOOKER: Snooker,
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GameModeType.FREE_BALL: FreeBall
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}
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var SelectedGameMode: GameModeType = GameModeType.SNOOKER
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var SelectedGameMode: GameModeType = GameModeType.FREE_BALL
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func _init() -> void:
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@@ -104,11 +104,13 @@ func set_tracking_of_cue(path: String) -> void:
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func set_tracking_of_ball(path: String) -> void:
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path = str(path).trim_prefix(str(multiplayer_synchronizer.root_path) + "/")
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var position_pth = NodePath( path + ":position" )
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var rotation_pth = NodePath( path + ":rotation" )
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var position_pth = NodePath( path + ":position" )
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var rotation_pth = NodePath( path + ":rotation" )
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var linear_velocity_pth = NodePath( path + ":linear_velocity" )
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synchronizer_config.add_property(position_pth)
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synchronizer_config.add_property(rotation_pth)
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synchronizer_config.add_property(linear_velocity_pth)
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synchronizer_config.property_set_replication_mode(
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position_pth, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE
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@@ -116,14 +118,20 @@ func set_tracking_of_ball(path: String) -> void:
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synchronizer_config.property_set_replication_mode(
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rotation_pth, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE
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)
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synchronizer_config.property_set_replication_mode(
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linear_velocity_pth, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE
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)
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func remove_tracking_of_ball(path: String) -> void:
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path = str(path).trim_prefix(str(multiplayer_synchronizer.root_path) + "/")
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var position_pth = NodePath(path + ":position")
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var rotation_pth = NodePath(path + ":rotation")
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var position_pth = NodePath( path + ":position" )
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var rotation_pth = NodePath( path + ":rotation" )
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var linear_velocity_pth = NodePath( path + ":linear_velocity" )
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if synchronizer_config.has_property(position_pth):
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synchronizer_config.remove_property(position_pth)
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if synchronizer_config.has_property(rotation_pth):
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synchronizer_config.remove_property(rotation_pth)
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if synchronizer_config.has_property(linear_velocity_pth):
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synchronizer_config.remove_property(linear_velocity_pth)
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@@ -6,12 +6,12 @@ class_name Game extends Node3D
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func _ready() -> void:
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# TODO: Uncomment
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#base_environment.game_music.stream = load("res://sounds/music/Lobo Loco - 04 (Mountain Bells22).mp3")
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#base_environment.game_music.stream.loop = true
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#base_environment.game_music.play()
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base_environment.game_music.stream = load("res://sounds/music/Lobo Loco - 04 (Mountain Bells22).mp3")
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base_environment.game_music.stream.loop = true
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base_environment.game_music.play()
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game_manager.set_mode(Globals.game_data.SelectedGameMode)
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setup_signals()
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setup_multiplayer()
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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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@@ -20,6 +20,7 @@ class_name BallsBase extends Node3D
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var balls_moving: bool = false
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func _set_ball_physics(ball: RigidBody3D) -> void:
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var phy_mat = PhysicsMaterial.new()
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@@ -29,11 +30,16 @@ func _set_ball_physics(ball: RigidBody3D) -> void:
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ball.set_physics_material_override(phy_mat)
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ball.axis_lock_linear_y = true
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ball.axis_lock_linear_y = true
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ball.set_mass(ball_mass)
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ball.set_linear_damp(2.04)
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ball.set_angular_damp(1.44)
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ball.set_use_continuous_collision_detection(true)
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ball.contact_monitor = true
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# NOTE: How many balls can surround a single ball,
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# therefor worst case is 6 collisions. (think start of game)
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ball.max_contacts_reported = 6
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ball.body_entered.connect(_on__ball_body_entered)
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@@ -23,7 +23,7 @@ func _on_body_entered(body: Node) -> void:
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body.apply_impulse(
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impulse,
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global_position - body.global_position
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body.global_position - $shape.global_position
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)
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#body.apply_central_impulse(impulse)
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@@ -4,6 +4,8 @@ class_name Lobby extends LobbyBase
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func _ready() -> void:
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setup_signals()
|
||||
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||||
host_address_input.grab_focus()
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||||
|
||||
func _exit_tree() -> void:
|
||||
# TODO: Maybe no longer needed...
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if Globals.multiplayer_data.is_multiplayer_active: return
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@@ -38,6 +40,7 @@ func _on_receive_match_list(matches_list: Array) -> void:
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||||
_create_match_entry(match_entry)
|
||||
|
||||
client.lobby_fully_connected = true
|
||||
new_match_name_input.grab_focus()
|
||||
|
||||
func _on_match_list_entry_activated(match_id: String) -> void:
|
||||
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.visible = true
|
||||
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.connect(
|
||||
@@ -62,8 +67,11 @@ func _on_match_list_entry_removed(match_id: String) -> void:
|
||||
push_warning("Client: Removed Match List Entry...", match_id)
|
||||
|
||||
if active_match && (match_id == active_match.match_id):
|
||||
active_match = null
|
||||
match_create_vbox.visible = true
|
||||
active_match = null
|
||||
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():
|
||||
if not active_match:
|
||||
|
||||
@@ -10,6 +10,23 @@ script = ExtResource("1_hhiik")
|
||||
|
||||
[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="."]
|
||||
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/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/free_ball" to="." method="_on_mode_bttn_pressed" flags=18]
|
||||
|
||||
[editable path="ui"]
|
||||
|
||||
@@ -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 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_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 client: LobbyClient = $client
|
||||
|
||||
var active_mode: String = "snooker"
|
||||
var active_mode: String = "freeball"
|
||||
var active_match: HBoxContainer = null
|
||||
|
||||
|
||||
@@ -56,8 +57,7 @@ func _on_match_create_bttn_pressed() -> void:
|
||||
"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)
|
||||
|
||||
func _on_mode_bttn_pressed(button: Button) -> void:
|
||||
active_mode = button.text.remove_chars("-").to_lower()
|
||||
active_mode = button.name.remove_chars("_").to_lower()
|
||||
|
||||
@@ -115,7 +115,6 @@ size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="right_body" type="VBoxContainer" parent="body"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
|
||||
@@ -156,4 +155,10 @@ text = "9-Ball"
|
||||
[node name="snooker" type="Button" parent="body/right_body/vbox"]
|
||||
layout_mode = 2
|
||||
mouse_default_cursor_shape = 2
|
||||
disabled = true
|
||||
text = "Snooker"
|
||||
|
||||
[node name="free_ball" type="Button" parent="body/right_body/vbox"]
|
||||
layout_mode = 2
|
||||
mouse_default_cursor_shape = 2
|
||||
text = "Free Ball"
|
||||
|
||||
Reference in New Issue
Block a user