* 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
30 lines
791 B
GDScript
30 lines
791 B
GDScript
class_name GameManager extends GamManagerMultiplayer
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func _ready() -> void:
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setup_signals()
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setup_multiplayer()
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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.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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# NOTE: Signal to reset 'white_ball' to 'white_ball_marker' global_pos
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Globals.game_state.white_ball_sunk.emit()
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return
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mode.process_ball(ball)
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rpc("reap_ball", str(ball.get_path()))
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