* 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
60 lines
1.8 KiB
GDScript
60 lines
1.8 KiB
GDScript
class_name BaseMode extends Node
|
|
# NOTE: The ball's queue_free is called higher up and after game mode handles
|
|
# the ball. Never call it in a given game mode. A game mode should handle
|
|
# 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 balls_sunk := []
|
|
var balls_reaped := []
|
|
|
|
var STATE: Dictionary = {
|
|
"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:
|
|
var 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
|
|
|
|
func is_colored_ball(ball_name: String) -> bool:
|
|
return ball_name in COLORED_BALLS
|
|
|
|
func which_player() -> String:
|
|
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:
|
|
assert(false, "This method needs to be overridden...")
|