programovani-kostky/game/main.gd
Daniel Bulant 8a413fad38 fix score
2024-05-20 21:25:17 +02:00

166 lines
5.3 KiB
GDScript

extends Node3D
@onready var dice1: Dice = $dice1
@onready var dice2: Dice = $dice2
@onready var camera: Camera3D = $Camera3D
@onready var camera_starting: Marker3D = $CameraPositionStarting
@onready var camera_prethrow: Marker3D = $CameraPositionPrethrow
@onready var camera_target: Marker3D = $CameraPositionTarget
@onready var ui: Ui = $Ui
@onready var gamescene_light = $GameSceneLight
@onready var menu_scene = $MenuBg
@onready var player_select = $PlayerSelect
@onready var base = $CSGMesh3D
@onready var leaderboard = $Leaderboard
const physics_timeout := 2.5
enum GameState {
START,
THROWING_START,
THROWING,
THROWN
}
enum MasterState {
LOGO,
PLAYER_SELECT,
GAME,
LEADERBOARD
}
var state: GameState = GameState.START
var master_state: MasterState = MasterState.LOGO
var current_player = 0
var camera_speed := 1.3
var physics_timer := Timer.new()
var target_score = 100
var camera_tween: Tween
func rst_camera_tween() -> Tween:
if camera_tween: camera_tween.kill()
camera_tween = create_tween()
return camera_tween
func _ready() -> void:
ui.connect("roll_pressed", throw_dice)
add_child(physics_timer)
physics_timer.connect("timeout", physics_timer_timeout)
menu_scene.connect("start_game", switch_to_player_select)
player_select.connect("start_game", switch_to_game)
player_select.connect("back_to_menu", switch_to_menu)
leaderboard.connect("back_to_menu", switch_to_menu)
leaderboard.connect("new_game_requested", switch_to_player_select)
ui.connect("back_to_menu", switch_to_menu)
switch_to_menu()
ui.update_pointer()
func master_state_sync() -> void:
ui.visible = MasterState.GAME == master_state
gamescene_light.visible = MasterState.GAME == master_state
menu_scene.visible = MasterState.LOGO == master_state
menu_scene.ui_visible = MasterState.LOGO == master_state
player_select.visible = MasterState.PLAYER_SELECT == master_state
base.visible = MasterState.GAME == master_state
leaderboard.visible = MasterState.LEADERBOARD == master_state
if master_state != MasterState.GAME:
physics_timer_timeout()
rst_camera_tween()
camera.global_transform = camera_starting.global_transform
ui.update_medal()
leaderboard_sync()
func leaderboard_sync() -> void:
for i in ui.players.size():
leaderboard.players[i].player_name = ui.players[i].player_name
leaderboard.players[i].score = ui.players[i].score
leaderboard.apply()
func switch_to_player_select() -> void:
master_state = MasterState.PLAYER_SELECT
master_state_sync()
func switch_to_game() -> void:
master_state = MasterState.GAME
for i in player_select.player_names.size():
var player_name: String = player_select.player_names[i]
ui.players[i].player_name = player_name
ui.players[i].score = 0
ui.players[i].show_medal = false
ui.players[i].score_change = ""
for i in player_select.player_names.size():
if player_select.player_names[i]:
current_player = i
ui.current_player = i
break
ui.update_pointer()
master_state_sync()
func switch_to_menu() -> void:
master_state = MasterState.LOGO
master_state_sync()
func physics_timer_timeout() -> void:
dice1.sleeping = true
dice2.sleeping = true
pass
func next_player() -> void:
current_player = (current_player + 1) % ui.players.size()
ui.current_player = current_player
if not ui.players[current_player].player_name:
var found = false
for i in player_select.player_names:
if i:
found = true
break
if not found:
print("Trying to run next_player with no players! Semi-crashing to main menu.")
switch_to_menu()
return
next_player()
func check_score() -> void:
for i in ui.players:
if i.score >= target_score:
master_state = MasterState.LEADERBOARD
master_state_sync()
print("Player", i.player_name, "won with", i.score, "points!")
break
func _physics_process(_delta: float) -> void:
if (!dice1.can_be_thrown() or !dice2.can_be_thrown()) and state == GameState.THROWING_START:
state = GameState.THROWING
if dice1.can_be_thrown() and dice2.can_be_thrown() and state == GameState.THROWING:
state = GameState.THROWN
var avg_position = (dice1.global_position + dice2.global_position) / 2
var diff := dice1.global_position.distance_to(dice2.global_position)
camera_target.global_position = avg_position + Vector3.UP * max(diff, 0.1)
camera_target.look_at(avg_position, Vector3.FORWARD)
rst_camera_tween().set_trans(Tween.TRANS_SINE).tween_property(camera, "global_transform", camera_target.global_transform, camera_speed)
physics_timer.stop()
var d1 = dice1.get_value()
var d2 = dice2.get_value()
if d1 != 1 and d2 != 1:
ui.players[current_player].score += d1 + d2
ui.players[current_player].score_change = "+" + str(d1 + d2)
elif d1 == 1 and d2 == 1:
ui.players[current_player].score_change = "-" + str(ui.players[current_player].score) + " :("
ui.players[current_player].score = 0
else:
ui.players[current_player].score_change = "0 :("
ui.update_medal()
check_score()
next_player()
ui.set_current_throw_value([dice1.get_value(), dice2.get_value()])
func throw_dice() -> void:
if dice1.can_be_thrown() and dice2.can_be_thrown():
dice1.random_throw()
dice2.random_throw()
state = GameState.THROWING_START
rst_camera_tween().set_trans(Tween.TRANS_CUBIC).tween_property(camera, "global_transform", camera_prethrow.global_transform, camera_speed)
physics_timer.start(physics_timeout)