mirror of
https://github.com/danbulant/programovani-kostky
synced 2026-06-21 15:41:48 +00:00
99 lines
3.2 KiB
GDScript
99 lines
3.2 KiB
GDScript
extends Node3D
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@onready var dice1: Dice = $dice1
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@onready var dice2: Dice = $dice2
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@onready var camera: Camera3D = $Camera3D
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@onready var camera_starting: Marker3D = $CameraPositionStarting
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@onready var camera_prethrow: Marker3D = $CameraPositionPrethrow
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@onready var camera_target: Marker3D = $CameraPositionTarget
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@onready var ui: Ui = $Ui
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@onready var gamescene_light = $GameSceneLight
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@onready var menu_scene = $MenuBg
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@onready var player_select = $PlayerSelect
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const physics_timeout := 2.5
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enum GameState {
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START,
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THROWING_START,
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THROWING,
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THROWN
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}
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enum MasterState {
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LOGO,
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PLAYER_SELECT,
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GAME
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}
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var state: GameState = GameState.START
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var master_state: MasterState = MasterState.LOGO
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var camera_transition := 0.
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var camera_speed := 1.5
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var first_throw := true
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var physics_timer := Timer.new()
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func _ready() -> void:
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ui.connect("roll_pressed", throw_dice)
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add_child(physics_timer)
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physics_timer.connect("timeout", physics_timer_timeout)
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menu_scene.connect("start_game", switch_to_player_select)
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player_select.connect("start_game", switch_to_game)
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player_select.connect("back_to_menu", switch_to_menu)
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switch_to_menu()
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func master_state_sync() -> void:
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ui.visible = MasterState.GAME == master_state
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gamescene_light.visible = MasterState.GAME == master_state
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menu_scene.visible = MasterState.LOGO == master_state
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menu_scene.ui_visible = MasterState.LOGO == master_state
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player_select.visible = MasterState.PLAYER_SELECT == master_state
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if master_state != MasterState.GAME:
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physics_timer_timeout()
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func switch_to_player_select() -> void:
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master_state = MasterState.PLAYER_SELECT
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master_state_sync()
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func switch_to_game() -> void:
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master_state = MasterState.GAME
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master_state_sync()
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func switch_to_menu() -> void:
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master_state = MasterState.LOGO
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master_state_sync()
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func physics_timer_timeout() -> void:
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dice1.sleeping = true
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dice2.sleeping = true
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pass
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func _physics_process(delta: float) -> void:
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camera_transition += delta * camera_speed
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camera_transition = min(camera_transition, 1.)
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if state == GameState.THROWING_START or state == GameState.THROWING:
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camera.transform = (camera_starting if first_throw else camera_target).transform.interpolate_with(camera_prethrow.transform, camera_transition)
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elif state == GameState.THROWN:
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camera.transform = camera_prethrow.transform.interpolate_with(camera_target.transform, camera_transition)
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if (!dice1.can_be_thrown() or !dice2.can_be_thrown()) and state == GameState.THROWING_START:
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state = GameState.THROWING
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if dice1.can_be_thrown() and dice2.can_be_thrown() and state == GameState.THROWING:
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state = GameState.THROWN
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var avg_position = (dice1.global_transform.origin + dice2.global_transform.origin) / 2
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var diff = dice1.global_position - dice2.global_position
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camera_target.global_position = avg_position + Vector3.UP * max(diff.length(), 0.1)
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camera_target.look_at(avg_position, Vector3.FORWARD)
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camera_transition = 0.
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first_throw = false
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physics_timer.stop()
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ui.set_current_throw_value([dice1.get_value(), dice2.get_value()])
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func throw_dice() -> void:
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if dice1.can_be_thrown() and dice2.can_be_thrown():
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dice1.random_throw()
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dice2.random_throw()
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state = GameState.THROWING_START
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camera_transition = 0.
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physics_timer.start(physics_timeout)
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