mirror of
https://github.com/danbulant/programovani-kostky
synced 2026-06-19 14:21:41 +00:00
52 lines
1.9 KiB
GDScript
52 lines
1.9 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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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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var state: GameState = GameState.START
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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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func _ready() -> void:
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ui.connect("roll_pressed", throw_dice)
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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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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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