mirror of
https://github.com/Steffo99/nanogolf.git
synced 2024-11-24 17:14:19 +00:00
95 lines
3.6 KiB
GDScript
95 lines
3.6 KiB
GDScript
extends Node2D
|
|
class_name GolfTee
|
|
|
|
|
|
## Emitted when all connected [GolfBall]s have entered the hole.
|
|
signal everyone_entered_hole
|
|
|
|
|
|
## The [GolfBall] [PackedScene] to [method spawn].
|
|
const ball_scene: PackedScene = preload("res://scenes/golf_ball.tscn")
|
|
|
|
|
|
func get_golfball(playernode: PlayerNode) -> GolfBall:
|
|
var nname = playernode.player_name
|
|
return get_node_or_null(nname)
|
|
|
|
|
|
## Add a new [GolfBall] from [field ball_scene], initialize it with details from the given [PlayerNode], and return it.
|
|
func spawn(playernode: PlayerNode, tposition: Vector2 = Vector2.ZERO, tstrokes: int = 0, thole: bool = false) -> GolfBall:
|
|
# Create the [GolfBall]
|
|
var obj: GolfBall = ball_scene.instantiate()
|
|
# Setup the initial values
|
|
obj.position = tposition
|
|
obj.name = playernode.player_name
|
|
obj.strokes = tstrokes
|
|
obj.player_name = playernode.player_name
|
|
obj.player_color = playernode.player_color
|
|
obj.set_multiplayer_authority(playernode.get_multiplayer_authority())
|
|
obj.putt_controller.set_multiplayer_authority(playernode.get_multiplayer_authority())
|
|
obj.putt_controller.can_putt = not multiplayer.is_server() and playernode.is_multiplayer_authority()
|
|
if thole:
|
|
obj.enter_hole()
|
|
# Create callables to be able to cleanup signals on destruction
|
|
var on_name_changed: Callable = _on_name_changed.bind(obj)
|
|
var on_color_changed: Callable = _on_color_changed.bind(obj)
|
|
var on_possessed: Callable = _on_possessed.bind(obj)
|
|
var on_cleanup: Callable = _on_cleanup.bind(playernode, on_name_changed, on_color_changed, on_possessed)
|
|
# Setup signals to keep properties updated
|
|
playernode.name_changed.connect(on_name_changed)
|
|
playernode.color_changed.connect(on_color_changed)
|
|
playernode.possessed.connect(on_possessed)
|
|
obj.tree_exiting.connect(on_cleanup)
|
|
obj.putt_controller.putt.connect(_on_putt_performed.bind(playernode, obj))
|
|
obj.entered_hole.connect(_on_entered_hole.bind(playernode))
|
|
# Add the golf ball as a child of the tee
|
|
add_child(obj, true)
|
|
# Return the created [GolfBall]
|
|
return obj
|
|
|
|
|
|
func is_everyone_in_hole() -> bool:
|
|
for child in get_children():
|
|
var ball: GolfBall = child as GolfBall
|
|
if ball == null:
|
|
# Ignore collision sounds
|
|
continue
|
|
if ball.get_multiplayer_authority() == 1:
|
|
continue
|
|
if not ball.in_hole:
|
|
return false
|
|
return true
|
|
|
|
|
|
func _on_name_changed(old: String, new: String, obj: GolfBall) -> void:
|
|
Log.peer(self, "PlayerNode changed name, updating it on GolfBall: %s → %s" % [old, new])
|
|
obj.name = new
|
|
obj.player_name = new
|
|
|
|
func _on_color_changed(old: Color, new: Color, obj: GolfBall) -> void:
|
|
Log.peer(self, "PlayerNode changed color, updating it on GolfBall: %s → %s" % [old, new])
|
|
obj.player_color = new
|
|
|
|
func _on_possessed(old: int, new: int, obj: GolfBall) -> void:
|
|
Log.peer(self, "PlayerNode changed owner, updating it on GolfBall: %d → %d" % [old, new])
|
|
obj.set_multiplayer_authority(new)
|
|
obj.putt_controller.set_multiplayer_authority(new)
|
|
obj.putt_controller.can_putt = is_multiplayer_authority()
|
|
if new == 1:
|
|
obj.hide()
|
|
else:
|
|
obj.show()
|
|
|
|
func _on_putt_performed(_dir: Vector2, playernode: PlayerNode, obj: GolfBall) -> void:
|
|
playernode.putt_performed.emit(obj)
|
|
|
|
func _on_cleanup(playernode: PlayerNode, on_name_changed: Callable, on_color_changed: Callable, on_possessed: Callable) -> void:
|
|
playernode.name_changed.disconnect(on_name_changed)
|
|
playernode.color_changed.disconnect(on_color_changed)
|
|
playernode.possessed.disconnect(on_possessed)
|
|
|
|
func _on_entered_hole(strokes: int, playernode: PlayerNode) -> void:
|
|
if playernode.is_multiplayer_authority():
|
|
playernode.rpc_report_score.rpc(strokes)
|
|
if is_everyone_in_hole():
|
|
everyone_entered_hole.emit()
|