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algodist-steffo-nanogolf/scenes/golf_tee.gd
2024-03-19 03:55:32 +01:00

97 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 obj.get_multiplayer_authority() == 1:
obj.hide()
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()