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