118 lines
2.5 KiB
C#
118 lines
2.5 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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public partial class Battle : Node
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{
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public bool _anyMovement, _cueBallPotted;
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public Vector2 _startPosition = new Vector2(890, 340);
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public Ball _cueBall;
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public List<Sprite2D> _potted = new();
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public List<Ball> _balls;
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public override void _Ready()
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{
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Start();
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List<Area2D> pockets = GetNode<Table>("Table").GetChildren()
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.Where(n => n.GetName().ToString().ToLower().Contains("pocket"))
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.Select(n => (Area2D)n).ToList<Area2D>();
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for (int i = 0; i < pockets.Count; i++)
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{
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pockets[i].BodyEntered += PottedBall;
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}
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_balls = GetTree().GetNodesInGroup("balls").Select(b => (Ball)b).ToList<Ball>();
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}
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public override void _Process(double delta_)
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{
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_anyMovement = CheckMovement();
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//if (!_cueBall._available)
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//{
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//GD.Print(1);
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//}
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if (_cueBallPotted && !_anyMovement) // LOGIC WILL ONLY APPLY TO CUE BALLS
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{
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ResetCueBall();
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_cueBallPotted = false;
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}
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}
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public void GenerateBalls()
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{
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int count = 1;
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int rows = 5;
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int diameter = 36;
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for (int i = 0; i < 5; i++)
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{
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for (int j = 0; j < rows; j++)
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{
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Vector2 position = new Vector2(250 + (i*(diameter)), 267 + (j*(diameter)) + (i*(diameter / 2)));
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Ball ball = Ball.Create(count, position);
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AddChild(ball);
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count += 1;
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}
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rows -= 1;
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}
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}
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public bool CheckMovement()
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{
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return _balls.Any(b => b._moving);
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}
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public void PottedBall(Node2D body)
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{
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if (body == _cueBall)
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{
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_cueBallPotted = true;
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RemoveCueBall();
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}
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else
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{
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Sprite2D ballSprite = new Sprite2D();
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AddChild(ballSprite);
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ballSprite.Texture = body.GetNode<Sprite2D>("Image").Texture;
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_potted.Add(ballSprite);
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ballSprite.Position = new Vector2(50 * _potted.Count, 725);
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body.QueueFree();
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}
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}
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public void RemoveCueBall()
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{
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Ball oldCueBall = _cueBall;
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_balls.Remove(oldCueBall);
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RemoveChild(oldCueBall);
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oldCueBall.QueueFree();
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}
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public void ResetCueBall()
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{
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_cueBall = Ball.Create(0, _startPosition);
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_cueBall.SetName("CueBall");
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AddChild(_cueBall);
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Texture2D image = GD.Load<Texture2D>("res://art/cue_ball.png");
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_cueBall.GetNode<Sprite2D>("Image").Texture = image;
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_balls = GetTree().GetNodesInGroup("balls").Select(b => (Ball)b).ToList<Ball>();
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//_takingShot = false;
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}
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public void Start()
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{
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ResetCueBall();
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GenerateBalls();
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GetNode<Cue>("Cue").ShowCue();
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}
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private void OnCueShoot(Vector2 impulse)
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{
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_cueBall.ApplyCentralImpulse(impulse);
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}
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}
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