Files
hotdesking/Gameplay/Main.cs
2025-07-11 19:00:09 -04:00

174 lines
4.1 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class Main : Node
{
[Export]
public PackedScene BallScene;
public bool _takingShot, _cueBallPotted;
public float _maxPower = 8.0f, _moveThreshold = 5.0f;
public Vector2 _startPosition = new Vector2(890, 340);
public Ball _cueBall;
public List<Texture2D> _ballImages = new();
public List<Sprite2D> _potted = new();
public override void _Ready()
{
LoadBallImages();
NewGame();
List<Area2D> pockets = GetNode<Table>("Table").GetChildren().Where(n => n.GetName().ToString().ToLower().Contains("pocket")).Select(n => (Area2D)n).ToList<Area2D>();
for (int i = 0; i < pockets.Count; i++)
{
pockets[i].BodyEntered += PottedBall;
}
//GetNode<Table>("Table").GetNode<Area2D>("PocketTL").BodyEntered += PottedBall;
//GetNode<Table>("Table").GetNode<Area2D>("PocketTR").BodyEntered += PottedBall;
//GetNode<Table>("Table").GetNode<Area2D>("PocketR").BodyEntered += PottedBall;
//GetNode<Table>("Table").GetNode<Area2D>("PocketBR").BodyEntered += PottedBall;
//GetNode<Table>("Table").GetNode<Area2D>("PocketBL").BodyEntered += PottedBall;
//GetNode<Table>("Table").GetNode<Area2D>("PocketL").BodyEntered += PottedBall;
}
public override void _Process(double delta_)
{
bool moving = false;
List<Ball> balls = GetTree().GetNodesInGroup("balls").Select(b => (Ball)b).ToList<Ball>();
for (int i = 0; i < balls.Count; i++)
{
if (balls[i].LinearVelocity.Length() > 0 && balls[i].LinearVelocity.Length() < _moveThreshold)
{
balls[i].Sleeping = true;
}
else if (balls[i].LinearVelocity.Length() >= _moveThreshold)
{
moving = true;
}
}
if (!moving)
{
if (_cueBallPotted)
{
ResetCueBall();
_cueBallPotted = false;
}
if (!_takingShot)
{
_takingShot = true;
ShowCue();
}
}
else
{
if (_takingShot)
{
_takingShot = false;
HideCue();
}
}
}
public void GenerateBalls()
{
int count = 0;
int rows = 5;
int diameter = 36;
for (int i = 0; i < 5; i++)
{
for (int j = 0; j < rows; j++)
{
Ball ball = BallScene.Instantiate<Ball>();
Vector2 position = new Vector2(250 + (i*(diameter)), 267 + (j*(diameter)) + (i*(diameter / 2)));
AddChild(ball);
ball.Position = position;
ball.GetNode<Sprite2D>("Texture").Texture = _ballImages[count];
count += 1;
}
rows -= 1;
}
}
public void HideCue()
{
GetNode<Cue>("Cue").SetProcess(false);
GetNode<Cue>("Cue").Hide();
GetNode<ProgressBar>("PowerBar").Hide();
}
public void LoadBallImages()
{
_ballImages.Clear();
for (int i = 1; i < 17; i++)
{
string fileName = "res://art/ball_"+i+".png";
Texture2D image = GD.Load<Texture2D>(fileName);
_ballImages.Add(image);
}
}
public void NewGame()
{
ResetCueBall();
GenerateBalls();
ShowCue();
}
public void PottedBall(Node2D body)
{
if (body == _cueBall)
{
_cueBallPotted = true;
RemoveCueBall();
}
else
{
Sprite2D ballSprite = new Sprite2D();
AddChild(ballSprite);
ballSprite.Texture = body.GetNode<Sprite2D>("Texture").Texture;
_potted.Add(ballSprite);
ballSprite.Position = new Vector2(50 * _potted.Count, 725);
body.QueueFree();
}
//GetNode<Table>("Table").GetNode<Area2D>("Pockets").GetNode<Area2D>("Pockets")
}
public void RemoveCueBall()
{
Ball oldCueBall = _cueBall;
RemoveChild(oldCueBall);
oldCueBall.QueueFree();
}
public void ResetCueBall()
{
_cueBall = BallScene.Instantiate<Ball>();
AddChild(_cueBall);
_cueBall.Position = _startPosition;
_cueBall.GetNode<Sprite2D>("Texture").Texture = _ballImages[^1];
_takingShot = false;
}
public void ShowCue()
{
GetNode<Cue>("Cue").SetProcess(true);
GetNode<Cue>("Cue").Position = _cueBall.Position;
GetNode<ProgressBar>("PowerBar").Position = new Vector2(_cueBall.Position.X - GetNode<ProgressBar>("PowerBar").Size.X / 2, _cueBall.Position.Y + GetNode<ProgressBar>("PowerBar").Size.Y / 2);
GetNode<Cue>("Cue").Show();
GetNode<ProgressBar>("PowerBar").Show();
}
private void OnCueShoot(Vector2 impulse)
{
_cueBall.ApplyCentralImpulse(impulse);
}
}