Files
hotdesking/Gameplay/Actor.cs
2025-07-17 03:55:30 -04:00

165 lines
4.6 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class Actor : Sprite2D
{
public bool _available = false, _hovered = false, _selected = false;
public int _health, _healthMax;
public CollisionShape2D _startArea;
public List<Cue> _cues = new();
public Cue _selectedCue = null;
public List<Ball> _balls = new();
public List<Ball> _ballBag = new();
public Ball _hoveredBall = null;
public Ball _selectedBall = null;
public Ball _heldBall = null;
public Sprite2D _tempBallSprite = new();
public static Actor _Create()
{
PackedScene scene = ResourceLoader.Load<PackedScene>("res://Gameplay/actor.tscn");
Actor newActor = scene.Instantiate<Actor>();
newActor.Texture = GD.Load<Texture2D>("res://art/ness.png");
Ball newBall = Ball._Create(0);
newActor._balls.Add(newBall);
newBall = Ball._Create(0);
newActor._balls.Add(newBall);
Cue newCue = Cue._Create();
newActor.AddChild(newCue);
newActor._cues.Add(newCue);
for (int i = 0; i < newActor._cues.Count; i++)
{
newActor._cues[i].Shoot += newActor.OnCueShoot;
}
newActor._ballBag = new(newActor._balls);
newActor._health = 10;
newActor._healthMax = newActor._health;
ActorPanel newActorPanel = ActorPanel._Create(newActor);
newActor.AddChild(newActorPanel);
return newActor;
}
public override void _Process(double DELTA_)
{
if (_ballBag.Count > 0 && _selected)
{
if (_heldBall == null)
{
_heldBall = _ballBag[0];
}
else if (Input.IsActionJustPressed("scroll_up"))
{
_heldBall = _ballBag[(_ballBag.IndexOf(_heldBall) + 1) % _ballBag.Count];
}
else if (Input.IsActionJustPressed("scroll_down"))
{
_heldBall = _ballBag[(_ballBag.IndexOf(_heldBall) - 1) < 0 ? ^1 : (_ballBag.IndexOf(_heldBall) - 1)];
}
Vector2 mousePosition = GetViewport().GetMousePosition();
if (_tempBallSprite.Texture == null)
{
if (GetChildren().All(n => n != _tempBallSprite))
{
AddChild(_tempBallSprite);
}
_tempBallSprite.Texture = _heldBall.GetNode<Sprite2D>("Image").Texture;
}
if (_startArea == null)
{
_startArea = Globals.Instance._currentBattle.GetNode<Table>("Table").GetNode<Area2D>("PlayerStartArea").GetNode<CollisionShape2D>("CollisionShape2D");
}
_tempBallSprite.Position = new Vector2(Math.Min(Math.Max(mousePosition.X, _startArea.GlobalPosition.X - ((RectangleShape2D)(_startArea.Shape)).Size.X / 2), _startArea.GlobalPosition.X + ((RectangleShape2D)(_startArea.Shape)).Size.X / 2), Math.Min(Math.Max(mousePosition.Y, _startArea.GlobalPosition.Y - ((RectangleShape2D)(_startArea.Shape)).Size.Y / 2), _startArea.GlobalPosition.Y + ((RectangleShape2D)(_startArea.Shape)).Size.Y / 2));
if (Input.IsActionJustReleased("left_click"))
{
_heldBall.Place(_tempBallSprite.Position);
AddChild(_heldBall);
int ballIndex = _ballBag.IndexOf(_heldBall);
_ballBag.Remove(_heldBall);
_tempBallSprite.Texture = null;
if (_ballBag.Count > 0)
{
_heldBall = _ballBag[ballIndex - (ballIndex > _ballBag.Count ? 1 : 0)];
}
}
}
else
{
if (_balls.Any(b => b._hovered))
{
_hoveredBall = _balls.Single(b => b._hovered);
}
else
{
_hoveredBall = null;
}
if (_selectedCue == null && _cues.Count > 0)
{
_selectedCue = _cues[0];
}
if ((_selectedBall == null || _selectedBall != _hoveredBall) && (_hoveredBall?._available ?? false))
{
if (Input.IsActionJustReleased("left_click"))
{
_selectedBall = _hoveredBall;
_selectedBall._selected = true;
_selectedCue.Don(_selectedBall);
}
}
else if (Input.IsActionJustReleased("right_click"))
{
_selectedBall._selected = false;
_selectedBall = null;
_selectedCue.Doff();
}
else if (_hoveredBall == null)
{
if (Input.IsActionJustReleased("left_click") && _selectedBall != null && _selectedCue._power == 0)
{
_selectedBall._selected = false;
_selectedBall = null;
_selectedCue.Doff();
}
}
}
}
//public void ResetCueBall()
//{
//_cueBall = Ball._Create("ball", 0, _startPosition);
//_cueBall.SetName("CueBall");
//AddChild(_cueBall);
//Texture2D image = GD.Load<Texture2D>("res://art/cue_ball.png");
//_cueBall.GetNode<Sprite2D>("Image").Texture = image;
//_cueBall._placed = true;
//_balls = GetTree().GetNodesInGroup("balls").Select(b => (Ball)b).ToList<Ball>();
//}
private void OnCueShoot(Vector2 IMPULSE)
{
if (_selectedBall != null && _selectedBall._placed)
{
_selectedBall.ApplyCentralImpulse(IMPULSE);
_selectedBall._selected = false;
_selectedBall = null;
_selectedCue.Doff();
}
}
}