124 lines
2.6 KiB
C#
124 lines
2.6 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 _current;
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public Vector2 _startPosition = new Vector2(890, 340);
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public Manager _turn;
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public List<Sprite2D> _potted = new();
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public List<Ball> _balls = new();
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public Table _table;
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public override void _Ready()
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{
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}
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public override void _Process(double DELTA_)
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{
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CheckMovement();
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}
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public void CheckMovement()
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{
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bool movementCheck = _balls.Any(b => b._moving);
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if (movementCheck)
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{
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if (!Globals.Instance._anyMovement)
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{
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Globals.Instance._anyMovement = true;
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//EmitSignal(SignalName.DetectMovement, true);
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}
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}
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else
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{
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if (Globals.Instance._anyMovement)
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{
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Globals.Instance._anyMovement = false;
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//EmitSignal(SignalName.DetectMovement, false);
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}
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}
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}
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// public void PotBall(Node2D BODY)
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// {
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// if (BODY is Ball)
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// {
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// Ball ball = (Ball)BODY;
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// if (ball.GetParentOrNull<Manager>() == _player)
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// {
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// // _player.PotWorker(ball.GetParent<Worker>());
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// }
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// else
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// {
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// ball.Pot();
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// _balls.Remove(ball);
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// RemoveChild(ball);
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// ball.QueueFree();
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// }
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// }
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// }
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public void Start(PlayerManager PLAYER, ComputerManager COMPUTER)
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{
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// _current = true;
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// // GenerateBalls();
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Globals.Instance._currentBattle = this;
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// _player.Start();
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int count = 1;
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int columns = 0;
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int diameter = 36;
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Table table = GetNode<Table>("Table");
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Ball eightBall = COMPUTER._balls[0];
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List<Ball> computerBalls = COMPUTER._balls.Values.ToList();
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computerBalls.RemoveAt(0);
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Ball cueBall = PLAYER._balls[0];
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List<Ball> playerBalls = PLAYER._balls.Values.ToList();
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playerBalls.RemoveAt(0);
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List<Ball> randomRack = new();
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randomRack.AddRange(computerBalls);
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randomRack.AddRange(playerBalls);
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int n = randomRack.Count;
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while (n > 1) {
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n--;
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int k = Globals.Instance._random.Next(n + 1);
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Ball value = randomRack[k];
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randomRack[k] = randomRack[n];
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randomRack[n] = value;
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}
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randomRack.Insert(4, eightBall);
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randomRack.Insert(0, cueBall);
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Ball rackBall;
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for (int i = 0; i < 5; i++)
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{
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for (int j = 0; j <= columns; j++)
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{
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Vector2 position = new Vector2(table.GlobalPosition.X - (i * (diameter / 2)) + (j * (diameter)), table.GlobalPosition.Y - table.Texture.GetSize().Y / 4 - (i * diameter));
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rackBall = randomRack[count];
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if (PLAYER._balls.ContainsValue(rackBall))
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{
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PLAYER.PlaceBall(rackBall, position);
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}
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if (COMPUTER._balls.ContainsValue(rackBall))
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{
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COMPUTER.PlaceBall(rackBall, position);
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}
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count += 1;
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}
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columns += 1;
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}
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}
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}
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