Files
hotdesking/Gameplay/Battle.cs
2025-07-16 03:27:01 -04:00

113 lines
2.4 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class Battle : Node
{
public bool _current;
public Vector2 _startPosition = new Vector2(890, 340);
public Player _player;
public List<Sprite2D> _potted = new();
public List<Ball> _balls;
public override void _Ready()
{
_player = GetNode<Player>("Player");
Start();
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;
}
_balls = GetTree().GetNodesInGroup("balls").Select(b => (Ball)b).ToList<Ball>();
}
public override void _Process(double DELTA_)
{
CheckMovement();
}
public void GenerateBalls()
{
int count = 1;
int rows = 5;
int diameter = 36;
for (int i = 0; i < 5; i++)
{
for (int j = 0; j < rows; j++)
{
Vector2 position = new Vector2(250 + (i*(diameter)), 267 + (j*(diameter)) + (i*(diameter / 2)));
Ball ball = Ball.Create("ball", count);
ball.Place(position);
AddChild(ball);
count += 1;
}
rows -= 1;
}
}
public void CheckMovement()
{
bool movementCheck = _balls.Any(b => b._moving && b._placed);
if (movementCheck)
{
if (!Globals.Instance._anyMovement)
{
Globals.Instance._anyMovement = true;
//EmitSignal(SignalName.DetectMovement, true);
}
}
else
{
if (Globals.Instance._anyMovement)
{
Globals.Instance._anyMovement = false;
//EmitSignal(SignalName.DetectMovement, false);
}
}
}
public void PottedBall(Node2D BODY)
{
if (BODY.GetType() != typeof(Ball))
{
return;
}
if (BODY == _player._actor._selectedBall)
{
_player._actor._selectedBall._potted = true;
_player._actor._selectedBall._placed = false;
}
else
{
Panel pottedPanel = GetNode<Panel>("PottedPanel");
Sprite2D ballSprite = new Sprite2D();
AddChild(ballSprite);
ballSprite.Texture = BODY.GetNode<Sprite2D>("Image").Texture;
_potted.Add(ballSprite);
ballSprite.Position = new Vector2(pottedPanel.Position.X + pottedPanel.Size.X / 2, pottedPanel.Position.Y + (50 * _potted.Count));
((Ball)BODY)._placed = false;
((Ball)BODY)._potted = true;
BODY.QueueFree();
}
}
public void Start()
{
_current = true;
GenerateBalls();
Globals.Instance._currentBattle = this;
}
}