added game states

This commit is contained in:
Nikolai Fesenko
2025-08-28 23:37:44 +02:00
parent 972c785007
commit 4e810f8fc0
7 changed files with 60 additions and 9 deletions

View File

@@ -27,3 +27,8 @@ func moveTo(target_pos: Vector3):
func on_target_reached():
print("Target Reached")
is_target_reached = true
func _on_static_body_3d_input_event(camera: Node, event: InputEvent, event_position: Vector3, normal: Vector3, shape_idx: int) -> void:
if event.is_action_released("left_mouse_click"):
GameManager.bullet_selected.emit(self)

View File

@@ -10,7 +10,7 @@ var v_offset: float = 0.1
func _ready() -> void:
GameManager.set_bullet_stack(self)
generate_bullet_stack()
#generate_bullet_stack()
func generate_bullet_stack():
for i in range(1, 22, 1):
@@ -18,3 +18,6 @@ func generate_bullet_stack():
newBullet.position = Vector3(i*h_offset,0,0)
bullets.append(newBullet)
add_child(newBullet)
func add_bullets():
pass

View File

@@ -1,5 +1,10 @@
extends Node
signal bullet_selected(object)
enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION}
var current_state = GameState.PLAYER1_GUN_LOAD
var bullets: Array
var player1_revolver: Node3D
@@ -8,6 +13,7 @@ var bullet_stack: Node3D
func _ready() -> void:
bullets.resize(21)
bullet_selected.connect(on_bullet_selected)
func _input(event: InputEvent) -> void:
if event.is_action_released("load"):
@@ -24,3 +30,14 @@ func set_bullet_stack(newStack):
func add_bullet():
pass
func on_bullet_selected(bullet_object: Node3D):
if current_state == GameState.PLAYER1_GUN_LOAD:
current_state = GameState.GUN_ANIMATION
player1_revolver.load_bullet(bullet_object)
func end_turn():
if current_state == GameState.PLAYER1_GUN_LOAD:
current_state = GameState.PLAYER2_GUN_LOAD

View File

@@ -12,7 +12,7 @@ var timer: Timer
var is_cylinder_out: bool = false
func _ready() -> void:
loaded_bullets.resize(6)
loaded_bullets.resize(max_bullets + 1)
timer = $Timer
if is_player_revolver:
GameManager.set_player_revolver(self)
@@ -34,13 +34,12 @@ func load_bullet(bullet_object: Node3D):
bullet_object.rotate_x(deg_to_rad(-90))
is_cylinder_out = true
bullet_object.reparent(cylinder)
print_tree()
timer.timeout.connect(on_load_anim_end)
#cylinder.rotation.x = 90.0
func on_load_anim_end():
is_cylinder_out = false
GameManager.end_turn()
timer.timeout.disconnect(on_load_anim_end)
func on_bullet_reached():