new transition to phase 2

This commit is contained in:
Nikolai Fesenko
2025-08-30 22:19:21 +02:00
parent dcbc8f3eba
commit c6fa8d175a
3 changed files with 23 additions and 22 deletions

View File

@@ -18,9 +18,12 @@ var is_player2_loaded: bool = false
var bullet_stack: Node3D
var animPl: AnimationPlayer
var last_turn: int
func _ready() -> void:
bullet_shoot.connect(on_bullet_shoot)
bullet_selected.connect(on_bullet_selected)
func _input(event: InputEvent) -> void:
if event.is_action_released("load"):
@@ -66,23 +69,22 @@ func check_loaded_bullets(revolver: Node3D):
return false
func end_player_turn():
if !is_player2_loaded:
set_state(GameState.PLAYER2_GUN_LOAD)
animPl.play("player_revolver_down")
end_turn()
#end_turn()
func end_enemy_turn():
if is_player1_loaded == false:
print("Player Turn")
set_player_turn()
end_turn()
animPl.play("enemey_rev_down")
#set_player_turn()
#end_turn()
func end_turn():
if check_unloaded_bullets():
if is_player1_loaded and is_player2_loaded:
print("Phase 2")
get_phase2_player_start()
if !player1_revolver.can_be_loaded() and !player2_revolver.can_be_loaded():
print("Phase 2")
else:
set_state(GameState.PLAYER2_UNLOAD)
if last_turn == 0:
set_enemy_turn()
else:
set_player_turn()
func get_enemy_revolver() -> Node3D:
return player2_revolver
@@ -101,8 +103,17 @@ func on_bullet_shoot(target):
func set_player_turn():
animPl.play("player_revolver_up")
func set_enemy_turn():
animPl.play("enemey_rev_up")
func on_animation_finished(anim_name):
if anim_name == "player_revolver_up":
set_state(GameState.PLAYER1_GUN_LOAD)
elif anim_name == "player_revolver_down":
last_turn = 0
end_turn()
elif anim_name == "enemey_rev_up":
set_state(GameState.PLAYER2_GUN_LOAD)
elif anim_name == "enemey_rev_down":
last_turn = 1
end_turn()