added phase 1 of gameplay and ui buttons

This commit is contained in:
Nikolai Fesenko
2025-08-29 14:31:49 +02:00
parent 98dfdfd77e
commit fbd75b3397
25 changed files with 1044 additions and 13 deletions

View File

@@ -4,7 +4,7 @@ var bullet_target_pos = Vector3(1.95,0.03,4.612) #2.231
var loaded_bullets = Array()
var max_bullets: int = 6
var current_round: int = 1
var current_round: int = 0
var timer: Timer
@export var is_player_revolver: bool = false
@@ -12,7 +12,7 @@ var timer: Timer
var is_cylinder_out: bool = false
func _ready() -> void:
loaded_bullets.resize(max_bullets + 1)
loaded_bullets.resize(max_bullets)
timer = $Timer
if is_player_revolver:
GameManager.set_player_revolver(self)
@@ -27,6 +27,8 @@ func _process(delta: float) -> void:
cylinder.rotation_degrees = lerp(cylinder.rotation_degrees,Vector3(30 + current_round*60,90,90), delta / 0.1 )
#cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
func load_bullet(bullet_object: Node3D):
loaded_bullets[current_round] = bullet_object
bullet_object.is_loaded = true
@@ -39,15 +41,33 @@ func load_bullet(bullet_object: Node3D):
#cylinder.rotation.x = 90.0
func on_load_anim_end():
timer.timeout.disconnect(on_load_anim_end)
if !can_be_loaded():
if is_player_revolver:
GameManager.is_player1_loaded = true
else:
GameManager.is_player2_loaded = true
is_cylinder_out = false
if is_player_revolver:
GameManager.end_player_turn()
else:
GameManager.end_enemy_turn()
timer.timeout.disconnect(on_load_anim_end)
func on_bullet_reached():
current_round += 1
timer.start()
func shoot():
pass
func can_be_loaded():
var free: int = 0
for bullet in loaded_bullets:
if bullet == null:
free += 1
if free > 0:
return true
else:
return false