Files
project-tur/Scripts/game_manager.gd
Nikolai Fesenko 5120ceb4b7 new coin model
2025-08-30 22:51:01 +02:00

124 lines
2.8 KiB
GDScript

extends Node
signal bullet_shoot
signal bullet_selected(object)
signal state_changed
enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION, PLAYER1_UNLOAD,PLAYER2_UNLOAD}
enum PlayerChoice {SHOOT_SELF, SHOOT_OPPONENT}
var player_phase2_choice
var current_state = GameState.PLAYER1_GUN_LOAD
var bullets: Array
var player1_revolver: Node3D
var player2_revolver: Node3D
var is_player1_loaded: bool = false
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"):
set_player_turn()
elif event.is_action_released("load2"):
player1_revolver.load_bullet(bullet_stack.bullets[1])
func set_player_revolver(newRevolver):
player1_revolver = newRevolver
func set_enemy_revolver(newRevolver):
player2_revolver = newRevolver
func set_bullet_stack(newStack):
bullet_stack = newStack
func add_bullet(bullet):
bullets.append(bullet)
func on_bullet_selected(bullet_object: Node3D):
if current_state == GameState.PLAYER1_GUN_LOAD:
if bullet_object.is_loaded != true:
set_state(GameState.GUN_ANIMATION)
player1_revolver.load_bullet(bullet_object)
func set_state(newState):
current_state = newState
state_changed.emit()
func check_unloaded_bullets():
var unloaded_bullets = Array()
for bullet in bullets:
if bullet.is_loaded != true:
unloaded_bullets.append(bullet)
if unloaded_bullets.size() > 0:
return true
else:
return false
func check_loaded_bullets(revolver: Node3D):
if revolver.can_be_loaded():
return true
else:
return false
func end_player_turn():
animPl.play("player_revolver_down")
#end_turn()
func end_enemy_turn():
animPl.play("enemey_rev_down")
#set_player_turn()
#end_turn()
func end_turn():
if !player1_revolver.can_be_loaded() and !player2_revolver.can_be_loaded() or !check_unloaded_bullets():
var player = get_phase2_player_start()
if player == 0:
set_state(GameState.PLAYER1_UNLOAD)
else:
set_state(GameState.PLAYER2_UNLOAD)
else:
if last_turn == 0:
set_enemy_turn()
else:
set_player_turn()
func get_enemy_revolver() -> Node3D:
return player2_revolver
func get_phase2_player_start():
var randNumb = randi_range(0,1)
if randNumb == 0:
return 0
else:
return 1
func on_bullet_shoot(target):
pass
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()