Files
project-tur/Scripts/revolver.gd
2025-08-30 18:02:55 +02:00

120 lines
3.5 KiB
GDScript

extends Node3D
enum revolver_state {UP, DOWN, LOADING}
var state: int = revolver_state.DOWN
var game_state: int
var bullet_target_pos = Vector3(1.95,0.03,4.612) #2.231
@export var up_pos: Vector3 = Vector3(0.354,4.248,0.425)
@export var down_pos: Vector3
var loaded_bullets = Array()
var max_bullets: int = 6
var current_round: int = 0
var timer: Timer
var target_angle: Vector3 = Vector3(0,0,90)
@export var target_angle_up: Vector3 = Vector3(0,0,90)
@export var target_angle_down: Vector3 = Vector3(0,0,90)
@export var is_player_revolver: bool = false
@export var cylinder: Node3D
var animationPlayer: AnimationPlayer
var is_cylinder_out: bool = false
var curr_load_bullet: Node3D
func _ready() -> void:
animationPlayer = $AnimationPlayer
game_state = GameManager.current_state
GameManager.state_changed.connect(on_state_changed)
loaded_bullets.resize(max_bullets)
timer = $Timer
if is_player_revolver:
GameManager.set_player_revolver(self)
else:
GameManager.set_enemy_revolver(self)
func _process(delta: float) -> void:
if is_cylinder_out:
pass
#cylinder.position = lerp(cylinder.position, Vector3(1.947,0.543,3.979), delta/ 0.1)
else:
pass
#cylinder.position = lerp(cylinder.position, Vector3(0,0.543,3.979), delta/ 0.1)
cylinder.rotation_degrees = lerp(cylinder.rotation_degrees,Vector3(30 + current_round*60,90,90), delta / 0.1 )
rotation_degrees = lerp(rotation_degrees, target_angle, delta / 0.1)
if state == revolver_state.UP:
global_position = lerp(global_position, up_pos, delta/ 0.1)
target_angle = target_angle_up
elif state == revolver_state.DOWN:
global_position = lerp(global_position, down_pos, delta / 0.1)
target_angle = target_angle_down
#cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
func load_bullet(bullet_object: Node3D):
curr_load_bullet = bullet_object
is_cylinder_out = true
animationPlayer.play("cylinder_out")
timer.timeout.connect(on_load_anim_end)
#cylinder.rotation.x = 90.0
func on_load_anim_end():
is_cylinder_out = false
animationPlayer.play_backwards("cylinder_out")
timer.timeout.disconnect(on_load_anim_end)
func on_bullet_reached():
current_round += 1
timer.start()
func shoot():
loaded_bullets[current_round].shoot(null)
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
func on_state_changed():
if is_player_revolver:
if GameManager.current_state == GameManager.GameState.PLAYER1_GUN_LOAD:
state = revolver_state.UP
if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD:
state = revolver_state.DOWN
else:
if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD:
state = revolver_state.UP
if GameManager.current_state == GameManager.GameState.PLAYER1_GUN_LOAD:
state = revolver_state.DOWN
func _on_animation_player_animation_finished(anim_name: StringName) -> void:
if anim_name == "cylinder_out" and is_cylinder_out:
loaded_bullets[current_round] = curr_load_bullet
curr_load_bullet.is_loaded = true
curr_load_bullet.destination_reached.connect(on_bullet_reached)
curr_load_bullet.moveTo(to_global(bullet_target_pos))
curr_load_bullet.rotate_x(deg_to_rad(-90))
curr_load_bullet.reparent(cylinder)
elif anim_name == "cylinder_out" and is_cylinder_out == false:
if !can_be_loaded():
if is_player_revolver:
GameManager.is_player1_loaded = true
else:
GameManager.is_player2_loaded = true
if is_player_revolver:
GameManager.end_player_turn()
else:
GameManager.end_enemy_turn()