Swarm/MenuButtons.gd

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1.4 KiB
GDScript3
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extends Control
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const IN_GAME_MENU = preload("res://UI/InGameMenu/InGameMenu.tscn")
const RULES = preload("res://UI/Rules/Rules.tscn")
@onready var surrender_button = $VBoxContainer/SurrenderButton
@onready var pass_round_button = $VBoxContainer/PassRoundButton
var is_blacks_turn: bool = false
# Called when the node enters the scene tree for the first time.
func _ready():
GameEvents.turn_started.connect(_on_turn_started)
func _on_turn_started(round_num: int, map: HexGrid, _is_blacks_turn: bool) -> void:
is_blacks_turn = _is_blacks_turn
surrender_button.disabled = GameData.is_player_black != _is_blacks_turn and not GameData.is_hot_seat
pass_round_button.disabled = GameData.is_player_black != _is_blacks_turn and not GameData.is_hot_seat
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_rules_button_pressed():
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var rules = RULES.instantiate()
get_tree().root.add_child(rules)
rules.show_panel()
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func _on_menu_button_pressed():
var in_game_menu = IN_GAME_MENU.instantiate()
get_tree().root.add_child(in_game_menu)
in_game_menu.show_panel()
@rpc("any_peer", "call_local")
func surrender() -> void:
if is_blacks_turn:
GameEvents.game_over.emit(true, false)
else:
GameEvents.game_over.emit(false, true)
func _on_surrender_button_pressed():
surrender.rpc()
func _on_pass_round_button_pressed():
GameEvents.pass_round.emit()