Prepared Movement behaviour. Fixed multi-tile placement bug

This commit is contained in:
Sch1nken 2024-03-29 02:51:06 +01:00
parent 62eef907d3
commit 397082f966
17 changed files with 395 additions and 75 deletions

View file

@ -2,11 +2,21 @@ extends Control
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():
pass # Replace with function body.
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
@ -25,3 +35,16 @@ func _on_menu_button_pressed():
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()