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GameScene.cs
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using Godot;
using System;
public class GameScene : Spatial
{
protected Camera Camera => GetNode<Camera> (nameof (Camera));
protected Spatial TestBoard => GetNode<Spatial> (nameof (TestBoard));
protected BoardScene Board => GetNode<BoardScene> (nameof (Board));
protected CardScene Card1 => TestBoard.GetNode<CardScene> (nameof (Card1));
protected CardScene Card2 => TestBoard.GetNode<CardScene> (nameof (Card2));
protected CardScene Card3 => TestBoard.GetNode<CardScene> (nameof (Card3));
protected CardScene Card4 => TestBoard.GetNode<CardScene> (nameof (Card4));
protected DealScene LeftDeal => GetNode<DealScene> (nameof (LeftDeal));
protected DealScene RightDeal => GetNode<DealScene> (nameof (RightDeal));
protected DigitPlate Score1 => GetNode<DigitPlate> (nameof (Score1));
protected DigitPlate Score2 => GetNode<DigitPlate> (nameof (Score2));
protected Timer EnemyTurnTimer => GetNode<Timer> (nameof (EnemyTurnTimer));
protected TurnIndicator TurnIndicator => GetNode<TurnIndicator> (nameof(TurnIndicator));
protected Sprite3D DrawMessage => GetNode<Sprite3D>(nameof(DrawMessage));
protected Sprite3D YouWinMessage => GetNode<Sprite3D>(nameof(YouWinMessage));
protected Sprite3D YouLooseMessage => GetNode<Sprite3D>(nameof(YouLooseMessage));
AGame _game;
AGame Game {
get { return _game; }
set {
_game = value;
Bind (_game);
}
}
void Bind (AGame game)
{
if (game == null) {
return;
}
LeftDeal.Deal = game.Enemy.Deal;
RightDeal.Deal = game.Player.Deal;
Board.Board = game.Board;
game.Enemy.OnPlayCard += Enemy_PlayCard;
game.Player.OnPlayCard += Player_PlayCard;
foreach (var card in game.Enemy.Deal.Cards) {
card.OnRotateCard += Card_RotateCard;
}
foreach (var card in game.Player.Deal.Cards) {
card.OnRotateCard += Card_RotateCard;
}
game.OnStateChanged += Game_StateChanged;
Score1.Digit = game.Enemy.Score;
Score2.Digit = game.Player.Score;
game.Enemy.OnScoreChanged += OnPlayer1ScoreChanged;
game.Player.OnScoreChanged += OnPlayer2ScoreChanged;
game.OnStateChanged += TurnIndicator.Game_StateChanged;
}
void OnPlayer1ScoreChanged (object sender, EventArgs e)
{
var player = (Player)sender;
Score1.Digit = player.Score;
}
void OnPlayer2ScoreChanged (object sender, EventArgs e)
{
var player = (Player)sender;
Score2.Digit = player.Score;
}
private bool _lockPlayerControls;
void Game_StateChanged (object sender, GameStateChangedEventArgs e)
{
GD.Print ("> " + e.State);
if (e.State == GameState.WaitForPlayer || e.State.IsGameOver()) {
_lockPlayerControls = false;
}
DrawMessage.Visible = e.State == GameState.GameOverDraw;
YouWinMessage.Visible = e.State == GameState.GameOverWin;
YouLooseMessage.Visible = e.State == GameState.GameOverLoose;
}
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
Game = new SampleGame ();
Game.Start ();
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(float delta)
{
}
public override void _Input(InputEvent inputEvent)
{
if (_lockPlayerControls) {
return;
}
if (inputEvent.IsActionPressed("ui_left")) {
Board.Rotate (new Vector3 (0, 1, 0), (float) Math.PI / 16);
}
else if (inputEvent.IsActionPressed("ui_right")) {
Board.Rotate (new Vector3 (0, 1, 0), -(float) Math.PI / 16);
}
else if (inputEvent.IsActionPressed("ui_down")) {
if (Game.State == GameState.WaitForPlayer) {
Game.Player.Deal.SelectNextCard();
}
}
else if (inputEvent.IsActionPressed("ui_up")) {
if (Game.State == GameState.WaitForPlayer) {
Game.Player.Deal.SelectPrevCard();
}
}
else if (inputEvent.IsActionPressed("ui_accept")) {
if (Game.State == GameState.WaitForPlayer) {
if (!Game.IsOver ()) {
var selectedCard = Game.Player.Deal.SelectedCard;
if (selectedCard != null) {
var selectedCardIdx = Game.Player.Deal.GetSlotIndex(selectedCard);
_lockPlayerControls = true;
PlayerTurn (selectedCardIdx);
}
}
}
}
/*
else if (inputEvent.IsActionPressed("card1")) {
if (!Game.IsOver ()) {
_lockPlayerControls = true;
PlayerTurn (0);
}
}
else if (inputEvent.IsActionPressed("card2")) {
if (!Game.IsOver ()) {
_lockPlayerControls = true;
PlayerTurn (1);
}
}
else if (inputEvent.IsActionPressed("card3")) {
if (!Game.IsOver ()) {
_lockPlayerControls = true;
PlayerTurn (2);
}
}
else if (inputEvent.IsActionPressed("card4")) {
if (!Game.IsOver ()) {
_lockPlayerControls = true;
PlayerTurn (3);
}
}
else if (inputEvent.IsActionPressed("card5")) {
if (!Game.IsOver ()) {
_lockPlayerControls = true;
PlayerTurn (4);
}
}*/
else if (inputEvent.IsActionPressed("new_game")) {
_lockPlayerControls = true;
Game = new SampleGame ();
Game.Start ();
}
}
void PlayerTurn (int cardIdx)
{
Game.PlayerTurn (cardIdx);
if (Game.State == GameState.WaitForEnemy) {
EnemyTurnTimer.Start ();
}
}
private void _on_EnemyTurnTimer_timeout()
{
Game.EnemyTurn ();
}
void Player_PlayCard (object sender, PlayCardEventArgs args)
{
var cardScene = RightDeal.CardScenes [args.PlayCardThinkResult.CardIndex];
RightDeal.RemoveCardScene (cardScene);
Board.AddCardScene (cardScene, args.PlayCardThinkResult.BoardCoords);
}
void Enemy_PlayCard (object sender, PlayCardEventArgs args)
{
var cardScene = LeftDeal.CardScenes [args.PlayCardThinkResult.CardIndex];
LeftDeal.RemoveCardScene (cardScene);
Board.AddCardScene (cardScene, args.PlayCardThinkResult.BoardCoords);
}
void Card_RotateCard (object sender, RotateCardEventArgs args)
{
var card = (ACard) sender;
var cardScene = Board.GetCardScene (card);
cardScene.Rotate (args.RotateDirection);
}
}