62 lines
2 KiB
GDScript
62 lines
2 KiB
GDScript
extends Control
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@export var player_1_deck: Array[Card]
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@export var player_2_deck: Array[Card]
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@onready var match_manager = $MatchManager
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@onready var own_side = $Own
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@onready var opponent_side = $Opponent
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@onready var start_game_btn = $StartGameButton
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var player_action_queue: Dictionary
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var player_1_action: Action:
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get:
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return player_action_queue.get(MatchManager.PLAYER_1_ID)
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set(value):
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player_action_queue[MatchManager.PLAYER_1_ID] = value
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var player_2_action: Action:
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get:
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return player_action_queue.get(MatchManager.PLAYER_2_ID)
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set(value):
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player_action_queue[MatchManager.PLAYER_2_ID] = value
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func _ready() -> void:
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match_manager.init({
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MatchManager.PLAYER_1_ID: player_1_deck,
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MatchManager.PLAYER_2_ID: player_2_deck
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})
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own_side.attach(match_manager)
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opponent_side.attach(match_manager)
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match_manager.state_transitioned.connect(_on_match_manager_state_transitioned)
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var transition_history: Array[PhaseTransition] = []
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func _on_match_manager_state_transitioned(transition: PhaseTransition):
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start_game_btn.visible = match_manager.phase == Match.Phase.PREGAME
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transition_history.append(transition)
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print("Phase: ", Match.phase_to_str(transition.from), " -> ", Match.phase_to_str(transition.to))
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func _on_start_game_button_button_up() -> void:
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match_manager.resolve({})
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func _on_own_play_card(card: Card) -> void:
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player_1_action = ActionPlayCard.new(card)
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if player_2_action:
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match_manager.resolve(player_action_queue)
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player_action_queue.clear()
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func _on_opponent_play_card(card: Card) -> void:
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player_2_action = ActionPlayCard.new(card)
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if player_1_action:
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match_manager.resolve(player_action_queue)
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player_action_queue.clear()
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func _on_own_rps_move(move: String) -> void:
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player_1_action = ActionRPSMove.new(move)
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if player_2_action:
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match_manager.resolve(player_action_queue)
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player_action_queue.clear()
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func _on_opponent_rps_move(move: String) -> void:
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player_2_action = ActionRPSMove.new(move)
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if player_1_action:
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match_manager.resolve(player_action_queue)
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player_action_queue.clear()
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