still working on ball possession

This commit is contained in:
Adam Burns 2026-02-15 22:45:13 -05:00
parent 19b18532db
commit 90a179e6d3
17 changed files with 200 additions and 49 deletions

View File

@ -31,6 +31,16 @@ end_turn={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
grab_ball={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
]
}
drop_ball={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
[physics]

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@ -7,6 +7,7 @@
radius = 13.0
[node name="Ball" type="RigidBody2D" unique_id=1681382008]
mass = 0.65
script = ExtResource("1_x8fbi")
[node name="BallSprite" type="Sprite2D" parent="." unique_id=982207895]

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@ -0,0 +1,9 @@
[gd_scene format=3 uid="uid://jbmh0ufhsbng"]
[node name="DebugContainer" type="VBoxContainer" unique_id=379013793]
offset_right = 40.0
offset_bottom = 40.0
[node name="DebugHeader" type="Label" parent="." unique_id=1997943304]
layout_mode = 2
text = "DEBUG INFO"

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@ -0,0 +1,16 @@
[gd_scene format=3 uid="uid://cfuxrrpf48w74"]
[ext_resource type="Script" uid="uid://cb35vwqypoqvd" path="res://scripts/debug/debug_field.gd" id="1_fqtbf"]
[node name="DebugField" type="HBoxContainer" unique_id=1030220017]
offset_right = 40.0
offset_bottom = 40.0
script = ExtResource("1_fqtbf")
[node name="VariableLabel" type="Label" parent="." unique_id=1621640165]
layout_mode = 2
text = "VariableName: "
[node name="ValueLabel" type="Label" parent="." unique_id=1830807892]
layout_mode = 2
text = "VariableValue"

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@ -0,0 +1,11 @@
[gd_scene format=3 uid="uid://b4qlhcnyklahj"]
[ext_resource type="Script" uid="uid://t1k260hy0286" path="res://scripts/debug/debug_object.gd" id="1_mv8di"]
[node name="DebugObject" type="VBoxContainer" unique_id=1345287721]
offset_right = 40.0
offset_bottom = 40.0
script = ExtResource("1_mv8di")
[node name="TitleLabel" type="Label" parent="." unique_id=2025252694]
layout_mode = 2

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@ -6,6 +6,8 @@
[ext_resource type="PackedScene" uid="uid://b7js4xq85ajf7" path="res://teams/orange_team.tscn" id="6_eow3j"]
[ext_resource type="PackedScene" uid="uid://dndfw477wwjog" path="res://teams/blue_team.tscn" id="6_j5wjh"]
[ext_resource type="PackedScene" uid="uid://cbqaj6trvqat0" path="res://scenes/ball.tscn" id="6_ryrav"]
[ext_resource type="PackedScene" uid="uid://jbmh0ufhsbng" path="res://scenes/debug/debug_container.tscn" id="7_u5sy4"]
[ext_resource type="PackedScene" uid="uid://b4qlhcnyklahj" path="res://scenes/debug/debug_object.tscn" id="8_gee14"]
[node name="Game" type="Node2D" unique_id=980666470 node_paths=PackedStringArray("ball", "court", "home_team", "away_team")]
script = ExtResource("1_7jktm")
@ -54,5 +56,14 @@ rotation = 2.8848953
position = Vector2(760, 873)
zoom = Vector2(1.5, 1.5)
[node name="GameDebug" type="CanvasLayer" parent="." unique_id=1401074573]
[node name="DebugContainer" parent="GameDebug" unique_id=379013793 instance=ExtResource("7_u5sy4")]
[node name="BallDebug" parent="GameDebug/DebugContainer" unique_id=1345287721 node_paths=PackedStringArray("target_object") instance=ExtResource("8_gee14")]
layout_mode = 2
target_object = NodePath("../../../Ball")
target_variables = Array[StringName]([&"position", &"global_position"])
[editable path="OrangeTeam"]
[editable path="BlueTeam"]

View File

@ -46,8 +46,20 @@ editor_draw_screen = false
avoidance_enabled = true
radius = 25.0
max_speed = 100000.0
avoidance_priority = 0.5
debug_enabled = true
[node name="PlayerHands" type="Node2D" parent="." unique_id=314541152]
position = Vector2(25, 0)
[node name="PlayerLeftHand" type="RemoteTransform2D" parent="PlayerHands" unique_id=470792655]
unique_name_in_owner = true
position = Vector2(0, -10)
[node name="PlayerRightHand" type="RemoteTransform2D" parent="PlayerHands" unique_id=285981896]
unique_name_in_owner = true
position = Vector2(0, 10)
[node name="NavTargetSprite" type="Sprite2D" parent="." unique_id=1224616450]
z_index = 10
texture = SubResource("GradientTexture2D_hqtel")

View File

@ -1,7 +1,12 @@
extends Node
enum PlayerPosition {
Guard,
Wing,
Big,
enum PlayerHandedness {
LEFT,
RIGHT
}
enum PlayerPosition {
GUARD,
WING,
BIG,
}

View File

@ -7,7 +7,8 @@ extends Resource
@export var player_name: String
@export_range(0.0, 99.0, 1.0, "prefer_slider") var player_number: int
@export var player_position: Globals.PlayerPosition
@export_range(150.0, 250.0, 1.0, "prefer_slider") var player_height: float ## Player height in centimetres; determines reach.
@export_range(150.0, 250.0, 1.0, "prefer_slider") var player_height: float ## Player height in centimetres; determines reach.
@export var player_handedness: Globals.PlayerHandedness
@export_group("Abilities")
@export var speed: float
@export var reflexes: float

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@ -0,0 +1,14 @@
class_name DebugField
extends HBoxContainer
var target_node: Node
var variable_name: StringName
@onready var variable_label: Label = $VariableLabel
@onready var value_label: Label = $ValueLabel
func _ready() -> void:
variable_label.text = variable_name.to_pascal_case() + ": "
func _process(_delta: float) -> void:
value_label.text = str(target_node.get(variable_name))

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@ -0,0 +1 @@
uid://cb35vwqypoqvd

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@ -0,0 +1,18 @@
class_name DebugObject
extends VBoxContainer
const DEBUG_FIELD = preload("uid://cfuxrrpf48w74")
@export var target_object: Node
@export var target_variables: Array[StringName]
@onready var title_label: Label = $TitleLabel
func _ready() -> void:
if target_object:
title_label.text = "Debug info for %s" % target_object.name.to_upper()
for variable in target_variables:
var debug_field := DEBUG_FIELD.instantiate()
debug_field.target_node = target_object
debug_field.variable_name = variable
add_child(debug_field)

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@ -0,0 +1 @@
uid://t1k260hy0286

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@ -2,19 +2,26 @@
class_name Player
extends CharacterBody2D
## signals
## Signals
signal turn_finished
## export variables
## Export variables
@export var attributes: PlayerAttributes ## The attributes resource that defines the player's abilities, vitals etc.
## regular variables
## Regular variables
var current_ball: Ball
var ball_within_reach: bool = false
var has_ball: bool = false: set = set_has_ball
var is_active: bool = false: set = set_active
var desired_velocity: Vector2: set = set_desired_velocity
var player_label_offset: Vector2
## 'onready' variables
## child nodes
## Onready variables
## Child nodes
@onready var player_camera: Camera2D = $PlayerCamera
@onready var player_hands: Node2D = $PlayerHands
@onready var player_left_hand: RemoteTransform2D = %PlayerLeftHand
@onready var player_right_hand: RemoteTransform2D = %PlayerRightHand
@onready var player_label: PlayerLabel = $PlayerLabel
@onready var player_nav: NavigationAgent2D = $PlayerNav
@onready var player_reach_area: Area2D = $PlayerReachArea
@ -23,33 +30,42 @@ var player_label_offset: Vector2
@onready var player_ui: CanvasLayer = $PlayerUI
#@onready var end_turn_button: Button = %EndTurnButton
## Overrides
## -- Overrides -- ##
func _ready() -> void:
_connect_signals()
#set_player_attributes(attributes)
if attributes:
_set_player_label_values(attributes)
_set_player_sprite(attributes.player_texture)
_apply_attributes()
player_label_offset = player_label.position
func _process(_delta: float) -> void:
_set_player_label_position()
player_label.global_position = global_position + player_label_offset
if is_active:
_set_nav_sprite_position()
nav_target_sprite.global_position = get_global_mouse_position()
func _physics_process(_delta: float) -> void:
_set_desired_velocity()
func _physics_process(delta: float) -> void:
desired_velocity = global_position.direction_to(player_nav.get_next_path_position()) * attributes.speed
if get_last_slide_collision():
var collision = get_last_slide_collision()
var collider = collision.get_collider()
if collider is Ball:
collider.apply_central_impulse(collision.get_normal() * -2.0)
collider.apply_central_impulse(collision.get_normal() * -1.0)
if has_ball:
current_ball.apply_central_force(
current_ball.global_position.direction_to(global_position) * current_ball.global_position.distance_to(global_position)
)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("end_turn"):
end_turn()
if event.is_action_pressed("drop_ball"):
if has_ball: drop_ball(current_ball)
else: print_debug("%s can't drop the ball" % attributes.player_name)
if event.is_action_pressed("grab_ball"):
if ball_within_reach: grab_ball(current_ball)
else: print_debug("%s can't grab the ball" % attributes.player_name)
if event is InputEventMouseButton and event.is_pressed() and event.button_index == 1:
var click_position_global = get_global_mouse_position()
print_debug("%s wants to navigate to %s" % [attributes.player_name, click_position_global])
@ -57,7 +73,29 @@ func _input(event: InputEvent) -> void:
var target_distance = player_nav.distance_to_target()
print_debug("That's %s pixels/cm away" % target_distance)
## Setters
## -- ACTIONS -- ##
func drop_ball(b: Ball) -> void:
print_debug("%s will attempt to drop the ball" % attributes.player_name)
#for hand in player_hands.get_children():
#hand = hand as RemoteTransform2D
#hand.remote_path = NodePath("")
has_ball = false
func end_turn() -> void:
print_debug("%s says: I'd like my turn to end." % attributes.player_name)
is_active = false
turn_finished.emit()
func grab_ball(b: Ball) -> void:
print_debug("%s will attempt to grab the ball" % attributes.player_name)
#if attributes.player_handedness == Globals.PlayerHandedness.LEFT:
#player_left_hand.remote_path = player_left_hand.get_path_to(b)
#else:
#player_right_hand.remote_path = player_right_hand.get_path_to(b)
has_ball = true
## -- SETTERS -- ##
func set_active(active: bool) -> void:
is_active = active
if is_active:
@ -65,55 +103,53 @@ func set_active(active: bool) -> void:
player_camera.enabled = true
player_camera.make_current()
nav_target_sprite.visible = true
player_nav.avoidance_priority = 0.0
set_process_input(true)
else:
print_debug("%s says: 'It's not my turn'" % attributes.player_name)
player_camera.enabled = false
nav_target_sprite.visible = false
player_nav.avoidance_priority = 0.5
set_process_input(false)
## Actions
func end_turn() -> void:
print_debug("%s says: I'd like my turn to end." % attributes.player_name)
is_active = false
turn_finished.emit()
## Helper functions
func set_desired_velocity(d_v: Vector2) -> void:
desired_velocity = d_v
player_nav.velocity = desired_velocity
func set_has_ball(h_b: bool) -> void:
has_ball = h_b
if has_ball: print_debug("%s has the ball" % attributes.player_name)
else: print_debug("%s no longer as the ball" % attributes.player_name)
## -- HELPERS -- ##
func _apply_attributes() -> void:
player_label.player_name = attributes.player_name
player_label.player_number = attributes.player_number
player_label.player_position = attributes.player_position
player_sprite.texture = attributes.player_texture
func _connect_signals() -> void:
player_nav.connect("velocity_computed", on_velocity_computed)
player_reach_area.connect("body_entered", on_player_reach_area_body_entered)
player_reach_area.connect("body_exited", on_player_reach_area_body_exited)
func _set_desired_velocity() -> void:
var desired_velocity: Vector2 = global_position.direction_to(player_nav.get_next_path_position()) * attributes.speed
player_nav.velocity = desired_velocity
func _set_player_label_position() -> void:
player_label.global_position = global_position + player_label_offset
func _set_nav_sprite_position() -> void:
nav_target_sprite.global_position = get_global_mouse_position()
func _set_player_label_values(attributes_resource: PlayerAttributes) -> void:
player_label.player_name = attributes_resource.player_name
player_label.player_number = attributes_resource.player_number
player_label.player_position = attributes_resource.player_position
func _set_player_sprite(texture: Texture2D) -> void:
player_sprite.texture = texture
## Signal handlers
## -- RECEIVERS -- ##
func on_player_reach_area_body_entered(body: PhysicsBody2D) -> void:
if body is Player:
print_debug((body.attributes.player_name) + " has entered %s's reach area" % attributes.player_name)
elif body is Ball:
print_debug("The ball has entered %s's reach area" % attributes.player_name)
ball_within_reach = true
current_ball = body
func on_player_reach_area_body_exited(body: PhysicsBody2D) -> void:
if body is Player:
print_debug((body.attributes.player_name) + " has exited %s's reach area" % attributes.player_name)
elif body is Ball:
print_debug("The ball has exited %s's reach area" % attributes.player_name)
ball_within_reach = false
func on_velocity_computed(safe_velocity: Vector2) -> void:
look_at(player_nav.get_next_path_position())

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@ -3,7 +3,7 @@ extends Control
@export var player_name: String: set = set_player_name
@export var player_number: int: set = set_player_number
@export var player_position: Globals.PlayerPosition = Globals.PlayerPosition.Guard: set = set_player_position
@export var player_position: Globals.PlayerPosition: set = set_player_position
@onready var name_label: Label = %NameLabel
@onready var number_label: Label = %NumberLabel
@ -16,4 +16,4 @@ func set_player_number(number: int) -> void:
number_label.text = "#%s" % str(number)
func set_player_position(p_position: Globals.PlayerPosition) -> void:
position_label.text = Globals.PlayerPosition.keys()[p_position]
position_label.text = str(Globals.PlayerPosition.keys()[p_position]).to_pascal_case()

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@ -19,6 +19,7 @@ script = ExtResource("5_bwj7y")
player_texture = ExtResource("4_21h5f")
player_name = "Stevie"
player_number = 14
player_handedness = 1
speed = 250.0
reflexes = 5.0
metadata/_custom_type_script = "uid://bbey5ttwv5utd"
@ -29,6 +30,7 @@ player_texture = ExtResource("6_21h5f")
player_name = "Brendan"
player_number = 9
player_position = 1
player_handedness = 1
speed = 170.0
reflexes = 3.0
metadata/_custom_type_script = "uid://bbey5ttwv5utd"

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@ -19,6 +19,7 @@ script = ExtResource("5_ssmnd")
player_texture = ExtResource("4_dbbjc")
player_name = "Dave"
player_number = 11
player_handedness = 1
speed = 400.0
reflexes = 5.0
metadata/_custom_type_script = "uid://bbey5ttwv5utd"
@ -29,6 +30,7 @@ player_texture = ExtResource("6_dbbjc")
player_name = "Matt"
player_number = 13
player_position = 1
player_handedness = 1
speed = 150.0
reflexes = 3.0
metadata/_custom_type_script = "uid://bbey5ttwv5utd"
@ -39,6 +41,7 @@ player_texture = ExtResource("7_ssmnd")
player_name = "Orville"
player_number = 33
player_position = 2
player_handedness = 1
speed = 175.0
reflexes = 4.0
metadata/_custom_type_script = "uid://bbey5ttwv5utd"