Added logic for next/prev club select in shot setup

This commit is contained in:
Rob Kelly 2024-12-30 15:50:41 -07:00
parent 7d9c6997bc
commit 8dd9e0b4c5
2 changed files with 27 additions and 4 deletions

View File

@ -17,6 +17,7 @@ run/main_scene="res://src/game/game.tscn"
config/use_custom_user_dir=true
config/project_settings_override="user://settings.godot"
config/features=PackedStringArray("4.3", "Forward Plus")
run/max_fps=60
[autoload]
@ -186,22 +187,22 @@ select_putter={
}
club_next={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(105, 13),"global_position":Vector2(114, 59),"factor":1.0,"button_index":8,"canceled":false,"pressed":true,"double_click":false,"script":null)
"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":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
club_previous={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(277, 2),"global_position":Vector2(286, 48),"factor":1.0,"button_index":9,"canceled":false,"pressed":true,"double_click":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
ball_next={
"deadzone": 0.5,
"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":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
"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)
]
}
ball_previous={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":71,"location":0,"echo":false,"script":null)
]
}
pause={

View File

@ -53,6 +53,10 @@ const NICE_THRESHOLD := 0.2
## Force by which explosions knock the ball away
const EXPLOSIVE_FORCE_FACTOR := 0.12
const CLUB_SELECT_ORDER: Array[Club.Type] = [
Club.Type.DRIVER, Club.Type.IRON, Club.Type.WEDGE, Club.Type.SPECIAL, Club.Type.PUTTER
]
## In Driving Range mode, the ball can be retrieved in the shot phase.
@export var driving_range := false
@ -534,6 +538,20 @@ func _on_game_ball_changed(ball: GameBall) -> void:
player_offset.position.z = z_offset
func _get_relative_club(delta: int, from: int = -1) -> Club.Type:
from = from if from != -1 else club_type
var old_idx := CLUB_SELECT_ORDER.find(from)
var new_idx := wrapi(old_idx + delta, 0, len(CLUB_SELECT_ORDER))
var new_club := CLUB_SELECT_ORDER[new_idx]
# UX behavior: if there is not club in the next slot, get the NEXT next slot, etc etc
# NOTE: this will enter a loop if the player has no clubs!
if not player.get_club(new_club):
return _get_relative_club(delta, new_club)
return new_club
func _process(_delta: float) -> void:
# REMOVEME
if Input.is_action_just_pressed("ui_menu"):
@ -587,6 +605,10 @@ func _process(_delta: float) -> void:
camera_distance = min(camera_distance + 1.0, ZOOM_MAX)
# Club select
if Input.is_action_just_pressed("club_next"):
club_type = _get_relative_club(1)
if Input.is_action_just_pressed("club_previous"):
club_type = _get_relative_club(-1)
if Input.is_action_just_pressed("select_driver"):
club_type = Club.Type.DRIVER
if Input.is_action_just_pressed("select_iron"):