extends Control var light_theme = load("res://light_theme.tres") var dark_theme = load("res://dark_theme.tres") # Path to Player class, for instantiating new Players in code var Player = preload("res://scenes/Game/Player.tscn") var Victory = preload("res://scenes/Game/Victory.tscn") # Array of instances of the Player class; stores the Players var players = [] # = player1, player2, ... var players_ready = [] # turn counter var turn = 0 # winner var winner = 0 # Every game is a multiplayer game, even the ones that aren't. # We're taking the Minecraft approach, baby var network_id # Called when the node enters the scene tree for the first time. func _ready(): get_node("ConfirmationDialog").get_ok().text = "Yes" get_node("ConfirmationDialog").get_cancel().text = "No" get_node("ConfirmationDialog").get_ok().rect_min_size.x = 100 get_node("ConfirmationDialog").get_cancel().rect_min_size.x = 100 if multiplayer: # TODO: Spawn a lobby where people can either connect to a peer or create a server pass game_setup() # Function used to keep track of which players are ready # TODO: Change this to keep track of ready states only func player_ready(): pass # Member functions: # game_start: starts the game sync func game_setup(): # If there's no server connected, create one if not Net.connected: # TODO: Create a fake peer who we can automate, for single-player mode Net.start_host() network_id = Net.get_network_id() pass # game_start: func game_start(): # Make sure we're the server pass # _on_player_ready: Player Ready signal handler func _on_player_ready(): print ("_on_player_ready") Net.send(1, ["player_ready", Net.Mail.REPLY]) # victory_screen: display the victory screen func victory_screen(): # TODO: Create the victory screen, fill it with knowledge pass # display_turn: display which turn it is on the screen func display_turn(): # TODO: Update the turn display, if there is one? pass # _on_Forfeit_pressed: Handle forfeit button press func _on_Forfeit_pressed(): AudioBus.emit_signal("button_clicked") get_node("ConfirmationDialog").popup() # end: end the Game func end(): queue_free() # _on_Button_button_down: Handle win button press # TODO: This isn't a thing any more func _on_Button_button_down(): AudioBus.emit_signal("button_clicked") var victory = Victory.instance() add_child(victory) victory.connect("exit_main", self, "end") func _on_ConfirmationDialog_confirmed(): end()