mirror of
https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 13:25:58 +00:00
205 lines
5.3 KiB
GDScript
205 lines
5.3 KiB
GDScript
extends Control
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# warning-ignore-all:unused_signal
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# warning-ignore-all:return_value_discarded
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enum {MISS = -1, READY = 0, HIT = 1, SUNK = 2, LOST = 3}
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# Signals
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signal fire # fire(position)
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signal hit # hit (state): see Miss/Ready/Hit/Sunk enum in Board.gd)
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signal miss
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signal loss
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signal forfeit
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signal game_ready
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# Path to Player class, for instantiating new Players in code
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var Player = preload("res://scenes/Game/Player.tscn")
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var Victory = preload("res://scenes/Game/Victory.tscn")
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# Array of instances of the Player class; stores the Players
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var player
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var players_ready = []
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# Every game is a multiplayer game, even the ones that aren't.
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# We're taking the Minecraft approach, baby
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var network_id
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# Called when the node enters the scene tree for the first time.
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func _ready():
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get_node("Forfeit Confirmation").get_ok().text = "Yes"
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get_node("Forfeit Confirmation").get_cancel().text = "No"
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get_node("Forfeit Confirmation").get_ok().rect_min_size.x = 100
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get_node("Forfeit Confirmation").get_cancel().rect_min_size.x = 100
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if Net.connected:
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Net.connect("disconnected", self, "connection_error")
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Net.connect("incoming", self, "_on_Net_incoming")
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pass
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game_setup()
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# Function used to keep track of which players are ready
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func player_ready(sender):
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print("player_ready(%s), %d" % [sender, players_ready.size()])
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players_ready.append(sender)
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if (players_ready.size() >= Net.peer_info.size()):
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emit_signal("game_ready")
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# Member functions:
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# game_setup: starts the game
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sync func game_setup():
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# If there's no server connected, create one
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if not Net.connected:
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# TODO: Create a fake peer who we can automate, for single-player mode
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Net.start_host()
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network_id = Net.get_network_id()
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player = Player.instance()
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player.connect("player_ready", self, "_on_player_ready")
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add_child(player)
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player.set_up_begin()
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yield(self, "game_ready")
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if Net.hosting:
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state_fire()
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# state_fire: The firing state. Displays fire menu, then notifies opponent.
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remote func state_fire():
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var pos = player.turn_start()
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if pos is GDScriptFunctionState:
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pos = yield(pos, "completed")
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rpc("state_check", pos)
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# state_check: The checking state. Branches out to the other states.
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# pos: Position which the opponent is trying to fire upon
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remote func state_check(pos):
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var res = player.hit(pos)
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# Tell the opponent
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Net.send(0, ["hit", res], Net.REPLY)
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rpc("play_hit_sound", res)
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match res:
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LOST:
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# the other player wins
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rpc("state_win", player.board.ship_data)
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victory_screen(null, false)
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SUNK, HIT:
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# Hit
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rpc("state_fire")
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MISS:
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# Our turn to fire
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state_fire()
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pass
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# state_win: The winning state. If you reach here, someone's won.
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# ships: The opponent's ship data, so that their board can be shown
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remote func state_win(ships):
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victory_screen(ships)
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pass
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# play_hit_sound: Play a hit sound depending on the severity of the hit
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# value: Lost/Sunk/Hit/Miss
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sync func play_hit_sound(value):
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match value:
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LOST, SUNK:
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AudioBus.emit_signal("ship_sunk")
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HIT:
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AudioBus.emit_signal("ship_hit")
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MISS:
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AudioBus.emit_signal("ship_missed")
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# hit: Update the local player's board when the opponent fires
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# pos: Opponent's target
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func hit(pos):
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pos = Vector2(pos[0], pos[1])
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var res = player.hit(pos)
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return res
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# mark: Update the local player's hit/miss board when opponent replies
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func mark(res):
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return player.mark(res)
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# _on_Net_incoming: Handle mail.
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func _on_Net_incoming(mail):
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print ("mail: ", mail, mail.size())
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if mail.size() == 3:
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print ("mail: ", mail, mail.size())
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var sender = int(mail[0])
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var message = mail[1]
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var mailtype = int(mail[2])
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printt(sender, message, mailtype)
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match mailtype:
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Net.REPLY:
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print ("got REPLY")
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# message is a REPLY (return value)
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match message[0]:
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# on "fire": fire(result)
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"fire":
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hit(message[1])
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# on "hit": mark(state)
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"hit":
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mark(message[1])
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"forfeit":
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pass
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Net.READY:
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print ("got READY")
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# Add player to the ready array
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player_ready(sender)
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_:
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print ("got ", mailtype)
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# _on_player_ready: Player Ready signal handler
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func _on_player_ready():
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print ("_on_player_ready")
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Net.send(0, [], Net.READY)
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player_ready(Net.get_network_id())
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# victory_screen: display the victory screen
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func victory_screen(ships, winner = true):
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if winner:
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# Hide the buttons
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get_node("Bittons").hide()
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# Create a new Victory screen
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var victory = Victory.instance()
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# Give it the ships received from the opponent
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victory.reveal_ships(ships)
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# Print a nice message to stdout
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print("You won!")
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# Add victory to the scene tree
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add_child(victory)
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else:
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end()
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# _on_Forfeit_pressed: Handle forfeit button press
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func _on_Forfeit_pressed():
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AudioBus.emit_signal("button_clicked")
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get_node("Forfeit Confirmation").popup_centered()
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# end: end the Game
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sync func end():
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queue_free()
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func connection_error():
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get_node("Connection Error").popup_centered()
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# _on_Button_button_down: Handle win button press
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# TODO: This isn't a thing any more
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func _on_Button_button_down():
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AudioBus.emit_signal("button_clicked")
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var victory = Victory.instance()
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add_child(victory)
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victory.connect("exit_main", self, "end")
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func _on_Forfeit_Confirmation_confirmed():
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if Net.connected:
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# Send forfeit request to all users
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rpc("end")
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end()
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func _on_Connection_Error_confirmed():
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# End the game
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queue_free()
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