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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2024-11-15 05:25:57 +00:00
Boat-Battle/godot_ship/script/game/Gameplay/Game.gd

165 lines
3.8 KiB
GDScript

extends Control
# warning-ignore-all:unused_signal
# Signals
signal fire # fire(position)
signal hit # hit (state: see Miss/Ready/Hit/Sunk enum in Board.gd)
signal win # win (): sent when opponent player lost
# 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 player
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():
players_ready.append(Net.get_network_id())
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: Runs on host. Controls the game.
func game_start():
var state = "P1_fire"
# Make sure we're the server
while true:
match state:
"P1_fire":
# Tell local player to fire
# Wait for result
# Send fire REQUEST to P2
pass
"P2_check":
# Wait for hit
var ret = yield(self, "hit")
# Record the hit
#
pass
"P2_fire":
pass
"P1_check":
# Check if
pass
"P1_win":
pass
"P2_win":
pass
pass
func fire_on(id, pos:Vector2):
# REQUEST fire on opponent
Net.send(id, ["fire", pos], Net.REQUEST)
# Wait for REPLY
func return_hit(id, ship_status):
Net.send(id, ["hit", ship_status], Net.REPLY)
func _on_win():
pass
func _on_Net_incoming(mail):
if mail.size() == 3:
var sender = mail[0]
var message = mail[1]
var mailtype = mail[2]
match mailtype:
# if message is a REQUEST (to perform an action)
Net.REQUEST:
match message[0]:
# Opponent asks for player.fire()
"fire":
emit_signal("fire", message[1])
# Opponent asks for hit(pos)
"hit":
pass
_:
pass
Net.REPLY:
# message is a REPLY (return value)
match message[0]:
"fire":
emit_signal("hit", message[1])
# Return value of
"hit":
pass
pass
Net.READY:
# Add player to the ready array
players_ready.append(sender)
pass
# _on_player_ready: Player Ready signal handler
func _on_player_ready():
print ("_on_player_ready")
Net.send(1, [], Net.READY)
# 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()