mirror of
https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 13:25:58 +00:00
121 lines
3.5 KiB
GDScript
121 lines
3.5 KiB
GDScript
extends Control
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var light_theme = load("res://light_theme.tres")
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var dark_theme = load("res://dark_theme.tres")
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# Path to Player class, for instantiating new Players in code
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onready var Player = preload("res://scenes/Game/Player.tscn")
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onready 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 players = {} # = player1, player2, ...
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var players_ready = []
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# turn counter
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var turn = 0
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# winner
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var winner = 0
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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("ConfirmationDialog").get_ok().text = "Yes"
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get_node("ConfirmationDialog").get_cancel().text = "No"
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get_node("ConfirmationDialog").get_ok().rect_min_size.x = 100
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get_node("ConfirmationDialog").get_cancel().rect_min_size.x = 100
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if multiplayer:
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# TODO: Spawn a lobby where people can either connect to a peer or create a server
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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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mastersync func player_ready():
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var who = get_tree().get_rpc_sender_id()
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if get_tree().is_network_server() and who in Network.peer_info and not who in players_ready:
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print ("ASSERT SUCCESS")
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players_ready.append(who)
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if players_ready.size() == Network.peer_info.size():
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rpc("game_start")
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# Member functions:
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# game_start: starts the game
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func game_setup():
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# If there's no server connected, create one
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if not Network.connected:
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# TODO: Create a fake peer who we can automate, for single-player mode
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Network.start_server()
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network_id = Network.get_network_id()
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var count = 0
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# Create players for every player in Network.peer_info
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for k in Network.peer_info.keys():
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# Create a new player
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var player = Player.instance()
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# Set the player's opponent, for now
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player.opponent_pid = Network.peer_info.keys()[1 - count]
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# Give the player a recognizable name, like "1", instead of "@@97"
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player.name = str(k)
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# The player controls themselves
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player.set_network_master(k)
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# Add the player to the list of players
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players[k] = player
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# Add the player to the scene tree
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add_child(player)
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count += 1
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pass
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# Connect to your own player_ready signal
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players[network_id].connect("player_ready", self, "_on_player_ready")
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# Have your player set up the board:
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players[network_id].set_up_begin()
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mastersync func game_start():
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# Make sure we're the server
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assert(get_tree().is_network_server())
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while not winner:
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for id in players.keys():
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# TODO: RPC always returns nothing.
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# Figure out how to work around this.
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var hit = players[id].rpc_id(id, "turn_start")
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var result = players[hit["id"]].rpc_id(hit["id"], "hit", hit["target"])
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players[id].rpc_id(id, "mark", hit["target"], result)
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pass
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func _on_player_ready():
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print ("_on_player_ready")
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rpc_id(1, "player_ready")
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# victory_screen: display the victory screen
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func victory_screen():
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# TODO: Create the victory screen, fill it with knowledge
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pass
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# display_turn(): display which turn it is on the screen
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func display_turn():
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# TODO: Update the turn display, if there is one?
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pass
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func _on_Forfeit_pressed():
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AudioBus.emit_signal("button_clicked")
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get_node("ConfirmationDialog").popup()
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func end():
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queue_free()
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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_ConfirmationDialog_confirmed():
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end()
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