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algodist-steffo-nanogolf/scenes/game.gd

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GDScript3
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extends Node
class_name Game
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## The name to be given to the player controlled by the local peer.
var local_player_name: String
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## The color to be given to the player controlled by the local peer.
var local_player_color: Color
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## The [PeerNodeDirectory] instance child of this node.
@export var peer_dir: PeerNodeDirectory = null
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## The [PlayerNodeDirectory] instance child of this node.
@export var player_dir: PlayerNodeDirectory = null
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## The [PhaseTracker] instance child of this node.
@export var phase_tracker: PhaseTracker = null
## The [LevelManager] instance child of this node.
@export var level_manager: LevelManager = null
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## Initialize some signals needed by this node to function properly.
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func init_signals() -> void:
multiplayer.connected_to_server.connect(_on_multiplayer_connected_to_server)
multiplayer.server_disconnected.connect(_on_multiplayer_disconnected_from_server)
multiplayer.connection_failed.connect(_on_multiplayer_connection_failed)
multiplayer.peer_connected.connect(_on_multiplayer_peer_connected)
multiplayer.peer_disconnected.connect(_on_multiplayer_peer_disconnected)
func _on_multiplayer_connected_to_server() -> void:
Log.peer(self, "Connected to server!")
func _on_multiplayer_disconnected_from_server() -> void:
Log.peer(self, "Disconnected from server.")
func _on_multiplayer_connection_failed() -> void:
Log.peer(self, "Connection failed...")
func _on_multiplayer_peer_connected(peer_id: int) -> void:
Log.peer(self, "Peer connected: %d" % peer_id)
if multiplayer.is_server():
for peernode in peer_dir.get_children():
peer_dir.rpc_create_peernode.rpc_id(peer_id, peernode.get_multiplayer_authority())
for playernode in player_dir.get_children():
player_dir.rpc_possess_playernode.rpc_id(peer_id, playernode.player_name, playernode.get_multiplayer_authority())
playernode.rpc_query_name.rpc_id(playernode.get_multiplayer_authority())
playernode.rpc_query_color.rpc_id(playernode.get_multiplayer_authority())
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peer_dir.rpc_create_peernode.rpc(peer_id)
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phase_tracker.rpc_set_phase.rpc_id(peer_id, phase_tracker.phase)
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func _on_multiplayer_peer_disconnected(peer_id: int) -> void:
Log.peer(self, "Peer disconnected: %d" % peer_id)
if multiplayer.is_server():
for playernode in player_dir.get_children():
if playernode.get_multiplayer_authority() == peer_id:
player_dir.rpc_possess_playernode.rpc(playernode.player_name, 1)
peer_dir.rpc_destroy_peernode.rpc(peer_id)
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func _on_peerdir_peernode_created(peernode: PeerNode) -> void:
Log.peer(self, "Peernode created: %d" % peernode.get_multiplayer_authority())
if peernode.is_multiplayer_authority():
peernode.rpc_identify.rpc(local_player_name)
func _on_peerdir_peernode_destroyed(peernode: PeerNode) -> void:
Log.peer(self, "Peernode destroyed: %d" % peernode.get_multiplayer_authority())
func _on_peerdir_peernode_identified(player_name: String, peernode: PeerNode) -> void:
Log.peer(self, "Peernode identified: %d%s" % [peernode.get_multiplayer_authority(), player_name])
player_dir.rpc_possess_playernode.rpc(player_name, peernode.get_multiplayer_authority())
func _on_playerdir_playernode_created(playernode: PlayerNode) -> void:
Log.peer(self, "Playernode `%s` created" % playernode.player_name)
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func _on_playerdir_playernode_destroyed(playernode: PlayerNode) -> void:
Log.peer(self, "Playernode `%s` destroyed" % playernode.player_name)
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func _on_playerdir_playernode_name_changed(old: String, new: String, playernode: PlayerNode) -> void:
Log.peer(self, "Playernode `%s` changed name: %s (was %s)" % [playernode.player_name, new, old])
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func _on_playerdir_playernode_color_changed(old: Color, new: Color, playernode: PlayerNode) -> void:
Log.peer(self, "Playernode `%s` changed color: %s (was %s)" % [playernode.player_name, new, old])
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func _on_playerdir_playernode_possessed(old: int, new: int, playernode: PlayerNode) -> void:
Log.peer(self, "Playernode `%s` possessed: %d (was %d)" % [playernode.player_name, new, old])
if playernode.is_multiplayer_authority() and not multiplayer.is_server():
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playernode.rpc_set_name.rpc(local_player_name)
playernode.rpc_set_color.rpc(local_player_color)
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func _on_main_start_confirmed() -> void:
if multiplayer.is_server():
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phase_tracker.rpc_set_phase.rpc(PhaseTracker.Phase.PLAYING)
level_manager.rpc_next_level.rpc()