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https://github.com/Steffo99/nanogolf.git
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Implement phases
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parent
70d181c891
commit
c73a79c225
6 changed files with 86 additions and 22 deletions
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@ -7,13 +7,18 @@ var local_player_name: String
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## The color to be given to the player controlled by the local peer.
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var local_player_color: Color
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## The [PeerNodeDirectory] instance child of this node.
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@onready var peer_dir: PeerNodeDirectory = $"PeerNodeDirectory"
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## The [PlayerNodeDirectory] instance child of this node.
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@onready var player_dir: PlayerNodeDirectory = $"PlayerNodeDirectory"
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## The [PhaseTracker] instance child of this node.
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@onready var phase_tracker: PhaseTracker = $"PhaseTracker"
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## Initialize some signals needed by this node to function properly.
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func init_signals() -> void:
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multiplayer.connected_to_server.connect(_on_multiplayer_connected_to_server)
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multiplayer.server_disconnected.connect(_on_multiplayer_disconnected_from_server)
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@ -41,6 +46,7 @@ func _on_multiplayer_peer_connected(peer_id: int) -> void:
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playernode.rpc_query_name.rpc_id(playernode.get_multiplayer_authority())
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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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rpc_set_phase.rpc_id(peer_id, phase)
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func _on_multiplayer_peer_disconnected(peer_id: int) -> void:
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Log.peer(self, "Peer disconnected: %d" % peer_id)
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@ -81,3 +87,8 @@ func _on_playerdir_playernode_possessed(old: int, new: int, playernode: PlayerNo
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if playernode.is_multiplayer_authority() and not multiplayer.is_server():
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playernode.rpc_set_name.rpc(local_player_name)
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playernode.rpc_set_color.rpc(local_player_color)
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func _on_main_start_confirmed() -> void:
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if multiplayer.is_server():
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rpc_set_phase.rpc(Phase.PLAYING)
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@ -7,9 +7,11 @@ signal start_confirmed
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var players_list: Container
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var start_button: Button
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func init_refs():
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players_list = $"Layout/PlayersList"
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start_button = $"Layout/HBoxContainer/StartButton"
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func _on_leave_button_pressed() -> void:
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@ -49,6 +49,7 @@ text = "Esci"
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[node name="StartButton" type="Button" parent="Layout/HBoxContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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disabled = true
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text = "Avvia"
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[connection signal="pressed" from="Layout/HBoxContainer/LeaveButton" to="." method="_on_leave_button_pressed"]
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@ -15,16 +15,16 @@ var client_game_instance: Game = null
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const lobby_menu_scene: PackedScene = preload("res://scenes/lobby_menu.tscn")
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var lobby_menu_instance: LobbyMenu = null
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func init_main_menu():
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func init_main_menu() -> void:
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main_menu_instance = main_menu_scene.instantiate()
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main_menu_instance.hosting_confirmed.connect(_on_hosting_confirmed)
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main_menu_instance.connecting_confirmed.connect(_on_connecting_confirmed)
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interface_instance.add_child(main_menu_instance)
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func deinit_main_menu():
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func deinit_main_menu() -> void:
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main_menu_instance.queue_free()
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func init_server_game(server_port: int):
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func init_server_game(server_port: int) -> void:
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server_game_instance = game_scene.instantiate()
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server_game_instance.name = "Server"
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add_child(server_game_instance, true)
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@ -41,12 +41,12 @@ func init_server_game(server_port: int):
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server_game_instance.init_signals()
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smp.set_multiplayer_peer(peer)
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func deinit_server_game():
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func deinit_server_game() -> void:
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server_game_instance.multiplayer.multiplayer_peer = null
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scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Server")
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server_game_instance.queue_free()
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func init_client_game(player_name: String, player_color: Color, server_address: String, server_port: int):
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func init_client_game(player_name: String, player_color: Color, server_address: String, server_port: int) -> void:
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client_game_instance = game_scene.instantiate()
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client_game_instance.name = "Client"
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add_child(client_game_instance, true)
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@ -65,53 +65,66 @@ func init_client_game(player_name: String, player_color: Color, server_address:
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client_game_instance.local_player_color = player_color
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smp.set_multiplayer_peer(peer)
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func deinit_client_game():
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func deinit_client_game() -> void:
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client_game_instance.multiplayer.multiplayer_peer = null
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scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Client")
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client_game_instance.queue_free()
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func init_lobby_menu():
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func init_lobby_menu() -> void:
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lobby_menu_instance = lobby_menu_scene.instantiate()
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lobby_menu_instance.leave_confirmed.connect(_on_leave_confirmed)
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lobby_menu_instance.start_confirmed.connect(_on_start_confirmed)
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lobby_menu_instance.init_refs()
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lobby_menu_instance.leave_confirmed.connect(_on_leave_confirmed)
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if server_game_instance:
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lobby_menu_instance.start_button.disabled = false
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lobby_menu_instance.start_confirmed.connect(server_game_instance._on_main_start_confirmed)
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client_game_instance.multiplayer.server_disconnected.connect(_on_leave_confirmed)
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client_game_instance.player_dir.child_entered_tree.connect(lobby_menu_instance.players_list._on_playernode_created)
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client_game_instance.player_dir.child_exiting_tree.connect(lobby_menu_instance.players_list._on_playernode_destroyed)
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client_game_instance.player_dir.playernode_name_changed.connect(lobby_menu_instance.players_list._on_playernode_name_changed)
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client_game_instance.player_dir.playernode_color_changed.connect(lobby_menu_instance.players_list._on_playernode_color_changed)
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client_game_instance.player_dir.playernode_possessed.connect(lobby_menu_instance.players_list._on_playernode_possessed)
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client_game_instance.phase_tracker.phase_changed.connect(_on_phase_changed)
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interface_instance.add_child(lobby_menu_instance)
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func deinit_lobby_menu():
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client_game_instance.multiplayer.server_disconnected.disconnect(_on_leave_confirmed)
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client_game_instance.player_dir.child_entered_tree.disconnect(lobby_menu_instance.players_list._on_playernode_created)
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client_game_instance.player_dir.child_exiting_tree.disconnect(lobby_menu_instance.players_list._on_playernode_destroyed)
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client_game_instance.player_dir.playernode_name_changed.disconnect(lobby_menu_instance.players_list._on_playernode_name_changed)
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client_game_instance.player_dir.playernode_color_changed.disconnect(lobby_menu_instance.players_list._on_playernode_color_changed)
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client_game_instance.player_dir.playernode_possessed.disconnect(lobby_menu_instance.players_list._on_playernode_possessed)
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func deinit_lobby_menu() -> void:
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# TODO: Disconnect all signals above
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lobby_menu_instance.queue_free()
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func _ready():
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func _ready() -> void:
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init_main_menu()
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func _on_hosting_confirmed(player_name: String, player_color: Color, server_port: int):
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func _on_hosting_confirmed(player_name: String, player_color: Color, server_port: int) -> void:
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deinit_main_menu()
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init_server_game(server_port)
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init_client_game(player_name, player_color, "127.0.0.1", server_port)
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init_lobby_menu()
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func _on_connecting_confirmed(player_name: String, player_color: Color, server_address: String, server_port: int):
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func _on_connecting_confirmed(player_name: String, player_color: Color, server_address: String, server_port: int) -> void:
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deinit_main_menu()
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init_client_game(player_name, player_color, server_address, server_port)
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init_lobby_menu()
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func _on_leave_confirmed():
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func _on_leave_confirmed() -> void:
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deinit_lobby_menu()
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deinit_client_game()
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if server_game_instance != null:
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deinit_server_game()
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init_main_menu()
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func _on_start_confirmed():
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pass
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func _on_phase_changed(old: PhaseTracker.Phase, new: PhaseTracker.Phase) -> void:
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# First, deinitialize the current interface
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match old:
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PhaseTracker.Phase.LOBBY:
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deinit_lobby_menu()
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PhaseTracker.Phase.PLAYING:
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pass # TODO
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PhaseTracker.Phase.ENDED:
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pass # TODO
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# Then, initialize the new one
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match new:
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PhaseTracker.Phase.LOBBY:
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init_lobby_menu()
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PhaseTracker.Phase.PLAYING:
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pass # TODO
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PhaseTracker.Phase.ENDED:
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pass # TODO
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34
scenes/phase_tracker.gd
Normal file
34
scenes/phase_tracker.gd
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@ -0,0 +1,34 @@
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extends Node
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class_name PhaseTracker
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## Phases of play of the game.
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enum Phase {
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## The game is currently gathering players in a lobby.
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LOBBY,
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## The game is currently running.
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PLAYING,
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## The game has ended.
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ENDED,
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}
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## The phase the game is currently in.
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var phase: Phase = Phase.LOBBY
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## Change the current game phase everywhere.
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@rpc("authority", "call_local", "reliable")
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func rpc_set_phase(value: Phase):
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Log.peer(self, "Changing phase to: %s" % value)
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if phase != value:
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var old: Phase = phase
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phase = value
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phase_changed.emit(old, value)
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## Ask the server which phase the game is currently in.
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@rpc("any_peer", "call_local", "reliable")
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func rpc_query_phase():
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if multiplayer.is_server():
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rpc_set_phase.rpc(phase)
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## Emitted when the phase changes on the local scene because of [method rpc_set_phase].
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signal phase_changed(old: Phase, new: Phase)
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3
scenes/phase_tracker.tscn
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3
scenes/phase_tracker.tscn
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[gd_scene format=3 uid="uid://dc8pe5dnk8kbv"]
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[node name="PhaseTracker" type="Node"]
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