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Implement phases

This commit is contained in:
Steffo 2024-03-12 15:45:08 +01:00
parent 70d181c891
commit c73a79c225
Signed by: steffo
GPG key ID: 5ADA3868646C3FC0
6 changed files with 86 additions and 22 deletions

View file

@ -7,13 +7,18 @@ var local_player_name: String
## The color to be given to the player controlled by the local peer.
var local_player_color: Color
## The [PeerNodeDirectory] instance child of this node.
@onready var peer_dir: PeerNodeDirectory = $"PeerNodeDirectory"
## The [PlayerNodeDirectory] instance child of this node.
@onready var player_dir: PlayerNodeDirectory = $"PlayerNodeDirectory"
## The [PhaseTracker] instance child of this node.
@onready var phase_tracker: PhaseTracker = $"PhaseTracker"
## Initialize some signals needed by this node to function properly.
func init_signals() -> void:
multiplayer.connected_to_server.connect(_on_multiplayer_connected_to_server)
multiplayer.server_disconnected.connect(_on_multiplayer_disconnected_from_server)
@ -41,6 +46,7 @@ func _on_multiplayer_peer_connected(peer_id: int) -> void:
playernode.rpc_query_name.rpc_id(playernode.get_multiplayer_authority())
playernode.rpc_query_color.rpc_id(playernode.get_multiplayer_authority())
peer_dir.rpc_create_peernode.rpc(peer_id)
rpc_set_phase.rpc_id(peer_id, phase)
func _on_multiplayer_peer_disconnected(peer_id: int) -> void:
Log.peer(self, "Peer disconnected: %d" % peer_id)
@ -81,3 +87,8 @@ func _on_playerdir_playernode_possessed(old: int, new: int, playernode: PlayerNo
if playernode.is_multiplayer_authority() and not multiplayer.is_server():
playernode.rpc_set_name.rpc(local_player_name)
playernode.rpc_set_color.rpc(local_player_color)
func _on_main_start_confirmed() -> void:
if multiplayer.is_server():
rpc_set_phase.rpc(Phase.PLAYING)

View file

@ -7,9 +7,11 @@ signal start_confirmed
var players_list: Container
var start_button: Button
func init_refs():
players_list = $"Layout/PlayersList"
start_button = $"Layout/HBoxContainer/StartButton"
func _on_leave_button_pressed() -> void:

View file

@ -49,6 +49,7 @@ text = "Esci"
[node name="StartButton" type="Button" parent="Layout/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
disabled = true
text = "Avvia"
[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
const lobby_menu_scene: PackedScene = preload("res://scenes/lobby_menu.tscn")
var lobby_menu_instance: LobbyMenu = null
func init_main_menu():
func init_main_menu() -> void:
main_menu_instance = main_menu_scene.instantiate()
main_menu_instance.hosting_confirmed.connect(_on_hosting_confirmed)
main_menu_instance.connecting_confirmed.connect(_on_connecting_confirmed)
interface_instance.add_child(main_menu_instance)
func deinit_main_menu():
func deinit_main_menu() -> void:
main_menu_instance.queue_free()
func init_server_game(server_port: int):
func init_server_game(server_port: int) -> void:
server_game_instance = game_scene.instantiate()
server_game_instance.name = "Server"
add_child(server_game_instance, true)
@ -41,12 +41,12 @@ func init_server_game(server_port: int):
server_game_instance.init_signals()
smp.set_multiplayer_peer(peer)
func deinit_server_game():
func deinit_server_game() -> void:
server_game_instance.multiplayer.multiplayer_peer = null
scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Server")
server_game_instance.queue_free()
func init_client_game(player_name: String, player_color: Color, server_address: String, server_port: int):
func init_client_game(player_name: String, player_color: Color, server_address: String, server_port: int) -> void:
client_game_instance = game_scene.instantiate()
client_game_instance.name = "Client"
add_child(client_game_instance, true)
@ -65,53 +65,66 @@ func init_client_game(player_name: String, player_color: Color, server_address:
client_game_instance.local_player_color = player_color
smp.set_multiplayer_peer(peer)
func deinit_client_game():
func deinit_client_game() -> void:
client_game_instance.multiplayer.multiplayer_peer = null
scene_tree.set_multiplayer(multiplayer, ^"/root/Main/Client")
client_game_instance.queue_free()
func init_lobby_menu():
func init_lobby_menu() -> void:
lobby_menu_instance = lobby_menu_scene.instantiate()
lobby_menu_instance.leave_confirmed.connect(_on_leave_confirmed)
lobby_menu_instance.start_confirmed.connect(_on_start_confirmed)
lobby_menu_instance.init_refs()
lobby_menu_instance.leave_confirmed.connect(_on_leave_confirmed)
if server_game_instance:
lobby_menu_instance.start_button.disabled = false
lobby_menu_instance.start_confirmed.connect(server_game_instance._on_main_start_confirmed)
client_game_instance.multiplayer.server_disconnected.connect(_on_leave_confirmed)
client_game_instance.player_dir.child_entered_tree.connect(lobby_menu_instance.players_list._on_playernode_created)
client_game_instance.player_dir.child_exiting_tree.connect(lobby_menu_instance.players_list._on_playernode_destroyed)
client_game_instance.player_dir.playernode_name_changed.connect(lobby_menu_instance.players_list._on_playernode_name_changed)
client_game_instance.player_dir.playernode_color_changed.connect(lobby_menu_instance.players_list._on_playernode_color_changed)
client_game_instance.player_dir.playernode_possessed.connect(lobby_menu_instance.players_list._on_playernode_possessed)
client_game_instance.phase_tracker.phase_changed.connect(_on_phase_changed)
interface_instance.add_child(lobby_menu_instance)
func deinit_lobby_menu():
client_game_instance.multiplayer.server_disconnected.disconnect(_on_leave_confirmed)
client_game_instance.player_dir.child_entered_tree.disconnect(lobby_menu_instance.players_list._on_playernode_created)
client_game_instance.player_dir.child_exiting_tree.disconnect(lobby_menu_instance.players_list._on_playernode_destroyed)
client_game_instance.player_dir.playernode_name_changed.disconnect(lobby_menu_instance.players_list._on_playernode_name_changed)
client_game_instance.player_dir.playernode_color_changed.disconnect(lobby_menu_instance.players_list._on_playernode_color_changed)
client_game_instance.player_dir.playernode_possessed.disconnect(lobby_menu_instance.players_list._on_playernode_possessed)
func deinit_lobby_menu() -> void:
# TODO: Disconnect all signals above
lobby_menu_instance.queue_free()
func _ready():
func _ready() -> void:
init_main_menu()
func _on_hosting_confirmed(player_name: String, player_color: Color, server_port: int):
func _on_hosting_confirmed(player_name: String, player_color: Color, server_port: int) -> void:
deinit_main_menu()
init_server_game(server_port)
init_client_game(player_name, player_color, "127.0.0.1", server_port)
init_lobby_menu()
func _on_connecting_confirmed(player_name: String, player_color: Color, server_address: String, server_port: int):
func _on_connecting_confirmed(player_name: String, player_color: Color, server_address: String, server_port: int) -> void:
deinit_main_menu()
init_client_game(player_name, player_color, server_address, server_port)
init_lobby_menu()
func _on_leave_confirmed():
func _on_leave_confirmed() -> void:
deinit_lobby_menu()
deinit_client_game()
if server_game_instance != null:
deinit_server_game()
init_main_menu()
func _on_start_confirmed():
pass
func _on_phase_changed(old: PhaseTracker.Phase, new: PhaseTracker.Phase) -> void:
# First, deinitialize the current interface
match old:
PhaseTracker.Phase.LOBBY:
deinit_lobby_menu()
PhaseTracker.Phase.PLAYING:
pass # TODO
PhaseTracker.Phase.ENDED:
pass # TODO
# Then, initialize the new one
match new:
PhaseTracker.Phase.LOBBY:
init_lobby_menu()
PhaseTracker.Phase.PLAYING:
pass # TODO
PhaseTracker.Phase.ENDED:
pass # TODO

34
scenes/phase_tracker.gd Normal file
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@ -0,0 +1,34 @@
extends Node
class_name PhaseTracker
## Phases of play of the game.
enum Phase {
## The game is currently gathering players in a lobby.
LOBBY,
## The game is currently running.
PLAYING,
## The game has ended.
ENDED,
}
## The phase the game is currently in.
var phase: Phase = Phase.LOBBY
## Change the current game phase everywhere.
@rpc("authority", "call_local", "reliable")
func rpc_set_phase(value: Phase):
Log.peer(self, "Changing phase to: %s" % value)
if phase != value:
var old: Phase = phase
phase = value
phase_changed.emit(old, value)
## Ask the server which phase the game is currently in.
@rpc("any_peer", "call_local", "reliable")
func rpc_query_phase():
if multiplayer.is_server():
rpc_set_phase.rpc(phase)
## Emitted when the phase changes on the local scene because of [method rpc_set_phase].
signal phase_changed(old: Phase, new: Phase)

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@ -0,0 +1,3 @@
[gd_scene format=3 uid="uid://dc8pe5dnk8kbv"]
[node name="PhaseTracker" type="Node"]