1
Fork 0
mirror of https://github.com/Steffo99/nanogolf.git synced 2024-11-24 17:14:19 +00:00
algodist-steffo-nanogolf/scenes/game.gd
2024-03-19 03:55:32 +01:00

111 lines
4.1 KiB
GDScript

extends Node
class_name Game
@export_category("References")
## The [PeerNodeDirectory] instance child of this node.
@export var peer_dir: PeerNodeDirectory = null
## The [PlayerNodeDirectory] instance child of this node.
@export var player_dir: PlayerNodeDirectory = null
## 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
## Emitted when the player has requested to exit from the game.
signal lost_connection
## Emitted when the golf ball for the local player has been spawned.
##
## Used for [GameHUD] events.
signal local_player_spawned(ball: GolfBall)
## The name to be given to the player controlled by the local peer.
var local_player_name: String
## The color to be given to the player controlled by the local peer.
var local_player_color: Color
## 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)
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.")
lost_connection.emit()
func _on_multiplayer_connection_failed() -> void:
Log.peer(self, "Connection failed...")
lost_connection.emit()
func _on_multiplayer_peer_connected(peer_id: int) -> void:
Log.peer(self, "Peer connected: %d" % peer_id)
if is_multiplayer_authority():
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())
playernode.rpc_query_scores.rpc_id(playernode.get_multiplayer_authority())
peer_dir.rpc_create_peernode.rpc(peer_id)
func _on_multiplayer_peer_disconnected(peer_id: int) -> void:
Log.peer(self, "Peer disconnected: %d" % peer_id)
if peer_id == 1:
lost_connection.emit()
elif is_multiplayer_authority():
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)
func _on_peerdir_local_peernode_created(peernode: PeerNode) -> void:
Log.peer(self, "Local peernode created: %s" % peernode)
peernode.rpc_identify.rpc(local_player_name)
func _on_peerdir_peernode_identified(player_name: String, peernode: PeerNode) -> void:
Log.peer(self, "Peernode identified: %s%s" % [peernode, player_name])
if is_multiplayer_authority():
var peer_id = peernode.get_multiplayer_authority()
phase_tracker.rpc_set_phase.rpc_id(peer_id, phase_tracker.phase)
level_manager.sync_level(peer_id)
player_dir.rpc_possess_playernode.rpc(player_name, peer_id)
func _on_playerdir_playernode_created(playernode: PlayerNode) -> void:
Log.peer(self, "Playernode created: %s" % playernode)
if is_multiplayer_authority():
level_manager.add_player(playernode)
func _on_playerdir_local_playernode_possessed(old: int, new: int, playernode: PlayerNode) -> void:
Log.peer(self, "Local playernode possessed: %d%d" % [old, new])
playernode.rpc_set_name.rpc(local_player_name)
playernode.rpc_set_color.rpc(local_player_color)
func _on_main_start_confirmed() -> void:
if is_multiplayer_authority():
phase_tracker.rpc_set_phase.rpc(PhaseTracker.Phase.PLAYING)
level_manager.next_level()
func _on_level_manager_playlist_complete(_playlist: LevelPlaylist) -> void:
if is_multiplayer_authority():
phase_tracker.rpc_set_phase.rpc(PhaseTracker.Phase.ENDED)