mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(多人游戏): 实现基础多人游戏功能
- 添加玩家位置同步功能 - 实现服务器和客户端连接管理 - 添加玩家名称输入和生成逻辑 - 完善多人游戏UI界面 - 移除单机模式下的预设玩家角色
This commit is contained in:
@@ -3,6 +3,7 @@ extends FullscreenPanelBase
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@onready var diffEdit: HSlider = $"%diffEdit"
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@onready var startBtn: Button = $"%startBtn"
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@onready var startMultiplayerBtn: Button = $"%startMultiplayerBtn"
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@onready var levelShow: Label = $"%levelShow"
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@onready var hostInput: LineEdit = $"%hostInput"
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@onready var portInput: LineEdit = $"%portInput"
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@@ -11,15 +12,30 @@ extends FullscreenPanelBase
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@onready var maxPlayerInput: LineEdit = $"%maxPlayerInput"
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@onready var connectionState: Label = $"%connectionState"
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@onready var disconnectBtn: Button = $"%disconnectBtn"
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@onready var playerNameInput: LineEdit = $"%playerNameInput"
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@onready var serverConfig: VBoxContainer = $"%serverConfig"
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func _ready():
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diffEdit.min_value = GameRule.difficultyRange.x
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diffEdit.max_value = GameRule.difficultyRange.y
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multiplayer.connection_failed.connect(
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func():
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setState(MultiplayerState.ConnectionState.DISCONNECTED)
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)
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multiplayer.peer_connected.connect(
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func():
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setState(MultiplayerState.ConnectionState.CONNECTED_CLIENT)
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)
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startBtn.pressed.connect(
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func():
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EntityBase.generatePlayer(playerNameInput.text)
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Wave.next()
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UIState.closeCurrentPanel()
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)
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startMultiplayerBtn.pressed.connect(
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func():
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pass
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)
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maxPlayerInput.text_changed.connect(
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func(text):
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MultiplayerState.maxPlayer = int(text)
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@@ -27,6 +43,16 @@ func _ready():
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launchBtn.pressed.connect(
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func():
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MultiplayerState.launchServer(int(portInput.text))
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setState(MultiplayerState.ConnectionState.CONNECTED_HOST)
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)
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connectBtn.pressed.connect(
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func():
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multiplayer.multiplayer_peer = MultiplayerState.connectClient(hostInput.text, int(portInput.text))
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setState(MultiplayerState.ConnectionState.CONNECTING)
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)
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disconnectBtn.pressed.connect(
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func():
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setState(MultiplayerState.ConnectionState.DISCONNECTED)
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)
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setState(MultiplayerState.ConnectionState.DISCONNECTED)
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func _physics_process(_delta):
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@@ -38,3 +64,5 @@ func setState(state: MultiplayerState.ConnectionState):
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connectionState.text = "状态:%s" % MultiplayerState.stateTextMap[state]
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connectionState.modulate = MultiplayerState.stateColorMap[state]
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disconnectBtn.disabled = not MultiplayerState.isConnected()
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startMultiplayerBtn.disabled = not MultiplayerState.isConnected()
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serverConfig.visible = MultiplayerState.state == MultiplayerState.ConnectionState.CONNECTED_HOST
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@@ -175,6 +175,7 @@ func _physics_process(_delta: float) -> void:
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move_and_slide()
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storeEnergy(randf_range(0.01, 0.05 + fields.get(FieldStore.Entity.ENERGY_REGENERATION) - 1), true)
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trailParticle.emitting = trailing
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rpc("syncPosition", displayName, position)
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# 通用方法
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func rebuildWeaponIcons():
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@@ -393,11 +394,26 @@ func summon(who: PackedScene, syncFields: bool = true, lockValue: bool = true) -
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get_parent().add_child(instance)
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return instance
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# 多人游戏数据同步
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@rpc("any_peer")
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func syncPosition(player: String, newPosition: Vector2):
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if player == displayName:
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position = newPosition
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@rpc("any_peer")
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func syncHealth(player: String, newHealth: float):
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if player == displayName:
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health = newHealth
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healthChanged.emit(health)
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@rpc("any_peer")
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func syncAttack(player: String, index: int):
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if player == displayName:
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tryAttack(index)
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# 关于追踪
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func getTrackingAnchor() -> Vector2:
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return hurtbox.get_node("hitbox").global_position
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# 关于分组
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# 关于实体类型
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func isPlayer() -> bool:
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return is_in_group("players")
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func isSummon() -> bool:
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@@ -430,6 +446,10 @@ func enterStage(_stage: int):
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func kill():
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pass
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static func generatePlayer(playerName: String):
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var player = generate(ComponentManager.getCharacter("Rooster"), Vector2.ZERO, false, false, true)
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player.displayName = playerName
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return player
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static func generate(
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entity: PackedScene,
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spawnPosition: Vector2,
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@@ -443,6 +463,8 @@ static func generate(
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instance.level = clamp((round(Wave.current * (1 + GameRule.entityLevelOffsetByWave * randf_range(-1, 1)))), 1, INF)
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if isMob:
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instance.add_to_group("mobs")
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else:
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instance.add_to_group("players")
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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return instance
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@@ -9,7 +9,7 @@ enum ConnectionState {
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}
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static var stateTextMap = {
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ConnectionState.DISCONNECTED: "未连接到服务器。",
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ConnectionState.CONNECTING: "连接中...",
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ConnectionState.CONNECTING: "正在连接到服务器...",
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ConnectionState.CONNECTED_HOST: "服务器启动成功!",
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ConnectionState.CONNECTED_CLIENT: "已连接到服务器!",
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}
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@@ -21,18 +21,17 @@ static var stateColorMap = {
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}
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static var state: ConnectionState = ConnectionState.DISCONNECTED
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static var isMultiplayer: bool = false
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static var maxPlayer: int = 10
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static func isConnected():
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return [ConnectionState.CONNECTED_HOST, ConnectionState.CONNECTED_CLIENT].has(state)
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static func launchServer(port: int):
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static func launchServer(port: int) -> ENetMultiplayerPeer:
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var peer = ENetMultiplayerPeer.new()
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peer.create_server(port, maxPlayer)
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state = ConnectionState.CONNECTED_HOST
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return peer
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static func connectClient(host: String, port: int):
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static func connectClient(host: String, port: int) -> ENetMultiplayerPeer:
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var peer = ENetMultiplayerPeer.new()
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peer.create_client(host, port)
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state = ConnectionState.CONNECTED_CLIENT
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