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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat(多人游戏): 实现多人游戏状态同步和单机/多人模式切换

添加多人游戏状态管理,包括连接状态和玩家名称同步
修改WorldManager和EntityBase以支持多人游戏逻辑
在Starter面板中实现单机和多人游戏启动功能
This commit is contained in:
2025-11-13 22:23:39 +08:00
parent bdc9201dba
commit 8ed0837c9d
5 changed files with 29 additions and 9 deletions
+13 -1
View File
@@ -105,6 +105,7 @@ var currentStage: int = 0
var spawnTime: float = 0
func _ready():
multiplayer.multiplayer_peer = MultiplayerState.connection
if useStatic:
texture = texture.get_node("staticAnimation")
spawnTime = WorldManager.getTime()
@@ -170,7 +171,7 @@ func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup and canRunAi:
if isPlayer():
if MultiplayerState.playerName == displayName:
if MultiplayerState.playerName == displayName or not MultiplayerState.isMultiplayer:
ai()
else:
ai()
@@ -180,6 +181,13 @@ func _physics_process(_delta: float) -> void:
storeEnergy(randf_range(0.01, 0.05 + fields.get(FieldStore.Entity.ENERGY_REGENERATION) - 1), true)
trailParticle.emitting = trailing
# 同步状态
@rpc("any_peer")
func syncPosition(player: String, newPosition: Vector2, newVelocity: Vector2):
if player != displayName: return
position = newPosition
velocity = newVelocity
# 通用方法
func rebuildWeaponIcons():
if isPlayer():
@@ -216,6 +224,9 @@ func move(direction: Vector2, isSprinting: bool = false):
var currentDirection = sign(direction.x)
if currentDirection != 0:
lastDirection = currentDirection
if MultiplayerState.isMultiplayer:
print("test")
syncPosition.rpc(displayName, position, velocity)
func getSprintInitialDisplace():
return displace(velocity) * sprintMultiplier
func getSprintProgress():
@@ -437,6 +448,7 @@ func kill():
static func generatePlayer(playerName: String):
var player = generate(ComponentManager.getCharacter("Rooster"), Vector2.ZERO, false, false, true)
player.displayName = playerName
player.name = "Player_%s" % playerName
return player
static func generate(
entity: PackedScene,