feat: 搭建多人游戏框架
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@@ -2,7 +2,12 @@ extends Node
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var peer = ENetMultiplayerPeer.new()
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var players: Array
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var cards: Array
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var player_num
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var player_cards: Dictionary
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var player_turns: Dictionary
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var round: int
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func add_player(id: int):
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if players.size() < player_num:
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@@ -24,10 +29,54 @@ func create_client(ip: String) -> void:
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func _on_peer_connected(id: int) -> void:
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players.append(id)
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player_cards[id] = []
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func _on_peer_disconnected(id: int) -> void:
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for i in range(players.size()):
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if players[i] == id:
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players.pop_at(i)
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player_cards.erase(id)
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break
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func start_game() -> void:
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if players.size() != player_num:
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return
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deal_cards()
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round = 1
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func extract() -> String:
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var index = randi() % cards.size()
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var card = cards[index]
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cards.pop_at(index)
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return card
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func deal_cards() -> void:
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for i in range(player_num):
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player_cards[players[i]].append(extract())
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func next_round() -> void:
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settle()
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round += 1
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func settle() -> void:
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pass
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@rpc
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func begin_round() -> void:
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var id = multiplayer.get_remote_sender_id()
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if round == 1 and 0 <= player_turns[id] <= 1:
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for i in range(3):
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if player_cards[id].size() >= 8:
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break
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player_cards[id].append(extract())
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else:
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for i in range(2):
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if player_cards[id].size() >= 8:
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break
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player_cards[id].append(extract())
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@rpc
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func get_cards() -> Array:
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var sender_id = multiplayer.get_remote_sender_id()
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var data: Array = player_cards.get(sender_id, [-1])
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return data
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