feat: 开始实现多人游戏
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@@ -51,3 +51,5 @@ game/
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你的开发应当遵循 Godot 引擎提供的[最佳实践](https://docs.godotengine.org/zh-cn/4.x/tutorials/best_practices/)及[GDScript 编写风格指南](https://docs.godotengine.org/zh-cn/4.x/tutorials/scripting/gdscript/gdscript_styleguide.html)。但下面提到的除外:
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你的开发应当遵循 Godot 引擎提供的[最佳实践](https://docs.godotengine.org/zh-cn/4.x/tutorials/best_practices/)及[GDScript 编写风格指南](https://docs.godotengine.org/zh-cn/4.x/tutorials/scripting/gdscript/gdscript_styleguide.html)。但下面提到的除外:
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除 `autoload` 目录下的单例脚本使用大驼峰式命名,其余脚本均应使用小蛇形式命令。所有节点均应使用大驼峰式命名。
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除 `autoload` 目录下的单例脚本使用大驼峰式命名,其余脚本均应使用小蛇形式命令。所有节点均应使用大驼峰式命名。
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除连接了信号或 HTTPRequest、MultiplayerAPI 的函数外,任何函数都不应该以下划线(`_`)开头。
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@@ -1,13 +1,25 @@
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extends Node
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extends Node
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# 基于 ENet 多人游戏
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func create_server(player_num: int) -> void:
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var peer = ENetMultiplayerPeer.new()
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var peer = ENetMultiplayerPeer.new()
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peer.create_server(8989, player_num)
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var players: Array
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var player_num
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func add_player(id: int):
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if players.size() < player_num:
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players.append(id)
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func create_server(playern: int) -> void:
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player_num = playern
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var error = peer.create_server(8989, playern)
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if error != OK:
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printerr(error)
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return
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multiplayer.multiplayer_peer = peer
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multiplayer.multiplayer_peer = peer
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multiplayer.peer_connected.connect(_on_peer_connected)
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func create_client(ip: String) -> void:
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func create_client(ip: String) -> void:
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var peer = ENetMultiplayerPeer.new()
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peer.create_client(ip, 8989)
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peer.create_client(ip, 8989)
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multiplayer.multiplayer_peer = peer
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multiplayer.multiplayer_peer = peer
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func _on_peer_connected(id: int):
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pass
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@@ -1,6 +1,5 @@
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extends Node2D
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extends Node2D
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func _on_create_game_button_pressed() -> void:
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func _on_create_game_button_pressed() -> void:
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var player_num = int($CreateGameEdit.text)
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var player_num = int($CreateGameEdit.text)
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if 2 <= player_num and player_num <= 4:
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if 2 <= player_num and player_num <= 4:
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