diff --git a/README.md b/README.md
index 8f50dd9..e424f1e 100644
--- a/README.md
+++ b/README.md
@@ -36,6 +36,7 @@ game/
- create_game_ui.gd
- game/
- game.gd
+ - card.gd
- settings/
- settings.gd
```
@@ -46,10 +47,12 @@ game/
## 最佳实践
-本项目目前正在使用 Godot 4.6 进行开发。开发用语言为 GDScript。
+本项目目前正在使用 Godot 4.6.1 进行开发。开发用语言为 GDScript。
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:
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。
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。
+
+函数之间只需间隔一行,无需间隔两行。
diff --git a/icon.svg b/icon.svg
index c6bbb7d..4214cc3 100644
--- a/icon.svg
+++ b/icon.svg
@@ -1 +1 @@
-
+
\ No newline at end of file
diff --git a/icon.svg.import b/icon.svg.import
index f1c25da..5d4b1ac 100644
--- a/icon.svg.import
+++ b/icon.svg.import
@@ -2,7 +2,7 @@
importer="texture"
type="CompressedTexture2D"
-uid="uid://cc4kcdj5nwnua"
+uid="uid://b1t4aos7bunb3"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
diff --git a/scripts/autoload/MultiGame.gd b/scripts/autoload/MultiGame.gd
index dfdc699..a95ea23 100644
--- a/scripts/autoload/MultiGame.gd
+++ b/scripts/autoload/MultiGame.gd
@@ -1,25 +1,128 @@
extends Node
var peer = ENetMultiplayerPeer.new()
+
var players: Array
-var player_num
+var cards: Array
+var my_card: Array
+var max_players: int
+var player_cards: Dictionary
+var player_turns: Dictionary
+var player_username: Dictionary
+var player_hp: Dictionary
+
+var server_round: int
+var client_round: int
func add_player(id: int):
- if players.size() < player_num:
+ if players.size() < max_players:
players.append(id)
+ player_cards[id] = []
+
+func remove_player(id: int):
+ for i in range(players.size()):
+ if players[i] == id:
+ players.pop_at(i)
+ player_cards.erase(id)
+ break
func create_server(playern: int) -> void:
- player_num = playern
+ max_players = playern
var error = peer.create_server(8989, playern)
if error != OK:
printerr(error)
return
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected)
+ multiplayer.peer_disconnected.connect(_on_peer_disconnected)
func create_client(ip: String) -> void:
peer.create_client(ip, 8989)
multiplayer.multiplayer_peer = peer
-func _on_peer_connected(id: int):
- pass
\ No newline at end of file
+func _on_peer_connected(id: int) -> void:
+ add_player(id)
+
+func _on_peer_disconnected(id: int) -> void:
+ remove_player(id)
+
+func start_game() -> void:
+ if players.size() != max_players:
+ return
+ deal_cards()
+ server_round = 1
+ remote_variable()
+
+func extract() -> String:
+ if cards.size() == 0:
+ return ""
+ var index = randi() % cards.size()
+ var card = cards[index]
+ cards.pop_at(index)
+ return card
+
+func deal_cards() -> void:
+ for player in players:
+ while player_cards[player].size() < 8:
+ var card = extract()
+ if card != "":
+ player_cards[player].append(card)
+
+func next_round() -> void:
+ settle_round()
+ server_round += 1
+
+func settle_round() -> void:
+ for player in players:
+ request_card_draw(player)
+ remote_variable()
+
+func request_card_draw(player_id: int) -> void:
+ if server_round == 1 and 0 <= player_turns[player_id] <= 1:
+ for i in range(3):
+ if player_cards[player_id].size() >= 8:
+ break
+ var card = extract()
+ if card != "":
+ player_cards[player_id].append(card)
+ else:
+ for i in range(4):
+ if player_cards[player_id].size() >= 8:
+ break
+ var card = extract()
+ if card != "":
+ player_cards[player_id].append(card)
+ remote_variable()
+
+func get_my_cards() -> void:
+ request_cards.rpc()
+
+@rpc("any_peer", "call_remote", "reliable")
+func request_cards() -> void:
+ var sender_id = multiplayer.get_remote_sender_id()
+ var data: Array = player_cards.get(sender_id, [-1])
+ send_cards.rpc_id(sender_id, data)
+
+@rpc("authority", "call_remote", "reliable")
+func send_cards(data: Array) -> void:
+ my_card = data
+
+func remote_variable() -> void:
+ if not multiplayer.is_server():
+ return
+ var data: Dictionary = {}
+ data["cards"] = cards
+ data["player_cards"] = player_cards
+ data["player_turns"] = player_turns
+ data["player_hp"] = player_hp
+ data["server_round"] = server_round
+
+ get_remote_variable.rpc(data)
+
+@rpc("authority", "call_remote", "reliable")
+func get_remote_variable(data: Dictionary) -> void:
+ cards = data["cards"]
+ player_cards = data["player_cards"]
+ player_turns = data["player_turns"]
+ player_hp = data["player_hp"]
+ server_round = data["server_round"]