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"]