Merge branch 'develop' into 'master'
基本完成多人游戏框架 See merge request paper-chemis-community/game!3
This commit is contained in:
@@ -36,6 +36,7 @@ game/
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- create_game_ui.gd
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- create_game_ui.gd
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- game/
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- game/
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- game.gd
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- game.gd
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- card.gd
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- settings/
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- settings/
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- settings.gd
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- settings.gd
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```
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```
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@@ -46,10 +47,12 @@ game/
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## 最佳实践
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## 最佳实践
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本项目目前正在使用 Godot 4.6 进行开发。开发用语言为 GDScript。
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本项目目前正在使用 Godot 4.6.1 进行开发。开发用语言为 GDScript。
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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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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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函数之间只需间隔一行,无需间隔两行。
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File diff suppressed because one or more lines are too long
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Before Width: | Height: | Size: 995 B After Width: | Height: | Size: 80 KiB |
+1
-1
@@ -2,7 +2,7 @@
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importer="texture"
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importer="texture"
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type="CompressedTexture2D"
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type="CompressedTexture2D"
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uid="uid://cc4kcdj5nwnua"
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uid="uid://b1t4aos7bunb3"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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metadata={
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"vram_texture": false
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"vram_texture": false
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@@ -1,25 +1,128 @@
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extends Node
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extends Node
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var peer = ENetMultiplayerPeer.new()
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var peer = ENetMultiplayerPeer.new()
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var players: Array
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var players: Array
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var player_num
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var cards: Array
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var my_card: Array
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var max_players: int
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var player_cards: Dictionary
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var player_turns: Dictionary
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var player_username: Dictionary
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var player_hp: Dictionary
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var server_round: int
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var client_round: int
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func add_player(id: int):
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func add_player(id: int):
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if players.size() < player_num:
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if players.size() < max_players:
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players.append(id)
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players.append(id)
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player_cards[id] = []
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func remove_player(id: int):
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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 create_server(playern: int) -> void:
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func create_server(playern: int) -> void:
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player_num = playern
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max_players = playern
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var error = peer.create_server(8989, playern)
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var error = peer.create_server(8989, playern)
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if error != OK:
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if error != OK:
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printerr(error)
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printerr(error)
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return
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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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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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func create_client(ip: String) -> void:
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func create_client(ip: String) -> void:
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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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func _on_peer_connected(id: int) -> void:
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pass
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add_player(id)
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func _on_peer_disconnected(id: int) -> void:
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remove_player(id)
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func start_game() -> void:
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if players.size() != max_players:
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return
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deal_cards()
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server_round = 1
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remote_variable()
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func extract() -> String:
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if cards.size() == 0:
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return ""
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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 player in players:
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while player_cards[player].size() < 8:
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var card = extract()
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if card != "":
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player_cards[player].append(card)
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func next_round() -> void:
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settle_round()
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server_round += 1
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func settle_round() -> void:
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for player in players:
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request_card_draw(player)
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remote_variable()
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func request_card_draw(player_id: int) -> void:
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if server_round == 1 and 0 <= player_turns[player_id] <= 1:
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for i in range(3):
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if player_cards[player_id].size() >= 8:
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break
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var card = extract()
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if card != "":
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player_cards[player_id].append(card)
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else:
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for i in range(4):
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if player_cards[player_id].size() >= 8:
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break
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var card = extract()
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if card != "":
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player_cards[player_id].append(card)
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remote_variable()
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func get_my_cards() -> void:
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request_cards.rpc()
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@rpc("any_peer", "call_remote", "reliable")
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func request_cards() -> void:
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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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send_cards.rpc_id(sender_id, data)
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@rpc("authority", "call_remote", "reliable")
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func send_cards(data: Array) -> void:
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my_card = data
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func remote_variable() -> void:
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if not multiplayer.is_server():
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return
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var data: Dictionary = {}
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data["cards"] = cards
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data["player_cards"] = player_cards
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data["player_turns"] = player_turns
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data["player_hp"] = player_hp
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data["server_round"] = server_round
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get_remote_variable.rpc(data)
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@rpc("authority", "call_remote", "reliable")
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func get_remote_variable(data: Dictionary) -> void:
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cards = data["cards"]
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player_cards = data["player_cards"]
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player_turns = data["player_turns"]
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player_hp = data["player_hp"]
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server_round = data["server_round"]
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