feat: 合并MultiGame.gd和GameLoopManager.gd

This commit is contained in:
2026-04-27 14:07:53 +08:00
parent c183ca49e2
commit da88be5567
6 changed files with 176 additions and 195 deletions
-1
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@@ -21,7 +21,6 @@ config/icon="res://icon.svg"
[autoload] [autoload]
MultiGame="*res://scripts/autoload/MultiGame.gd"
SceneManager="*res://scripts/autoload/SceneManager.gd" SceneManager="*res://scripts/autoload/SceneManager.gd"
GameManager="*res://scripts/autoload/GameManager.gd" GameManager="*res://scripts/autoload/GameManager.gd"
DownloadManager="*res://scripts/autoload/DownloadManager.gd" DownloadManager="*res://scripts/autoload/DownloadManager.gd"
+173 -15
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@@ -1,26 +1,184 @@
extends Node extends Node
var game_round: int = -1 var PORT: int = 8989
const MAX_HAND_SIZE: int = 8
const INITIAL_HP: int = 4
const DEFAULT_DRAW_COUNT: int = 4
const FIRST_ROUND_DRAW_COUNT: int = 3
signal end_game var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
var players: Array[int] = []
var max_players: int = 0
var player_cards: Dictionary = {}
var player_turns: Dictionary = {}
var player_username: Dictionary = {}
var player_hp: Dictionary = {}
var cards: Array[String] = []
var my_card: Array[String] = []
var server_round: int = 0
var game_started: bool = false
signal game_end
func _ready() -> void: func _ready() -> void:
end_game.connect(_on_end_game) game_end.connect(_on_end_game)
func add_player(id: int) -> void:
if players.size() >= max_players or players.has(id):
return
players.append(id)
player_cards[id] = []
player_turns[id] = 0
player_hp[id] = INITIAL_HP
func remove_player(id: int) -> void:
if not players.has(id):
return
players.erase(id)
for dict in [player_cards, player_turns, player_hp, player_username]:
dict.erase(id)
func create_server(playern: int) -> void:
max_players = playern
if peer.create_server(PORT, playern) != OK:
return
_setup_multiplayer()
add_player(1)
func create_client(ip: String) -> void:
if peer.create_client(ip, PORT) != OK:
return
_setup_multiplayer()
func _setup_multiplayer() -> void:
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
func _on_peer_connected(id: int) -> void:
add_player(id)
sync_players.rpc()
func _on_peer_disconnected(id: int) -> void:
remove_player(id)
sync_players.rpc()
func start_game() -> void: func start_game() -> void:
game_round = 1 if not multiplayer.is_server() or players.size() != max_players:
return
game_started = true
func settle_round() -> void: server_round = 1
game_round += 1 deal_cards()
if check_game_end(): sync_game_state.rpc()
end_game.emit()
func check_game_end() -> bool:
return false
func _on_end_game() -> void: func _on_end_game() -> void:
game_round = -1 pass
func extract() -> String:
if cards.is_empty():
return ""
var index := randi() % cards.size()
var card := cards[index]
cards.remove_at(index)
return card
func deal_cards() -> void:
for player_id in players:
_draw_cards(player_id, MAX_HAND_SIZE)
func next_round() -> void:
if not multiplayer.is_server():
return
settle_round()
server_round += 1
sync_game_state.rpc()
func settle_round() -> void:
for player_id in players:
var draw_count := DEFAULT_DRAW_COUNT
if server_round == 1 and player_turns.get(player_id, -1) <= 1:
draw_count = FIRST_ROUND_DRAW_COUNT
_draw_cards(player_id, draw_count)
func _draw_cards(player_id: int, count: int) -> void:
if not player_cards.has(player_id):
return
var hand: Array = player_cards[player_id]
for i in count:
if hand.size() >= MAX_HAND_SIZE:
break
var card := extract()
if card.is_empty():
break
hand.append(card)
func get_my_cards() -> void:
request_cards.rpc_id(1)
@rpc("any_peer", "call_remote", "reliable")
func request_cards() -> void:
var sender_id := multiplayer.get_remote_sender_id()
send_cards.rpc_id(sender_id, player_cards.get(sender_id, []))
@rpc("authority", "call_remote", "reliable")
func send_cards(data: Array) -> void:
my_card = data
func sync_game_state() -> void:
if not multiplayer.is_server():
return
sync_game_state_rpc.rpc({
cards = cards,
player_cards = player_cards,
player_turns = player_turns,
player_hp = player_hp,
server_round = server_round,
game_started = game_started
})
@rpc("authority", "call_remote", "reliable")
func sync_game_state_rpc(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
game_started = data.game_started
func sync_players() -> void:
if not multiplayer.is_server():
return
sync_players_rpc.rpc({
players = players,
player_username = player_username,
player_hp = player_hp
})
@rpc("authority", "call_remote", "reliable")
func sync_players_rpc(data: Dictionary) -> void:
players = data.players
player_username = data.player_username
player_hp = data.player_hp
-175
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@@ -1,175 +0,0 @@
extends Node
var PORT: int = 8989
const MAX_HAND_SIZE: int = 8
const INITIAL_HP: int = 4
const DEFAULT_DRAW_COUNT: int = 4
const FIRST_ROUND_DRAW_COUNT: int = 3
var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
var players: Array[int] = []
var max_players: int = 0
var player_cards: Dictionary = {}
var player_turns: Dictionary = {}
var player_username: Dictionary = {}
var player_hp: Dictionary = {}
var cards: Array[String] = []
var my_card: Array[String] = []
var server_round: int = 0
var game_started: bool = false
func add_player(id: int) -> void:
if players.size() >= max_players or players.has(id):
return
players.append(id)
player_cards[id] = []
player_turns[id] = 0
player_hp[id] = INITIAL_HP
func remove_player(id: int) -> void:
if not players.has(id):
return
players.erase(id)
for dict in [player_cards, player_turns, player_hp, player_username]:
dict.erase(id)
func create_server(playern: int) -> void:
max_players = playern
if peer.create_server(PORT, playern) != OK:
return
_setup_multiplayer()
add_player(1)
func create_client(ip: String) -> void:
if peer.create_client(ip, PORT) != OK:
return
_setup_multiplayer()
func _setup_multiplayer() -> void:
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
func _on_peer_connected(id: int) -> void:
add_player(id)
sync_players.rpc()
func _on_peer_disconnected(id: int) -> void:
remove_player(id)
sync_players.rpc()
func start_game() -> void:
if not multiplayer.is_server() or players.size() != max_players:
return
game_started = true
server_round = 1
deal_cards()
sync_game_state.rpc()
func extract() -> String:
if cards.is_empty():
return ""
var index := randi() % cards.size()
var card := cards[index]
cards.remove_at(index)
return card
func deal_cards() -> void:
for player_id in players:
_draw_cards(player_id, MAX_HAND_SIZE)
func next_round() -> void:
if not multiplayer.is_server():
return
settle_round()
server_round += 1
sync_game_state.rpc()
func settle_round() -> void:
for player_id in players:
var draw_count := DEFAULT_DRAW_COUNT
if server_round == 1 and player_turns.get(player_id, -1) <= 1:
draw_count = FIRST_ROUND_DRAW_COUNT
_draw_cards(player_id, draw_count)
func _draw_cards(player_id: int, count: int) -> void:
if not player_cards.has(player_id):
return
var hand: Array = player_cards[player_id]
for i in count:
if hand.size() >= MAX_HAND_SIZE:
break
var card := extract()
if card.is_empty():
break
hand.append(card)
func get_my_cards() -> void:
request_cards.rpc_id(1)
@rpc("any_peer", "call_remote", "reliable")
func request_cards() -> void:
var sender_id := multiplayer.get_remote_sender_id()
send_cards.rpc_id(sender_id, player_cards.get(sender_id, []))
@rpc("authority", "call_remote", "reliable")
func send_cards(data: Array) -> void:
my_card = data
func sync_game_state() -> void:
if not multiplayer.is_server():
return
sync_game_state_rpc.rpc({
cards = cards,
player_cards = player_cards,
player_turns = player_turns,
player_hp = player_hp,
server_round = server_round,
game_started = game_started
})
@rpc("authority", "call_remote", "reliable")
func sync_game_state_rpc(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
game_started = data.game_started
func sync_players() -> void:
if not multiplayer.is_server():
return
sync_players_rpc.rpc({
players = players,
player_username = player_username,
player_hp = player_hp
})
@rpc("authority", "call_remote", "reliable")
func sync_players_rpc(data: Dictionary) -> void:
players = data.players
player_username = data.player_username
player_hp = data.player_hp
-1
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@@ -1 +0,0 @@
uid://dwbuaieufg51g
+2 -2
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@@ -1,9 +1,9 @@
extends Node2D extends Node2D
func _on_create_game_button_pressed() -> void: func _on_create_game_button_pressed() -> void:
var player_num = int($CreateGameEdit.text) var player_num: int = int($CreateGameEdit.text)
if 2 <= player_num and player_num <= 4: if 2 <= player_num and player_num <= 4:
MultiGame.create_server(int(player_num)) GameLoopManager.create_server(int(player_num))
$".".hide() $".".hide()
SceneManager.goto_scene("game/game") SceneManager.goto_scene("game/game")
else: else:
+1 -1
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@@ -3,6 +3,6 @@ extends Node2D
func _on_join_game_button_pressed() -> void: func _on_join_game_button_pressed() -> void:
var ip: String = $JoinGameEdit.text var ip: String = $JoinGameEdit.text
MultiGame.create_client(ip) GameLoopManager.create_client(ip)
$".".hide() $".".hide()
SceneManager.goto_scene("game/game") SceneManager.goto_scene("game/game")