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Lobby.gd
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extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var deck = []
var deck_size = 52
var currPlayers = 0
var players = []
# Called when the node enters the scene tree for the first time.
func _ready():
get_tree().connect("network_peer_connected", self, "_player_connected")
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
get_tree().connect("connected_to_server", self, "_connected_ok")
get_tree().connect("connection_failed", self, "_connected_fail")
get_tree().connect("server_disconnected", self, "_server_disconnected")
for n in range(52):
deck.append(n+1)
get_node("../Game/DeckList").text = String(deck)
players.resize(4)
get_node("../Game").hide()
get_node("../Game/DealerButtons").hide()
get_node("../Game/DealerButtons/Deal 1 P1").hide()
get_node("../Game/DealerButtons/Deal 1 P2").hide()
get_node("../Game/DealerButtons/Deal 1 P3").hide()
get_node("../Game/DealerButtons/Deal 1 P4").hide()
pass # Replace with function body.
func _process(delta):
var s = ""
for i in player_info:
s += String(player_info[i]) + "\n"
get_node("../Game/Players").text = s
if my_info.host:
get_node("../Game/NumPlayers").text = String(currPlayers)
func _notification(what):
if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
get_tree().network_peer = null
print ("set network peer to null")
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func connect_player(host):
my_info.name = get_node("../LobbyMenu/Name").text
var peer = NetworkedMultiplayerENet.new()
if host:
#peer.set_bind_ip("192.168.1.72")
peer.create_server(6666, 10)
else:
peer.create_client(get_node("../LobbyMenu/IP text").text, 6666)
get_tree().network_peer = peer
my_info.peer_id = get_tree().get_network_unique_id()
my_info.host = host
player_info[my_info.peer_id] = my_info
if my_info.host:
add_first_available(my_info)
update_game_state()
get_node("../LobbyMenu").hide()
get_node("../Game").show()
if my_info.host:
get_node("../Game/DealerButtons").show()
func _on_Host_pressed():
connect_player(true)
func _on_Join_pressed():
connect_player(false)
# Player info, associate ID to data
var player_info = {}
# Info we send to other players
var my_info = { name = "Johnson Magenta", hand = [], host = false }
func broadcast_update_clients():
update_game_state()
for i in range(players.size()):
if players[i] && !players[i].host:
rpc_id(players[i].peer_id, 'game_state', {players = players, deck_size = deck.size()})
func _player_connected(id):
# Called on both clients and server when a peer connects. Send my info to it.
print("player_connected, sending info" + my_info.name)
print("player_connected, with id " + String(id))
rpc_id(id, "register_player", my_info)
func _player_disconnected(id):
print("_player_disconnected, with id " + String(id))
player_info.erase(id) # Erase player from info.
if my_info.host:
remove_player_by_id(id)
func remove_player_by_id(id):
for i in range(players.size()):
if players[i] && players[i].peer_id == id:
players[i] = null
currPlayers-=1
get_node("../Game/DealerButtons/Deal 1 P" + String(i+1)).hide()
broadcast_update_clients()
break
func _connected_ok():
print("connected_ok") # Only called on clients, not server. Will go unused; not useful here.
func _server_disconnected():
print("_server_disconnected") # Server kicked us; show error and abort.
func _connected_fail():
print("_connected_fail") # Could not even connect to server; abort.
remote func register_player(info):
print ("got info" + String(info))
# Get the id of the RPC sender.
var id = get_tree().get_rpc_sender_id()
# Store the info
player_info[id] = info
if my_info.host:
if currPlayers < 4:
print("yes, <4")
add_first_available(info)
broadcast_update_clients()
func add_first_available(info):
for i in range(players.size()):
print("i", i, "player", players[i])
if players[i] == null:
players[i] = info
currPlayers += 1
if my_info.host:
get_node("../Game/DealerButtons/Deal 1 P" + String(i+1)).show()
return i
remote func game_state(game_info):
print("hi" + String(game_info.players))
players = game_info.players
deck_size = game_info.deck_size
update_game_state()
func get_player_node(i):
return get_node("../Game/P" + String(i))
func update_game_state():
if my_info.host:
get_node("../Game/DeckList").text = String(deck)
else:
get_node("../Game/DeckList").text = String(deck_size)
for i in range(players.size()):
var player_name = get_player_node(i+1).get_node("Name")
var player_hand = get_player_node(i+1).get_node("Hand")
if players[i] == null:
player_name.text = "P" + String(i+1)
player_hand.text = "[]"
else:
player_name.text = players[i].name
if players[i].host:
player_name.text += " (dealer)"
player_hand.text = String(players[i].hand)
func _on_Shuffel_Deck_pressed():
if !my_info.host: return
deck.shuffle()
broadcast_update_clients()
func _on_Deal_All_pressed():
if !my_info.host: return
for i in player_ids():
deal_one_card(i)
broadcast_update_clients()
func _on_Reset_pressed():
if !my_info.host: return
for p in players:
if p:
p.hand.clear()
deck.clear()
for n in range(52):
deck.append(n+1)
broadcast_update_clients()
func player_ids():
var ids = []
for i in range(players.size()):
if players[i]:
ids.append(i)
return ids
func deal_one_card(player_id):
if deck.size() == 0: return
if !players[player_id]: return
players[player_id].hand.append(deck.pop_front())
func _on_Deal_1_P1_pressed():
deal_one_card(0)
broadcast_update_clients()
func _on_Deal_1_P2_pressed():
deal_one_card(1)
broadcast_update_clients()
func _on_Deal_1_P3_pressed():
deal_one_card(2)
broadcast_update_clients()
func _on_Deal_1_P4_pressed():
deal_one_card(3)
broadcast_update_clients()