Card selecting works over the network
This commit is contained in:
@ -22,8 +22,10 @@ func ready_self():
|
||||
ready_button_pressed.emit(player_info["id"])
|
||||
|
||||
|
||||
@rpc("any_peer")
|
||||
@rpc("any_peer", "call_local")
|
||||
func update_ready_label(readied_players, total_players):
|
||||
if readied_players == total_players:
|
||||
ready_label.visible = false
|
||||
ready_label.text = str(readied_players) + "/" + str(total_players)
|
||||
|
||||
|
||||
@ -40,3 +42,16 @@ func _on_line_edit_text_submitted(new_text: String) -> void:
|
||||
var msg = "[" + player_info["username"] + "] " + new_text + "\n"
|
||||
$CanvasLayer/UI/VBoxContainer/LineEdit.text = ""
|
||||
chat_message_submitted.emit(msg)
|
||||
|
||||
|
||||
func select_card(card):
|
||||
super(card)
|
||||
if draft_picked.size() == draft_pick_amount:
|
||||
$CanvasLayer/UI/Confirm.visible = true
|
||||
else:
|
||||
$CanvasLayer/UI/Confirm.visible = false
|
||||
|
||||
|
||||
func _on_confirm_pressed() -> void:
|
||||
$CanvasLayer/UI/Confirm.visible = false
|
||||
rpc("confirm_draft")
|
||||
|
@ -1,16 +1,45 @@
|
||||
class_name PlayerController
|
||||
extends Node
|
||||
|
||||
signal workers_discarded
|
||||
signal workers_kept
|
||||
|
||||
var player_info
|
||||
@export var hand_position: Node2D
|
||||
var hand = []
|
||||
var draft_picked = []
|
||||
var draft_pick_amount = 0
|
||||
|
||||
|
||||
func draft(cards, _pick):
|
||||
func draft(cards, pick):
|
||||
draft_pick_amount = pick
|
||||
var xxx = (250.0 * cards.size()) / 2.0
|
||||
for x in cards.size():
|
||||
var card = cards[x]
|
||||
var ratio = float(x) / float(cards.size() - 1)
|
||||
var xx = lerpf(-1 * xxx, xxx, ratio)
|
||||
card.slide_to_position(hand_position.global_position.x + xx, hand_position.global_position.y, 0.0, 0.2)
|
||||
card.slide_to_position(hand_position.global_position.x + xx - 125.0, hand_position.global_position.y - 175.0, 0.0, 0.2)
|
||||
hand.append(card)
|
||||
card.card_clicked.connect(select_card)
|
||||
|
||||
|
||||
func select_card(card):
|
||||
if not draft_picked.has(card) and draft_picked.size() < draft_pick_amount:
|
||||
draft_picked.append(card)
|
||||
card.slide_to_position(card.position.x, card.position.y - 50.0, 0.0, 0.1)
|
||||
elif draft_picked.has(card):
|
||||
draft_picked.remove_at(draft_picked.find(card))
|
||||
card.slide_to_position(card.position.x, card.position.y + 50.0, 0.0, 0.1)
|
||||
|
||||
|
||||
@rpc("call_local")
|
||||
func confirm_draft():
|
||||
var discarded_cards = []
|
||||
var kept_cards = []
|
||||
for card in hand:
|
||||
if not draft_picked.has(card):
|
||||
discarded_cards.append(card.get_path())
|
||||
else:
|
||||
kept_cards.append(card.get_path())
|
||||
workers_discarded.emit(discarded_cards)
|
||||
workers_kept.emit(kept_cards)
|
||||
|
@ -99,6 +99,8 @@ func add_player(id: int, username: String, type: PlayerType) -> void:
|
||||
networked_controllers.append(controller)
|
||||
controller.ready_button_pressed.connect(ready_player)
|
||||
controller.chat_message_submitted.connect(message)
|
||||
controller.workers_discarded.connect(discard_workers)
|
||||
controller.workers_kept.connect(board.add_to_roster)
|
||||
var player_info = {}
|
||||
player_info["id"] = id
|
||||
player_info["username"] = username
|
||||
@ -166,3 +168,10 @@ func draft_workers(player, draw_amount, pick_amount):
|
||||
for x in players:
|
||||
if x.player_info["username"] == player:
|
||||
x.draft(cards, pick_amount)
|
||||
|
||||
|
||||
@rpc("call_local")
|
||||
func discard_workers(node_paths):
|
||||
for path in node_paths:
|
||||
var card = get_node(path)
|
||||
worker_discard.place(card)
|
||||
|
Reference in New Issue
Block a user