Exemple #1
0
        void _OnHostPressed()
        {
            //Create peer
            this.peer = new NetworkedMultiplayerENet();
            this.peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder;
            Error error = this.peer.CreateServer(PORT, 8);

            if (error != Error.Ok)
            {
                this.ShowError("Error: Unable to host server\nPerhaps there is alreay a server open?");
                return;
            }

            this.p1Id             = 1;
            this.p2Id             = 0;
            GetTree().NetworkPeer = this.peer;
            Lobby.state           = GameState.CHAR_SELECTION;
            //Hosts should start out as a spectator
            Lobby.role        = MultiplayerRole.P1;
            Lobby.highLatency = false;

            this.Visible = false;

            //Goto CS as spectator
            CharSelection cs = (ResourceLoader.Load("res://scenes/ui/char_selection/char_selection.tscn") as PackedScene)
                               .Instance() as CharSelection;

            GetTree().Root.AddChild(cs);
            //Set the character selection up for multiplayer, with this as a spectator
            cs.SetMp();
            cs.SetCallback(this._MpCSCallback);
            cs.PlayersUpdated(true, false);     //Get the player connected sprites set correctly
        }
Exemple #2
0
        //Multiplayer character selection callback, stores the selected characters and moves on to map selection
        LevelSelection _MpCSCallback(CharSelection cs, PackedScene p1, PackedScene p2)
        {
            //Disable all new connections
            this.peer.RefuseNewConnections = true;

            LevelSelection ls = this._LocalCSCallback(cs, p1, p2);

            ls.SetMp(Lobby.role);

            return(ls);
        }
Exemple #3
0
        //Host a regular, local game
        void _OnLocalPressed()
        {
            Lobby.role  = MultiplayerRole.OFFLINE;
            Lobby.state = GameState.CHAR_SELECTION;
            this.p1Id   = 0;
            this.p2Id   = 0;
            //Move to char selection
            this.Visible = false;
            CharSelection cs = (ResourceLoader.Load("res://scenes/ui/char_selection/char_selection.tscn") as PackedScene)
                               .Instance() as CharSelection;

            cs.SetCallback(this._LocalCSCallback);
            GetTree().Root.AddChild(cs);
        }
Exemple #4
0
        //Called when a player connects (duh)
        void _PlayerConnected(int id)
        {
            GD.Print(id.ToString() + " connected!");

            //Don't let the server get in here (I don't think it can anyway tbf)
            if (id == 1)
            {
                return;
            }

            if (Lobby.IsHost)
            {
                //If p1 or p2 change, push changes to all clients
                if (this.p1Id == 0)
                {
                    this.p1Id = id;
                    Rpc(nameof(this.ResetToLobby), new object[] { this.p1Id, this.p2Id, highLatency });
                }
                else if (this.p2Id == 0)
                {
                    this.p2Id = id;
                    Rpc(nameof(this.ResetToLobby), new object[] { this.p1Id, this.p2Id, highLatency });
                }
                else
                {
                    //Otherwise just current ids to new player
                    RpcId(id, nameof(this.SetupClient), new object[] { this.p1Id, this.p2Id, highLatency });

                    //Also send through any character selection choices that have been made
                    CharSelection cs = GetTree().Root.GetNode <CharSelection>("char_selection");
                    if (cs.p1.mpConfirmed)
                    {
                        cs.RpcId(id, nameof(cs.Confirm), new object[] { Lobby.MultiplayerRole.P1, cs.p1.selection });
                    }
                    if (cs.p2.mpConfirmed)
                    {
                        cs.RpcId(id, nameof(cs.Confirm), new object[] { Lobby.MultiplayerRole.P2, cs.p2.selection });
                    }
                }
            }

            this.ResetSpectators();
        }
Exemple #5
0
        //Local character selection callback, stores the selected characters and moves on to level selection
        //Returns the new level selection
        LevelSelection _LocalCSCallback(CharSelection cs, PackedScene p1, PackedScene p2)
        {
            //Removes the charselection
            GetTree().Root.RemoveChild(cs);

            //Stores player choices
            this.p1Scene = p1;
            this.p2Scene = p2;

            //Moves to level selection
            LevelSelection ls = (ResourceLoader.Load("res://scenes/ui/level_selection.tscn") as PackedScene).Instance()
                                as LevelSelection;

            ls.SetCallback(this._LSCallback);
            GetTree().Root.AddChild(ls);

            Lobby.state = GameState.LEVEL_SELECTION;

            return(ls);
        }
Exemple #6
0
        /*
         *      Which of these is called when?
         *      If a player has changed -> Call SetPlayerId(...) on all clients
         *      If a player hasn't changed -> Call SetupClient on just the new spectator
         */

        //Called whenever the game has to be setup
        //This is called internally when the players have changed
        //Or by the server if you join late as a spectator
        private void SetupClient(int p1Id, int p2Id, bool highLatency)
        {
            //Set the role correctly
            if (p1Id == GetTree().GetNetworkUniqueId())
            {
                Lobby.role = MultiplayerRole.P1;
            }
            else if (p2Id == GetTree().GetNetworkUniqueId())
            {
                Lobby.role = MultiplayerRole.P2;
            }
            else
            {
                Lobby.role = MultiplayerRole.SPECTATOR;
            }

            Lobby.highLatency = highLatency;

            //Set the player ids
            this.p1Id = p1Id;
            this.p2Id = p2Id;
            //It doesn't matter what state you were in, once this is called you're in char selections
            Lobby.state = GameState.CHAR_SELECTION;

            //Case reseting lobby
            CharSelection cs = (ResourceLoader.Load("res://scenes/ui/char_selection/char_selection.tscn") as PackedScene)
                               .Instance() as CharSelection;

            GetTree().Root.AddChild(cs);
            //Set the character selection up for multiplayer, with this as a spectator
            cs.SetMp();
            cs.SetCallback(this._MpCSCallback);
            cs.PlayersUpdated(p1Id != 0, p2Id != 0);

            this.ResetSpectators();
        }